DRAGON WARRIOR MONSTERS: WALKTHROUGH/FAQ ---------------------------------------- Written by Kurasu Soratobu (kurasufaqs@gmail.com) Present Version: 3.0 INDEX: ------- Copyright Info Introduction Why the Walkthrough/FAQ? A) FAQ A1 ............. Traveler's Gates A2 ............. Monsters and Capturing A3 ............. Breeding A4 ............. Link Breeding and Other Masters A5 ............. Personality A6 ............. Medal Man A7 ............. Foreign Masters A8 ............. Special Rooms B) WALKTHROUGH B1 ............. Beginning: Home B2 ............. Starting Out B3 ............. The First Gate (Beginning) B4 ............. Back From The Gate B5 ............. G-Class B6 ............. The Bazaar B7 ............. Villager B8 ............. Talisman B9 ............. Bazaar Gate B10 ............ F-Class B11 ............ Queen And More B12 ............ Starry Shrine B13 ............ Memories B14 ............ Bewilder B15 ............ E-Class B16 ............ Master Breeding B17 ............ Peace B18 ............ Bravery B19 ............ Well B20 ............ Medal Man B21 ............ D-Class B22 ............ Anger B23 ............ Ch-ch-changes B24 ............ Strength B25 ............ Monster Farm B26 ............ Colosseum: Left Statue B27 ............ C-Class B28 ............ Joy B29 ............ Wisdom B30 ............ B-Class B31 ............ Happiness B32 ............ Temptation B33 ............ A-Class B34 ............ Labyrinth B35 ............ Judgment B36 ............ S-Class B37 ............ Before The Final B38 ............ Reflection B39 ............ The Final Night B40 ............ 100 Pals Room B41 ............ Starry Night Tournament B42 ............ You Won! B43 ............ The Quest Continues B44 ............ Back To The City B45 ............ Control B46 ............ Ambition B47 ............ Demolition B48 ............ Extinction B49 ............ Sleep B50 ............ Mastermind B51 ............ Colosseum: Right Statue B52 ............ Bazaar Gate #2 B53 ............ Old Man's Gate B54 ............ The Master Battle C) BREEDING C1 ............. The Library C2 ............. The Greatest Monsters C3 ............. Monsters That Can't Be Caught C4 ............. Breeding Recipes Thanks To.... Still To Come Version Info COPYRIGHT INFO -------------- Dragon Warrior Monsters: Walkthrough/FAQ, copyright 2007 Kurasu Soratobu. This file may not be published in part, or without this Copyright, without explicit permission from the author. Dragon Warrior, Dragon Quest, enemy names, etc. are all rights of Square-Enix (Enix, back when this game was created). If someone wants to post this list to their site, please get in touch with me at kurasufaqs@gmail.com and ask. I am more than happy to let people post this elsewhere, so long as I can get the full credit for it, and can be aware of where it's going for my own personal knowledge. Please make certain the words 'Dragon Warrior Monsters', 'Walkthrough', or 'FAQ' are in the title so I'll file it under non-spam. All spam is immediately deleted. If you are wanting to speak with me directly, then depending on which IM service you use I am ICQ #9330070, AIM: KurasuSoratobu, MSN: Kurasu@hotmail.com, or Yahoo: kurasu. I can't promise I'll be uber-chatty, though I'm always willing to answer questions! INTRODUCTION ------------ The game known as Dragon Warrior, or Dragon Quest in Japan, was one of the first RPGs ever made for a console system. Enix was being daring when they gave it a try, and in that one single experiment, they created a gaming sensation and genre that has never been surpassed in the number of rabid fans. At least as far as I know. They have created a great many games with the RPG style to them, playing a huge variety of Dragon Warrior 'worlds'. And each of these worlds has been populated by a great many deadly and colorful monsters. Now, you can own those monsters yourself. What Dragon Warrior Monsters is, is a monster-capturing and -raising game. Many people might think 'Poke'mon' when they hear this. However, Dragon Warrior Monsters resembles this famous game only in its most basic level: you capture monsters and fight with them. It's far, far more detailed than Poke'mon, however. For one thing, you don't need two separate games to get all the available monsters; every one of them can be either captured or combined-for in one cart. Your monsters aren't just captured and leveled up, but rather combined with each other to make different and stronger monsters. Skills can combine as well, or can be crossed into certain creatures that may not have had them before. Battles with other trainers can sometimes net you their monsters if you're lucky. In addition, there is a storyline to be found in the game as well as the basic tournament-battling and monster-capturing. This walkthrough and FAQ will serve to bring you through that storyline, as well as giving you a good idea of how to go along the road of becoming a tournament master. WHY THE WALKTHROUGH? -------------------- Because this game (and its sequel: Dragon Warrior Monsters 2) is probably one of the most addictive games I have ever managed to get my hands on. I've played it for months on end and not gotten tired of it, trying my best to plow through every single dungeon and prove to myself that I'm the best of the best at fighting and combining monsters. Certainly there's the challenge of beating the competition in the tournament, but it's all too easy to get obsessed with making good monsters and end up getting caught up in that, as well. Plain and simple: this is an awesome, awesome game, and it deserves to have a proper walkthrough to be able to direct people on how to get through the dungeons, how to find the secret dungeons, and what sort of levels you'll need to beat the tournament fighters. And that's what I'm here for! +=+=+=+ + FAQ + +=+=+=+ A1) TRAVELERS' GATES -------------------- Throughout the game, you will find spinning circle/spirals in various places, though most notably the Room Of Travelers' Gates. As the name of this room would suggest, these are known as Travelers' Gates. They are portals into another world, where monsters reside. Although to you, the player, they can be considered as a cross between a dungeon and a maze. There are many different backgrounds of Travelers' Gates, anywhere from forest, to mountain, to desert, to an ice level. However, though all the backgrounds are different and varied, the situation is the same: the Travelers' Gate is generally a winding maze that you must navigate in order to find your way to the next level. Each level has a hole in it, which can appear nearly anywhere in the tunnels. The only place it will not appear is where it completely blocks the path; you'll never find one in a one-square path. This hole is where you must go in order to drop down to the next level of the Travelers' Gate. The one thing that makes the different Gate levels different, aside from looks, are the types of 'hazardous ground' that show up. Swamps, which are purple patches on the ground, will sap two points of damage from your monsters whenever they step on one. The red magma squares are even more dangerous, smacking you for five points each step. And finally, there's the striped 'barrier' grounds which will strip away a whopping ten points each step. These can bring you down below 0 HP and kill your monster, so beware! Either avoid them, keep well-healed, or have a monster with the 'StepGuard' skill to get by them. This skill is found naturally in DarkCrab, Droll, GiantWorm, Mimic, StubSuck, and WingTree. And while I don't find it as irreplaceable as some skills, it does make a *huge* difference in the lava-filled areas or, god forbid, when the hole is blocked behind 8 squares of striped barrier. Each level of the Travelers' Gate, other than the very bottom where the boss can be found, is utterly random. Everything can change about them, from look to length to direction of the hole. To this end, there's really not much point in mapping them out: even though there are several 'map patterns' that you will come across and recognize, the hole is always in a different place on them, so drawing out a map for you wouldn't be much help. Instead, get hold of an item called the Beast Tail; this item will point you in the direction of the hole leading out. MapHerbs will also be extremely valuable, as will the MapMagic skill to be able to illuminate the entire map and thus find the hole easily. Look for MapMagic in the following creatures: BeanMan, EvilWand, Eyeder, MadMirror. A2) MONSTERS AND CAPTURING -------------------------- Within the Travelers' Gate, there are monsters of all sorts. Each of the Gates below has the monsters listed for you, so you know what you're dealing with. If you are killed by monsters while in the gate, you lose most of your items (except for WarpStaffs, ShinyHarps, TinyMedals, and BeastTails) and half of your gold. To that end, you probably want to keep most of your important items and a lot of your gold cached away, rather than carrying them with you. Especially if you're dealing with a new Gate, where you're not positive if you're strong enough to take it on yet. There may well be times that death comes suddenly because of spells or abilities; don't take chances! A fight consists of one to three separate enemy monsters, the type decided on where you happen to be in the dungeon. Once you have entered in the fight, your battle commands will come up. They are: Fight, Item, Plan, Run. Clicking on 'Fight' simply lets your monster attack, using the 'plan' that it is currently set in. 'Plan' opens up another menu: Charge, Mixed, Cautious, and Command. Each of these invites your monster to act in a different way. With 'Charge', your monster will tend to attack with the most direct and powerful combat abilities it has. 'Mixed' makes the creature more likely to use support abilities, such as shields, stat enhancement, summons, and the like. In addition, it is more likely to use status attacks on the enemy, rather than directly damaging attacks. 'Cautious' will have your monster doing healing, reviving, removing status ailments, or defending. 'Command' means that you are giving your monster direct commands only. Of these, three of the four will have some bearing on what sort of monster they are. More information can be found in 'Personality'. The command 'Item' opens up your item list and lets you use an item, either on your monsters or on the enemy. And finally 'Run', which gives you a chance to flee from the enemy. To capture a monster from the enemy party, simply defeat the one that you want to capture last. There is generally a very slim chance that it will join your party, though with some, the chance is either none or near to it. If you want a much better chance (or a chance at all), click on 'Item', go to one of the meat treats, and give one to the enemy. The meat treats consist, from best to worst, of Sirloin, Rib, PorkChop, BeefJerky, and BadMeat. BadMeat will also poison the enemy when used on them, so while it doesn't do a lot for convincing the enemy to join, there's a bit of bonus there. Also, keep in mind that some monsters are more difficult to capture than others. For some, BeefJerky might be enough, while others might need a Sirloin or two. In addition, once you have gotten a monster of that type, getting additional ones can be much more difficult, requiring a number of Ribs or Sirloins. The exception to this rule are the boss monsters of the dungeons. Here, there are three different types of creature. There are those which join automatically, those who won't join at all, and those who will join you if you feed them enough meat, the same as any other monster. 'Enough meat' involves a number of Sirloin and Ribs, so don't be cheap; some of these monsters are extremely difficult to get if you don't capture them here! You may even wish to avoid clearing the gates until you have completed the game, or at least gained the ability to purchase Sirloins at the bazaar. The various boss monsters and whether they'll join or not are noted in the individual listings of their Travelers' Gates. A3) BREEDING ------------ A big part of the game is combining monsters together. Without doing this, you're not going to be able to beat the tournament! Your monsters simply won't be powerful enough! Besides, after some time, they'll eventually 'top out' in levels, meaning that they can't get any better. Thus, the best thing that you can do is to combine them and get a new, better monster out of the deal. Besides, there are several monsters that you can only get through combinations; there's no place that you can capture them (aside from some that are carried by foreign masters). The act of combining a monster means that you take one monster and combine it with a second of the opposite sex. A fairly simple process. The baby will come out with stats that are one-half the average of the two parents' skills, rounded up. For instance, if one parent has a strength of 500, and the other has a strength of 300, 500+300=800, averaged to 400, divided by 2 to make 200. The baby will start out with a strength of 200. From there, the monster's stat gains will take care of the rest. Look to AJackon's file for more information on this; the address is in 'Special Thanks'. When monsters are combined, there are certain skills that can be passed over from the breeding to the monster. How it works is like this: the baby monster will automatically get the three skills that its type of monster gets. It will also get the three skills that either of its parents would naturally get. In addition, it will get any skills the parents had which may or may not be naturally theirs. However, these skills must actually be *obtained* by the parent if they're not a natural skill. Here is an example: You have a Slime and a Dracky. You want to combine them to make a WingSlime. A Slime has the natural skills Fireball, Radiant, and MegaMagic. The Dracky has the natural skills of Sleep, Antidote, and RobMagic. This means that the WingSlime will have the chance of getting its own three natural skills (SquallHit, WindBeast, and Tailwind) as well as those of its parents. Even if the parents didn't get those skills through their lifetime, they'll pass it on to the baby. Now, let's say we wanted to take that WingSlime and cross it with a DragonKid. However, the WingSlime never got high enough stats to get MegaMagic, even though it got the other skills from the two parents. The baby would have the possibility of the WingSlime's natural skills, the DragonKid's natural skills, and the skills that the WingSlime and DragonKid had, themselves, earned. However, MegaMagic will not pass on, because the generation got too far-removed from it without the skill showing up. In addition, crossing monsters will earn plusses to it. These plusses are very important to the monster. For one thing, they will add increases to the maximum level: 2x the number of plusses in levels will be added to the 'max'. For example, a DragonKid who usually reaches a maximum of level 25 has a +5. It will go to a level of 35 before it tops out (5x2=+10 levels). For a second thing, those plusses will add to the monster's gains in ATK and HP (if fairly small numbers; still, every little bit helps). And finally, those plusses give you more of a chance to inherit the parents' natural resistances. There are two ways to earn plusses. First off, through the plusses of the two parents. The baby will inherit the plusses of the *highest* of the two monsters. It doesn't matter which order you breed them in, the highest of the pair will carry over, other than in the case of link-breeding (for that, see below). Add to this the plusses gained by the monsters' level. Total levels of the parents: 10-39: +1, 40-59: +2, 60-75: +3, 76-99: +4, 100+: +5 This will be the total number of plusses that your new baby monster will have. In addition, some specific breedings will give a bonus of +2 to the combination. In my experience, the ones most likely to give a +2 are breedings where family is crossed with a certain, specific monster to create a creature. Possibly, the +2 is given with the combinations that the library reveals as the 'true' breeding for the monster. For example, while there are several ways to get an Andreal, combining a Dragon Family with a Gulpple will result in the bonus +2. As many people have done far better breeding charts than I could ever do, I'll defer to those. See the listing in 'Special Thanks' for the best of the bunch: Alex Jackson's. All the information you could want to know about what combines into what is there. The only combinations that I'll be bringing up are specific ones for various reasons. The only thing I will add to these are the definitions of terms I use below: 'High-end', 'Low-end', and 'Mid-level' monsters. These are definitions used to describe how difficult or how many steps a breeding generally takes, as well as how powerful a monster is. For monsters that are easily-found and caught, or bred with only the two basic families (aside from those that need ??? monsters), I use the term 'Low-end'. Generally, low-end monsters aren't all that powerful, though they may still have good skills, and any monster can be fairly intimidating if it's got a good bloodline. 'High-end' monsters are at the opposite end of the spectrum: these are monsters which require a lot of breeding, difficult monsters to breed, or are only found in very deep locations in the dungeons. Many high-end monsters need large amounts of XP for level-gains (up to 100 XP for level 2!), but most high-end monsters are also extremely worthwhile because of their power levels. Mid-level monsters, of course, are the creatures that are right in the middle of these, neither extremely easy to get, nor the very difficult level of high-end monsters. A4) LINK BREEDING AND OTHER MASTERS ----------------------------------- One of the easiest ways to do some of the more advanced breedings is to use a link cable, and breed with a friend. When you do this, rather than only gaining one monster from the breeding, each of the two breeders gets an egg out of it. The monster that you gain is usually the same thing as you would have gotten had you combined those two creatures on your system with your monster as the Pedigree. However, there are some exceptions. If the two creatures combined are the same family, for example, you'll generally get your own creature back, albeit with extra plusses and extra skills. This can be a good way to 'buck up' a pair of creatures, getting some extra skills on them and a couple extra plusses to go along with it. However, now and again, you'll find that trying to combine isn't working. This is because their personalities aren't compatible with one another. Notice that not all of them are compatible with their own selves, even, so don't make the mistake of thinking just because you have two of a kind, they can breed! Here is the list of which ones are compatible: CAREFREE: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going, Gullible, Hotblood, Humane, Lazy, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid CARELESS: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going, Gullible, Hotblood, Humane, Lazy, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Uncertain, Whimsy, Whiz Kid COOL/CALM: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, Hotblood, Humane, Lone Wolf, Ordinary, Reckless, Shrewd, Spoiled, Whiz Kid COWARD: Carefree, Careless, Cool/Calm, Coward, EZ Going, Gullible, Humane, Nosy, Rebel, Shrewd, Sly, Smug, Snobby, Uncertain, Vain, Whimsy, Whiz Kid DAREDEVIL: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Rebel, Reckless, Shrewd, Sly, Smug, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid DARING: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid EZ GOING: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Nosy, Ordinary, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Uncertain, Vain, Whimsy, Whiz Kid GULLIBLE: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Stubborn, Uncertain, Vain, Whimsy HASTY: Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Reckless, Shrewd, Sly, Whimsy, Whiz Kid HOTBLOOD: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary, Reckless, Shrewd, Stubborn, Whimsy, Whiz Kid HUMANE: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lazy, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid LAZY: Carefree, Careless, Gullible, Humane LONE WOLF: Cool/Calm, Daredevil, Daring, Gullible, Hotblood, Humane, Reckless, Shrewd, Sly, Stubborn, Whimsy, Whiz Kid NOSY: Carefree, Careless, Coward, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid ORDINARY: Carefree, Careless, Cool/Calm, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Nosy, Ordinary, Shrewd, Sly, Uncertain, Whiz Kid REBEL: Carefree, Careless, Coward, Daredevil, Daring, Gullible, Humane, Nosy, Shrewd, Sly, Whimsy, Whiz Kid RECKLESS: Carefree, Careless, Cool/Calm, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Reckless, Shrewd, Sly, Stubborn, Whimsy, Whiz Kid SHREWD: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid SLY: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid SMUG: Carefree, Coward, Daredevil, Daring, EZ Going, Gullible, Humane, Nosy, Shrewd, Sly, Uncertain, Vain, Whimsy, Whiz Kid SNOBBY: Carefree, Coward, Daredevil, EZ Going, Gullible, Humane, Nosy, Shrewd, Sly, Uncertain, Whimsy, Whiz Kid SPOILED: Cool/Calm, Daredevil, Daring, EZ Going, Humane, Nosy, Shrewd, Sly, Whimsy, Whiz Kid STUBBORN: Carefree, Daredevil, Daring, Gullible, Hotblood, Humane, Lone Wolf, Nosy, Reckless, Shrewd, Sly, Whiz Kid UNCERTAIN: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Humane, Nosy, Ordinary, Shrewd, Sly, Smug, Snobby, Uncertain, Vain, Whimsy, Whiz Kid VAIN: Carefree, Coward, Daredevil, Daring, EZ Going, Gullible, Humane, Nosy, Shrewd, Sly, Smug, Uncertain, Whimsy, Whiz Kid WHIMSY: Carefree, Careless, Coward, Daredevil, Daring, EZ Going, Gullible, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Uncertain, Vain, Whimsy, Whiz Kid WHIZ KID: Carefree, Careless, Cool/Calm, Coward, Daredevil, Daring, EZ Going, Hasty, Hotblood, Humane, Lone Wolf, Nosy, Ordinary, Rebel, Reckless, Shrewd, Sly, Smug, Snobby, Spoiled, Stubborn, Uncertain, Vain, Whimsy, Whiz Kid Remember: if a personality is not listed here, that means it is *not* compatible, and you'll need to change one or the other monsters. This only comes into effect with breeding over a link cable, though. If you are combining with your own monsters, you're safe. In addition to the monsters that you're combining yourself, or creatures you combine with friends over link, there are occasionally Masters in the arena who will offer to combine a monster with you! This acts like crossbreeding over a link cable: the monster you offer will be used as the pedigree while their monster will add to it. Whatever you do, don't progress in the game until you have bred with these monsters! It is possible that they will disappear if you go too far in the game. In the order that these will show up and with the special skills that they will supply to your monster (aside from the normal ones they have just for being that monster type): Directly after completing E-Class: 1) Teto: Iceman (Sleep, Cover, RobMagic, TailWind) 2) Armored man in cafe: Catfly (Upper, RobMagic, TwinHits) 3) Mick: Lizardman (Heal, Vivify, StrongD) Directly after completing D-Class: 1) Mick: DeadNite (DrakSlash, Smashlime, DevilCut) Directly after completing Gate Of Anger: 1) May: Rayburn (Blaze, FireBal, Bang) 2) Medal Man: FangSlime (BladeD, SuckAir, BiAttack) Directly after completing C-Class: 1) Teto: Eyeder (SideStep, OddDance, LureDance) Directly after completing A-Class: 1) Teto: Yeti (StopSpell, DanceShut, MouthShut) Directly after completing S-Class: 1) Medal Man: Metaly (Cover, LifeSong) After winning the Starry Night: 1) Milayou: Skeletor (CleanCut, MultiCut, GigaSlash) A5) PERSONALITY --------------- One thing that you may notice while fighting your monsters is that they don't always do what you tell them to do. In some cases, they just stubbornly don't act the way that someone at that level is supposed to act. And in other, more extreme cases, they just don't want to act at all. So what's going on here? Well, the basics of it is that your monster is having a clash of personality. Depending on the actions you use in combat, monsters can be given specific 'personality points'. Each of these leans toward changing their personality in a specific direction. As the monsters get higher in level, however, it becomes more and more difficult to raise these points, so you have to either be immensely patient, or do it when they're young: CHARGE: Raises Bravery lots, lowers Prudence a little MIXED: Raises Prudence lots, lowers Caring a little CAUTIOUS: Raises Caring lots, lowers Bravery a little RUN: Lowers Bravery lots These have to be specifically done. Simply using 'fight' will not change your monster's numbers in any way; if you want them to stay at a particular personality type, then use 'Fight' regularly and only switch between Plans from the menu (Option, then Ch Plan, then click the one you want to use). This will minimize the changes in their personality, aside from when you need to change it in battle (for an 'emergency' use). Each of the various personalities comes from having certain levels in these hidden stats. The list is below, C.O. Alan Jackson's walkthrough (with chart editing on my part because I'm terrible with abbreviations). Type | Bravery | Caring | Prudence ------------+---------+---------+--------- Hotblood | High | High | High Daring | High | High | Average Daredevil | High | High | Low Lone Wolf | High | Average | High Vain | High | Average | Average Ez Going | High | Average | Low Smug | High | Low | High Snobby | High | Low | Average Reckless | High | Low | Low Cool/Calm | Average | High | High Whimsy | Average | High | Average Nosy | Average | High | Low Whiz Kid | Average | Average | High Ordinary | Average | Average | Average Hasty | Average | Average | Low Stubborn | Average | Low | High Rebel | Average | Low | Average Spoiled | Average | Low | Low Humane | Low | High | High Uncertain | Low | High | Average Careless | Low | High | Low Shrewd | Low | Average | High Carefree | Low | Average | Average Gullible | Low | Average | Low Sly | Low | Low | High Coward | Low | Low | Average Lazy | Low | Low | Low In effect, the higher a monster is in the 'necessary area', the better they will be when using that command. For example, a Lazy monster will likely do absolutely nothing unless it is very loyal to you, while a Hotblooded one will generally do everything extremely well, unless its loyalty is very, very low indeed. This means that while changing a personality, you may find that it's extremely difficult to do because the monster keeps refusing your orders. However, be patient! Even if the monster refuses to do the action, its personality will angle in the direction that you're pushing it, so if you keep trying, it will eventually start to have an effect. A6) MEDAL MAN ------------- Busy busy busy! This man (who bears an odd and striking resemblance to the king... hmmm...) has a thing for TinyMedals. Occasionally, as you go through your adventures, you'll find these little tokens laying about on the ground, looking like gold coins. In addition, you can find some inside pots and dressers within GreatTree. Here's the locations of those tree-borne medals, in the approximate order in which you'll be able to get them: 1) The fisherman's pot on the monster farm (after you complete Beginner) 2) The first barrel in the third row in the monster arena 3) The first pot in the Bazaar; shopkeeper's place 4) Dresser in the little girl's house 5) The chest of drawers in the Monster Stable 6) The fisherman's pot on the monster farm (after the first tree-growth) 7) Show the Queen a GoldGolem when she asks to see it. 8) Show the Queen a Divinegon when she asks to see it. All the rest, you will need to find in your travels, either on the ground (like a coin), in a chest on the ground, or in a treasure room. You can also earn TinyMedals from the arena battles or from Foreign Masters. When you give enough medals to the Medal Man, he will give you eggs in return for them: 13 Medals: ZapBird 18 Medals: Trumpeter 25 Medals: Spikerous 30 Medals: Metabble Don't be afraid to get this guy's presents, that's for certain! Just don't be too eager to leave those monsters as unhatched eggs. I suggest you hatch them and let them level on the farm later in the game. Aside from the ZapBird, they aren't all that great right out of the shell, and they'll give the same skills when you pass them on anyhow. In addition, getting enough medals will eventually give you access to another bonus; just bring him 13 medals, and his pet Metaly will give you something, himself. If you want to know more details on it, check below in the 'Walkthrough' section. Otherwise, I'll let you find out what this treasure is. A7) FOREIGN MASTERS ------------------- At times, in the various worlds, you'll often come across masters wandering about. Each of these masters has a specific prize they'll give you for winning a battle with them. However, if you lose, the same thing happens: they will take away several random items, a bunch of gold, and hand you a WarpWing. Good thing they give you a way to return to the castle, huh? Considering they leave you with only 1 monster (the first in your lineup) with 1 HP, it's probably a good idea to use said Wing right away, unless you have the chance of finding a healer on the next level and are right at the hole. In addition, each one has specific 'triggers' that will make them show up (except for the basic Armored Man master). Remember, though: these triggers do not mean the Master will show up. There's still a random chance of a Master showing up. These 'triggers' essentially just help control which one shows when that 'random chance' occurs: Armored Man: This is your basic master. He will appear whenever a 'master' has been triggered, but none of the special masters have been activated. When you defeat him, he will give you a WarpWing and a random object (which can include a TinyMedal!) before he vanishes. This one comes in both 'red armor' and 'gold armor' variety. If there's a difference between the two, aside from the fact that one's supposedly a girl and one's a guy, I'm not sure what it is yet. Bishop: Supposedly, to make this one appear, make certain you've picked up all the items on the previous level. However, I have had times when not all items were picked up, yet the Master appeared on the next level, so perhaps it's just an increase in the chance for it to appear. If you win, he will totally restore your monsters' HP and MP, as well as reviving any monsters who died in the battle. Shopkeeper: The opposite of the bishop, don't pick a single item up off a level. When you see this master, make certain to discard (or use) anything in your inventory that you don't really need. This is because when you defeat him, he will fill your inventory with meat of all kinds. The types he gives are random, though, so you may end up with some BadMeat cluttering you up, or you could have your slots filled with Ribs and Sirloin. Wizard: This master only shows up if you were last on a level with 16 screens or more. This master gives you a boost; when you win against him, he will send you either twenty floors down, or directly to the bottom of the dungeon, whichever comes first. Bard: The opposite of the wizard's appearance, the bard only shows up if you've just come off a level with only two rooms, a rare occurrence indeed! This green man holding a harp is probably the most valuable of all the masters that you can find. If you can defeat him, he will raise one random stat on each of the monsters with you by a whopping 20 points. Permanently. A good way to get those stats up! In addition, even if one of your monsters is unconscious when the bard gives his medicine, it will get the points from the battle! From my own personal experience, this is the order the checklist generally goes in: dungeon size, items taken. In other words, if you were on a level of 16+ rooms and you got every item, you have a better chance of meeting a wizard than a bishop. In addition, if there are no items on the previous level at all (for instance, it was a special level), then it seems to me you can't trigger the bishop or the shopkeeper. Both of those apparently need items to have actually been picked up (or passed by) to trigger. The monsters these masters have with them is dependent on your monsters' total levels. They have nothing to do with the monsters' stats. Therefore, be careful: if you have a bunch of first generation monsters who are at level 35, they might well have a very hard time on the masters' creatures. On the other hand, if you're walking around with a set of high-generation, first level monsters, you'll cream any masters that you come across. Use this to your advantage! Also, remember that the monsters these masters have can, with good meat offers (throw several Sirloin, though I've been able to get them with as little as one Rib or a bunch of PorkChops!), be coaxed away from them and into your party. This is a fantastic way to get monsters that you couldn't otherwise get in the wild, as well as some unique skills. The masters' monsters all have abilities that natural creatures of that type can't generally get, with the more common skills of that creature generally missing from the list. However, one level with you out on the field, and that monster's natural skills will suddenly appear (or, in breeding, they will cross over the same way as a 'normal' monster). Some of these skills are hard to get and valuable ones, as well, such as Revive, GigaSlash, HealUsAll, and Surge! Because of these 'odd skills' and the monsters' levels, I highly suggest getting these monsters for use in combinations. Even if all you're making is something small or basic, those skills can be a fantastic help. These monsters and their skills are listed below (this chart C.O. Jimeous): Team Lv Monster Lv HPs MPs ATK DEF AGL INT Trainer Skills 001-019 AgDevil 5 30 36 32 23 23 45 Berserker, Cover, StrongD 020-039 AmberWeed 13 36 64 50 36 39 42 FireBal, DevilCut, BlazeAir 120-139 Andreal 45 340 280 200 320 200 250 Revive, Surge, SuckAll 020-039 ArcDemon 12 48 46 53 42 18 88 FireSlash, VacuSlash, IceSlash 020-039 ArmyCrab 12 46 31 50 36 28 50 Curse, OddDance, ShelDodge 120-139 Balzac 33 330 165 210 320 280 180 SleepAll, Paralyze, LureDance 140+ Balzac 33 380 190 240 340 300 210 Thordain, HealUs, ThickFog 100-119 BattleRex 39 187 122 286 187 200 141 WhiteAir, Curse, Hustle 080-099 BigEye 33 155 134 162 122 137 100 HealUs, Farewell, HighJump 040-059 Blizzardy 20 72 53 71 46 46 57 Infermore, TwinSlash, HighJump 080-099 Blizzardy 33 182 103 121 116 152 107 Sandstorm, SickLick, StormWind 100-119 BombCrag 39 210 157 138 239 18 132 VacuSlash, Surge, MouthShut 100-119 BombCrag 40 260 174 156 233 20 134 Transform, PalsyAir, BigTrip 140+ BombCrag 48 290 200 180 260 20 150 RainSlash, Imitate, BeDragon 001-019 Cactiball 6 32 37 25 24 17 38 LureDance, LushLicks, BladeD 080-099 Centasaur 33 200 126 225 270 320 220 Sacrifice, Vacuum, PoisonHit 100-119 Centasaur 40 251 124 290 352 338 211 Vivify, FireSlash, Ahhh! 140+ ChopClown 48 310 300 300 200 260 255 Sacrifice, Focus, Meditate 060-079 Copycat 26 55 45 82 61 64 57 MagicWall, Imitate, ThickFog 120-139 Copycat 38 210 210 120 167 138 200 Transform, Kamikaze, WhiteAir 040-059 CurseLamp 20 60 70 62 50 42 59 Snowstorm, Sacrifice, DrakSlash 060-079 DanceVegi 25 83 61 59 120 156 85 TwinHits, LureDance, MouthShut 060-079 DarkCrab 25 130 64 136 111 54 70 StopSpell, RobDance, SickLick 001-019 DarkEye 6 22 42 21 15 36 41 TwinHits, MagicBack, Sidestep 040-059 DeadNite 20 80 65 72 67 52 77 Speedup, WarCry, DanceShut 120-139 DeadNoble 46 340 240 340 280 280 215 HealAll, FireSlash, Dodge 140+ DeadNoble 48 340 350 350 190 290 230 MegaMagic, Sidestep, StrongD 120-139 Digster 46 267 115 197 257 110 185 Hustle, LifeDance, Branching 040-059 Dragon 21 105 36 83 63 48 64 Heal, CallHelp, Cover 020-039 Droll 12 39 50 40 28 31 55 Heal, ThickFog, Cover 001-019 DuckKite 5 22 24 25 21 31 34 BeastCut, BirdBlow, Smashlime 080-099 EvilArmor 34 185 102 229 420 135 148 SleepAll, Barrier, RainSlash 040-059 EvilBeast 20 84 53 110 71 64 100 Bolt, Heal, BigTrip 040-059 EvilWand 21 66 55 59 45 53 45 BlazeMore, Boom, ChargeUp 060-079 FaceTree 26 125 119 67 74 51 86 MagicWall, Guardian, ShelDodge 100-119 FangSlime 33 184 78 166 151 311 141 Increase, EerieLite, WarCry 020-039 FireWeed 12 49 42 40 29 30 46 PaniDance, LushLicks, WarCry 100-119 FunkyBird 39 178 197 151 227 143 198 Increase, HealUs, Lightning 001-019 Gasgon 5 26 6 34 25 14 32 Heal, Dodge 080-099 Gasgon 34 164 58 67 117 80 97 HealMore, YellHelp, SuckAll 140+ GateGuard 48 340 300 330 210 150 210 WhiteAir, Imitate, Guardian 020-039 GiantMoth 12 41 46 40 36 29 57 Heal, PoisonHit, OddDance 080-099 Gigantes 33 210 20 226 84 128 18 Imitate, Guardian, Smashlime 040-059 Gizmo 21 57 47 69 52 72 46 SleepAll, SlowAll, PoisonAir 001-019 Goategon 6 26 10 32 22 26 25 TwinSlash, Ramming, Berserker 060-079 Goategon 25 133 107 155 82 98 128 HealAll, Vivify, SquallHit 120-139 GoatHorn 33 150 190 220 150 190 240 Defense, Curse, SickLick 080-099 Golem 33 210 59 108 182 52 192 PaniDance, RobDance, Hustle 120-139 GreatDrak 45 350 130 240 210 170 210 Infermost, ChargeUp, Smashlime 140+ GreatDrak 50 370 150 250 220 190 230 TwinHits, MultiCut, SickLick 060-079 Grendal 26 99 41 135 155 112 113 HealMore, PsycheUp, LifeSong 020-039 Grizzly 13 57 43 62 23 48 25 Heal, Massacre, Radiant 120-139 GulpBeast 38 340 90 300 185 150 90 Blizzard, HighJump, ZombieCut 001-019 HammerMan 5 25 12 28 15 22 45 BoltSlash, VacuSlash, IceSlash 140+ HornBeet 48 380 190 240 250 300 200 PoisonHit, Sandstorm, Meditate 020-039 IceMan 12 38 41 47 43 21 51 Massacre, SquallHit, Branching 060-079 IronTurt 26 140 60 130 100 61 91 Sacrifice, Barrier, Tatsucall 060-079 JewelBag 25 68 76 123 126 40 130 HealUs, Sidestep, DiagoCall 040-059 KingCobra 21 100 39 80 72 110 41 Beat, TwinHits, EerieLite 100-119 KingSlime 38 250 94 218 181 206 200 Blizzard, EvilSlash, DrakSlash 040-059 LandOwl 21 95 57 110 57 53 48 Infermore, Heal, Surge 040-059 LavaMan 21 80 43 88 49 40 51 BlazeMore, FireSlash, MetalCut 080-099 LavaMan 33 180 63 158 179 87 101 Curse, EerieLite, SamsiCall 100-119 LavaMan 38 190 113 198 159 140 101 Thordain, TwinSlash, SquallHit 060-079 Lionex 26 110 70 100 106 122 117 Firebane, SuckAir, Scorching 040-059 Lipsy 20 52 43 46 46 36 57 HealUs, Farewell, Kamikaze 001-019 LizardFly 6 36 16 28 16 10 30 FireAir, FrigidAir 020-039 LizardMan 13 55 34 52 34 32 48 PanicAll, LureDance, LegSweep 080-099 MadCat 34 166 64 159 124 163 107 HealMore, IceSlash, LureDance 120-139 MadDragon 33 200 24 335 130 190 30 SuckAir, WhiteAir, MouthShut 020-039 MadHornet 13 60 37 54 31 54 55 Curse, SandStorm, TailWind 080-099 MadMirror 33 164 62 71 64 170 120 Boom, BirdBlow, RainSlash 100-119 MadPecker 38 139 88 197 115 186 127 SleepAll, TwinHits, BeastCut 040-059 MadSpirit 20 63 68 85 55 64 60 PanicAll, Defense, Bounce 060-079 ManEater 27 88 114 93 45 42 57 Zap, RockThrow, LushLicks 120-139 Metabble 38 23 490 190 670 511 255 Bounce, Ramming, YellHelp 120-139 MetalDrak 43 310 105 240 220 250 130 Explodet, EvilSlash, IceSlash 140+ MetalDrak 43 330 120 260 240 250 160 Chance, PaniDance, BigTrip 140+ MetalKing 50 25 700 290 700 511 255 NapAttack, Guardian, LifeDance 040-059 Metaly 20 10 200 45 44 250 66 Heal, Massacre, Guardian 080-099 Metaly 30 15 300 65 400 350 86 Heal, Kamikaze, SuckAll 001-019 MistyWing 6 35 34 16 24 32 30 Sleep, WarCry, Tailwind 060-079 Ogre 27 134 72 120 107 52 115 TwinSlash, BeastCut, Vacuum 020-039 Orc 13 51 29 36 25 44 57 Heal, Vivify, LureDance 140+ Orochi 50 360 150 360 350 200 180 Defeat, LureDance, Hustle 020-039 Phoenix 12 50 47 53 27 41 47 Heal, BlazeAir, TailWind 040-059 Phoenix 20 81 46 77 51 66 40 Heal, MagicWall, VacuSlash 060-079 Phoenix 26 110 65 125 70 100 75 CallHelp, PoisonAir, Hustle 100-119 Phoenix 40 181 116 177 121 155 81 DevilCut, NapAttack, BazooCall 060-079 Rayburn 26 93 55 104 62 136 65 Lightning, IceStorm, Paralyze 001-019 Reaper 6 31 17 29 13 22 39 StopSpell, DanceShut, MouthShut 120-139 Roboster 38 280 245 340 230 360 210 HealUs, MultiCut, StormWind 140+ Roboster 38 300 260 350 240 380 250 HealMore, Focus, SquallHit 040-059 RogueNite 21 75 61 103 120 40 61 TakeMagic, Curse, SickLick 060-079 RotRaven 26 67 84 114 70 120 102 Beat, VacuSlash, BiAttack 140+ Servant 50 240 340 210 320 290 250 WhiteFire, Curse, StormWind 020-039 Shadow 13 59 40 54 50 26 46 Sleep, RobMagic, SpeedUp 100-119 Skeletor 39 145 160 272 224 128 166 BirdBlow, Focus, ShelDodge 080-099 Skullgon 33 164 63 132 174 85 169 Blazemost, TwinSlash, SquallHit 100-119 SkyDragon 33 165 164 198 175 123 112 Sacrifice, Speedup, Revive 020-039 Slimeborg 12 52 24 43 31 49 61 CleanCut, PyscheUp, WarCry 001-019 SlimeNite 5 29 24 31 18 34 33 Upper, Speed, Heal 001-019 Snapper 5 30 23 20 10 12 34 Beat, Slow, Sandstorm 100-119 Snapper 40 186 161 234 124 127 118 SuckAir, WhiteFire, Branching 140+ Snapper 50 250 210 250 160 160 200 HighJump, MultiCut, SickLick 100-119 Spikerous 28 204 18 177 300 81 104 Bounce, PoisonHit, ThickFog 001-019 SpotKing 6 32 20 25 20 32 43 BiAttack, CallHelp, RainSlash 001-019 StagBug 5 27 12 26 28 15 28 VacuSlash, IceSlash, MetalCut 080-099 StoneMan 34 220 96 147 220 71 125 Firebolt, HealUs, SuckAll 100-119 StoneMan 40 222 126 199 257 107 184 StopSpell, BazooCall, Guardian 140+ StoneMan 48 360 160 240 360 100 200 SuckAir, WhiteAir, EerieLite 080-099 SuperTen 33 156 60 77 60 136 78 Firebolt, FireSlash, QuadHits 060-079 Swordgon 25 126 95 95 128 46 67 Zap, Increase, HealMore 001-019 TailEater 6 23 20 21 20 24 28 MagicBack, Heal 001-019 TreeBoy 5 37 45 16 21 19 37 IceBolt, Heal, Vivify 120-139 Trumpeter 45 190 150 330 210 190 130 Blazemost, BoltSlash, DevilCut 140+ Trumpeter 48 220 170 250 220 210 150 Explodet, WarCry, DanceShut 120-139 Unicorn 45 200 330 200 150 290 255 SquallHit, LureDance, Guardian 080-099 Voodoll 33 154 148 168 164 120 133 Bounce, PoisonAir, WarCry 120-139 WhipBird 45 480 200 150 250 240 230 Farewell, QuadHits, Sandstorm 140+ WhipBird 50 500 200 180 260 250 255 EvilSlash, BazooCall, Hustle 040-059 WildApe 20 65 46 78 38 51 47 ChargeUp, MetalCut, CleanCut 020-039 WindMerge 12 44 45 38 40 40 51 Heal, Cover, Tailwind 060-079 WingSnake 26 132 77 120 89 85 78 Defense, PaniDance, Branching 020-039 Wyvern 12 46 32 52 28 48 84 BiAttack, SquallHit, WindBeast 080-099 Yeti 34 198 110 170 170 80 94 Infermost, HighJump, Vacuum 100-119 ZapBird 39 224 87 187 167 210 222 UltraDown, DanceShut, MouthShut 120-139 ZapBird 45 260 120 210 200 240 255 Massacre, VacuSlash, Vacuum A8) SPECIAL ROOMS ----------------- Occasionally in the monster gates, you'll be dropped into a special room. Many of these, you can save as though you were outside of the dungeon; in other words, you don't need to use a bookmark there. These rooms happen at regular levels within a Gate: every third level starting with Villager/Talisman, when you descend in a world, you'll have a chance to find one of these special rooms. As for which one you'll find... that's random, though you won't come across certain types until higher-level dungeons: Healer: This chamber has a healer who will heal all HP and MP and resurrect your monsters for free. In addition, this room is one of those you can save in. Treasure Room: There's a number of treasure chests in this room. Either 6 or 8, to be exact. Sometimes, every one of the chests holds money or items. Other times, all but one of them are Mimics. This is another room you can save in without a bookmark, so make sure to do that before you start opening chests. However, don't forget that Mimics give great experience for their level; don't feel bad about opening the chests even if you know they're Mimics. Shop: This is a shop that appears inside the dungeon. These are extremely useful. For one thing, if you sell most items here, rather than selling them for a little more than half, you're selling them at full price. Which means more money. In addition, the prices here are the same as they are outside, thus letting you pick up important supplies; they have all the status-repairing objects, as well as the rare WorldLeaf which will get your dead pals back on their feet. And perhaps most important at all, selling rods outside this room gives you only *ten percent* of their worth (a 3000G fire staff sells for 300G back in the Bazaar). Here, though, they're sold for full price. Take advantage of that to cash in on the rods you find on your journey! And to top it all off, you can save in here. Bonus! Herb: 6g Lovewater: 80g Antidote: 10g Moonherb: 30g Awakesand: 50g Skybell: 50g Laurel: 80g WorldLeaf: 1000g Battle Arena: This is what it sounds like: a battle arena. To pass on, you'll need to fight in three battles. However, once you've finished those battles, you can take the option of fighting in anther set of three to win yourself some good items. Just make sure you have the space for items, or you will be kicked out of the arena without a chance to get anything else. The battles in here are equivalent to meeting up with masters on the overland map, except that the monsters that are in the fight don't have unusual skills, but rather their normal ones for the monsters. In some cases it makes them easier, but with others, it's more dangerous. The first battle is with a group that's two steps below your own. For instance, if you would normally be at the 120-139 area, the group you'll fight will actually be at the 080-099 rank. However, battles after that are more difficult, so beware. There are a number of items you can get in these fights, including books, seeds, and even TinyMedals, if you go far enough. In addition to this, these monsters can be captured with meat, if you have a desire to get them. Maze: These are some pretty annoying areas. They're just what they sound like: mazes, and without the ability to pull the map up at all, or the ability to save. Even your BeastTail doesn't work in this place! They are long, boring, annoying, and tedious. And there are monsters in here, to make it worse. Fortunately, there are only three different mazes, and the holes don't change locations. Which means once you know where you're at, finding the way out is easy. With the slate-grey maze, walk around the path directly to the right. Keep following this path until you've reached the far right-hand corner of the maze, then go down. It'll head straight to the hole. With the red maze, follow the path along the top of the screen until you come to the far right screen. Walk down the path that's the furthest left on that screen and keep going to the far left. Follow it around, then turn to the south and go back to the right. The hole will be right there. In the greyish-green maze, take the path going up, then turn right on the path second from the top. Travel along until you can go up, then go up, head to the right, and then down (not the path that leads along the far right wall, but the one just to the left of it). Follow this down to the south wall, turn left, and keep going left until you reach the hole. Forest Maze: Like the 'Lost Woods' in the Zelda games, this forest repeats itself until you've walked in the right direction. The good news is that 'the right direction' doesn't change itself at all, so every time you're in the wood, just take the left-hand up path, the left-hand up path, and there'll be the hole out. Conveyer Belts: Another 'maze' sort of thing, this one is a little easier and a lot more fun and less tedious to get through. All you need to do is step on the conveyers, and they'll slide you to the end. Follow those around and you'll eventually be dropped off at the hole. And like the other mazes, once you know which one you're on, finding the hole is a matter of memorization. Unfortunately, like the maze rooms, monsters will show up in here, and you can't save, pull up a map or use your BeastTail. In the room which has you in the center and belts leading off in each direction, go left and take the belt second from the bottom. It will swing you directly to the hole (if in a rather roundabout path). In the room with brownish belts, there'll be one belt directly to your left, reaching the floor, and another slightly up from you, running right. Take the belt to your left or walk upward, then take the left belt of the two belts directly above you. Go right from the belt's end. Then, take the left of the two side-by-side belts to the south. It will shunt you to the hole, or walk upwards instead. In the dark blue/gray belt room, you'll be standing in a small area with two belts leading to the left. Take the upper one. Once you've come to the end, take the belt which is directly to your right, up against the right wall. You can also walk to the end of this without a problem. Go between the two belts which are on the far right-hand screen and down. Step in the middle of the trio of belts, or the one on the left (they'll lead you to the same place). Then walk down from there, head to the wall below you once you've reached the end of the belt, and walk directly right. Take the lowest belt, the one right along the wall, and there you are. +=+=+=+=+=+=+=+ + WALKTHROUGH + +=+=+=+=+=+=+=+ *WARNING* *WARNING* *WARNING* This walkthrough is NOT spoiler-free. Generally, walkthroughs aren't. There's likely a lot of places that are going to be considered 'spoilerriffic'. In addition, there are some spoilers to the other Dragon Quest games, primarily in the 'boss' areas of the games. If you're not interested in finding spoilers, limit your inspection of this page to the FAQ section only, and *especially* avoid my treatise on 'The Greatest Monsters' and/or The Library. Aside from references to the 'Walkthrough' section, I keep that area as spoiler-free as possible. On the other hand, if you're stuck and need help, or just don't mind, then read on! *WARNING* *WARNING* *WARNING* When I list gates, the information goes in this order: Name: The name of the gate, if it has one, or the general 'descriptor' I use for it to explain which gate I'm talking about. Levels: The total number of levels a gate has, including the bottom. Monsters: What monsters appear and when in the gate. Many gates have different creatures that'll show up, depending on how deep you are. Boss: The boss of the world. If a '*' appears beside their name, they're a boss that will join you automatically after they've been defeated. A '#' means that they will join you if you feed them enough. Generally, this takes a lot of meat; five Sirloins is probably a good number to shoot for. Those not marked at all will not join you no matter what you give them. Don't even bother with feeding them meat. Info: Here's general info about the place, whether it's about the monsters, the level, or something else. Boss Battle: This is the strategy that I suggest for use against the boss of this place. Some of them will be fairly simple ('Be high level and wail on them'), while others might take a little more finesse. Hopefully they'll get you past the boss either way you go, though. B1) BEGINNING: HOME ------------------- The game starts out to the view of your sister, Milayou, chasing you around the bedroom. Apparently it's time for bed, but your character, Terry, isn't at all interested in it. You know those stories that Mom used to tell you to make you go to bed? That the monsters would come and get you if you didn't? (Yeah, like that's supposed to help you *sleep*... but back to the game) Well, apparently, their Mom told the same story. However, Terry wants to meet the monsters. Some kids. Anyway, Milayou finally manages to coax him into bed. Eventually, you can get yourself out of bed. Feel free to wander around a little bit and check the room out. There's nothing important here, but a few interesting things. Then, go into the next room. What's this? Apparently, being awake has nothing to do with the monsters running away with you at all, since this little, black... something or other, is apparently looking for Milayou. This is our first look at Warubou. After assuring himself that you're not Milayou, he'll tromp off to the other room and come back, dragging your sister. Both of them will disappear into the chest of drawers, leaving you alone. And undoubtedly more than a little confused. After all, your character hasn't got the benefit of this walkthrough. But never fear! Your savior is here! A white version of Warubou suddenly leaps from the drawers and into the room. This is Watabou. And the first person he asks for is Milayou! Boy. Can't win for losing, eh Terry? Fortunately, the monster realizes that he and Terry are speaking the same language (Monster Talk) and invites him to follow him if Terry wants to find his sister. However, when he brings up the term 'Master', poor Terry is confused all over again. No explanation this time, though; Watabou tells him that if he wants to find out, follow him. And so Terry does; just follow the monster, check the chest of drawers, and off we go to GreatTree! B2) STARTING OUT ---------------- You arrive in a strange room, with a strange man coming up to you and stating that you must be the Master they're looking for. When you explain that you don't know where you are, he lets you know: you're in the Kingdom of GreatTree, brought by Watabou. No more time for other questions, unfortunately. You're due to pay your respects at the castle. Therefore, the old man pulls you out of this strange-looking room and leads you through the kingdom, giving you a good look of... a lot of places that you won't be allowed to go for a long while. Enjoy the view while you've got it! As you work your way up, the old man will explain that the kingdom is housed in a giant tree. You're at the bottom, right now, and the castle is at the top. Thus, he will walk you up to the top. On the way, a fighter will wonder if you're the new Master that they've heard about. When he finds out you are, he'll wish you luck at the Starry Night Tournament. Starry Night Tournament? ... maybe the king will answer your questions. For now, you just continue heading up to the castle. The old man will stay outside, telling you to go and talk to him. Inside, the Minister will meet you at the door. Apparently, the king has a favor to ask you. I wonder what it could be? You have control over the character now, so feel free to dawdle a little bit and talk to the few people you can find at the moment. They don't really tell you anything you don't already know, though, so head off to the king, just above you. The king will introduce himself and ask your name. Here, you can change the character's name if you like. Finally. However, you're only allowed to have four digits. So if you delete the name 'Terry', you'll never be able to get it back. Ah, those crazy translators! Anyhow, we'll assume that the name was left as 'Terry', for ease of this Walkthrough, though it otherwise doesn't make a difference what you change it to. Once that has been done, the king will immediately ask you if you'll be willing to help him out. It seems they need someone to compete and win in the Starry Night Tournament. Ah. There's that name again! And despite his earlier interest in getting to know monsters, Terry is much more interested in finding his lost sister. The king will explain that winning the tournament, as legend has stated, will give the winner one wish. Terry can use that wish to find his sister! Thanks to that, both the king and Terry can win! And in the meantime, while Terry's preparing, he can hunt for his sister. Apparently that's good enough for Terry... either that or the king just doesn't give him the choice... and the king offers him some monsters. After all, no monsters, no master. He then sends you to go and talk to Pulio, in the monster farm on the upper level, to ask about getting yourself a set. Finally, you can control yourself again. Take a little time to talk to the people you can reach in the throne room. The minister will explain that they haven't been winning the Starry Night Tournament. However, since they're hosting it this year, he's hoping they'll win! The jesters will explain the Starry Night Tournament for you (finally!). Apparently, it comes after every 47th full moon. Because of the fact that it happens on a night when thousands of falling stars fill the skies, it's named... d'uh... the Starry Night Tournament. As celebration, the tournament is held. In addition, to the left of the king's room, there's some chests. Unfortunately, both of them are locked. Read the books in the bookshelf, though; there's some interesting information in them, if not altogether helpful. You can even exit the castle and talk to the people there. The old man explains that Watabou brings the palace capable masters. Anyway, aside from chatting with those few people, there's not a ton to do yet (everything's still blocked off), so go back into the castle and go up the stairs that have been uncovered for you. Before you talk to Pulio, take a little walk around and talk to the various monsters. The Slime above Pulio's head will tell you all about the Monster Farm. A sign will explain that when the tree grows, there are tremors. One of which made the hole that's directly in front of it. You'll notice that there's also something rather interesting over there. A strange, spinning circle. You can't reach it at the moment, though, so just keep it in mind. Now, once you've explored the farm, go and talk to Pulio. He's the man just below the Slime. After a little misunderstanding on whether you're there to steal his monsters or not, Pulio will realize that he can smell you're a monster master, and with the makings of being a great one! Don't ask me what he smells, though; I try not to think about it too hard. Anyhow, he tells you that he's only got one monster right now. An old Slime named Slib, who was the favorite monster of the old king. He'll then bring up the menu for you to be able to take Slib along with you. Do so, since none of the other options work. You'll learn about them soon enough; don't worry. A quick check of Slib will reveal that he's a level 1 monster. Whoa. So the oldest monster on the farm is only first level? No *wonder* they need a good master! Anyhow, take him with you to the king. The king will be shocked that you chose this monster out of all the others you could have chosen. However, the situation will get explained to him. Needless to say, this doesn't make the king any happier. He will demand to have Pulio brought there. Once he's there, the king will ask if 'Hale' was one of the escaped monsters. When he finds out the answer, poor Pulio will be threatened with a trip to the dungeon. However, you, like the brave and noble person that you are, will step forward and offer to capture Hale in order to free Pulio. The king will give you permission to try. You will find out that Hale disappeared through something they call a 'Travelers' Gate'. He will then let you know that the chests are yours to take, mutter something about being busy, and wander off to leave you in the throne room with his people. A doorway is left behind where he went, but it's blocked firmly by the jester. Don't worry about it; it's not that important. What is important is that we hunt down this 'Hale'! First, though, spend some time talking with the people in the throne room. They'll explain Travelers' Gates to you. In addition, Pulio's nice enough to tell you how to save the game. You should do so, so you don't have to go through all of this again. Saving can be done anywhere outside the gates, other than in the middle of the arena battles. Make sure to grab the two herbs from the chests to the left of the throne room, then go down the now-uncovered stairs and head to the only open Travelers' Gate. Make sure you've saved, and in you go! B3) THE FIRST GATE (BEGINNING) ----------------------------- Levels: 5 Monsters: 1-4: Slime, Dracky, Anteater Boss: Healer (Hale)* This gate is only five levels deep, total, and only three types of monster that'll show up through the whole thing (aside from the boss). Obviously, this place was made to be an experimental gate for you. It works that way, too. Pick up all the items that you can when you're wandering about; you're going to need them while you're doing your first battles with Slib. Use healing herbs whenever Slib seems to need them; with only one monster with you, and him not having any healing skills, he'll be needing them often. Fortunately, it shouldn't take too long, hopefully, before you can capture a second and probably a third monster. It's fairly common here for an Anteater and a Dracky to join up with you even without the use of meat. Make sure you accept their offer; they may not seem like much, but every little bit helps. The anteater has surprisingly good raises in attack, and a fantastic skill called 'MetalCut'. While this skill isn't of any use right now, trust me: it'll be very, very useful later on. As for the Dracky, it won't have anywhere near the attack of the Anteater, but they will later gain the spell of 'Sleep'. This is also extremely useful, if for a completely different reason. Don't be afraid of using a WarpWing if you find one, especially if you couldn't catch any added monsters. Get to the bottom (or as far as you can before your monsters are dangerously weak), toss the wing, and be thrown back to the beginning to head through again. This might be a little tedious, but it'll get some extra levels for you, more herbs, and another chance at capturing monsters if you had no luck earlier. In addition, if it seems like you're going to die, don't be afraid to let it happen; at this point in the game, you won't have any money to lose, and if you've properly used all your herbs to try and keep Slib (and your other monsters) alive, you won't lose anything there, either. BOSS BATTLE: Hale is a fairly annoying boss. His habit of healing himself will make this fight longer than it needs to be, that's for certain. Plus, if all you have on your team is Slib, he can do enough damage to make things difficult. Be ready to drop herbs on Slib if you need to. However, if you have your full team of three, or even just Slib and the Anteater, things should go alright for you. Just don't be afraid to use herbs when you need them. Minimal levels are needed here; don't worry too terribly much about leveling before you face him, unless Slib is all you have. If he is, then try for level 5. And whatever you do, when he asks to join you, *don't turn him down*. He'll probably be one of the most important members of your party for a good, long time! Watabou pops in and congratulates you, then sends you back to the city. Well done! Congratulations on taking out your first Travelers' Gate. If you go back toward the gate, you'll noticed that it's ceased spinning. This is how you know that you've finished off the boss of a gate. B4) BACK FROM THE GATE ---------------------- Well, it seems like Hale wasn't really all that interested in joining you at first because of the boredom he'd been having on the farm. You had to whip him into shape. The king realizes that maybe he shouldn't force Hale to return to the farm under his hand, but should instead let him join Terry. He congratulates you on your skill with monsters and releases Pulio, just as he said he would. Now, the king tells you to go and visit the arena. He says that if you can defeat all of them, you'll be able to go to the Starry Night Tournament. Then, he's off again, leaving you alone in the throne room. Your monsters will be healed by the bishop and you'll be sent off to go through your fights. He gives you directions to the arena. However, now that we've been given some freedom, we'll want to wander a bit and see what's going on in this city. First off, I suggest that you go to the Monster Farm again. Now that you're up here, Pulio will thank you for your help. He will also tell you a secret: a SkyDragon is flying around above the farm. Hmmm. Something to investigate, maybe. First, though, put your monsters to sleep. This will open up the 'second side' of the stable. Why is this important? You'll see in a minute. Pass by the fisherman and check his pot for a TinyMedal (probably your first one), then head to the north. Hello, Ms. SkyDragon. Take a step and stand under it and *WHACK* You've just gotten your first egg of the game. It'll be automatically sent to the farm. For the fun of it, stand underneath it again. EWWWW! Anyway, now that you've got that, just wander and chat with the local monsters to get some information. Go back to Pulio and have him put the other side to sleep. Now, your egg isn't taking up any space in the stable, because it's on the 'sleeping' side. This means it isn't stealing valuable 'level-raising' space from other monsters that you might catch on your journey. Now, go down from the farm and head to the main city. The way is finally open for you! The arena will be right in front of you once you've gone down the first set of stairs (or jumped off the first ledge). However, right now, let's not go in there. Instead, we've got some more places to explore first. Go east of here and you'll find a red-armored man who'll tell you a little about TinyMedals. Go up the stairs and you'll find the Medal Man's room. This is where you can drop that TinyMedal of yours off. Now, we've done everything else we can, so let's go into the arena. Now that you're in the arena, talk to the first girl on the right. She'll give you information about how the various classes work. But before you go to the next girl and register, let's take a walk around the arena. There is a lot to see and do here, and much info to be gained. First, go directly to the left, and you'll find a table with four seats. Step into the first seat, and your monsters will move to the other three. Here, you can talk to them and get an idea of just what sort of attitude they happen to have. This will give you hints about how to fight them, or what you need to work on to be able to direct them toward certain attitudes. Going to the left introduces you to Teto, one of the arena fighters. He'll tell you that more information can be found in back. Sounds good to me; let's go! Wow. Teto wasn't kidding when he said there was information to be found here. There are lots of monsters and their masters around to talk to. There is also a mysterious hole within an area of barrels right near the beginning. Interesting indeed, but not something that you can reach now... or really, anytime soon. So just grab the TinyMedal from the barrels and go on. North of here, there's a cave that leads into a restaurant. Talk to the bard who's at the table. His comments may not make much sense, but memorize them, anyway: Army, Bomb, Army, Bubble, Army. Now, exit and go to the left. Here, you'll find a Goopi (that muddy hand-thing) in front of a line of squares: a BombCrag, an ArmyCrab, and a Babble (Bubble Slime in Japan). Are things making sense all of a sudden? Go up, talk to the Goopi, and then select the panels in the order given. A set of stairs will be created. Now that that's done, up you go to the Queen's Room! ... not that you can do much here at the moment; you'll need to at least go far enough in the game to be able to have access to the Starry Shrine. But at least you have the stairs open. Descend them and head back into the arena, going down from here. Here, there's people who can give you warnings about some of the gates. Very handy for when you're preparing to travel there. To the left of here is a man training his BombCrag, and another who will give you warnings about who you'll be up against and possibly what they'll be using. Straight up from here is another cave. This one leads into the monster school. Definitely stop off here and see what they have to talk about. Check the blackboard and talk to the teacher for information. He'll let you know that only the monster you defeat last will join you. An excellent hint to remember for later levels, when you'll be meeting groups of monsters. But anyway, we've learned all that we can. Let's go to the arena's entrance again and register, finally! B5) G-CLASS ----------- Checking registration, you'll find something a bit discomforting, at first: it costs money to get into the various levels. Money's something you don't have at the moment. However, don't worry about it: the G Class is free, and that's the one that we'll be registering for. As you aren't allowed to use items at all in the battle, the party I personally suggest for this level is your Healer, your Slime, and your Anteater. The Anteater and Slime will supply most of the good damage, while your Healer will, of course, be keeping them healed in between. If your Anteater isn't a high enough level to keep up with HP, you may want to swap it for the Dracky, who's likely got a higher level (thanks to their much faster-leveling) and may even have the Sleep spell if you've been leveling it enough. If you're finding yourself unable to defeat G-Class (which is quite possible; don't feel too bad about it), then head back to Beginner and raise yourself a couple of levels with your party-of-choice. In addition, this will let you fine-tune your monsters' fighting styles. Don't worry. You won't get trapped, even if you can't find a WarpWing. When you get down to where Hale was, there'll be a gate there set to take you out to 'home' again. Every Travelers' Gate is like this, as well, so if you feel like going through them multiple times later on, you just need to make it to the bottom to escape. Harder than it seems at times, but at least it's a way out. Anyhow, here's your challengers in G-Class: 1st Match: Dracky, AntEater, Dracky 2nd Match: Slime, StubSuck, Slime 3rd Match: Spooky, Hork, Spooky Beware of the StubSuck's ability to put you to sleep. It's generally only an annoyance, but having your Healer fast asleep when you've still got two monsters to take on can be dangerous. Similar is the undead group's ability to use LushLicks, which will paralyze a member of your team for a round. Plus, Hork has the added ability to poison your team; this is possibly an argument for having the Dracky there, since it has Antidote. However, when it comes to the first battle, I prefer to mix two hard-hitting with one healer. It tends to destroy the enemy before the poison becomes too dangerous. Anyhow, once you win, congratulations! You've just managed your first battle in the arena! The minister will come trampling his way in to congratulate you as well. Apparently, though, congratulations aren't the only thing on his mind; the king wants to speak to you. So it's back off to the castle once again. B6) THE BAZAAR -------------- The king will congratulate you, letting you know that you're not bad. As the congratulations come, though, another figure enters the room. This is the king of GreatLog, not a particularly friendly and kind individual. He insults your age and skill, then exits, laughing. Needless to say, the king of GreatTree isn't too pleased by this. As a reward for you finishing off the first fight, he'll unlock the door to Villager and Talisman. Then he leaves again. You're back to your own devices. Take a moment to talk to the jester in the throne room who guards the door, and you can find some interesting things out about the next gates. Come back every time you finish an arena battle and he'll continue to do you this favor! Now it's time to wander a bit, first. You'll find that the MadKnight has moved away from the crack, giving you space that you can jump down into the hole. This drops you directly into the arena, fairly close to that hole near the barrel. Hmmm. Not all that helpful yet, but something to keep in mind. You can talk to the people around the arena, but for the most part, they still only have the same things to say. So instead, go outside and down the set of stairs that's been opened. Another new area to wander around, and one that's even more involved, this time! The stairs are again blocked, this time by a bratty little girl who doesn't feel much like letting you pass. So once again, we'll deal with our present level on the tree. The first thing that's here is a cave with a book above it and a well. Let's investigate that well, first. The man down here has nothing to say to you, really, but there is information to be found in his bookcases. Read them over: they'll talk about monster families, the Master Breeder, and the kingdoms. That being done, head up and out, to that cave directly across. Here, we've found the library. Inside, there'll be someone who can tell you how many monster pals you've had. At the desk, there is someone blocking a path to the rear who won't let you in until you have had 100 pals. Needless to say, this will probably be quite some time in the future, so let's leave that alone for now and talk to the other person, instead. He will tell you about the monsters that you've found, and about what creates them. This is very handy information at times! Keep him in mind! Check out Chapter C1 (The Library) below if you'd like to know what goes where and how to get it; otherwise you'll be able to find it out once you capture yourself a monster. Now that you've talked to the people down here, though, go upstairs. Up here, there are a number of bookshelves. They're chock full of information for you about the families of monsters and about secret breedings, if you can solve the riddles in the Seon Prophecy books. Once you've finished up skimming through the library, leave and head to the right again. Another cave will be here, this one leading into the vault. This is where you can go and drop your things off. Things left in here can't be taken by monsters. Nor can money that's been put in here. All in all, this is a good place to leave things that you might have a use for later, such as stat-up seeds (for monsters that need the gains for specific abilities, or for creatures who might have a need for extra attack or hit points like metal Slimes), books (for the monsters who need to have their attitude tweaked), or some extra WarpWings that you may have found. Since there's rarely a need for a lot of money in your travels, store most of your cash here in between trips. Outside the vault, to the right again, is the Bazaar. As the name would suggest, here's where you buy most of your things. Right off the bat, check the pots that are surrounding the first shop: a TinyMedal! And the shopkeeper doesn't mind in the least if you take it with you! Check his inventory: you won't have any money yet, but at least you'll know what he's got available: Herb: 8g Lovewater: 80g Antidote: 10g Repellant: 200g BeefJerky: 20g PorkChop: 80g WarpWing: 100g BeastTail: 400g Now, you can either sell some herbs for cash or (my suggestion at the moment) keep them with you, just in case. Let Hale gain a couple levels before you trust it all to his healing; he'll need the MP to keep up with your whole party. In addition, keep any WarpWings that you have. While you might need the cash, they will be much more valuable as items; just stow the extras in the vault. Now, continue wandering about the Bazaar. People will give you all sorts of information about various things. And down at the southeast edge, you'll see a Travelers' Gate out on a little island. Hmmm. Another place to keep in mind, perhaps. But for now, just talk to the people standing around the barbeque. They'll say they want a monster who can make fire. At the moment, you probably won't have one (unless you've taken a lot of time to level Slib up) so just keep these folks in mind. Also, talk to the gypsy woman: she'll give you some hints on the progression of the game. Anyway, we've gone over the Bazaar, done our selling, talked to various people, dropped off any TinyMedals we picked up, and gotten our feet under us. Let's take a look at these newly-opened Travelers' Gates. Head through the small door that is now open. Either of these gates can be taken in either order; the order they're listed in has nothing to do with suggestion, so much as random choice: B7) VILLAGER ------------ Levels: 5 Monsters: 1-2: StubSuck, GoHopper, AntEater, Picky 3-4: StubSuck, GoHopper, Gremlin, PillowRat Boss: Dragon (Dran)* StubSucks can be an annoying creature, as your battle in the arena very likely taught you. They have a nasty habit of putting your monster to sleep, and any creatures that you're facing with them get the chance to attack back when that's going on. Keep your party high in health just in case it's Hale they put to sleep. GoHoppers will use the ability 'ChargeUp' to power up and hit you for extra damage, while the Picky will take advantage of ShelDodge to attack any bugs you might have with some good damage, and Sap to lower defense. PillowRats have the ability SideStep: this dodge will sometimes direct an attack back to those who are attacking the monster. They also have Ramming, in which they'll bodily throw themselves at the enemy for added damage. Grab a GoHopper while you're here, if you have the space; there's no way to combine to get one, so if you want all the monsters, you'll need to actually capture one of these. Also, if you can, try and capture one of the Gremlins that show up on the lower levels. They start with the skill 'FireBal', which will be very important to you. I'll explain later; don't worry. For now, just assume that catching one is a very good idea. They can also get Heal and StopSpell, so getting a second later on can't hurt. Getting hold of a StubSuck is nice, too: its Sleep skill will come in vastly handy, plus while its StepGuard has limited use early on, it will be nice to have it for later, when poison swamps and lava fields start showing up. This is the first dungeon where a special room will show up. So far, I've found both shops and healers in this gate. Both of them are extremely handy here. Don't forget to save while you're down there. Keep your eye on the ground around here, too. While you might have found a WarpWing or two in Beginner, they seem to be more common in here and in the next few. Collect as many as you can and put away the extras. That'll help save money for you. You'll always want to keep at least one around to flee just in case. BOSS BATTLE: Does this cave look familiar? Probably not, although the basic shape of the dungeon and concept of a princess stolen by a dragon might: it's Dragon Warrior I, all over again! I found this to be fairly amusing, to be honest. Poor princess. No one to save her. We're here for the dragon, instead. Just talk to her a few times, try to carry her out, and when it doesn't work, go and talk to the dragon. This critter is a powerhouse. He'll attack with fiery breath that can scorch all your party at once for fairly good damage, plus he has a FireSlash that will do massive damage to a single individual, especially one who's weak against fire. Make sure that Hale's ready with healing and that you've got herbs to help out. If you managed to catch a StubSuck before meeting him or brought in your Dracky, you may want to try its sleeping ability: the Dragon's fairly susceptible to it, and this can make the battle a heck of a lot easier on you. If you don't have it, though, then have Hale use Upper (or better yet: Increase if he has it) and proceed to do a general smack-down. He's a fairly tough creature, though; have patience and don't let yourself run low enough on life that a FireAir will kill you. B8) TALISMAN ------------ Levels: 6 Monsters: 1-3: Spooky, ArmyAnt, Anteater, MiniDrak 4-6: Spooky, Goopi, ArmyAnt, Picky Boss: Golem (Golm)* This level is just slightly longer than villager, though its creatures aren't quite as dangerous, I find. The Spookys can lick you into shivering for a round, and the ArmyAnts and AntEaters can both deliver fairly good damage with direct attacks. ArmyAnts, in particular, can be dangerous, what with their NapAttack to put you to sleep and Kamikaze to inflate the damage they do. Goopi will use LegSweep to trip your monsters up unless they have flying, and they can also use CallHelp to get assistance running you down. However, most of this level is just an experience in keeping healed and beating them up before they do the same to you. Still, I suggest taking this Gate second so you've got a chance to gather a StubSuck in Villager, or leveling your Dracky sufficiently to get Sleep for fighting against the boss. As with the previous dungeon, a special room shows up on the third level here. And as before, it seems to be a beneficial one. BOSS BATTLE: Ah, but isn't it refreshing to see Warubou get punted? Golem is a creature who can deliver strong hits to you if you're not careful. He'll throw a *lot* of damage around. However, he's got one very noticeable weakness that you may remember from Dragon Warrior I: Sleep. This is another place where that StubSuck from earlier would come in handy: have it cast sleep on him and smack away while he's unconscious. Otherwise, this is another place where you'll want to have Hale and his Upper/Increase to keep your defense up. Luckily, unlike the dragon, the attacks are only delivered to one opponent at a time. This means that Hale won't have near as much trouble trying to keep your monsters healed up. Just keep him on 'cautious', and he'll throw a heal spell on whoever's in need of it. Take note that you don't need to finish both of these (or either of them, honestly) to be allowed to the next battle. All you need is strong enough monsters and enough cash. However, without the ability to combine your monsters, the 'strong enough monsters' part will be extremely difficult without getting good creatures, or massive levels. Therefore, you probably want to go through both of these to get some hard-hitting monsters to replace your present team with. The Golem/Healer/Dragon team will take you a long way in the arena. However, you might want to dip in and out of the dungeons a few times, not only to get some levels on your lesser creatures, but to make enough cash to be able to buy yourself a BeastTail. Soon enough, you'll really be wanting that. While the levels are only 5-6 deep, it's not so bad. Later on, though, they'll get much, much deeper and the levels themselves will get much, much more complicated. Plus, one thing the game doesn't mention about the BeastTail is that you can use it in battle to see if you've ever had the monsters that you're presently fighting. Considering that your 'monster pals' info only takes into effect different *types* of monster rather than individual monsters, this will be important later on. Now, if you've followed my instructions, you'll have captured a Gremlin by now. Or at the very least, Slib will be at a high enough level to have the attack of FireBal, which will work as well. You could also use the Dragon you have, though this is by far the most unwise idea of the three; he's probably going to carry you through your arena battles, after all, while you're still not important enough to do combining. Anyway, take that Firebal-using Slime or Gremlin down to the Bazaar, where our barbeque squad happens to be. Tell them 'yes' that they can have your monster. Make certain that it's a monster you don't mind getting rid of permanently, because they'll take it away from you and use its skill to start their barbeque. However, the fire's just a bit too much for it: BOOM! And what is this? Why, there's a Travelers' Gate left in the wake of the explosion! Since we're here, we might as well check it out, right? Right. B9) BAZAAR GATE --------------- Levels: 9 Monsters: 1-2: FairyRat, BigRoost, SpotSlime, Crestpent 3-5: BigRoost, DragonKid, Catapila, BeanMan 6-8: Demonite, Catapila, Hork, 1EyeClown Boss: MadKnight (Pash)* You'll want to be careful going through this dungeon. When compared to the ones you've just been through, it's got more powerful creatures and more rooms to get into trouble with. In fact, you may want to either leave this gate until after you've had some time to level up your monsters, or go wandering through here with those boss monsters that you picked up earlier. You might even decide that you want to leave it until after you've won more battles and opened more storyline gates. However, I myself prefer to jump right in on gates as soon as they're available. Thus, this Bazaar Gate is being mentioned here. Be aware: being more dangerous also means that you'll get more XP out of it; the experience will be over twice what you'll get in the other Gates you can presently reach, and the danger level isn't so high as to make it unreasonable. A very handy thing to have when you're trying to get levels up for battling arena fights! Here's the first place you'll find BigRoosts, which have the ability of SandStorm to blind you, and VacuSlash for extra damage, as well as Dodge to get out of the way. You'll probably want to stop and pick one up. There's no way to actually create one in-game, so capturing one is the only way you'll get one in your book. They haven't got the greatest moves, but at least it'll add to your list of monsters. Plus, combining a BigRoost with a Dragon Family will get you a Crestpent. And while Crestpents aren't superior either, they do have an interesting creature they go into which can't be bred any other way (a WingSnake). Speaking of Crestpents, they appear here as well; they will try and poison you with their PoisonHit attacks, though their StopSpell and BeDragon abilities don't come through until they're caught and bred. Grab yourself a BeanMan as well; their TwinHits, RobMagic, and MapMagic can be handy, plus they go into an Orc, which can get Vivify. *IMPORTANT* skill, that one! As for the rest of the critters, FairyRats will batter your Slime creatures with Smashlime, and use Surround to dizzy you, as well as Slow to slow you down. SpotSlimes have CallHelp, which they will quite gladly use, as well as LushLicks which will chill the 'licked' one for a round. In addition, they have the spell of Imitate, though they won't have access to this without some considerable breeding. Catapilas can spew out PoisonGas which can poison your whole party, as can Horks. Horks also have LushLicks, stunning you the way SpotSlimes do. Demonites are funny little creatures: they start with BlazeMore, but not enough magic to actually cast it. And finally, the 1EyeClown is a very dangerous creature for this level, having a fair amount of magic and three rather damaging spells to throw with it. BOSS BATTLE: Oh. Ow. That's about all I can say about this guy. He's a *huge* hitter for his level. You'll want to be prepared for him to throw some really big damage, especially with the Massacre and ChargeUp that he's got. While you might want to throw huge damage on this guy with an all-smackdown team, having Hale here is probably your best plan: you'll want that Heal spell of his to mend up the damage that this guy will be throwing at you and Increase to make the damage less. Bringing the StubSuck or Dracky for sleep spells might well be helpful, but he seems to wake up faster than most monsters, and that's just one extra damaging creature being wasted. Instead, come at him with the Dragon and Golem. The AntEater might be better damage than the Golem if it's high level, but MadKnight has BeastCut, and he's not afraid to use it! If you're feeling brave, you can take all three hard-hitters, but you'll need lots of herbs, lots of patience, and a little luck; he may throw Massacre on himself rather than on you, thus making the job a lot easier. Remember: if you can't take him on, don't be afraid to come back at him for more once you've hopped up a level or two. B10) F-CLASS ----------- Now, we've finished up all the Travelers' Gates that we can presently reach. The best thing you can do is collect yourself a good hard-hitting team for the arena (Pash, Hale, and Dran is a good choice) and use that cash you got through the latest bunch of gates to take on the next class. You can also skip classes if you really want, but I suggest going up one class at a time. That way, you don't miss any of the extra information and other good things given after the various individual classes are taken out. So while we might be able to leap straight to one of the higher classes with our present scary monsters, let's take F-Class, first. In F-Class, we'll be meeting up with this lot: 1st Match: SpotSlime, SpotSlime, SpotSlime 2nd Match: MudDoll, Almiraj, MudDoll 3rd Match: PutrePup, MadRaven, SkullRoo With the creatures that you've got together at the moment, this will be a fairly straightforward battle. Beware the ability of the SpotSlimes to call for help (the 'called' creatures can cause a considerable amount of damage) and the MudDolls to put you to sleep while the Almiraj throws its damage. However, the third match is where you should be cautious: with Sap and Slow, the PutrePup can drain your stats while the MadRaven uses HighJump for the big damage, and the SkullRoo does its best to confuse you with PaniDance. Don't hesitate to use the dragon's FireAir here, and Pash's BeastCut will come in handy against the SkullRoo. Just hope he doesn't throw Massacre on your own party! You should be able to mince them easily. B11) QUEEN AND MORE ------------------- Now that you've gotten past that, Teto will inform you that he's already passed E-Class. Oh no! He's ahead of you, finally! But that's alright. We can make it up in our own due time. Right now, let's focus on investigating those two new Travelers' Gates that have been opened up for us: Memories and Bewilder. But first, there's a few things we want to check out. For instance, the monster school is lecturing about the characteristics of monsters, now. Grab that info while you're in the area; it's handy to know. The kid in green will keep notes for you, too, so you can check and see lessons from before. In addition, you can go and talk to the Queen now, and instead of throwing you out, she'll chat happily with you. She will demand to see specific monsters. These monsters can be either combined for or captured; it doesn't matter, so long as you bring the monster to her. When these are brought to her, she will give you a present for showing it to her. These monsters are not taken, either: they're simply glanced-at and left to you. Plus, once she tells you what monster she wants to see, Mick and the Minister may let you know what goes into the combination. The monsters she asks to see, in order (and the simplest combination to make them), are: WingSlime (Slime Family + Bird Family) KingSlime (Slime + Slime with a +5 at least OR Slime Family + ??? Family) FloraJay (Bird Family + Plant Family) CurseLamp (Roboster + Bird Family OR Material Family + WingTree) Metaly (Slime Family + MetalDrak) WildApe (Almiraj + Dragon Family OR Beast Family + MadPecker) HornBeet (StagBug + StagBug OR Armorpede + Devil Family) Reaper (Zombie Family + WeedBug OR Spooky/Hork + Devil Family) Phoenix (Bird Family + DrakSlime/GulpBeast/IronTurt/Grizzly/ArcDemon/Copycat Gizmo/LavaMan) WhiteKing (Skullgon/DeadNoble/BoneSlave/Skeletor + SpotKing/KingSlime/MetalDrak/Andreal/GreatDrak/KingLeo/Blizzardy ZapBird/WhipBird/GoldGolem) OR (Zombie Family + ??? Family) KingLeo (Trumpeter + Trumpeter/MetalDrak/Balzac/GoldGolem OR Roboster + GulpBeast/SuperTen/Unicorn/Trumpeter/DarkHorn/MadCat) RainHawk (Blizzardy + Phoenix) Armorpion (HornBeet + HornBeet) Rosevine (Plant Family + ??? Family) GoldGolem (Iceman + LavaMan) Divinegon (SkyDragon + Orochi) In order, the items that she will give you are: Sirloin, INTseed, AGLseed, DEFseed, LifeAcorn, ATKseed, MysticNut, HorrorBK, CheaterBK, ComedyBK, SmartBK, BeNiceBK, QuestBK, LifeAcorn, TinyMedal, and TinyMedal. You might be able, of course, to either get the monsters she asks for with a different (likely more complicated) breeding, or capture them in the wild or from specific foreign masters. How you get them doesn't matter: the Queen just wants to see one. Once she has seen all the above creatures, she will not ask to see any others. Instead, she will start to consider perhaps going home. Down the well, the monster trainer you fought is friendlier now, and promises to tell you stories later. And even more importantly: the girl who'd been blocking you before has moved out of the way. You can go down into the bottom level of the tree, now! Go and check it out! Right down at the bottom, you can find the girl and talk to her. She's still not convinced you'll win, but at least she thinks that you're stronger. Well... it's a start. Let's investigate some caves, shall we? The one at the top leads into the girl's house, where her father will crow about her. There is also a clearly-visible Travelers' Gate here, though Grandpa won't let anyone there. Talk about a stubborn old coot! For now, go through their dresser for a TinyMedal and then check out the bookshelf. There'll be a diary there that you can read. Do so; it'll become more important later. In the cave below this, there's a man blocking the door and refusing to let anyone come in for 'his Betty'. Again: keep this place in mind. For now, pass it on by and go to the right. There, you'll find the Egg Consultant. He can tell you any information you want to know about the eggs that you're holding. He can also 'bless' them, changing the gender of the child within the egg to that of a different one. This can be extremely important later on, when monster eggs have only one gender or another. You can't breed two males or two females together, after all. Anyhow, once you're finished with these, let's go to that all-important place down below: The Starry Shrine! B12) STARRY SHRINE ------------------ Down here, there's a lot of information on combining and breeding your monsters. Don't turn up the chance to learn it all! Read books, talk to people, and finally discuss with the Master Monster Tamer. You can get all the information you could ever want about combining (or at least the basics of it) this way. Once you're finished with all of this, let's go up the vine, which will bring you to the farm, and get the party of monsters out that you want to level. You may, however, want to hatch that SkyDragon egg and let it gain levels on your farm. If you do that, then you may need to be prepared later on for 'adjusting' the gender of a parent. However, for the moment, just worry about letting your SkyDragon get itself some experience. As it's considered a base monster, with no unusual skills, you've got no reason to force it to come along with you. It will only get the three basic skills of a SkyDragon: SuckAir, MultiCut, and FireAir. Really, it's up to you whether you want to just leave it leveling or take it with you on your trips. I tend to leave it on the farm, as I mentioned, since its stats aren't anywhere near as good as a proper combined monster's stats. As another hint for the shrine, make sure you keep your eggs on the 'inactive' side of the farm. To do this, collect the monsters you wish to combine, put the rest to sleep, and put these two monsters back into the farm (or take them along with you with a third, since you can never be without a monster with you). Once they've been bred, an egg will remain. You can then put this 'egg side' of the farm back to sleep and not have any XP lost from those monsters who are awake. After all, you'll occasionally want to save eggs as eggs, rather than hatching them instantly (especially if you're trying to combine for specific monsters). Anyway, we've done all we can right now. Time to go and check out these newest dungeons! Before you go, maybe you want to either bring along some of your lesser monsters for extra levels (the Gates aren't as dangerous as the Bazaar Gate) or do some combining. A good choice might be Slib with your Dracky, if they're different genders. This will give you a WingSlime. And a WingSlime is one of those monsters that the queen wants to see. However, my suggestion is to level the pair of them a good amount, because your Slime has the skill MegaMagic in it. A skill that's hard to get, and extremely handy to have. However, it'll never be able to show it off itself: not enough in the way of stats. Buuuut, that's just a suggestion from me: if you do breed Slib away, you can always capture another Slime at some point, though it'll take several Ribs or a couple of Sirloins. Anyhow, we've finished all our exploring of the kingdom. Let's explore those two new gates! B13) MEMORIES ------------- Levels: 5 Monsters: 1-2: Goopi, PillowRat, DragonKid, Catapila 3-4: Picky, FairyRat, Catapila, SpotSlime Boss: MadCat (Gig)* The monsters on this level are rather mean. Goopi have a bad habit of calling for help. Likewise with SpotSlimes and PillowRats. In addition, the Goopi have an ability that can direct your attacks onto your own party called 'Dodge'. Ouch! Also beware of the DragonKids and their SleepAir. It can knock your whole team unconscious in one fell swoop. They also have the Dodge ability, tipping the scales in favor of you attacking yourself. Still, the gate's not as frightening a level as others, and is short. You could possibly leave Hale at home and focus on healing with herbs when it's needed, thus giving you a full team of heavy hitters. The Bazaar Gate is very much better for experience. This is also the first level which I found foreign masters on (not counting the Bazaar Gate). Don't hesitate to check out every inch of the place and see if you can find some. BOSS BATTLE: The MadCat is actually a fairly easy boss to beat. Especially if you decided to bring Pash along with you. His BeastCut will help make short work of the sabretooth. However, beware of MadCat's SquallHit: with that ability, he can get an attack in before anyone else can so much as move, including your ability to give out items. His LegSweep can temporarily incapacitate one of your party as well, making them have to spend a round picking themselves up off the ground. Sleep is worth trying on this fellow to help keep him out of the fight if you don't mind leaving one of your big damage creatures elsewhere to bring along either a Dracky or StubSuck. Really, though, in comparison to the Dragon and MadKnight bosses, he's fairly easy to take on with a brute-force group. B14) BEWILDER ------------- Levels: 6 Monsters: 1-2: MiniDrak, BigRoost, DragonKid, SpotSlime 3-5: EvilSeed, Demonite, SpotSlime, Crestpent Boss: FaceTree (Face)* Again with the SpotSlimes and their annoying CallHelp, and again with the DragonKids and their SleepAir. MiniDraks kick up sand with SandStorm to blind and use Ramming and CallHelp for extra damage while you're trying to fight. Also, down further, there are some more dangerous creatures being introduced: EvilSeeds, who can paralyze you, and Crestpents, who can poison you. Of the two, definitely worry more about the EvilSeeds. Paralysis can be permanent. If your whole party is paralyzed, it's death. Literally. Your party is considered defeated! However, capturing these things can be a good thing: paralysis doesn't work as well on enemies as it does on you, but if it does work, they can't get free. Plus, what a handy skill to combine into a hard-hitter! BOSS BATTLE: Before you fight the tree, wander about and poke at the StubSucks surrounding it. They're higher level than the average one, giving better XP (101 apiece!) for only a little extra annoyance. Well worth it, IMO. Once you've got rid of them all, go over to the tree and talk to it. The FaceTree has one of the more annoying and frightening statuses you'll come across: Curse. This will cause random effects on your monsters, from being stunned in battle, to losing MP, to confusion. Plus, it will occasionally throw StopSpell, keeping your Healer from being able to mend or protect you in battle. Fortunately, though, said tree doesn't have as much in the way of physical ability. Slam it physically, especially with any fire spells you happen to have. In other words, this is a good place to bring Dran; his FireSlash will tear the poor tree up. Don't bother with putting it to sleep; it's fairly resistant to status ailments. Now, we've gone through those two Travelers' Gates and cleared them out, possibly giving us a couple more monsters to work with. Even so, I suggest keeping your party as Pash, Dran, and Hale for the next level of the arena battles. They can handle this fairly well on their own even without combining, although you might want to make sure Pash and Dran have gotten themselves a couple of levels before bringing them battling; take them through the Bazaar Gate. If you want to do some combining, certainly feel free. I, myself, like waiting until my monsters have gotten a lot of levels before I combine, though. As long as I can handle the arena and Gates with what I already have, I don't tend to rush into combining. Plus, frankly, those monsters that you *do* have will make good combinations, but nothing worth giving up the creatures for, yet. Don't rush into things: they'll come in handy eventually. You'll see. However, if you do feel like combining your monsters, you may want to consider a few helpful creatures among them. Hale + one of your birds (Dracky, BigRoost, or Picky being the ones you'll have had a chance at so far) will make a WingSlime with good healing powers and superior speed, as well as TailWind, which will be a big help against those dragons in round 2. You're risking losing HealUs if it tops out in levels too swiftly, though, so you may wish to wait on that for a while. That AntEater could be combined with your Golem or a Devil Family of some manner (Gremlin or Demonite) to get yourself a Grizzly: a creature with superior attack power and pure, raw brutality in every inch. If you want a 'hack and slash' creature, this is a good way to go with it, though you'll have to be careful with its stats; some of the better skills require an intelligence minimum and Grizzlies are even less intelligent than the AntEater; breeding them at high stats is about the only way you can guarantee to get those minimums. In other words, don't use Pash for this combination, even if you would really love to see how high you could get the Grizzly's strength. The loss of GigaSlash would be almost guaranteed at this level (without massive numbers of seeds) and frankly, that just isn't worth the loss. A Goopi and an EvilSeed can be used for creating a Gismo, which gives two out of three of the skills for combining into BigBang: FireAir and IceAir. Anyhow, it's time to take on the next class: E-class. B15) E-CLASS ------------ 1st Match: Crestpent, TreeSlime, Poisongon 2nd Match: DrakSlime, Dragon, FairyDrak 3rd Match: Snaily, Armorpede, Snaily Be *very* careful with the first match: the Poisongon has an attack that can poison your entire party, and unless you've brought along your Dracky (or something combined from him) you'll be SOL with getting it cured; you'll just need to have Hale mend it as the damage gets bad. In addition, the TreeSlime has that dangerous paralysis attack which can take you permanently out of the battle, and there's nothing you have that can cure this unless you've made a MadPlant, a Snaily, or a CoilBird. Plus, it has SleepAir: an ability that can knock your whole party out if you aren't careful. In the second battle, there'll be lots of multi-hit attacks being thrown by the dragon-types, and an annoying combination of SleepAir and Surround being tossed by the FairyDrak. Keep yourself healed. You may even want to get Hale his 'HealUs' ability if you're patient enough to level him that far (around level 29), which'll keep you alive just fine through all of this. Having a WingSlime here is also an extremely good idea, since it has the ability to blow those breath attacks back on the opponents. And for once, the third battle is actually the *easiest* of the bunch. They've got good defense and a few dangerous attacks like IceBolt, but nothing compared to the danger of poison/paralysis in the beginning and the sheer damage of the dragon breath in the second. Their danger is in how low your HP and MP will be after those dangerous fights. Just focus your attacks and keep everyone healed, and you should be able to pick them apart. Another level down, and another set of Gates opened up: Peace and Bravery! Time to go and see what people have to offer again before we investigate those, though. B16) MASTER BREEDING -------------------- First, let's go to the right and talk to Teto. He's quite apologetic about what he'd done, and offers to combine a monster with you: an Iceman! What a chance! Let's take a look at what we've got available and go for it. From scanning over the list of monsters, the best of the bunch would likely be combining a bird with it to get ourselves a Blizzardy. Hopefully you've been listening to me and have gotten at least one bird (aside from the one you might have used to make a WingSlime if you got impatient about the Queen's order). Another advantage is that gender doesn't matter here. Teto's monster will be whatever sex you need for the breeding. Wow. I wish it was that easy for *us* to combine. For now, whether you leave Teto's breeding offer for a little or you've taken it, there's other things to check out in the arena. People are giving more information, now! The man outside the restaurant gives you a hint about the 'thunder' skill, and the young man tells you about changing your monsters' personalities. Inside the restaurant is another man who wants to breed: he has a Catfly. This one doesn't have any specific and interesting combinations that'll go with it, so pretty much feel free to combine anything with it. It will give you the 'special skills' of what this man's monster has and give you a good bonus in stats for the baby. The green fellow at the bar tells you about the LavaMan, and how foreign masters will probably have them. You can also go up to the Queen's room and talk to Mick multiple times. He'll eventually say that you can breed with his LizardMan. Hooray! And this time, there's a suggestion for what to breed with it: AgDevil. Why AgDevil, you ask? I'm honestly not completely sure; the pair of them don't make any specific monster aside from Lionex, which can be made from any Devil Family and Lizardman. I figure maybe 'a devil' accidentally got translated to 'AgDevil' or something. Anyhow, making an AgDevil takes combining a SkulRider, EvilBeast, Gremlin, or MedusaEye with any Dragon Family if you'd like to make it for the breeding, though as said before: any Devil Family will do the trick. And being as a Lionex gets the mighty HealUsAll, this combination is well worth getting 'A Devil' for. Down in the well, the scientist is asking for a monster with the skill of lightning, which he will exchange his assistant for. Now, there are only a few lightning skills in the game: Bolt (and its higher-level cousins: Zap and Thordain), BoltSlash, HellBlast, and Lightning. Just a few minutes ago, wasn't the man complaining about his rival having a monster with the lightning skill? And wasn't said rival saying that he was glad to have his BoneSlave? Looks like we know which creature to lean toward. Of course, by checking out the skills chart, there are quite a few low-end monsters with 'Lightning'. You could probably combine a zombie family with a bird family, for instance, and get yourself a RotRaven who'll have Lightning and BoltSlash, both. All depends on whether you want to go by combining or capturing. However, we'll come back to this. For now, we need to finish exploring the rest of the city. Out at the Bazaar, you can talk to the two people chatting between one another for a rather funny scene with Warubou. Leave and return, and you can talk to the woman to finish it up. Sassy little creature! The bard at the far right hints at more shops becoming available later. Unfortunately, 'later' isn't 'now'; all there is is the basic store for us, still. Make sure you've gotten your BeastTail by now: you should have the money for it. Finally, make your way to the Monster Farm, either through the Shrine of Starry Night or through the castle. The ArmyAnt has moved off the stairs, so you can go into the stable now! Down in the Monster Stable, there's a lot of good information you can find on the various monsters, their abilities, and the like. The Toadstool, for instance, lets you know that it uses SleepAir. That knowledge will come in handy if you can find how to breed a Toadstool or catch one in the wild. Now that we've finished our exploration, let's go to inspect our new Travelers' Gates. As a suggestion for you, take along one of the monsters you're considering combining into those beasties offered in the arena. That way you can get them some more levels, so the baby that gets made is more powerful. For instance, you may want to leave Pash behind and take a Dracky or BigRoost instead, to get some levels to increase that Blizzardy we'll be creating. Risky if they're weak, but worth the risk, I say. Especially if you've got WarpWings in reserve. ... you *have* been saving them instead of selling them, haven't you? Now that our party is chosen, it's time to get going. B17) PEACE ---------- Levels: 8 Monsters: 1-3: BigRoost, SpotSlime, CoilBird, Crestpent 4-5: DragonKid, Crestpent, BoneSlave, Almiraj 6-7: Hork, Crestpent, Almiraj, BullBird Boss: FangSlime (Fang)* Hello. Lookie here. BoneSlaves! You've got to get down a few levels to find them, but they're down there! Make sure you capture one if you don't feel like combining for your thunder skill; this will be of great importance, as you'll see later. And the top level's not got anything that you can't handle on your own: CoilBirds are the only new creature there, and they've not got any dangerous attacks. The only thing they can do is keep your breath attacks from damaging their friends, taking it in themselves and spitting it back at you. Good protection, fairly good damage if you've got powerful breath weapons, but not too good for their health since they take damage from 'inhaling' it. They do have the elusive NumbOff spell, though. Further down, there are the BullBirds. While they don't have really good special skills, they can throw fairly good damage; they're a strong-bodied bird, plus they have ChargeUp and Ramming, both. Hopefully you should have enough levels that they aren't a danger to you, but if you've chosen to take along the weaker monster as I suggested, it's possible that they may flatten the poor thing if it's still low level. In addition, Almiraj have fairly strong physical attacks as well, along with Berserker, which throws all their defense into attack, making them vulnerable but making them powerful as well. This is the first level I started to find potions on: items that restore MP, rather than HP. BOSS BATTLE: Hooray! A casino! Too bad the monster gold is meaningless to you. Check each machine out (including the one the FangSlime is at; investigate the rear), then talk to the FangSlime. This FangSlime is one great big bundle of annoyance, more than anything. He has the ability to stun the whole party with a WarCry and CallHelp while they're recovering themselves. He can also ChargeUp his power and hit twice as hard the next round. Fortunately, you should be here with at least one heavy-hitting monster and a healer. That will do a fairly good job of taking the FangSlime on, in all honesty. He does fairly good damage, but as long as you can keep healed up from his CallHelp, nothing else he can throw will be very dangerous. You'll probably find him surprisingly easy compared to earlier bosses, especially if you've been combining already. He does have high HP, though, so don't let him win by attrition if you've not got a good healer with you. B18) BRAVERY ------------ Levels: 9 Monsters: 1-3: Demonite, BeanMan, 1EyeClown, FloraMan 4-5: BeanMan, FloraMan, SaberMan, GiantWorm 6-8: BeanMan, FloraMan, GiantWorm, BullBird Boss: BigEye Mostly stuff that we've already dealt with in earlier areas. Don't rush yourself too much. Just focus on dealing with them and getting the experience while you work your way down. Be careful of the FloraMans, who will throw multi-party attacks of Firebane, and the 1EyeClowns, who'll be trying to take you on with BlazeMore, as well as IceBolt. It can do considerable damage. Having a healer in here is probably the best thing that you can do for yourself. Especially if that healer has HealUs instead of just Heal/HealMore/HealAll. Especially if you decide to come in here with plants or other creatures who are weak against fire. GiantWorms have BeastCut, so if you happen to have Beast Family monsters along with you, they may get a heck of a battering. Likewise with Devils and the SaberMan's DevilCut ability, though those SaberMans have a more dangerous trick: Paralysis. Either have NumbOff or be prepared to kill them fast! BOSS BATTLE: To get to the BigEye, head to the left side of the ledge, take one step up, one to the right, then up. What's this about 'Not in here?' Odd man. Don't worry anything about it, though; nothing we can do for now. Worry instead about beating up the BigEye itself. This creature has fairly powerful attacks in IceBolt and IceAir. It also has the ability to heal itself occasionally, though fortunately you'll be doing enough damage that it shouldn't be able to keep up with you. Just wail on it heavily, keeping your healer employed with keeping your people on their feet. And what's this? Now that you got it, it won't join your party? ... well, you can't win 'em *all*, right? If you want one of these to add to your number, looks like you'll have to create it. Sorry! And isn't it wonderful for the king to warn you that you don't need to feed them meat treats now? After you may have wasted good meat on the earlier bosses? ARGH! ... well, hopefully you were reading this FAQ which told you this one won't join you. Of course, as mentioned earlier, the king fibs here: there are several monsters that you *should* feed meat to. BigEye, however, is not one of these. Now that we're through with those Gates, let's take our BoneSlave (you *did* catch one like I suggested, didn't you?) down to the well and talk to the old man down there. He'll take the creature and you'll be shooed off. Leave the well and come immediately back. The pot will be gone, and in its place... a Travelers' Gate! Because of that, he wants to keep his assistant around, but offers you the Gate instead. Oh, gee. I wonder which we should choose. Talk to the assistant for a moment. Hmmm. Apparently we know where things might've gone wrong! ... but the 'why' isn't important. What's important is that we've got ourselves another Gate to check out. Don't hesitate: let's go do that right now. B19) WELL --------- Levels: 12 Monsters: 1-3: BoneSlave, Almiraj, FloraMan, GiantSlug 4-5: Almiraj, TreeSlime, FloraMan, GiantSlug 6-8: GiantWorm, BullBird, FloraMan, MudDoll 9-11: BullBird, SaberMan, FloraMan, MudDoll, Metaly Boss: Gigantes (Gant)# Here we're getting into much deeper dungeons. However, one nice thing about this dungeon is that most of it is fairly small; there's not a lot of long, twisting paths, and short levels are quite common to find. Bards are comparatively common here because of this; it's a good way to get stats. Most of the monsters here are things you've already met and hopefully handled fairly well. The GiantSlugs have the very useful skill of Whistle, if you want to grab one, but other than that, they're fairly pitiful, having only LushLicks to their name as an attack. Likewise, the MudDolls don't have much, aside from OddDance to lower your MP, though they do have the 'Hustle' ability for an up-and-coming healer creature if you want to get one. TreeSlimes can inflict Paralysis, as well as using the ability of Sap to lower your defense. But the most important thing in here is on levels 9-11. And that's the rare METALY. Yes. Metalys appear down here. And while they're very, very difficult to kill, they'll give you a *ton* of experience, 1122 points each, making it well worth the time. Bring hard-hitters down here and wander about (or Whistle). All you need to do is 4-5 HP of damage to one to kill it, so if you have someone with a big enough strength (and SquallHit is handy) you can kill them regularly. One hard-hitter, one healer, and one creature that needs levels is a good combination for here. Or you can just leave them all on your farm and peel through as many of the Metalys as you can. Alas, they're rare. Still worth hunting if you have the patience. The hard part is making your characters do the damage to them. You'll probably want to specifically direct them to attack the Metaly to make sure they're attacking it. By the way, here's where you may want to bring your AntEater with you again, or whatever you combined it into that could develop that MetalCut. Just don't try capturing these things until you have access to Sirloin. They're picky and hard to coax to you, not to mention the fact that it can be hard to kill them last, with their habit of running off. BOSS BATTLE: Oh dear. Another maze to get to the monster, but this time with holes in the ground. If you fall down one, you'll have to start over, and the holes don't stay open. Just go left, up, left, up, left, left, down, down, left, left, left, down, down, right, right, right, right, right, down, right, and right and you'll be at Gigantes. You poor thing. Big damage. Lots of big damage. This fellow will send attacks after you that will tear you apart if you're not careful. EvilSlash does immense damage on its own if it hits, and ChargeUp on top of it makes it a one-hit kill a lot of the time. Plus, if you're silly enough to bring an undead down here he'll throw ZombieCut and get rid of them but quick. The only advantage in bringing a zombie type is if they have HeavyD or something like it. They can act as a buffer for the rest of your team at times, since he seems to like taking down those zombies where he can. Sleep is effective against him, as are many other status ailments. Use them to advantage to keep him from hitting you back. Now that we have ourselves a place to hover and level for a while, let's assume that we're going to spend a lot of time here (I know *I* sure do). And in spending a lot of time here, you're going to rack up a lot of money, and likely a lot of TinyMedals. In fact, this is probably where you'll get that first egg: the ZapBird egg! It's worth hatching out and leveling some, IMO. The spells it has will carry you quite a ways. But there's something else: when you get those 13 medals, talk to the Metaly in the Medal Man's room and it'll tell you that it has a gate to offer you! Leave the cave, re-enter, and poof. There's the Traveler's Gate, all set up and ready for you. Well, let's not hesitate! Might as well head through and see what we can see in here, shall we? B20) MEDAL MAN -------------- Levels: 19 Monsters: 1-5: NiteWhip, BoxSlime, Gismo, Orc 6-8: BoxSlime, Gismo, Orc, RogueNite 9-18: BoxSlime, Orc, Reaper, RogueNite Boss: KingSlime (Kix)# Lipsy (LP)# Toadstool (TS)# Oh my goodness. 19 levels! That's a huge jump from the 12 levels that we'd been doing just a few minutes ago with the Well Travelers' Gate. And the enemies here are considerably stronger, too. In other words, you may want to leave this place until you've gathered a few levels from the Metalys, and probably when you've got better creatures. However, while the experience in here doesn't have the gross amount of a Metaly, it is overall greater since almost every monster group gives several hundred XP, and thus a very nice place to level a lot of creatures up. Plus, there are more interesting items down here, including WorldDew, WorldLeaf, and Sirloin. It is also much more dangerous, however. Where the Metalys are almost helpless, these creatures will beat on you considerably. In addition, they have fairly high HP; make sure your monsters are capable of doing good damage when you come in here. Beware of the Reapers: they have Curse, and you'll find pretty quickly that Curse is a status that you don't want to have on you. It'll give you random status problems in battle, as well as keeping you from regenerating your MP when you're out of battle. Get a creature with DeCurse, maybe, or carry along a lot of Laurels. If you don't, be prepared to be cursed a lot. NiteWhips will throw Lightning and WindBeast, attacking multiple people at once. The Gismos have a habit of using SuckAir and then blowing out large gouts of dangerous FireAir or IceAir on you, too, so be ready for that damage, either with TailWind, SuckAll, or with lots of healing. BoxSlimes will both raise defense with Upper and throw BlazeMore on your party, dealing out damage of their own. RogueNites have Heal, and are more than willing to help keep their party members up, as well as throwing EvilSlash on you. And if you haven't already combined for one with a captured BeanMan, you may want to consider getting yourself an Orc while you're here. It's a great source of Vivify, a skill which no healer monster should be without, as it brings the dead back to life. Like the Well Gate, this level is filled with fairly short hallways, and thus both bishop and bard masters are fairly easy to come by. But beware: the 'special rooms' on this level can include such brutal places as the arena, where you're forced to go through three battles before you can leave, and more to get items. This is like multiple fights with a foreign master. Brace yourself! BOSS BATTLE: Here, you'll get three doors to choose from. Behind each one of them is a different monster: KingSlime behind the middle, Toadstool on the right, and Lipsy on the left. And whichever one you defeat, you've finished the dungeon out completely; there's no second chance here. So don't dally around: go straight up the middle to where the KingSlime is, since it'll give you the most experience of the bunch, not to mention has the best skills if you've got the Sirloin to spare. He throws fairly high physical damage, but nothing you can't handle. The hardest part about killing him will be his large number of hit points and his bad habit of healing himself with HealMore when things get bad. Make sure you can throw enough damage to eliminate what he's healing on himself! Have your whole party heap the damage on when he starts to heal; he won't try and attack you until his HP are out of the 'critical' range, and if you keep up the attacks, they'll never get to that level. Remember to capture this creature if you have the chance and the meat! KingSlimes aren't easy to get, but they go into several high-end monsters. Plus, this is the easiest way (unless you feel like catching multiple slimes) to get hold of one for her. Once again, we've taken out all the gates that we can reach. Now, we're looking at the arena once again. However, this time, our basic creatures are probably not going to be strong enough to handle it. Sure, you can spend hours on hours in the Well or Medal Man Gate, leveling Pash, Dran, Golm, Fang, or any of the other heavy-hitting boss monsters up, and maybe be able to handle it. However, it's much better if you instead dig into your farm (which should be getting quite full by now!) and start looking through it to decide what you want to use in combinations. First off, you'll want to breed with each of the Masters in the arena who are offering. As I mentioned above, it's possible that they'll go away if you don't combine with them, so don't take that risk: bring them monsters to breed with! Again: I suggest a bird for Teto's IceMan (to get a Blizzardy), just about anything for the bar's CatFly (since there's nothing special that CatFly goes into), and a devil family for Mick's Lizardman (which will give you a Lionex). Of course, if you don't feel like waiting, just toss stuff at these creatures for their moves and go on. Obviously, I don't suggest this, though; there's better stuff you can use it for. Unless you're particularly impatient, you may want to start combining for levels and power. All the better to reach your next class. Plus, you might be able to get the 100 pals needed for that secret back room in the library! But let's not get ahead of ourselves. That will take a long time of work. Let's assume instead that you just want to do the average amount of breeding, rather than that much. If you *do* want to go for the full 100 monsters right now, then I suggest you search for '100 Pals Room' in the Walkthrough; it'll tell you what's there. For now, I'll leave it undetailed, and instead take you to your next battle, which is D-Class: B21) D-CLASS ------------ 1st Match: Saccer, FloraJay, MadPlant 2nd Match: MedusaEye, MadGopher, MedusaEye 3rd Match: MadCat, RogueNite, MadCat Your first fight is going to be a battle of the statuses. They will speed themselves up, armor themselves, and try to suck your defense down. Try and take the FloraJay out first, if you can, to keep it from using i