Iffermoon - Guide and Walkthrough
By: BareKnuckleRoo
Contents:
1.i Foreword
2.i Game Mechanics
3.i Battle Screen
4.i Status Buffs
5.i Status Ailments
6.i Skills
7.i Passive Abilities/Party Stats
8.i Character Special Abilities
9.i Star Signs
10.i Minigames
11.i Game Walkthrough
12.i Secrets Guide/Walkthrough
13.i - Afterword
14.i - Another Afterword
•••••••••• 1.i - Foreword ••••••••••
Iffermoon, made in 2008, is an RPG PC game by Scott Cawthon. It is an
interesting work made that I feel deserved more attention along with his
earlier games. The gameplay itself is actually pretty interesting, and I quite
like the graphics as well as the music. It's pretty fun to play, but be
warned: the plot is not its strong suit.
This guide is supposed be fairly in-depth, and as such will contain spoilers.
I'd suggest trying to beat the game once on your own and then referring to
this if you need help finding the game's secrets, or with the harder modes. If
you need help beating the game or figuring out where to go next, feel free to
skip directly to the section "11.i - Walkthrough".
•••••••••• 2.i - Game Mechanics ••••••••••
Gameplay progresses using both keyboard and mouse; when you're walking around,
you can press the SHIFT key to jump, LEFT and RIGHT to walk, and DOWN to pick
up items as well as activate various things like minigames. You don't have to
tap DOWN to pick up coins each time; you can hold the DOWN key while walking
to automatically pick up things off the ground.
As per the game manual, your progress will be saved automatically every time
you leave the screen, leave a battle, or exit the game by pressing ESC.
To speak to people, simply stop in front of them. Some characters will
activate a cutscene with dialogue when you touch them.
Press the TAB key to go to the Party Options menu, which is where you levelup
characters, set their battle order (leftmost characters appear in battle
first), view their stats, and set each character's star sign. Characters
progress by spending Iffer, the game's equivalent of experience, with every
level you spend costing progressively more Iffer. By clicking the Next button,
you can go to the Party Stats screen, where you can see the stats you've
earned by collecting Blue and Red Coins as well as upgrade your passive
abilities with Purple Coins.
New characters are earned by speaking with them and getting their Ifferstone,
which lets you summon a representation of them in battle. However, before you
can summon them, you have to earn 10,000 favor with them, which requires doing
various tasks depending on the character. Once their favor reaches 10,000,
they will join you in battles.
The Z key is used to shoot in the Stellar Gun minigame, as well as when you're
walking around with the holoship gaining Blugus's favor.
At the top right corner of the screen are your coins. Coins randomly appear as
you wander around, and you can collect them for minor bonuses as well as for
use playing minigames. The coins are:
Blue Coins - Collect 100 of these to permanently increase the defense of all
characters. These seem to be the only way to increase this stat, but your
defense stat becomes less useful in the higher difficulties when enemies can
often kill in a single blow, so don't go out your way to obsessively get them.
Red Coins - Collect 100 of these to permanently increase the HP of all
characters by 2. Not particularly useful; once you max out all your other
stats with Purple Coins you can use Purple Coins to boost this, which is much,
much faster than wandering around collecting Red Coins.
Purple Coins - Spend 5 of them to boost your passive abilities permanently in
the Party Stats screen. Very useful. You get them by beating battles, playing
Joob's Creek, or converting 10000 Iffer or 25 Yellow Coins/Game Tokens into
100 Purple Coins. The converters are found later in the game - by all means
use the Yellow Coin to Purple Coin converter if you have tons of them, but the
10000 Iffer one is a ripoff unless all your characters are levelled to
maximum.
Yellow Coins - Also referred to as 'Game Tokens'. These are used for playing
the three minigames. 25 of them can be converted to 100 Purple Coins when you
find the converter later on.
•••••••••• 3.i Battle Screen ••••••••••
When you encounter an enemy, you will enter a battle; these take place in
real-time, so reflexes and reaction speeds are important for skill use.
Battles are controlled entirely by the mouse, so there's no keyboard input
during battle. Everything is controlled by clicking on the character icons and
buttons that appear. Characters will automatically use basic physical attacks
on the enemy periodically, so all you need to control is the use of their
special abilities.
At the bottom right is the enemy's HP and charge meter, which determines when
the enemy will attack. Status ailments are displayed above the enemy's health
in red circles. Only one enemy is fought in a battle; you never encounter more
than one enemy at a time.
At the top left are your character meters:
Health/HP is displayed in Red. When this drops to 0, the character dies and
the next character in the party order you've set will replace them. You can
have 4 characters active, with 11 more in reserve, for a total of 15 playable
characters. If all your characters die, it's Game Over (unless you're fighting
one of the training enemies). Game Overs don't seem to have a penalty as far
as I can tell?
Charge points are in green. Think of this as your MP in a conventional RPG -
it determines what skills you can use. A level 1 skill takes 1 charge point, a
level 2 skill takes 2 charge points, etc. It maxes out at 7 charge points.
When your charge meter is maxed, the entire character bar takes on an orange
glow and your physical attacks do more damage. It's hard to maintain this in
serious fights though, and it's usually better to have all four characters
actively using skills than trying to keep this maxed for the damage increase.
With a full charge you can also use your character's special ability (once per
battle).
Yellow is your speed meter. Every time this fills up, you gain one charge
point. It is crucial to keep this as fast as possible, since this allows you
to use skills more rapidly and keep yourself alive. Its speed is determined by
your character level, as well as any buffs. Using Warp 10 to rapidly boost
this, and Warp 1 to keep the buff active at all times is highly recommended,
if not outright crucial.
After the first tutorial fight, you get access to star signs. These are
displayed in a "Sign" button to the right of each character, and are usable by
each character once per battle. Click on it to activate.
At the bottom left of the screen are shown status buffs in various colored
circles, as well as your party's status ailments in red circles further down.
More on this in the next section.
Click on a character's bar to open their skill window. In the display are
shown usable skills in 5 columns according to skill type, with the row
determining how much they cost to use. Bottom row skills cost 1 charge point,
second from the bottom costs 2 charge points, and so on, with the top row
skills costing the full charge meter (more on these skills in the next
section). When your character's charge meter is full, their once-per-battle
skill appears at the bottom left as a clickable button.
Three buttons at the bottom left of each character's skill window determines
what combat stance they're in. Note that the stance is not 'per character' but
rather for whichever character is in that slot. If your top character is set
to BAT and dies, the next one who appears in his slot will be set to BAT as
well. The stance you're in determines how much damage you take from enemy
attacks, as well as how much damage your normal physical attacks deal (stance
does not affect your special skill damage). Generally, you want to set it to
DEF on all characters for any serious fight. The stances are:
BAT stance sets your character to receive 100% damage from enemies as well as
inflict 100% damage with their physical attacks. This is usually suicidal,
except in cases where you vastly overpower your enemy and they do minimal
damage, or where you're focusing on nullifying all damage with Lifeblock and
getting hit would kill you even in DEF stance. Even then, getting hit in DEF
might barely keep you alive, whereas BAT will often guarantee a one hit kill.
You can do some serious damage with this if your party's level is high enough
to keep Lifeblock active at all times, but use this at your peril as one
mistake can be costly.
Mid stance sets your character to receive 50% damage from enemies as well as
inflict 50% damage with their physical attacks. Using this can speed up easier
fights, but for dangerous battles, you'll generally want to use DEF and focus
on dealing damage via skills.
DEF stance sets your character to deal only 25% damage with physical attacks,
but you receive only 25% damage from enemy attacks and you move out of reach
of many physical attacks! DEF stance is highly recommended for basically all
fights - sure you do less damage, but the damage reduction is massive, and
turns some enemy attacks that would kill you instantly into being barely
survivable.
•••••••••• 4.i Status Buffs ••••••••••
Various abilities can provide temporary boosts to your characters, that slowly
wear off over time. Whenever you use a skill to apply a buff on yourself or
inflict an ailment that is already active, the timer for it refreshes, so you
can reapply a buff while active to keep it from wearing off. Note that enemies
cannot buff themselves (though some can use healing spells).
The Status Buffs (from left to right) are:
DEF+ (Blue Circle) - Goes up to 99. Decreases the damage enemies deal by a
fair amount. Can be applied 20 points at a time with Defshield, and lasts for
a fair length of time.
CHR SP+ (Green Circle) - Goes up to 99. Increases your speed, so you earn
charge points faster. Lasts a long time, can be applied 5 points at a time
with Warp 1, or 50 points at a time with Warp 10. Extremely important to keep
this applied at all times, a good strategy is to max this out quickly with
Warp 10, then keep the buff refreshed with Warp 1 as necessary.
ATK SP+ (Orange Circle) - Goes up to 99. Characters use their physical attacks
more frequently. Applied 25 at a time with Fistfury.
HEAL+ (Pink Circle) - Goes up to 99. Increases how much health your healing
skills restore. Applied in 50 point increments with Angel.
REGEN+ (Light Red Circle) - Health regenerates naturally, at fairly quick
intervals. Apply with Healglo. Doesn't last quite as long as the longer buffs
seem to.
ATK PR+ (Dark Red Circle) - Goes up to 99. Boosts your physical attack damage
while active. Applied 25 at a time with Ironglove. I prefer to deal damage
with Tazerpods and 60 Bombs myself.
BLOCK+ (Purple Circle) - Nullifies all damage from enemies. Lasts for 10
seconds when applied via Lifeblock. This is absolutely crucial in higher
difficulty modes against the game's superbosses. There are fights where you
need to have this active at all times, as enemies will kill you in one shot
with their attacks (the stunning attacks you have to use against enemies last
too short or cost too much to keep active, whereas Lifeblock only costs 4
charge points and lasts 10 seconds which is pretty huge).
T NUL+ (Teal Circle) - Prevents the three time-related status ailments (Slow,
Stop, Stun) as well as curing Slow and Stop. Note that Stun can't be cured if
you're hit with it since it drops your maximum charge to 4. One of the most
important buffs to keep active during boss fights, since Stop and Stun will
cripple your party if you're hit with them.
SUPER+ (Yellow Circle) - Inflict double damage on enemies while active. This
allows you to do massive damage for a short period of time. Applied with
Blyli's special ability, Starlight. Can also be applied with Silence's 2nd
Wind ability or the star sign Starchime, but these methods only apply it for 3
seconds.
REVIVE+ (Light Green Circle) - According to the game manual, Chattercan 21's
Powerplug special ability gives you "a life reserve that will keep all party
members above 100hp" but this doesn't seem to be terribly useful. It won't
auto-revive characters to 100 HP if they die. I think that it simply keeps
characters at 100 HP so long as they survive whatever hit them. If they
survive a hit and are at 1-99 HP they get back to 100 HP. Rather useless from
what I can tell, especially considering harder bosses can easily deal several
hundred damage or more in a single hit. You can also get this buff with the
Moonbrace star sign.
MED+ (Light Blue Circle) - Prevents all status ailments from being applied
while active as well as curing any your party is afflicted with. Very, very
important buff. Can be applied with Flashfill.
BLESS (Pink and White Circle) - Rapidly restores health. On Normal difficulty,
you'll recover health very rapidly, making it extremely difficult for you to
be killed. The amount this restores doesn't scale with your health though, and
when you have lots of HP (thousand or more) the recovery will feel a lot
slower. Obtained when you light the Orb of Domination (and receive the
Blessing of Domination). Note that each playthrough on a harder difficulty you
have to re-obtain this, and it's obtainable only very late in the game, so you
will basically have it for at most a couple of boss fights. It's very helpful
to have when you're levelling up on Normal difficulty.
•••••••••• 5.i Status Ailments ••••••••••
Some abilities allow you to inflict negative statuses on the enemy. Enemies
can also inflict you with various status ailments. All of these are shown in
red circles either on the enemy (for statuses you've inflicted) or on the
bottom left under your buffs (for status the enemy has inflicted on you). When
an enemy hits you with a status ailment, it affects the entire party until it
wears off.
Blind - Your characters won't attack physically. Early on this is problematic,
but later on it's just a minor nuisance as it doesn't affect your ability to
attack via charge abilities. Cure with Healwind or cure and prevent it with
Flashfill. You can inflict this on enemies by using Blackhole, or King Doof's
King's Cloak ability, but neither are terribly useful as you can avoid lots of
enemy damage by staying in the DEF stance.
Drain - Think of this as Poison. You take damage every 2 seconds. Early in the
game this can be damaging, but later on it doesn't seem to scale with your
character's health, and so doesn't do as much damage? Usually not terribly
threatening. Cure with Healwind, or better yet cure and prevent with
Flashfill. You can inflict this on enemies with Molecule, which lasts a long
time (and the drain damage is boosted when Blackhole is activeas well as the
SUPER+ buff.)
Slow - Your party's speed meter slows down, reducing how quickly you gain
charge. This is a very bad thing. Cure it as well as prevent it with Nullify
or Flashfill. Can be inflicted on enemies weakly with Crawl, or more
powerfully with Fullstop. Blue Crown's special ability Ocean Fury can also
inflict this.
Stop - Your characters have their speed meters set to 0 while this is active,
preventing chararacters from gaining any charge! Extremely dangerous,
especially if you get caught with it while your charge meters are low. Cure
and prevent it with Nullify or Flashfill. It doesn't look like there's any way
to inflict this status ailment on enemies.
Stun - The most dangerous status ailment in the game when inflicted on your
characters. Your charge meters are dropped to 4 if they're above that, and you
can't regain charge to above 4. This means that you have no access to curing
time ailments with Nullify or Flashfill, though you can still use Lifeblock to
prevent damage. If you're hit with this and an enemy keeps reapplying it, you
have to a) hope the enemy is slow enough to let it wear off, b) use Elecwave
repeatedly to stun the enemy and force it to wear off, which will seriously
drain your own meters, or c) have 12 Tinkertops active and waiting, and hit
the enemy with a TT Stun, which will halt the enemy for 24 seconds, long
enough for you to hopefully make a recovery! You have a few skills that
'stun' or petrify enemies, which instead of affecting the charge meter
effectively stops them from acting while they're stunned.
No Heal - I haven't seen any enemies that can inflict this. You can use this
on enemies with the skills I. Realm, Icecore, or Flashice. It prevents the
enemy from being able to heal themselves. There's a few boss battles where
enemies can heal themselves, but it's usually for a low amount of health. Note
that there is at least one battle in the game where inflicting No Heal is
essentially mandatory to win since the enemy can heal for ridiculous amounts
of health, so it's a good idea for a few party members to have access to this.
Blue - According to the game manual, this is a "blue curse" that makes enemies
take 100 damage each time an enemy takes a turn (their speed meter fills).
Early on this can be pretty damaging, but later in the game this is pretty
negligible damage. Blugus's Blueshroom inflicts this, as well as the star sign
Dornadon. Not usable on you by enemies.
•••••••••• 6.i Skills ••••••••••
In the Party Options screen, you'll see a list of five skill types, along with
bars underneath each. Each skill type has 11 level bars in it, with the first
4 bars shown dimmed. When you invest levels into skills, the first 4 levels do
not grant any abilities when you invest points in them, whereas the bright
blue ones represent a skill earned in that type. Characters generally start
with some levels already invested in a skill, so you'll probably want to
invest levels in skill types they're already good at (unless there's a
particular skill you want such as Lifeblock). Higher level abilities are
significantly better than low level ones generally, so it's also usually wise
to focus on levelling one or two skill types rather than spreading out levels.
Skill damage appears to be tied to the individual ability as well as any
relevant upgrades (to the skills you can purchase with Purple Coins).
Character level and stats do not seem to directly affect skill damage.
Note that using a skill immediately resets the speed meter, so it may be
worthwhile to wait for the speed meter to finish filling and gain another
charge point before firing off that skill you want.
The five skill types are as follows:
LIGHT
Healing and defensive abilities. Extremely useful skill type as it contains
several of the most important abilities in the game. Lifeblock and Flashfill
are absolute must haves for the game's secret bosses.
Charge 1: Healgust - Heal a small amount of health. I think this heals as a
percentage of your max health, so it scales up as you gain more max HP? Good
for use in an emergency, or with Angel's HEAL+ buff active. Boosting your
party's Healing Effectiveness also makes this more useful.
Charge 2: Healwind - More health recovery than Healgust, and also cures Blind
as well as Drain ailments. Pretty helpful if you suddenly take damage.
Charge 3: Defshield - Adds 20 to the DEF+ buff as well as resetting the timer.
When you pump this up to 99 it reduces damage a fair bit. The usefulness goes
down in higher difficulties, but this can still turn lethal blows into
survivable ones. I like to keep this one maxed at all times.
Charge 4: Lifeblock - Early on, when character levels are low, 10 seconds of
invulnerability doesn't seem like much compared to Defshield's buffing power.
However, when you are able to make out your speed easily with Warp 10 and keep
it there thanks to your party's high levels, you can go through entire fights
keeping the BLOCK+ buff active. On higher difficulties against the game's
secret bosses, this is essential, as they will kill your characters in one
hit. Some fights become a test of keeping Lifeblock applied as well as Nullify
or Flashfill at all times, so be prepared to use this a lot if you play the
harder difficulties.
Charge 5: Healglo - Gives you REGEN+, a life regeneration buff. This is pretty
helpful, though the duration seems a tad shorter than Defshield. It's also
pretty expensive to use.
Charge 6: Flashfill - Crucial skill that gives you MED+, a buff that cures and
blocks all status ailments. During bosses, you will want to have this (as well
as nullify in case one or the other drops unexpectedly) active at all times.
Charge 7: Angel - Lasts a very long time, adds 50 to the HEAL+ buff and resets
its timer. Boosts how much all your healing spells heal for. Unfortunately,
when the game balance shifts and avoiding damage with Lifeblock becomes
central to survival, this one no longer sees any use.
TELE
Teleportation abilities contain skills that boost the effectiveness of your
skills, namely raising their damage and effectiveness. I strongly recommend
against early investing in this - to make use of these you need other specific
abilities and the speed to gain charge points to really make use of them. Good
to invest in for later in the game, some of the skills can really raise your
damage massively, as well as inflict some status ailments.
Charge 1: F. Realm - Teleports enemies to a world that boosts your fire
elemental damage. Not really useful, fire elemental abilities are quite poor
for damage in this game, but maybe you can make use of it and Fullblaze early
on if you really wanted to?
Charge 2: I. Realm - Increases your ice damage as well as wind damage, and
inflicts No Heal on the enemy. I don't know if this boosts Healgust or
Healwind, but the damage increase to Flashice and Windlash aren't very
impressive. This skill is nevertheless incredibly useful against a couple of
bosses who heal themselves for stopping their antics.
Charge 3: T. Realm - Boosts shock and energy damage. With 100 points in Realm
Damage Boost and 100 points in Tazerpod Upgrade, this will basically triple
the damage your Tazerpods do while it's active, resulting in a massive amount
of damage if you have a bunch of Tazerpods active. Also really ups the damage
TT Blast does, so you can max out Tinkertops, use this, and fire away.
Charge 4: Suncore - Stronger version of F. Realm that lasts longer. Not
useful, except perhaps when you want to mess around with Gargamel's Self-
Destruct, which is fire elemental and does massive damage if used with
Suncore.
Charge 5: Icecore - Stronger version of I. Realm that lasts longer. Like the
weaker version, it inflicts No Heal, which is honestly probably the most
useful thing about it. You can also use this along with Blue Crown's Ocean
Fury special ability to deal some respectable damage.
Charge 6: Stormcore - Get a bunch of Tazerpods and Tinkertops going, use this,
then fire away with TT Blast and watch the damage numbers. Incredibly powerful
if you use this after maxing out Tazerpods with the star sign Revenagot or
before using Dojo's Shockspear (which gives you three Tazerpods!). Arguably
one of the best teleportation skills for sheer damage.
Charge 7: Blackhole - Blinds the enemy as well as boosting Molecule, Titan,
and Cratercall's damage. Lasts a surpringly short time for such an expensive
skill, and honestly you get way more damage out of Stormcore if you have
several Tazerpods going. Not too useful normally, but it does massively boost
the damage that the special ability Alpha Ray does.
TIME
Skills that effect your party's speed as well as the enemy's. Also features an
unusual attack in the form of 60 Bomb which is fairly damaging, but takes time
to detonate.
Charge 1: Warp 1 - Adds 5 to the CHR SP+ buff, increasing the rate your speed
meter increases. You need to use this several times to build it up to a
noticeable increase, but this skill is extremely important both early and late
game. Later on in the game, you can rapidly max out your charge speed buff
with Warp 10, and then keep the buff active by using this skill.
Charge 2: Crawl - Slow the enemy down slightly. It's pretty inexpensive, so it
can be handy to apply now and again.
Charge 3: Fistfury - Increases the ATK SP+ buff by 25, raising your physical
attack speed. If you're focusing on physical attacks it's handy to raise this,
and at costing only 3 charge points isn't too difficult to keep active.
Charge 4: 60 Bomb - This is a really useful attack that drops a bomb which
explodes after 60 seconds. The damage the bomb does is based on how much
damage you take, so the more enemies attack you, the more payback they get.
You can also invest heavily in the 60 Bomb Autocharge upgrades, which when
maxed out will make a 60 Bomb do several thousand damage, even without the
extra yield from absorbed damage. You can only have one of these on the field
at a time, and using 60 Bomb again while one is active doesn't seem to do
anything except waste the charge points. Every Cratercall you use will
increase the yield by 300 of this bomb, but honestly this is a waste, as you
might as well save up and use Molecule for the drain effect, or save up for a
Tazerpod.
Charge 5: Nullify - Cures Slow and Stop, as well as prevents Slow, Stop, and
Stun, by applying the T NUL+ buff. I keep this along with Flashfill's MED+
active at all times, so that if one accidentally drops, the other is active to
stop the three most dangerous ailments in the game.
Charge 6: Fullstop - A much stronger version of Crawl that really slows down
the enemy's speed meter. Pretty handy ability, but eventually stops seeing use
later on when you're using Lifeblock to ignore all damage.
Charge 7: Warp 10 - Unbelievably useful ability that rapidly raises your
charge speed buff. 50 points to CHR SP+ is more efficient than using Warp 1
repeatedly, so using this skill twice at the start of a fight is a very good
way to prepare. Then, just keep the buff active with Warp 1.
ELEM
Direct damage with various effects added. You can use a Teleportation skill of
the appropriate elemental affinity to boost the damage, but the damage on a
lot of these is still really low considering the charge point costs. Some of
the abilities have helpful effects though.
Charge 1: Fullblaze - A weak fire elemental attack. Too weak to be of any
practical use except perhaps at the beginning of the game.
Charge 2: Flashice - A weak ice elemental attack. Pretty important skill
actually, as it inflicts No Heal, which is helpful for a few fights where
enemies heal. There's at least one boss where having the ability to inflict No
Heal is almost a requirement to win.
Charge 3: Elecwave - Weak electrical elemental attack. Inflicts 2 seconds of
stun, which is basically nothing.
Charge 4: Windlash - Wind elemental attack. Not particularly strong, but it
does reset the enemy's charge meter so you can interrupt with this if they're
about to get a turn, but this usually isn't as helpful as it sounds.
Charge 5: Cratercall - Meteors rain from the sky. If a 60 Bomb is active, the
yield is increased by 300. The skill itself only does about 100 damage or so,
but I guess it's useful for tacking on a bit of extra damage to 60 Bombs if
one is active and you have nothing better to do.
Charge 6: Volrise - Fire element attack that does about 150 damage. Petrifies
the enemy for 6 seconds. Unlike Elecwave, the stun effect lasts a decent
length of time, but for only 4 charge points, Lifeblock can give you full
invulnerability, so why not just use that?
Charge 7: Molecule - Despite the animation, this attack is not boosted by T.
Realm or Stormcore. It's an attack that deals about 200-250 damage and
inflicts drain. Drain is actually pretty powerful when you level up the skill
to max with Purple Coins. Using Blackhole will double this skill's damage to
about 500 or so as well as doubling the damage that each Drain 'tick' will do.
Very helpful to reapply Drain on enemies now and then as it seems to last a
while and saps off a fair chunk of health.
TECH
Abilities that mainly revolve around dealing lots of damage to enemies using
technology. Contains the game's physical damage buff as well as other ways of
doing some seriously impressive damage to enemies. Tazerpods are my preferred
way of rapidly doing enormous amounts of damage, so I'm quite fond of this
skill type.
Charge 1: Tinkertop - Activates a tinkertop that wanders back and forth along
the bottom of the screen in battle. These don't do anything on their own, but
you need tinkertops active to use the next three TT skills, which allows you
to repeatedly attack with them, or destroy all of your tinkertops in an
emergency to stun the enemy or give all your other party members charge
points. It looks like you can have up to 12 of these at once, and they last
indefinitely (until you use TT Stun or TT Charge). The more you have active,
the more powerful the TT skills are.
Charge 2: TT Blast - All of your tinkertops fire an energy blast that does a
small amount of damage to the enemy. Deals about 11-18 damage per blast, can
be reused as much as you like. With only one tinkertop active, it's quite
weak, but with 12 tinkertops going, this skill does tremendous damage for such
a low cost. Max out the realm damage boost with Purple Coins, and tinkertops
will deal 90 damage per hit with T. Realm, or 120 damage per hit with
Stormcore! Building up 12 tinkertops, using T. Realm or Stormcore, and firing
away like crazy by using TT Blast over and over deals a ton of damage to
enemies.
Charge 3: TT Stun - Destroys all of your current tinkertops, and stuns the
enemy for 2 seconds per tinkertop active. You normally don't want to use this
by accident as it's a pain getting all 12 tinkertops going, but in an
emergency, this is a fantastic skill for getting out of a jam. 24 seconds of
stun time is massive! If a dangerous enemy inflicts Stun or Stop on you, you
can use this to give yourself time to recover.
Charge 4: TT Charge - Destroys all of your current tinkertops, and converts
them to charge points to give to the other three party members. If you have 12
tinkertops active, this will instantly max out the charge of three of your
party members. Though TT Blast is best for dealing lots of damage, it's a
helpful option in an emergency you can use to quickly use an expensive skill
like Flashfill.
Charge 5: Ironglove - Adds 25 to the ATK PR+ buff, increasing your physical
damage output. Expensive skill, so it's hard to maintain the buff, but your
physical attacks are pretty impressive when the buff is at 99.
Charge 6: Tazerpod - This is the reason you want to get TECH skills. Summons a
tazerpod satellite that floats across the top of the screen, hitting the enemy
with lightning each time it floats over. Starts off weak, but as you invest in
the skill it gets quite powerful (100 damage per strik) and lasts a long time
on screen. Especially powerful when boosted with T. Realm or Stormcore, you
can have up to 6 of these onscreen at a time. They disappear eventually, but
last quite a long time. In terms of damage per second, summoning 6 of these
quickly with the help of the Revenagot star sign and using Stormcore is one of
the fastest ways of defeating enemies.
Charge 7: Titan - A giant fist crashes down from the sky and deals about 450
damage. Boosted by Blackhole (deals about 750 damage if the realm bonus is
maxed). There's a slight delay before it can be reused, so you can't fire
these off too quickly. Looks impressive and it deals some hefty damage early
on in the game, but when you invest in the Purple Coin skills you'll find
Tazerpods are considerably more useful as is Molecule for the Drain effect.
Heck, using Tinkertop 7 times so you can fire away with TT Blast is probably a
better investment for a long fight.
•••••••••• 7.i Passive Abilities/Party Stats ••••••••••
These are the things you can see in the Party Options screen if you click the
"Next" button. Each ability can be increased by one point by spending 5 Purple
Coins (earn these through battles, playing Joob's Creek, or by the converters
you can find). Most of the abilities max out at 100, though initially Bonus HP
can only be raised by finding Red Coins, and Bonus Defense can only be raised
by finding Blue Coins.
Bonus HP - Permanently increases every single character's max HP by the value
shown. Can be raised by collecting 100 Red Coins. Once you max out all your
other abilities at 100, you can start putting Purple Coins in this to raise it
rapidly. I don't know what the cap here is, but I've had it at 600+.
Bonus Defense - Permanently increases every single character's defense stat by
the value shown. I don't think there's any way to raise this other than
collecting 100 Blue Coins.
Drain Damage Boost - Increases the damage the Drain status ailment does to
enemies. Generally, you will inflict this with the Molecule ELEM skill. Starts
off weak, but when maxed out each 'tick' will do about 110 damage (doubled
during Blackhole).
Life Regeneration - Naturally recover some health every 10 seconds. Slow, but
helpful to have nevertheless.
Healing Effectiveness - Permanently boosts the life recovery of healing
spells. Very handy.
Realm Damage Boost - Increases how much your TELE skills increase elemental
damage. Max this out and you'll see a pretty hefty increase.
60 Bomb Autocharge - Every 5 seconds, your 60 Bomb gains extra yield. Makes it
a fair bit more powerful, though the skill takes time to detonate. When this
is maxed out, the 60 Bomb skill will deal 1300 base damage plus any additional
yield from damage you've taken.
Tazerpod Upgrade - Increases how much damage Tazerpods do. You'll get just
over 100 damage every shock normally and as high as 330 per shock while
Stormcore is active. Very powerful when maxed out with Realm Damage Boost.
Immunity - You start with the MED+ buff (immune to all status ailments) at the
beginning of every fight. Higher buff means longer duration. 50 points in this
makes it last quite a while, and when you max it, it basically is a free
Flashfill at the start of a fight.
Dodge Chance - Your characters have a chance to dodge attacks, avoiding all
damage. This can really reduce how much damage you take, but it doesn't work
on status ailment attacks it seems.
•••••••••• 8.i Character Special Abilities ••••••••••
Every character in the game has a special ability they can use once per battle
when their charge meter is maxed out. Each ability costs the full meter (7
charge points), but several of these contain unique abilities you can't get
through normal skills or star signs. Abilities are sorted alphabetically, with
the character they below to:
2nd Wind (Silence) - Gives you a whole bunch of really short-lived stat buffs.
Mostly useless since the buffs are quite weak, and 7 charge points can be
spent better elsewhere. You get the SUPER+ double damage buff for three
seconds, but it's hard to make use of this since it wears off so quickly.
Alpha Ray (Earlia) - Fires a series of lasers that heal your party as well as
damage enemies. The healing effect is a nice bonus, and if you use Blackhole
first it really boosts the damage this does to some respectable numbers.
Blueshroom (Blugus) - Inflicts the "Blue" status ailment, dealing 100 damage
each time an enemy takes a turn. It's pretty powerful early on, and helpful
since Blugus is one of the first recruitable characters, but it's considerably
less impressive later on when you can deal much more damage with other skills.
Energize (K2) - For ten seconds, all party members gain charge points. This
will very quickly max everyone out, and is one of the best special abilities
in the game. When K2 is ready to use this it's a good idea to spend everyone
else's charge meter, then you can quickly use Energize to refill everyone.
Fireduster (Fethus) - Deals damage equal to 10% of an enemy's max HP, allowing
you to learn how much HP the enemy has as well as taking off a chunk of their
health. Despite the name, this attack appears to be non-elemental, and none of
the Teleportation skills boost its damage. However, SUPER+ will double its
damage, meaning you can take off 20% of an enemy's health in one shot, so use
Blyli's Starlight ability right before using Fireduster. This attack gets more
useful the later in the game you are, when enemies have more and more HP. In
fact, this is the single strongest attack in the game, capable of dealing
50,000 damage in one shot to the game's hardest boss (or 100,000 if doubled
with Starlight). Fethus is usually in my frontline because his ability is so
powerful. Even more ridiculously, this attack seems to be capable of HITTING
TWICE if the enemy happens to move left at the same time as the laser hits.
I've seen it score two hits in a boss battle at least once (against Cosmose).
King's Cloak (King Doof) - Inflicts blind on an enemy. I think it lasts a bit
longer than Blackhole? But I don't find blind particularly useful normally.
Missile-1 (Clockmort) - Deals 1000 damage. I think it's fire elemental and
gets boosted if you have one of the fire elemental Teleportation skills
active. It's okay, I guess.
Ocean Fury (Blue Crown) - Ice elemental attack that inflicts a powerful slow
ailment. Use Icecore before this, and it'll hit pretty hard.
Powerplug (Chattercan 21)- Gives you the REVIVE+ buff, this seems to heal you
to 100 HP if you're ever between 1-99 HP. As stated in the buffs section, this
buff doesn't autorevive you if you're actually dropped to 0 HP, and plenty of
enemies do way more than 100 HP of damage per hit, so this is basically a
waste of charge meter.
Rampage (Dinandus) - Gives you a unique physical attack boost for a short
period of time. It's not really amazing, but that's probably because I don't
usually rely much on physical attacks for dealing damage.
Self-Destruct (Gargamel) - Kills Gargamel immediately, but deals about 2500
fire elemental damage in one shot. Boost it with F. Realm or Suncore for even
bigger numbers. It's helpful if you're grinding on one of the weaker Baradites
for rapidly killing them, but in a serious boss fight it's generally better to
actually keep Gargamel alive.
Shockspear (Dojo) - Deals a bit of electrical damage and summons three
tazerpods! The tazerpods deal massive damage, and cost 6 charge points
normally each, so this is one of the best abilities in the game. Use Stormcore
to boost the damage and fire this off, then watch the tazerpods fry
everything.
Starlight (Blyli) - Gives you SUPER+ for about 10 seconds, which doubles ALL
of your damage. Ridiculously useful when you have 6 tazerpods and Stormcore
going, as well as well as following it up with Fethus's Fireduster to take off
a whopping 20% of an enemy's HP in one shot.
Stonefoot (Brigbullus) - Petrifies an enemy for 10 seconds. It's pretty good
for giving you a chance to get buffs up or recover.
Thornbush (Grithmoo) - Sets a bunch of traps that stun the enemy as they walk
into them. It's not too bad, but Stonefoot is a bit more reliable in terms of
how long the enemy is held immobile.
•••••••••• 9.i Star Signs ••••••••••
Star signs are abilities that are usable once per battle (except in the very
first tutorial fight). You have to earn these by playing the Stellar Gun
minigame, and you have to beat 17 levels to earn them all. The minigame itself
can be challenging if you're not good at shmups, but the last star sign in the
game is so ridiculously powerful that it's well worth it. It's not mandatory
to have though, even for the game's most powerful secret bosses, so don't feel
bad if you're having trouble acquiring it.
In the order that you acquire them and the order you select them in Party
Options from left to right:
Dinite - All party members recover 50 health. Only useful early on when you're
low level.
Starchime - SUPER+ buff (double damage) for 3 seconds. Fethus can make use of
this to deal 20% of an enemy's max HP as damage with his Fireduster if you
time it right, but otherwise the buff is so short that it's hard to really
make use of it.
Kinglore - Everyone gets 2 charge points in their meter. Pretty versatile
skill, this one is handy for getting a quick advantage or recovering from a
nasty situation.
Fortuneite - Gain 25 Iffer at the end of battle. If you have all four
characters in battle use this that's an extra hundred Iffer. Only useful if
you're rapidly grinding over and over against Baradite 1.0 or Baradite 2.0,
and there's a better star sign called Honorcrest that gives 50 Iffer which you
should be using in that case.
Dwellden - Blind the enemy for 30 seconds. Long duration, but I almost always
fight in the DEF stance with everyone, so I never bothered with this.
Spirefly - Gives you the REGEN+ buff. Much more useful source of healing early
on than Dinite is, so it's not too bad.
Robotsong - Builds 5 tinkertops. Not worth it, you can rapidly build 5 of
these one charge point at a time on your own.
Thundertome - Uses the Elecwave skill, which deals 50 lightning elemental
damage and stuns for 2 seconds. Utterly worthless.
Flowma - Casts Defshield twice, giving you a 50 DEF+ buff. Helpful for quickly
getting your defenses up, but later on when your speed is high enough that you
can easily throw up Defshield (or Lifeblock), there's no reason to bother with
this.
Honorcrest - The same as Fortuneite, except you get an extra 50 Iffer at the
end of battle instead. Not usually worth it, especially since there's an enemy
who gives several thousand Iffer you can level up rapidly against later on,
and you'll want other star signs to quickly power through the fight.
Dreadness - Inflicts Drain for 60 seconds. If nobody knows the Molecule skill,
this can be a good way of dealing damage, assuming you invested some Purple
Coins in boosting drain damage.
Dornadon - Inflicts the "Blue" status ailment, dealing 100 damage every time
the enemy's charge meter fills. Similar to Dreadness, but a bit more useful
early on since it doesn't require investing a ton of Purple Coins to deal
maximum damage.
Celestice - Uses Lifeblock, giving you the BLOCK+ buff and making you
invulnerable to all damage for 10 seconds. Good to have as an emergency
clickable button perhaps.
Ecliptose - Uses Molecule, dealing about 250 cosmic damage and inflicting the
Drain status ailment. Don't bother with it, it's more helpful to have other
star signs available as an instantly clickable button in an emergency.
Shinemoore - Uses Angel, giving you a 50 HEAL+ buff that makes your healing
spells more effective. Not bad I suppose, but I never used this.
Dandigoose - Uses Fistfury and Ironglove once each, giving you a 25 ATK SP+
and 25 ATK PR+ buff. Don't bother.
Mosspool - Uses Warp 10, giving you a 50 CHR SP+ buff. Early on when your
levels are low, this can be extremely useful in rapidly maxing out your charge
speed, at which point you keep it there by using Warp 1 every so often. Early
in the game I had two characters with this sign use it at the start of every
fight so I always had max charge speeds.
Blazeburden - Deals 500 fire elemental damage. Too weak to be seriously
useful.
Moonbrace - Deals 400 damage to the enemy, and gives you the REVIVE+ buff,
which doesn't actually seem to auto revive properly, especially on harder
difficulties where enemies can hit for several hundred or even thousand damage
at a time. Don't bother.
Revenagot - Unquestionably the best star sign in the game, by a ridiculously
wide margin. Heals all characters by 999 HP, but more importantly, it MAXES
out ALL of your charge meters. You can immediately have characters fire off
whatever high level skills they want at the start of a fight with just one use
of this star sign. Use Warp 10 twice, and Defshield a whole bunch of times to
rapidly buff, then fire Revenagot off again to launch a bunch of tazerpods,
then use it again to fire more tazerpods, then use Stormcore to deal
ridiculous damage as you use Revenagot AGAIN to pump in even more damage with
60 Bomb and Molecule. Or, save this in an emergency when you immediately need
a full charge meter for Flashfill, Nullify, or Lifeblock. This star sign isn't
a must to beat the game, but it's so ridiculously powerful that it makes
fights significantly faster as well as easier. This is well worth getting
through all 17 levels in Stellar Gun, and you can get it basically at the
start of the game, at which point there's little reason to use any of the
other star signs.
•••••••••• 10.i Minigames ••••••••••
There are three minigames to find and play in Iffermoon, each giving you
different rewards:
Stellar Gun:
Shoot 'em up with 17 levels to play. Costs one game token to play, and you
only spend a new token if you get a game over. Each level you beat gives you a
star sign. I recommend playing this as soon as you find it and beating it if
you can. You don't need to beat it, but the star sign you get for beating
level 17 is unbelievably powerful.
To play Stellar Gun, hold the Z key to shoot, and use the arrows to move.
Powerup pods will appear that you can shoot to drop colored powerup items that
will boost your main gun, side shots, your orange missiles, or your laser beam
levels. If you get hit, you lose a chunk of your weapon upgrades. Getting hit
with 0 upgrades in stock is game over.
It gets pretty difficult later on, so don't feel too bad if you have trouble
earning all the star signs - none of them are crucial for beating the game.
There are some fairly useful star signs you can earn by beating the earlier
levels, so even if you can't beat the entire game, playing Stellar Gun to earn
a few extra star signs is worthwhile.
Joob's Creek:
Costs 1 game token to play. Controlled with the arrow keys. Collect Purple
Coins as you float down the river, and avoid getting hit or trapped at the top
of the screen between a wall. If you get hit by arrows/lasers/bullets twice,
it's game over, but you get to keep any Purple Coins you collected. Beating
the game gives you double the number of Purple Coins you collected, and on an
average winning run you should earn about 80 Purple Coins.
Note that later on in the game, there's a much faster way of earning Purple
Coins against a specific enemy who drops 40 of them each time you beat it.
Taboli RPG:
An extremely long, and boring RPG that takes forever to play. Control with the
arrows and the SHIFT key to pick up chests or select in battle. If you leave
the machine and then return, you keep your level and any items and experience
points you gained, but if you quit Iffermoon and then restart the game, you
will lose all your items you collected (back to the starting 2 Medleaves) and
you will lose any exp you earned to the next level. If you're playing the
minigame and you're about to gain a level, don't quit Iffermoon until you've
actually gotten to the next experience level.
You start every fight at max health. All enemies in the game can randomly
inflict Poison with their attacks which will sap health each turn. This goes
away after a few turns have passed, but doesn't go away after battle, so if
you don't use a Medleaf it may take a few battles to actually wear off.
The items are:
Firenut - Deals about 45 damage.
Healberry - Heals to max health.
Icemelon - Freezes enemies, letting you get in a free attack or two.
Medleaf - Cures poison and heals a small amount of health.
Speedsauce - Gives you a movement speed boost outside of battle. Also seems to
lower the encounter rate. You can't stockpile these; you have to get lucky and
find them in chests at which point they wear off on a timer.
Though you can find a small amount of Iffer in chests, the point of the game
is to find special items, at which point you get a message saying "LUCKY! You
found the *****". It looks like each character might have a special item that
boosts their strength permanently by 50, which shows up in that character's
status screen on the bottom left. So far I have only found the Fist of Dinost
(Dinandus's item) and the Fury Glove (Silence's item). It's possible some
characters get a +Defense or +Speed item (+Speed would really be powerful),
but the minigame is excruciatingly boring, so I haven't bothered grinding for
these. The problem, is the drops are completely random. Every chest has a
probability of giving you one of these items according to the game manual:
Brown chests have a 1/1000 chance of big treasure.
Green chests have a 1/500 chance of big treasure.
Blue chests have a 1/200 chance of big treasure.
Purple chests have a 1/100 chance of big treasure.
White chests have a 1/10 chance of big treasure.
As you can see, none of them have a 100% chance. The end of the game after the
final boss has four white chests, but since they're only 1/10 there's no
guarantee even if you beat the game that you'll get an item. If you want all
the items, you'd have to play through this, over, and over, and over...
Please don't waste your time with this. It's not necessary to play this at all
to beat the game. The items, if you stumble on one, are handy as they're a
sizeable stat boost, but are not at all necessary to beat Iffermoon.
•••••••••• 11.i Game Walkthrough ••••••••••
I'll try to avoid too many unnecessary spoilers here.
You start the game's tutorial section as Dinandus. Jump with the SHIFT key,
move with the LEFT and RIGHT arrows. Talk to people by standing beside them.
Walk right, fight. You shouldn't have any issues, but if you do, set your
characters to DEF stance to reduce the damage they take. Though your </pre><pre id="faqspan-2">
characters start with low speed, and thus gain charge slowly, it's still good
get used to rapidly clicking on the character icons and selecting skills to
use them here.
After the tutorial fight you're in the game proper, as Silence. Mess around
with the controls and the Party Options screen (press the TAB key) if you
like. You can jump with SHIFT to collect coins, and press the DOWN arrow key
to collect Yellow Coins and other items that appear on the ground. If you hold
the down arrow key while walking, you will automatically pick things up
without needing to stop and tap down each time. Grab coins and Iffer as they
appear, but don't go out of your way to obsessively collect every coin that
randomly appears as it's a waste of time (they're a nice bonus, but not that
valuable).
From Fethus (the bird guy) go left. There's up and down balloons here. Up
takes you to the top of Starnest where the Joob's Creek and Taboli RPG
minigames are. Your friend Grithmoo up there too, but he doesn't say much
other than that he's afraid of heights.
Instead of taking the balloons, keep going left until you enter the next
screen. Find Blugus, and get his Ifferstone. He's your first playable
character you have to earn favor to use, and he wants you to play videogames
with him. While you're earning his favor, a small virtual spaceship appears
beside you. Hold the Z key to shoot, and take down the ships that appear
randomly to gain Favor. They'll appear anywhere you are, so you can leave
Blugus, and go back to the right to the balloons, shooting down ships and
collecting coins as you go. If you want to play Joob's Creek to get some
Purple Coins (boosting life regeneration or dodge are handy) go ahead and do
that, otherwise take the down arrow balloon.
This section has Stellar Gun. Hold the Z key to shoot, arrows to move. 17
levels to play, and you get a star sign each level you beat, with an amazing
star sign as a reward for the final level. I recommend beating this and
getting the Revenagot star sign right away so that you can set it on every
single character you get. Don't spend any Iffer you earn yet. After you're
done, to the left is another down balloon that goes to Castle Dinost.
You're in a bell tower ("Bellsight") that has an up balloon back to Starnest,
as well as three pipes that go down. Ignore the first pipe for now, and press
the down arrow to take the one in the middle. This will bring you to the
dungeon. You can get back out the pipe in the ceiling by jumping and holding
the up arrow. In this dungeon you can see four orbs with riddles on them; keep
them in mind but don't worry about them for now as we'll come back to these
later after we've beaten the main portion of the game. Go to the right and
meet Brigbullus. You earn Favor for him by beating up the Baradites (the
training statues) in the main castle hall. That's where we're headed next, so
go back up out the pipe, and then left to the pipe leading to the main part of
the castle.
Go right, say "hi" to Dinandus. He gives you his Ifferstone and comes with
full Favor. Ignore his suggestion to go to Moatwork for now and walk left past
the elevator you see. Talk to K2 and King Doof; K2 gives you his Ifferstone
and will help you once you pick up garbage that's littered everywhere. If you
keep going left you'll go out of Castle Dinost towards Machine Ruin, but
there's no point yet as you're too low level to survive it. The game helpfully
puts warning signs out warning you of what level you should be in areas. This
is a general rule for the 4 characters you're using in battle - try to focus
level ups on them instead of spreading out levels too thinly, as spreading out
levels on 15 characters means it takes forever to level them all!
Go right from Dinandus to see the Baradites. These are training statues you
can fight without the embarrassment of a Game Over if you lose. The middle one
and the one on the right are probably way too hard for you currently, but
fight the leftmost one a few times to get used to how battles work. Remember
that the DEF stance setting for each character vastly reduces how much damage
they take and is generally the way to go for difficult fights. Gain a bit of
Iffer, and take a look at the levelup screen - try to invest in abilities
characters already have some levels in. It's a good idea to level up Dinandus
in LIGHT as it's really useful, and he's already pretty proficient in it. I'd
recommend giving Silence levels in TIME - having someone who can boost charge
speed is really helpful, but he starts with an even balance of skills, so you
can really develop whatever you like. Avoid TELE for now though, it isn't
useful until you have other offensive abilities to use with it.
Once you have gained a few levels, go right from the Baradites until you're in
the castle garden ("Mistden"). Keep going all the way right until you see Blue
Crown. Get his Ifferstone, then go back to the left into the castle to King
Doof and K2. Take the elevator down into Moatwork. Note that you can encounter
enemies for real here, in the form of malfunctioning Tunnelers. The tunnelers
aren't particularly hard, but their rockfall attacks will require you to heal
as they can be damaging. Talk to the elephant monk, then keep going left. Talk
to all the robots you meet and make note of their hints about the hidden
elevator (it's not very well hidden honestly, you probably saw it when you got
Blue Crown's Ifferstone).
Keep going left into the next screen, and past another down elevator until you
reach the end. Talk to Chattercan 21 and get his Ifferstone; you need to find
and beat 10 tunnelers. This is probably the most annoying character to
recruit, as not only is his ability useless, the tunnelers seem to require
hunting them down everywhere, and they only occasionally show themselves.
Seriously, the last two times I played a new game in Iffermoon, I had every
other character recruited and playable before Chattercan 21. Getting the last
few tunnelers to show up always seems to be a gigantic pain.
Go to the right and take the down elevator into Welldeepen, the blue caves
below Moatwork. In this area, you can find bottles of water for Blue Crown;
collect 10 of these to max out his Favor and make him a playable character.
It's a good idea to do this while you're here. Keep going right past the "Out
of Order" statue, and right into the next screen past the statue of Blue
Crown. Make sure you're picking up coins, garbage for K2, and shooting down
ships for Blugus (you should probably have Blugus's Favor maxed out by now).
Talk to Blyli and she'll give you her Ifferstone. Like K2, you need to pick up
items, gems this time. The gems seem to be a lot rarer than the garbage for K2
or the water for Blue crown, so you'll need to be more patient with earning
her.
Go all the way back up into Castle Dinost (if you quit the game and restart
the game you start back up at Starnest which might be a bit quicker). Fight
some more against the easy Baradite 1.0, then head right into the castle
garden again. Talk to the elephant monk for a cutscene, then keep going right
past the fountains as we're making a detour to get another character. As you
walk past the fountains, pay attention for the almost transparent image of an
elevator (hold the down arrow and you'll activate it when you run across it).
This takes you down into Falsehall (you'll want to be at least level 6 with
your first 4 characters, ideally with at least 2 characters who can use LIGHT
skills to heal and buff).
In Falsehall, go right - you'll encounter the two converters that trade either
10,000 Iffer for 100 Purple Coins (this is a huge ripoff unless all your
characters are at max level, so don't do it) or 25 Yellow Coins/game tokens to
100 Purple Coins (use this if you don't want to bother with playing Joob's
Creek, there's an enemy later on you can repeatedly fight for 40 Purple Coins
at a time and gain them very rapidly anyways). Keep going right into the next
screen until you reach the end and meet Clockmort and get his Ifferstone. To
earn his Favor, fight the floating heads. The blue ones give more Favor, so
try and touch them to fight them. I think they inflict Blind, so you'll need
to use Healwind to cure it (or block it outright with Flashfill), or have
other ways of dealing damage than physical attacks. I'd recommend getting
Clockmort's Favor maxed out before leaving here, which doesn't take too long
and earns you a bit of Iffer. Make sure at least one person on your team knows
Nullify as well as Defshield (and perhaps Flashfill).
It's time to visit the elephant monk's brother in Miracatchy. Go back to
Castle Dinost, and up the pipe into the bell tower. Take the far right pipe
into Mirathrow (the place with the spider in the background). Go all the right
to the end of the hall and jump in the mirror. This takes you to Miracatchy.
Walk right, talk to the elephant monk - it's time to hunt down the first real
boss battle in the game. But first, walk all the way right to the end of
Miracatchy to get Dojo's Ifferstone. You won't be able to level this until
later when you're stronger and get to Machine Ruin, but at least you have it
for now.
Back to Castle Dinost for now. Fight against the Baradites until you can
successfully beat the medium difficulty one, the Baradite 2.0. If you can do
that without much trouble, you're all set. The boss you're looking for is in
the lower portion of Moatwork ("Welldeepen"), back where you found Blyli. Take
the elevator inside the castle down, go left and take the elevator down, and
go right until you meet the floating skeletal thing. Kick the Hollowmare's
butt (DEF stance plus maxing out the Defshield buff helps here, as well as
boosting your charge speed). If you need to refresh your charge speed buff,
try to have a character who is low on charge do that instead of having a
character with a lot of charge points do it (their high rank skills are
probably more important to save for after all!).
Go left, talk to Dinandus who shows up here. He suggests going to Miracatchy
to talk to the Dojo beetles again. Go back up the pipe to the bell tower, to
the far right pipe until you get to Miracatchy. Cutscene with a Dojo beetle.
Go back to Castle Dinost; our objective is Machine Ruin, which is to the far
left past the castle's entrance. If you got K2's Favor maxed (which you
probably will by this point), talking to King Doof will get you his
Ifferstone. You earn 10,000 Favor simply by finding his crown, but it's
hidden, so you'll have to look for it (someone in the castle does give you a
hint for this though, so talk to everyone!).
You'll want to be able to easily beat the Baradite 2.0 before going to Machine
Ruin. The Scrap Dragons you'll face are tough, but a bit weaker than the
Baradite 3.0 (which hits hard and has tons of health). Their rockfall attack
hurts a fair bit, so be prepared to heal the multiple hits it deals. Time to
go to Machine Ruin, so head left out of Castle Dinost. Talk to the elephant
monk. Their rock fall attacks hurt a lot, so be prepared to heal, and keep
them slowed down to keep up with the damage.
Keep going left, see the giant in the distance, meet Cosmose. The giant shows
up much smaller as the boss. Beat up the Abominatonn, but make sure you keep
Nullify or Flashfill active. Talk to Dinandus who appears, and then head back
to the castle after he poofs. Talk to Dinandus again in Castle Dinost - one of
the Sun guys in Starnest was looking for Silence. You can skip the walk back
by hitting the ESC to quit the game, then reload. You'll be in Starnest.
Walk right of where Fethus is standing, and go up the stairs. Talk to the Sun
guy. You should have Clockmort's Ifferstone already, as well as max Favor. Go
all the way back to Machine Ruin, past the giant, to the next screen. Here's
the Ifferstone.
Another Hollowmare boss to fight. I strongly recommend having two characters
at least by this point with Flashfill and Nullify, as well as at least 30
points in the Immunity passive ability. This one has a nasty attack that
inflicts all five negative status ailments on the party at once. Keep
Flashfill or Nullify up at all times to stop the worst of these. It also hits
hard, and can drop rocks on you. Remember that you can use Tinkertop to build
up a small army, and TT Stun to get up to 24 seconds of safety if you
accidentally get hit with status ailments, which will give them plenty of time
to wear off.
Once you're done with the Hollowmare, press down at the statue to warp inside.
If you don't have Clockmort's Ifferstone, or you went here before talking to
the Sun guy, you won't be able to get in. Go right, just like the tutorial
fight. Fight the Coremind, and then Cosmose. Note that Flashice and I. Realm
are helpful, as both of them can heal themselves. Strap yourself in, as this
is where the plot really takes a nosedive.
Enjoy the noise. You can't exit the game and restart it to reappear at the
castle here, as you'll start back at the Iffermoon. Oh well, walk back. In
case the hints you get as you're walking back weren't blatant enough, you need
to go see Clockmort (the guy whose shard you needed to get into the
Iffermoon). It's a long, boring walk. You can fight some of the Baradites in
the castle on the way if you feel like it. Back to the castle garden and the
secret elevator.
Talk to Clockmort. Fight Cosmose Vile. He has a lot of health, but goes down
same as before. Clockmort tells Silence to go back to Dinandus and talk to
him, hinting that maybe he's in the mood to be a decent father figure for a
change. Spoiler alert: Clockmort is being a huge douchebag here, for reasons
you'll discover why in a few minutes.
Go back to the castle, talk to Dinandus. He decides to actually be friendly
and go on a fishing trip with Silence. Go left, outside the castle as if you
were headed to Machine Ruin. Meet Dinandus again, or what's left of him. Gee,
thanks Clockmort. Get Silence's hopes up like that, and then utterly crush
him.
Contrary to "taking responsibility for all his creations", Clockmort's nowhere
to be seen, so keep going left until you have to deal with this mess yourself.
Puzzle boss time. If you're having trouble, read down.
If you're having trouble, set everyone to DEF.
Pay attention to the boss's health. Close attention. Watch what it's doing.
Ice spells may help.
Okay, so the gimmick here is that damaging it heals it, and it constantly
heals itself while attacking you. Hit it with Flashice, I. Realm or Icecore to
inflict No Heal, and then set all characters to DEF. Focus purely on keeping
defensive buffs up, and do not attack it with skills or use offensive buffs.
Its health will drain naturally.
After you get the "being mad at God is wrong" boss over with, you fight it
again for real. No, it wasn't Dardrema, it was some other guy called
Fleshtomb. Okay then.
Clockmort shows up again, too little too late. Watch as Iffermoon's plot
casually glosses over Dinandus's death with Clockmort's extreme negligence,
how quickly Silence apparently gets over it. Iffermoon's insultingly bad plot
is finally over with on this unbelievably sour note, with Clockmort
encouraging you to keep playing. Time for the secret bosses, a classic part of
Scott Cawthon's RPG games.
Note the message about having acquired the Orb of Completion. To get the
actual ending screen, you need to keep going. The next section contains
various secrets and spoileriffic goodness. If you want to find them yourself,
now's the time to do so. Otherwise, read on into the next section.
•••••••••• 12.i Secrets Guide/Walkthrough ••••••••••
As the game manual states, to activate Hard Mode and what is effectively New
Game+ (where you restart the story on a harder difficulty with all your
characters earned, minigame progress and levels), you need to light the four
orbs you found in the dungeon. If you want to see these again, go to the
belltower in the castle, and take the middle pipe. Each one has a hint
associated with it. Beating the main portion of the game lights one, but the
other three require some effort. If you want to figure them out, now's your
chance.
Before you focus on lighting the orbs, there's some other things you may want
to finish first. I'd get all the Star Signs by finishing Stellar Gun if you
haven't. It isn't crucial, but it's very helpful. Also, don't forget to
recruit all 15 characters by this point. Did you talk to Clockmort after
filling your Favor with him (not counting a story cutscene)? He'll give you an
Ifferstone for the robot Gargamel. Gaining his Favor is a similar pickup quest
to K2; go to Moatwork and get pickup scrap. Go back to Miracatchy and talk to
Dojo again; you'll get the Ifferstone for Earlia. To gain Favor, you have to
level it up. Don't forget to talk to Grithmoo at the top of Starnest (by the
Taboli RPG minigame) as well if you haven't; he'll give you his Ifferstone if
your Favor is maxed with Blugus and Blyli. Go to Mirathrow (the place with the
big spider) and pickup the bugs there to get Grithmoo's Favor. If you're still
missing Chattercan 21's Favor, you may have to look in unusual places for the
tunnelers. Miracatchy and the top of Starnest were where I found the last two.
Last time I played Iffermoon I didn't max out his Favor until my second
playthrough, as the tunnelers seem to only show up occasionally, and I suppose
I was unlucky.
Note that Danithus, Dinandus's father is still 'alive' in Falsehall, whereas
Dinandus never gets to interact with Silence again except in battle as an
Ifferstone. If you go back to Falsehall, you can get a cutscene with Danithus
where he talks about how he was roboticized after his death, and then never
interacted with his son, Dinandus. How he is any different from K2 and is
unable to simply go up to the castle is not well explained; the plot is purely
allegorical and so expects you to play along without seriously questioning any
of what's going on to these characters.
Now for the orbs. Go back down to Moatwork, and down the elevator into
Welldeepen (the blue caves). Go right to the statue that previously said "Out
of Order". Time to fight the most lucrative enemy in the game. The Baralord
is the hardest version of the Baradites, but gives out a massive amount of
Iffer, and a whopping 40 Purple Coins for each victory. Beating it also lights
one of the orbs. It doesn't have much health on Normal difficulty either,
meaning you can quickly max out your damage dealing passive abilities, and go
through the fights in a hurry. Once your passive abilities are maxed out at
100, Bonus HP can now be raised with Purple Coins, and your max HP will go up
very rapidly.
Fight the Baralord a few times. Try to have at least a team of four level 20+
characters starting in battle. Other characters don't have to be quite as high
level, they're there for backup. Once you've gained a few levels and beaten
the Baralord at least half a dozen times, go back to the castle and left, out
to Machine Ruin.
On the first section of Machine Ruin there's now a black star hovering in the
sky. Press and hold the down arrow key; it'll start floating down towards you.
Fight the Malcontent; fire Warp 10 twice as soon as you can and keep Lifeblock
active. It spams the rock fall attack on you and gets turns very rapidly.
Slowing it down helps to an extent, but its rocks do tons of damage that can
be hard to keep up with. Beating it lights another orb, and gives you the
Blessing of Domination, a permanent buff in fights that rapidly recharges your
health. The health recharge rate is massive initially, though it doesn't scale
with your max health, so as you gain Bonus HP and levels, it won't feel quite
as fast, especially not on subsequent difficulty levels. Also, it goes away
when you reset the story and advance to the next difficulty level, and you
have to re-earn it by beating the Malcontent on that difficulty level, so you
only get it to use it for a few more battles.
Make your way back to the Baralord. With the Blessing of Domination, you'll be
able to thrash it without any difficulty. Your health will recharge so rapidly
that it will have an extremely hard time actually killing you. Level up like
crazy against it - Normal difficulty is the best difficulty for maxing out
your character levels because enemy Iffer drops do not scale well with
difficulty. On higher difficulties, the Baralord will take longer to kill, and
will hit much harder, without rewarding you any more, so if you're going to
power level, I strongly suggest that now is the time to do so. Max out your
four favourite characters (Fethus and Blyli do massive damage when their
specials are used together, Dojo's special summons three tazerpods, K2's
Energize is really helpful, Earlia has a really high speed stat), and max out
all of the passive abilities with Purple Coins. You should be able to start
spending Purple Coins in Bonus HP.
When you feel you're ready, it's time to go fight the last secret boss in
Normal mode. It drops 10,000 Iffer, which is pretty huge, but only rewards you
with a few Purple Coins and the battle takes a while. It's also very
difficult, so I recommend grinding against the Baralord. Still, the next
secret boss can be fought repeatedly, and you may find levelling more fun
against it.
The orb's hint tells you to find the "Piper". Have you seen anything that
looks like a piper? Or has been playing a musical instrument?
Have you seen anything unusual that looks like the piper's mark anywhere?
Have you examined the castle garden closely? Notice the decorations in the
distance. Also examine the structures in the foreground for clues.
Still lost?
Go to the castle garden. The hint here is the statues in the background which
appear to be playing an instrument. You're in the right area. Look at the
columns just as you come out of the castle. Notice that one of them has a "P"
written on it. Hold the down arrow key while standing in front of it to
initiate the battle.
The Piper has a huge amount of health, and does not mess around - if you find
the orb early in the game and go hunting for it, you can actually fight it at
the beginning of the game if you want. It'll give you an instant game over
with one hit kills. Levelled up enough, and you actually stand a chance
against it. You don't need the Blessing of Domination, as the Piper does so
much damage that you'll probably just barely survive its attacks. Being super
high level (or outright max level) and having at least 100 Bonus HP helps. So
does keeping Lifeblock up at all times, as well as Flashfill and Nullify. You
should know the drill by now - keep your charge speed buffed at 99 at all
times, too.
After a long while, Piper goes down. I suggest you go back to the Baralord and
keep levelling up in Normal mode before moving on, as the higher difficulties
get difficult enough that the Baralord takes a large amount of time to kill,
for very little Iffer for your efforts compared to how little time it takes on
Normal mode.
With the Piper dead, you have the last orb lit up. You can actually fight and
beat the Piper if you want before beating the main game if you're powerful
enough, so technically the Piper is the first orb you can light. Go back to
the dungeon where the orbs are. As the game manual states, lighting these
activates a portal that takes you to the next difficulty mode and back to the
title screen. Jump into the portal there. There's the ending screen.
You're back to the title screen with Hard Mode shown at the top right. The
game now shows the difficulty you're on. Select "Load Game" to play the game
again in that difficulty with all your current stats. DO NOT select "New
Game" or you restart from scratch in Normal difficulty!
There's one more superboss to fight. After beating Hard Mode, you then have to
beat Very Hard Mode, and finally, Ultimate. The higher difficulties seem to
slightly raise enemy HP, but mostly raise enemy attack power. Ultimate however
gives enemies what appears to be a huge amount of health. On Ultimate,
Coremind has 108,000 HP. Cosmose on Ultimate has 126,000 HP. Those are some
pretty hefty numbers. If you're finding grinding takes too long against
the Baralord, use Baradite 2.0, who goes down quick with Gargamel's Self-
Destruct boosted by Blyli (and a few Molecules thrown in).
Ultimate generally requires max level and massive amounts of Bonus HP
invested. I beat it with 700+ Bonus HP and was still taking tons of damage
from enemies, such that I tried to basically never let Lifeblock drop.
Beat the Baralord, the Malcontent, and the Piper on Ultimate. Go back to the
orbs. Remember that round statue of the grumpy face you saw in the dungeon?
You've passed it by at least a few times if you got Brigbullus. Jump into the
portal to complete Ultimate. No ending screen for you though, you have to
fight the game's secret boss who only appears on Ultimate, Ultamagna. Be
prepared to spend about half an hour in battle with it.
Ultamagna will mess you up if it hits you. I thought its speed actually seemed
to be a bit slower than Malcontent or Piper, but I could be mistaken. It heals
itself, inflicts status ailments, and hits insanely hard. Even on DEF stance
with max DEF+ buff, consider yourself lucky if you survive being hit from it.
It appears to do around 600+ damage per hit; you don't want to let it hit you.
If you accidentally let Lifeblock drop, its attacks will almost certainly be
one hit kills, dropping your frontline like flies. The boss has an absolutely
ridiculous amount of health, 500,000 in total, which means you will be
plinking away at it for a very, very long time.
I strongly recommend bringing Blyli and Fethus into the fight. Activate
Lifeblock and max your charge speed buff immediately. Your defense buff
doesn't matter so much, but it might help you survive a hit if you
accidentally drop your invulnerability. While keeping Lifeblock active,
quickly build up a bunch of tazerpods, then use Stormcore. Right after using
Stormcore, use Blyli's Starlight to double all damage followed by Fethus's
Fireduster. Fireduster will take off 20% of Ultamagna's health, dealing
100,000 damage and significantly cutting your time in battle. It's just a
matter of keeping your party safe and slapping it with the No Heal ailment
while slowly whittling it down. When it explodes, it gives you 100,000 Iffer,
and bragging rights for playing through the game four times to get there.
After beating Ultamagna, the game resets again, saying "Complete" at the top
right of the title screen. It seems to keep the difficulty set to Ultimate, so
you can replay Ultimate again and again if you like, gaining levels for the
party members you haven't been using much as well as gaining more and more
Bonus HP. But once you've beaten Ultamagna in Ultimate difficulty mode, you've
truly beaten Iffermoon.
•••••••••• 13.i - Afterword ••••••••••
Best known nowadays for his game "Five Nights at Freddy's", I feel that some
of Scott Cawthon's older games sadly went unnoticed, for one reason or
another. While some of his earliest works are either unplayably bad (Sigfreid
the Dark Elf, Bogart) or of dull, mediocre quality (Chup's Quest, M.O.O.N.), I
feel that some of his later works, particularly Legacy of Flan: Flan Rising,
The Desolate Room, Iffermoon, The Pilgrim's Progress, and The Desolate Hope
really showcased some imaginative gameplay ideas. They're unique pieces of
gaming history that I feel deserve more attention than they were given. They
used to be available on his website, but are no longer available there for
download (they're available elsewhere, for instance Iffermoon can be
downloaded from:
https://archive.org/details/Iffermoon ).
Iffermoon is a game that initially appears to be part of a strange world with
interesting characters, but instead of an original story, the plot turns out
to be merely an allegorical Christian-themed game about the Biblical story of
original sin, with the Iffermoon itself being the tree of knowledge from the
Garden of Eden. Regardless of what you feel about the Christian themes,
Iffermoon has an atrocious plot. Though you encounter a lot of different
characters, the only time you interact with the majority of them is to get
their Ifferstones. The elephantine monks who tell you where to go next don't
really interact with Silence; they're simply there to give plot exposition.
The only two characters Silence has any meaningful, prolongued interactions
with are Dinandus, who acts like a distant father figure most of the time, and
Clockmort, who is an allegorical character meant to represent the Christian
god of the Bible, and is basically there to act as Mr. Exposition and explain
just what the heck is going on.
Dinandus is particularly mistreated, being unceremoniously killed off at the
end of the game and then promptly forgotten, with barely any dialogue to
acknowledge his death. Clockmort, instead of perhaps being useful and giving
Silence more than the vaguest of warnings, lets Dinandus get killed off for no
reason, thus robbing him traumatically of his only parental guardian/role
model. Glossing over Dinandus's death, Clockmort breathlessly announce that
Silence now gets to look for the game's secret bosses(?!), at which point
Silence thanks him, and everyone forgets Dinandus. There's actually a cutscene
you can see after this point from Danithus, Dinandus's dead and roboticized
father, but it makes no sense given the in-game context. Though it is supposed
to be an allegorical reference to how dead people can't interact with the
living so they have to patiently wait in the afterlife for their loved ones,
this cutscene utterly fails to translate to the game world context (it's not
well explained at all why Danithus, as a perfectly 'living' robot, doesn't
just go back up to the castle and say "hi").
If Iffermoon was a game with a competent plot, after Dinandus's death, Silence
would beat the crap out of or outright kill Clockmort at this point as a way
to screw destiny, and screw Clockmort's prophetic armageddon (after all, he's
the one responsible, the one who programmed the Iffermoon to be capable of
dropping out of the damn sky to begin with). Then, using the power of the
Iffermoon to turn thought into reality, Silence would revive Dinandus, and
possibly get rid of the Iffermoon forever, thus averting armageddon. However,
Iffermoon unfortunately is not such a game; Iffermoon ends up used purely as a
vehicle with which to tell an allegorical story based on a religious tale, and
due to the convoluted writing it is one that ends up making little sense
within the game's own context.
Though Iffermoon is not a good example of Scott Cawthon's writing ability,
other games around the time were more successful. The Pilgrim's Progress is a
videogame rendition of John Bunyan's allegorical Christian tale by the same
name. Scott Cawthon was quite successful in his ability to recreate the story
in an enjoyable video game form, and is perhaps unique in being the best
Christian-themed video game ever made, possessing unusually high production
values as well as interesting gameplay.
Then there's the plot in The Desolate Room which, presented through short
cutscenes, is actually quite interesting. Its pseudo-sequel, The Desolate
Hope, is even more interesting with a fair bit of dialogue to be found, though
unfortunately it's very one-sided. The characters you speak with end up having
very little direct influence on what's going on, and they're sort of there,
more as hapless bystanders rather than actually being involved. Coffee never
really bothers to involve any of them or let them in on his plans. I suppose
if you count the vaguely anti-abortion themes that show up in the Desolate
Hope (any of Mirad's dialogue involving the "third voice", the ending, the
credits message that was apparently removed in its Steam release), you could
say a lot of Scott's works around this time were influenced by his religous
beliefs.
There's also Legacy of Flan: Flan Rising which was a fun little RPG with some
interesting mechanics, which stood out unusually as it really had no plot or
meaningful dialogue to speak of. It all all about exploring and the battles.
I actually am rather fond of his earlier works in terms of gameplay,
especially Iffermoon, even in spite of how disappointing that it is that
Iffermoon's plot wasn't a more original story, or how poorly the plot wraps
things up in the end. Iffermoon looks and feels like something that held
intense promise, and displayed great quality in the graphics, music. The
battle system is actually pretty intense, and though it has a few rough edges,
is quite satisfying. Hopefully this guide will serve to spur some interest in
an interesting piece of gaming history that seems to have gone mostly
overlooked.
•••••••••• 14.i - Another Afterword ••••••••••
I hope this guide was an informative, interesting read, or at least helpful if
you were just looking for a specific piece of information. It was originally
intended to go on GameFAQs, but you have my full permission to post this guide
whereever you want, as long as you don't go posting it without doing the right
thing and, y'know, crediting me as the author. If you're looking for me you
can send a private message on GameFAQs to user account BareKnuckleRoo.
Thank you for reading this.
- BKR