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Follow the dark path or use the light
Patapon 3 Pack Shot

Patapon 3



by Molivious


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                                       Patapon Logo ASCII by ryzawy & molivious

|                                Introduction                         |[N-tro]|

First of all, This is my first ever FAQ/Walkthrough and i hope you can help me
make it into a better one. This guide was meant for SOLO-play. Which means that
all VS-related stuff, post-game "modes", online "infection", etc will NOT be 
discussed or even mentioned in here, except for the ones i just wrote above. 
Also, i'd assume that you already know the controls and commands, as they are 
already too easy to navigate and/or get used to. Thanks for reading this rather
short introduction. 

To make navigation around the FAQ easier, i provided "[K-wrds]" for each part/
section. So, feel free to use them to your wit's end, cuz this is gonna be one 
hell of pure text madness. Now, let's start it with a list of what's inside..

Author's message:
I'm sincerely apologizing for the delay. Problems like submission problems,
conflict with my daily schedule, laziness and loss of dedication and 
perseverance has brought me down for the past months. I know people have been
tired of waiting for this, and have already given up and believed it was a lie.
I can blame no one else but myself. I will do better next time of handling my
own responsibilities. Again, i am sorry for the terrible wait.

|                              Table of Contents                      |[T-his]|

Introduction ---- [N-tro]

Table of Contents [T-his]

Terms ----------- [T-erm]

The Hideout ----- [H-out]

Classes --------- [C-las]
  Spear Tree .......................................................... [Spr-3]
  Archer Tree ......................................................... [Bow-3]
  Shield Tree ......................................................... [Shd-3]
Equipment ------- [E-qip]
  Enchantments ........................................................ [E-nch]
  Armors  ............................................................. [A-rmr]
  Weapons  ............................................................ [W-eap]
Stats ----------- [S-tat]
  Pros and Cons (Slash/Stab/Strike/Crush) ............................. [P-ndC]

Walkthrough ----- [W-tru] 
  [Story] Missions .................................................... [S-try]
      The Oath ........................................................ [St-00]
      Advance! Attack! ................................................ [St-01]
      Traverse the Field of Giants! ................................... [St-02]
      Ragewolf & the Mysterious Birch Grove ........................... [St-03]
      Proving Grounds & the Crescent Moon ............................. [St-04]
      Archfiend of Valor .............................................. [St-05]
      Big Chills in Pure Snow ......................................... [St-06]
      Naughtyfins & the Ice Fortress .................................. [St-07]
      A Mermaid's Tears and the Great Snow Race ....................... [St-08]
      Archfiend of Purity ............................................. [St-09]
      Underworld Guard Dog of the Pass ................................ [St-10]
      Standoffish Sonarchy & the Perilous Mist ........................ [St-11]
      Bird or Beast? Offense or Defense? .............................. [St-12]
      Archfiend of Justice  ........................................... [St-13]
      Man-eating Shark of Nuchara Swamp  .............................. [St-14]
      Duel w/ Ravenous in Tahi-Tahi Forest ............................ [St-15]
      A Greedy Raven Spies Three Outposts ............................. [St-16]
      Archfiend of Earnestness ........................................ [St-17]
      No Heavenly Bounty on a Scorched Desert ......................... [St-18]
      Buzzcrave & the Oasis of Eternal Sleep .......................... [St-19]
      All-out Desert Drag Race ........................................ [St-20]
      Archfiend of Restraint .......................................... [St-21]
      World's First Hoshipon Convention ............................... [St-22]
      Black Hoshipon Strikes Back  .................................... [St-23]
      Slogturtle the Mobile Shelter ................................... [St-24]
      Archfiend of Adamance ........................................... [St-25]
      Ravenous: Duel of Fate .......................................... [St-26]
      Covet-hiss Loves Cannons ........................................ [St-27]
      Dark Heroes' Last Stand ......................................... [St-28]
      Archfiend of Tolerance .......................................... [St-29]

Other Stuff ----- [M-isc]
  Enemies ............................................................. [N-emy]
  Iron Door Trick ..................................................... [D-oor]
  Grass Grinding ...................................................... [G-ras]
  DoJ Farming ......................................................... [F-arm]
Q&A ------------- [Que-A]

Legal Stuff ----- [Sue-U]

Credits --------- [C-red]

                    *So! Let's get this started, shall we?*

|                                 Terminology                         |[T-erm]|

You may encounter some confusions among terms that will be mentioned later. So
to prevent that, i've listed those that might've confused you if i didnt state

    A term used when you spend time doing the same mission continuously to
    achieve a specific goal - which is, to get a certain item.

    Similar to farming but this term is used when you do the same missions
    repeatedly to level up or to get your Skills to a certain level. 

    These refer to the abbreviations of the Final/Multi Missions that are 
    available after finishing or repeating the same dungeon. Eg. Depths of
    Rage, Depths of Jealousy, Heights of Lust, Tomb of Tolerance, etc. of which
    you will be finding out later on.

    Uberhero/Dark Hero - Title given to Uberhero's Rivals.
    Special might encounter this at some parts of the FAQ.

    Energy Field, Taterazay Class skill. (see Class skills section @ [C-skl])

    Flash Crack Boom, one of Oohoroc's(equip w/ lightning staff) Black Magic 

|                                 The Hideout                         |[H-out]|

So this is where you and your gang hang out before setting out for a mission.
You can gear up, change classes, upgrade equipment, chat with friends, buy
stuff, enjoy the view or even look at the moon! Well, without futher ado, 
here's what our hideout has in store for us.


So, this is where you basically see what stuff you have in your stash. Also,
from this place, you can sell the junk you got from previous missions that you
do not need. That's all there is to it, looking and selling.Moving on...


This place is where you gear up your pons, change classes, set skills and 
check their statuses. For your normal patapons, they could only stay on the 
class tree they currently are in. On the other hand, your Uberhero can go
through all trees. Once you reach lvl15, you will gain access to the other
trees. Another thing to remember, is that the Uberhero is the *only* one who
can learn Peerless Skills at level 32. *Refer to Set Skills section[S-skl]*

When you enter the blacksmith, you may notice that it is very similar to the 
Armory. Well, yes it is. The only difference is that, in this place, you can
upgrade your stuff for better stats! That's pretty much the only thing you can
do here. 


This is probably the most important place of all. Well, the lady everliving 
since Patapon 1 has totally retired into selling stuff. What's amazing is that
you shall visit Meden at all times after EVERY mission. Yes, every mission. 
Not to get her affection, but to get the chance of finding a rare piece of 
equipment on her stock. These rare gears are the of the rarest, and strongest 
you'll see in the game (aside from Ultimate equipment), so keep an eye out for
those [H]/[Sl]/etc stuff out there!
*Refer to the Equipments Section[E-qip] for more info about these "rare items"*

|Silver Hoshipon|

Dont look down on this sad, elderly & ugly, bearded star. For those who do
missions with their friends, are gladly being sold exclusive stuff by him. From
Sutras to Hairstyles, all the stuff to make your very file unique! Don't miss
out having fun with your friends out there, there's so much to get from here!

|Team Totem|

This is where you set up your team (for multi-missions) and whatnot. There is
nothing else to see here but the statistics and goals of your current team.
If you have none, go out there and find one! I'd only go online after reaching
level 32 though... 


This is the very portal that leads you to the missions that are available for
VS. So if you are planning to go head-to-head with some friends,this is where 
you should stop by. 


This, when selected, only gives you 4 options. One is to play via Ad-hoc and
the other is to play online via Infrastructure. Then, you are given the choice
to be either a host, or one who joins other hosts. end

|                                  Classes                            |[C-las]|

In this game, the classes are split into three "Class Trees". One of which,
you will be picking at the start of the game. Although for Uberheros, you can
"jump" to the other trees when your first class reaches lvl 15 (Yarida, 
Taterazay, or Yumiyacha). This DOES NOT apply to your normal pons (Ton, Chin, 
Kan), as they are stuck to their class tree...forever and ever. Amen.

Please refer to _Agidyne's Character FAQ for Class skills and Set Skills info

         |                  Spear Tree - Classes           |[Spr-3]|

                  =------=                                         =-------=
                   (LV 3)  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |Kibadda|
                     v                                             =-------=
=-------=            V                                                 v
|Piekron| <<<<<<<< (LV 5)                                              v
=-------=            v                                                 v
    v                V         =-----------=                           v
    v              (LV 7) >>>> |Cannassault|        =----------=       V
    v                v         =-----------=        |Pyokorider|<<< (Lv 8)
    V    =-------=   V               v              =----------=
 (Lv 9)>>|Wooyari|<(Lv 9)            V                   V
         =-------=   v            (Lv 10)>>>>\ /<<<<<<(Lv 10)
                     v                        V
                     V                  =----------=
                   (Lv 12) >>>>>>>>>>>> |Charibassa|
                     v                  =----------=
   =---------=       V         =---------=
   |Taterazay| <<< (Lv 15) >>> |Yumiyacha|
   =---------=                 =---------=

This tree consists of mid-range fighters that can considerably deal either 
melee or ranged damage. The most prominent attack type for this class tree 
would be Stab and Strike. Also, this is the only tree that consists classes 
with "Mount" equipment.


Hero mode: Fear Spear
 Activate: Attack
    Combo: Attack
   Effect: When his spear gets in contact with an enemy, it explodes, 
           dealing massive AoE damage in the area! This is EXTREMELY deadly
           if Yarida's class skill is maxed and combined with Piekron's
           Class skill,maxed. Definitely Spears that are to be feared.

My Rating: 9/10
           Although it's a fact that he's powerful enough to deal massive
           damage by himself, he still only has 2 pieces of equipment. Yes,
           he definitely CAN be 1-HKO'ed by a single boss especially in the
           early stages of story mode. He just needs a meatbag to take some
           damage. Other than that, a fun hero to play around with. He's also
           affected by Piekron's Spear BOOM skills, which makes him deadlier!
           The best defence is the best offense, after all.


Hero mode: Mad Charge
 Activate: Charge Attack
    Combo: Attack
   Effect: Kibadda rushes forward, dealing higher damage at a faster speed.
           If you played patapon 2, its basically the same thing. Mastering 
           Kibadda's class skills along with Pyokorider's makes this hero mode
           nothing to be taken lightly. 

My Rating: 8/10
           Kibadda may not be one of the best damage-dealing classes out there
           but do not be mistaken, his damage output is just as good as his 
           stalwart defense. He's one hell of a Hero when it comes to
           survivability, since he has a maximum 4 equipment - Helm, Weapon,
           a Horse and a SHIELD! Kibadda is also one of the few UH's who can
           run DoJ solo.


Hero mode: Concentrate
 Activate: Charge
    Combo: Charge
   Effect: Piekron starts meditating, resulting a boost in Attack Power. This
           can be stacked for a maximum of 3, wherein it lasts for 20, 40, and
           60 seconds respectively. This Hero mode works well with Charibasa's
           Team Aid 1&2 (w/c guarantees a maximum of 3.5x more damage @ the 
           third charge) You should be reminded tho, that even if you still
           have 40 seconds on the clock, charging again after the hero
           mode is gone will result into a new timer - starts again with 20 
           seconds/1st stack.

My Rating: 7/10
           Piekron with Spear BOOM maxed dishes out huge damage in the field,
           but he is not as much damaging as a Yarida. His Spear BOOM skills 
           require rain and a charge to activate, and it usually hits the
           front lines only, unlike other heroes who can still deal damage 
           across the screen. Still, he wields a shield which gives him a 
           higher survivability rate compared to a Yarida. I'd suggest using 
           this guy on a charge team.


Hero mode: Flamespin
 Activate: Charge Attack
    Combo: Attack
   Effect: Wooyari starts whacking with his spear in a spinning frenzy. This 
           hero mode also destroys arrows that come from your enemies.DO TAKE
           NOTE that his Class Skills are negated when his Hero mode is on.
           Despite the loss of the class skills' effect, the attack speed of 
           the spins make up for it. This mode also executes while inputting 
           commands, which makes it a tad more damaging most of the time.
	       *If equipped w/ an Ice weapon, the Spear turns into Ice element,  
	        which freezes opponents instead of burn.

My Rating: 6.5/10
           While wooyari is a good pike wielder and deals good damage, he lacks
           the equipment and set skills to make up for his lack of resistance 
           and defense for a semi-melee unit. He's quite more vulnerable to
           attacks compared to Yarida/Piekron since he doesnt jump. Good thing
           though about being semi-melee, is that he isnt always in the front
           lines, increasing the chance of avoiding a Dragon's stomp, or a 
           Cyclops' smashing attack.


Hero mode: Illusion
 Activate: Charge Attack
    Combo: Attack
   Effect: Similar to kibadda's hero, but Pyokorider stays at his place and his
           "Illusion" does the charging. The range of this is stupendous, so
           much that you can cast it and clean stuff 1 1/2 screens away! This 
           skill will pierce through everything, except doors.

My Rating: 9/10
           Despite his lack of a shield, Pyokorider's range even beats that of 
           the Archer classes - which makes him nearly untouchable half of the
           time. Damage is good too. He's a bit fragile, but i'm sure his pros
           can make up for that. With assault hits (affected from Kibadda's 
           Class skill) and Giddy up mastered, this bunny becomes a beast.


Hero mode: Thwack-mash
 Activate: Charge Attack
    Combo: Attack
   Effect: Cannassault thwacks his Weapon to whoever goes in his way, even 
           those cute little mochichis! Not to mention, he grinds them with his
           chariot right after! O.O Well, there's nothing else to fancy about, 

My Rating: 8/10
           This beast deals high damage, has class skills to boost resistance,
           and can send foes tumbling! That's right. He basically has no flaws,
           except his limited melee range and moderately-slow initiation of 
           attacks. Otherwise, this is a good head-slicer for you to pick 
           throughout the game. The reason of him being put at a rating of 8/10
           despite my positive remarks, is that there are still a few 
           classes better in screen-sweeping and damage-dealing than 
           Cannassault. But it's really just a matter of preference, i think. 


Hero mode: Shwoop-fling
 Activate: Attack
    Combo: Attack
   Effect: Charibasa throws his spear at enemies, with a piercing effect. 
           Similar to Yarida's hero mode, but this one explodes when it touches
	   the ground.  

My Rating: 8.5/10
           Another hero among the finest. This hero basically has EVERYTHING.
           Good Range, resistance, Damage, and outstanding Defense! This is 
           all thanks to the fact that he inherits the Class skills of his 
           fellow Uberheroes. He can also equip a shield, which makes him more 
           dynamic. He can either be defensive, offensive, or BOTH at the 
           same time! The reason, for a 9 rating, is that he has one flaw - 
           his attacks are totally CRIT based. So against structures... his 
           damage is not that awesome. Still, his pros are more than his cons
           and is not even something we should complain about.


         |                  Archer Tree - Classes           |[Bow-3]|

                       =---------=                             =------------=
                         (LV 3) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |Wondabarappa|
                           v                                   =------------=
                           V                    =-------=            v
                         (LV 5) >>>>>>>>>>>>>>> |Pingrek|            v
                           v                    =-------=            v
=-------=                  V                        v                v
|Alosson| <<<<<<<<<<<<<< (Lv 7)     =-------=       V                v
=-------=                (Lv 8) >>> |Oohoroc| <<< (Lv 8)             v
    v                      V        =-------=                        v
    v                      v            V             =------=       V
    v                      v         (Lv 10) >>>>>>>> |Jamsch|<<< (Lv 10)
    v                      v                          =------=
    V     =-----------=    V                  
 (Lv 12)>>|Cannogabang|<<(Lv 12) 
          =-----------=    v                  
          =---------=      V         =------=
          |Taterazay| << (Lv 15) >>> |Yarida|
          =---------=                =------=

This tree takes pride on it's mage classes of which their attacks and
effects depend on what staves/scepters they are equipped with. From ice walls
to dancing swords, all are used for certain situations. This is also the tree
which has the best support class, of whom deals status effects quite quickly.
and rest assured, they get the job well done. Let's not forget that there are
also high DPS classes as well as one of the best burst-damage dealers in the


Hero mode: Meteo Arrow
 Activate: Attack
    Combo: Attack
   Effect: Yumiyacha rains down arrows from the sky! There are 2 phases in this
           hero mode: (1) The phase where he shoots the arrows upward and (2)
           the phase when the arrows land. There is a small delay between these
           phases, but do not fret, when the arrows fall, they are twice as 
           much as the arrows you have shot on phase 1. 
           *The arrows shot during phase 1 are based on Yumiyacha's current 
            class skill level.

My Rating: 6/10
           Yumiyacha's quite fragile, and the delay from his Hero mode can get
           pretty inconvenient at times. My experience with this guy is that 
           even before his arrows fall down, the monsters would either be 
           out of range or already killed by my normal units already, making 
           him quite a difficult hero to deal with in the beginning of the


Hero mode: Arrow Shower
 Activate: Attack
    Combo: Attack
   Effect: If you played patapon 2, you'd recall this being the original hero
           mode of our beloved, boss-milking, Yumipon. Unlike Yumiyacha's Meteo
           Arrow, Alosson just spams his glowing arrows - which gradually grow
           larger - onto the enemies. There are no intervals in between, except
           for the difference/lack in Attack Speed. This particular Hero mode
           also executes whilst inputting your Command buttons. WIN!

My Rating: 8.5/10
           If you're a fan of quick-shooters, this hero is your man. With 
           impressive speed and good equipment, this hero can be pretty 
           unstoppable. EXCEPT for the fact that the damage from his arrows 
           come mostly from criticals. Which means: He's pretty weak against
           obstacles and such. Also - in dungeons, he dies most of the time in 
           a hit or two from long range mini-boss attacks. The limited range of
           his attacks gives quite a pain too. But all you really need to know 
           to make this hero formidable, is just proper and good timing. 


Hero mode: Mucharapapa
 Activate: Attack
    Combo: Attack
   Effect: Wondabarappa unleashes multiple sound waves towards the enemy. OF 
           COURSE, wind affects this hero mode. So make sure you equip that
           tailwind whenever you come with this guy. That's all there is to it
           i guess. Multiple sound waves.

My Rating: 6/10
           Wondabarappa is a supportive hero. His class skills are entirely 
           about giving bonus stats to your party and whatnot. He's pretty good
           at inducing Stagger, KB, or Sleep effects too. The only drawback is
           that he's pretty weak and less useful in solo-play. Since not much
           really adds to the stats of your fellow normalpons, his expertise
           tends to be less needed than that from other heroes. Also, he has a
           better counterpart, who just rips the fame out of this poor dog.


Hero mode: Airborne Threat
 Activate: Attack
    Combo: Attack
   Effect: Jamsch, regardless of weapon type/weapon attribute, sends out spores
           from his horns. These spores are heavily affected by the wind, with
           which can actually breeze through the whole screen.

My Rating: 9.5/10
           Wondabarappa's nemesis. This hero would be one of the best or finest 
           classes you could ever give to your normalpons. This guy specializes
           in Debuffing, PURE debuffing. Poison, Sleep, and Freeze are most 
           likely what would make you love this guy. He's just so good at it, 
           that you'd not worry much about being hit most of the time! (With 
           proper/good equips, of course) As bad as it sounds, his hero mode 
           isn't what you would really look forward to. If not because of his 
           pitiful hero mode, i would've given this hero a 10/10 for his 
           invaluability in the battlefield.


Hero mode: Armageddon
 Activate: Attack
    Combo: Attack
   Effect: Just like mahopon's hero mode from patapon 2, Armageddon rains down
           big balls of fire from the heavens. Good news too, they made the 
           animation of the falling rocks A LOT faster! Like 10x faster! wow!
My Rating: 9/10
           As fancy and wonderful as how they improved this guy's Hero mode,
           that wouldnt really be what you would want to expect from a wizard
           monkey. His spells and sorceries are - from shooting fireballs, 
           summoning lightning out of nowhere, spitting out flame out of the
           ground to even DANCING BLADES! He's a fun hero to play around with. 
           Pretty fragile tho, but that's what cost the magicians their power
           to begin with, right? 


Hero mode: Healing Chateau
 Activate: Charge Defense
    Combo: Defend
   Effect: Pingrek Summons an ice castle which gradually heals your party. But
           do take note that this castle is vulnerable to enemy attacks, making
           it the ONLY hero mode vulnerable to attacks. Also, destroying the 
           castle will cause your pingrek to tumble down like a clumsy little
           baby, which sucks a lot of balls. I even wonder why they bothered
           making this.

My Rating: 4/10
           As sucky as pingrek's hero mode sounds, he can still heal the party,
           buff them, cast ice spells and most of all, die in one hit. I per-
           sonally hated this hero, for the lack of effort that was put into 
           him. I'd change the rating to 7/10 though for normalpons, since his
           healing and Guard All scepters are really useful, even until post-
           game. Again, THIS IS NOT A RATING FOR VS.


Hero mode: Slinger
 Activate: Charge Attack
    Combo: None (You have to re-cast it again)
   Effect: Cannogabang's attack will "pierce" through anything it touches. Even
           iron doors. What makes this wonderful is that it perfectly sync's 
           with howitzers, which can most likely lead to sweeping the whole 
           screen clean. 

My Rating: 10/10
           Tondenga's Solo-Archenemy. This guy's perfect for solo missions, and
           i mean PERFECT. He can take out anything, anywhere, any much(?what?)
           He has the range, damage, one of the best hero modes, and most of 
           all, the speed to take his damage out as compared to other heroes.
           You gotta love this guy. Also one of the few heroes who could deal
           999k+ pure damage easily, without crits.

         |                  Shield Tree - Classes           |[Shd-3]|

                      =---------=                                =--------=
                        (LV 3) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |Tondenga|
                          v                                      =--------=
                          V        =--------=                        v
                        (LV 5) >>> |Destrobo|                        v
                          v        =--------=                        v
=--------=                V            v                             v
|Guardira| <<<<<<<<<<<< (Lv 7)         V              =-------=      v
=--------=                v          (Lv 8) >>>>>>>>> |Myamsar| << (Lv 8)
    v                     v                           =-------=      v
    V      =-------=      V                                          v
 (Lv 10) >>|Bowmunk|<<< (Lv 10)                                      v
           =-------=      v                                          v
                          V                 =--------=               v
                        (Lv 12) >>>>>>>>>>> |Grenburr| <<<<<<<<<<< (Lv 12)
                          v                 =--------=
             =------=     V         =---------=
             |Yarida| < (Lv 15) >>> |Yumiyacha|
             =------=               =---------=


Hero mode: Energy Field
 Activate: Defend
    Combo: Defend
   Effect: A 90% rip-off from the original tatepons' hero mode of Patapon 2. 
           This hero mode is beast, negating around 90% of the damage dealt to
           your party (yes, each and every one of them lil suckas). You do know
           the drawbacks dont you? -not being able to attack.

My Rating: 8/10
           As perfect and wonderful as his hero mode sounds, there WOULD be 
           times when YOU need to deal the damage to your enemies. Sometimes, 
           you'd find the lack of extra damage really bothersome, especially
           if your enemies have those insta-kill or status-inducing attacks,
           which your normalpons could not evade - making you lose your very 
           own damage dealers. With a friend tho, this is a 10/10 hands down.


Hero mode: Giandeth
 Activate: Attack
    Combo: Attack
   Effect: Again, a rip-off from the original hero mode of dekapons from the 
           previous game. Tondenga goes Avatar-mode - growing bigger while 
           attacking with his club/sword/axe in a speeding frenzy. This attack
           is pretty sluggish, although using the proper equipment and skills 
           would make up for it.

My Rating: 9.5/10
           The main DoJ farmer you can get in the game. The most BROKEN of all
           classes too, in terms of solo-mode. This guy has EVERYTHING, just 
           you name it, he has it. The only thing pulling him back will be the
           sluggish hero mode. Otherwise, a perfect 10.


Hero mode: Sic 'Em Shadow
 Activate: Charge
    Combo: Attack
   Effect: Myamsar 'prays' until his prey is caught into his demonic rituals.
           Once caught, he will stab the lil creature into a raping frenz-STAB!
           i meant stabbing frenzy, disallowing any form of resistance or 
           action. This only affects non-boss enemies (or should i say, Dark 
           Heroes or bonedeths ONLY). 

My Rating: 7/10
           His hero mode is really lacking.. but dont give up on this guy just
           because of that. With proper equipment, this guy packs a punch under
           that skinny outfit of his. He relies on other heroes' set skills to
           get decent damage tho. Also, being able to equip two weapons and 
           having three types of weapons to choose from, he'd really acquire 
           a lot of benefit from bonuses and skills. My personal favorite of 
           all time.


Hero mode: Crushcombo
 Activate: Attack
    Combo: Attack
   Effect: Exactly like robopons' hero mode from patapon 2. Destrobo charges
           into an enemy, spinning his arms like crazy, creating a tornado-like
           animation. This one's about 3x faster than before too!

My Rating: 4/10
           This hero, just like pingrek, is one of the most underrated heroes 
           of the game. I mean, he's a SHIELD CLASS who cant even defend 
           himself! This guy lacks equipment AND damage at the same time. 
           In my experience, he'll bring you til about 3/4 of the story, then
           you'd give up for his lack of damage, survivability, etc etc. 
     	   I loved using him tho. One of my personal favorites


Hero mode: Mega Shield
 Activate: Defend
    Combo: Defend
   Effect: Guardira summons a gigantic shield in front of him - blocking any
           incoming attacks from the enemies. The shield also causes guardira 
	   to take only 1/10th of the actual damage deal to him/the shield. 

My Rating: 8/10
           Unlike Taterazay, Guardira is actually a better tank - alone. 
           Equipped with a Tokoyomamori shield and Marumenko helm, this ram
           is as tough as steel. Also, his charge attack also kicks ass IF
           he's using an offensive build. Except for the difference on how he 
           protects his allies, other remarks are just the same as taterazay.


Hero mode: Freaky Tree
 Activate: Charge Jump (YES, JUMP!)
    Combo: Jump (YES, SPAM JUMP MOAR!)
   Effect: Bowmunk summons a gigantic tree, healing allies, but slower than 
           that of Pingrek's. This hero mode is affected by attack speed though
           so if you got fast weapons, this may match pingrek's healing speed.
           Another good thing about this hero mode is that, unlike Pingrek's 
           Healing Chateau, it is invulnerable despite it being "hittable".
My Rating: 5/10
           Having the ability to actually HEAL and PROTECT allies at the same
           time makes this hero quite better than Pingrek - in a general way.
           But since his healing requires him to produce grass, BURN and FLAME
           attacks become a huge problem. Still, he's not the best healer
           or protector you'd want to rely on. 
           *His MAIN use though, is to get your from level 32 to level 40 
            (read Grass Grinding section [G-ras]) 10/10 for that! 8D


Hero mode: Guillotine
 Activate: Attack
    Combo: Attack
   Effect: Guillotine starts with grenburr jumping and spinning himself in 
           mid-air and slashing his foes into half when he lands. This hero 
           mode actually does damage when the blade actually touches the ground
           or enemy. NOT mid-air, during the "spinning" animation. With a maxed
           Zapper skill, this is probably one of the most powerful hero modes
           you'd ever come by.

My Rating: 7.5/10
           Grenburr is mainly focused on being a massive damage-dealer (well,
           obviously!) the only thing i'd complain about him is that he lacks
           the equipment to actually give him more resistance or defense. 
           Thankfully though, he's been granted to be affected by Cannassault's
           backbone skills. He STILL lacks that defense though.. 

moving on... 

|                                  Equipment                          |[E-qip]|
Equipments have been existent ever since the first RPG started, so of course,
this game has them too. Equipments are probably one of the most important 
things in this game because of their respective bonuses in both defense and 
offensive prowess. This section focuses on the different kinds of equipments 
that are available to the game, as well as enchantments and even the sets that 
make good bonuses with each other. First off, we got:
         |                      Enchantments               |[E-nch]|

 Fl - adds burn rate, no bonuses whatsoever
 St - additional damage, no bonuses whatseoever
 Po - increases poison rate, no other bonuses whatsoever
 H  - increases damage against undead & demons
 Sl - huge damage increase against dragons
 De - increased damage against structures,obstacles,Golems and unburned treants
      also increases other attack bonuses by 10% 
 G  - high damage, gives bonus crit rate
 Hp - additional Hp
 Ar - additional Defense
 W  - increases weight, also reduces physical damage by 20%
 Ic - increased burn resistance, reduces fire damage by 20%
 En - overall damage reduced by 10%
 Cu - Increased resistance against poison
 Me - huge Hp boost, overall damage reduction of 15%

         |                         Weapons                 |[W-eap]|
    Ice Sword
    Flame Sword
    Sleepy Sword
    Drigonlay (+Dragons)
    Flangil (+Undead)
  Super Unique:
    The Butcher

    Lightning Blade
    Critical Blade


  Super Unique
    Blade of Astria

    Critical Spear
    Flame Spear
    Repel Spear
    Gesundbeit (+Giants)

  Super Unique
    Dokaknel's Fang (SE:Pierce)
    Palkyria's Flight (SE:Shd Brkr)
    Poseipon's Trident (have not yet been proven to exist as chest drop)

    Ice Pike
    Stagger Pike

  Super Unique
    Super Cedar Log


    Ice Lance
    Stagger Lance
    Fire Lance

    Romulus' Halberd (+Giants)

  Super Unique

    Ice Arm
    Repel Arm 
    Sleepy Arm

    Deathwringer (+Structures)
    Great Golem Arm

  Super Unique
    Natura's Touch (damage bonuses are halved)
    Piringar Zingar
    Chosan's Arm


    Critical Dagger
    Sleepy Dagger

    Crablessa (+shells, +dragons, +structures)

  Super Unique

    Poison Shiv

    Heltopay's Kiss

  Super Unique
    Goliamon's Shiv
    Holymadda Shiv

    Critical Greatsword
    Ice Greatsword


  Super Unique
    Serberker (Reduces critical rate to 0%) 


    Flame Greatblade
    Sleepy Greatblade

    Mono Hoshibo
    Onigiri's Greatblade (+undead, +demons, +giants)

  Super Unique


    Stagger Axe
    Poison Axe

    Hilkinga's Chillaxe 
    Shiva's Flameaxe (have not yet been proven to exist in chest drops)

  Super Unique
    Axe of Hanboon (Element: Strike)

    Lightning Club

    Genmaru (+Structures)
    Mjollnir (+Giants)

  Super Unique
    Thor (+overall damage)

    Flame Bow
    Sleepy Bow

    Bow of Apollopon

  Super Unique
    Raijinpon's Bow


    Stagger Longbow
    Poison Longbow

    Crossbow of Faible

  Super Unique
    Krakabom Crossbow (Element: Strike)
    Yoichiro (SE:Pierce)

    Ice Crossbow
    Repel Crossbow

    The Machinator

  Super Unique
    Illiamtel's Overture (+Structures)
    Teskatori Shooter


    Ice Horn
    Flame Horn

    Healixir Tuba (+Defense bonus)
    Dragonap Tuba (+dragons)
  Super Unique
    Sonic Demonslayer (+demons, +undead)
 |Long Horns|

    Stagger Longhorn
    Sleepy Longhorn

    Horn of Homugai

  Super Unique
    Megaslayer (+giants)
    Great Howl

    Lightning Twinhorn
    Poison Twinhorn

    Horns of Hamlin
  Super Unique
    Siren's Song
    Spriggan's Song


    Fireball Staff
    Firewall Staff
    Lightning Staff

    Thunderstorm Staff (Sorcery unlock: Thunderific)

  Super Unique
    Holymist Staff (Sorcery unlock: Nova nova)

    Flamesea Staff (Sorcery unlock: Dark fire)

    Darkvenom staff (Sorcery unlock: Venomist)

    Jewelsword Staff (Sorcery unlock: Dancing Sword)


    Purity Sceptre
    Healing Sceptre
    Defense Sceptre

    Firefighter Scepter (Burn immunity)
    Defrost Scepter (Freeze immunity)

  Super Unique
    Maelstrom Scepter (Transforms Freeze Trap Into the soporific Out Cold)
    Sleepless Scepter (Sleep immunity)
    Antivenom Scepter (Poison Immunity)

    Flame Cannon

    Bonkadonk Cannon (+Structures, +Shells, +Dragons)

  Super Unique


    Ice Howitzer
  Super Unique
  **all howitzers have: (-Shells, -Dragons, -Stone, -Metal)

    Critical Laser


  Super Unique

  **All Lasers have: (SE:Pierce)
  **Cannogabang's Hero Mode grants SE:Pierce to Cannons and Howitzers.

         |                          Armor                  |[A-rmr]|


    Flame Helm
    Ice Helm
    Lightning Helm

    Tahla Helm
    Bunny Hood (-Fire&Burn resist)
    Malevolent Uramus Helm (Sleep Immune)
    Bald Cap (Burn Immune)
    Shubaba Gale Helm
    Marina Sea Helm
    Clown Helm (Freeze Immune)
  Super Unique
    Tebenos Helm 
    Samurai Helm
    Marumenko Helm

    Ice Shield
    Flame Shield
    Eye shield
    Stinger Shield
    Galapagos Shield
  Super Unique
    Octagon Shield (+Slash/Stab/Crush/Strike defense bonus)
    Fireblessed Shield (Burn Immune)
    Alldemonium Shield (-Stamina)
 |Great Shields|

    Poison Greatshield
    Grond Greatshield
    Aegis (+Overall Elemental Resist)

  Super Unique
    Bacteon Greatshield (Poison Immune)


    Flame Shoulders
    Ice Shoulders
    Frayola's Spaulders
  Super Unique
    Crono riggers (Critical Immune)

    Cotton Cape
    Ice Cape
    Fire Cape
    Cape of Ulysses
    Freja's Cape
  Super Unique
    Vamp Cloak


    Wide Awake Boots
    Flame Boots
    Alarium Stompers
  Super Unique
    Lilith Shoes


    Flame Horse
    Wide Awake Horse 

    Sibericus the Frosty
    Bullgam the Bully
  Super Unique

    Ice Warhorse
    Poison Warhorse
    Deep Impact
  Super Unique
    Kotenho the King
    Ponteo the Victorious

    Ice Chariot
    Flame Chariot
    Critical Chariot
    The Silencer
    Ruemelter (-Burn Resist)

  Super Unique
    Silver Murzephone
    Chariot of Light
    Deedsarus Darktank (0% Crit when equipped)

|                                   Stats                             |[S-tat]|

So everyone knows that any RPG or game AT LEAST consists of these kind of
stuff. Here you shall see a detailed view of what each and every stat in 
the game does. Let me remind you that each and every one of these are 
independent from one another. Which means, THIS stat does not have anything 
to do with THAT stat. Hope we got that all clear. Moving on...

This is exactly what you will see at the Barracks, Status section:

         &&&&  Name              .     .     .     .     .     .
         &&&&  Class       Lvxx     .     .     .     .     .
         Exp              xxxxxxx    Mvmt Speed(Attk)       x.xx
         Next Level        xxxxxx    Mvmt Speed(FeveR)      x.xx
         Stamina           xxxxxx    Attack Speed(sec.)     x.xx
         Strength        xxx-xxxx    Knockback Power          xx
         Defense             xxxx    Weight                 x.xx
                                     Shield Evasion            %
                                     Shield Breaker            %
         Attack Element
         xxxxx xxxxx xxxxx

         <Status Effect Rates>       <Status Effect Resistances>
         Critical Rate          %    Critical Resistance       %
         Knockback Rate         %    Knockback Resistance      %
         Stagger Rate           %    Stagger Resistance        %
         Burn Rate              %    Burn Resistance           %
         Sleep Rate             %    Sleep Resistance          %
         Freeze Rate            %    Freeze Resistance         %
         Poison Rate            %    Poison Resistance         %

         <Attack Bonuses>            <Defensive Bonuses>
         Against Demons         %    When Slashed              %
         Against Undead         %    When Struck               %
         Against Shells         %    When Stabbed              %
         Against Dragons        %    When Crushed              %
         Against Giants         %    Against Fire              %
         Against Wood           %    Against Ice               %
         Against Stone          %    Against Lightning         %
         Against Metal          %    Against poison            %
                                     Against Sound             %
                                     Anti-Light                %
                                     Against Darkness          %

First of all, i'd like to state that those DOTS on top resemble the 
immunities that specific character has. For example, if you had an infinite
resistance for fire, a small icon will replace one of those dots. If you 
have no immunity, you'll see dots. As simple as pie.  

*Exp = TOTAL exp gained.nuff said
*Next Level = Exp required to gain next level 
  **Some people may get confused but the actual calculation is:
               Next Level - EXP = Exp to gain

*Stamina = HP.Hitpoints.nuff said

*Strength = Raw Damage.i say "raw" because this is not EXACTLY what appears
 ッッッッッッッッ   on your screens. Example, you have 200-1000 strength. It may
            occur that you dealt 2435 damage, that's normal. Because raw 
            damage is still calculated by some formula i do not know of.

     999999 damage is the Visual(what appears on screen) limit for Damage
     and it has been confirmed that the calculated damage exceeds that.

*Defense = Raw Defense. I also dont know whats the EXACT formula for this,
 ッッッッッッッ   but the more you have, the better.

*Mvmt Speed(Atk) = the higher, the better. Makes you reach your enemy faster

`Mvmt Spd(Fever) = Walking Speed, but during Fever. Walking w/o Fever is 
 ッッッッッッッッッッッッッッッ   constant (and slow)

`Atk Spd = How fast you deal the next damage. The lower the digit, the 
 ッッッッッッッ   faster you hit. Some instances among uberheroes have an 
           "animation limit" wherein the hero cannot deal more strikes 
           even with a faster attack speed. 

           Ex. Myamsar & Jamsch stuck at 0.18 attack speed. Anything lower
               would still yield 11~13 maximum attack animations.

               Piekron stuck at 2 maximum attacks due to his "leaping" 

`Knockback Power = The distance you throw your opponent when you cause a
 ッッッッッッッッッッッッッッッ   knockback.

`Weight = This affects of how distant you are thrown when you are hit with
 ッッッッッッ   a knockback effect. The lower your weight is, the farther you
          are thrown.

*Shield Evasion = % of which you can evade (Nullify) damage.

*Shield Breaker = % of which you deduct from Shield Evasion.
*xx Rate = The rate of which you cause that effect 
     **This does not mean that 100% CRIT RATE deals criticals ALL the time,
     take note that the enemies also have CRITICAL RESISTANCES and such,
     which is directly subtracted from your crit rate.

     ***Crit Rate was confirmed that the more % you have, would mean the 
        higher damage output for criticals. thanks to Zick for confirming

        Example: 999% Crit rate = Approx. 12,000 ~ 90,000 damage.
                 464% Crit rate = Approx. 11,000 ~ 78,000 damage.

*xx Res = Resistance to such effects which is directly subtracted from
 ッッッッッッ   their rates.

     **Example: Your Crit Rate = 100%
                Enemy Crit Resistance = 20%
                Your calculated crit rate = 80%

*Attack Bonuses = the rate of which your calculated raw damage is multiplied
 ッッッッッッッッッッッッッッ   to. So if you would normally inflict 100 damage to normal
                  enemies, but you have 300% AGAINST UNDEAD, you will end up
                  dealing 300 damage to Bonedeths which are UNDEAD units.

*Defensive Bonus = Same thing as Attack Bonus. But this is Lower=Better.
|Attack Elements|

     Fire                 Stab
     Lightning            Strike
     Ice                  Slash
     Poison               Crush
     Light                Sound
|                   Pros and Cons (Stab/Slash/Strike/Crush)           |[P-ndC]|
Thanks To RidgeRacer55, here's an in-depth guide on what's good and whatnot
among the physical attack elements. Here's what he got for us:

Stab: (Spears,Bows,Crossbows,Longbows,Halberds,Daggers,Shivs)
     + High Critical Rate
     + Stab Master also adds more Critical Rate
     + Effective against most enemies and monsters
     + Mainly a far/mid range element(except for Myamsar with Daggers/Shivs,
                                     Kibadda, Pyokorider,or Wooyari,who are 
                                     all close range)
     + Has weapons and attacks that also pierce: Dokaknel's Fang,Yoichiro and
                                                Yumiyacha & Charibassa's
                                                Uberhero Mode
     - Not-so effective against structures
     - Thunder Lions,Stone Golems,and sleeping Treants are immune to critical,
       and don't take lots of damage from Stab element
     - Actual Damage isn't that high,relies on Critical attacks for damage
     - Arrows can miss targets at close range,can be blocked by the low 
       dungeon ceilings and structures,and headwinds reduce their range

Slash: (Swords,Blades,Greatswords,Greatblades)
     + All-around attack element
     + High Movement Attack Speed and Attack Speed
     + Slash Master also makes your Attack Speed and Movement Attack Speed
     + Deals higher damage to structures than Stab element
     + Good Critical Rate and Damage

     - Damage against Stone Golems or Structures aren't as high as Strike
       element attacks
     - Mostly a close range attack element(except Jewelsword Staff), so
       Salamanders can burn/freeze you(unless you are Backbone 4 Grenburr or
       Doppelganger Myamsar)

Strike: (Arms,Clubs)
     + Effective against structures and Stone Golems
     + High Maximum Damage,Stagger,and Knockback
     + Strike Master also adds Stagger and Knockback

     - Mostly a close range attack element (except Howitzers,Repel Spear, or 
       a Krakabom Crossbow), so Salamanders may burn/freeze you
     - Low Critical Rate
     - Low Minimum Damage

Crush: (Everything Smasher - Destrobo Class skill,Cannons)
     + More effective against structures and Stone Golems than Strike element
     + Disregards most of the enemy's defense
     + Good Minimum-Maximum Attack

     - Critical Rate is lower than Strike element attacks
     - Lacks an Element Master Set Skill

|                                 Walkthrough                         |[W-tru]|

Now as we get to the main part of this guide, let me tell you a few pointers:

~Watch your opponents carefully. Knowing when and when not to input the proper
 commands is a huge factor in the game.

~if you are stuck at a certain part of the story, despite following my guide,
 get yourself a few more levels, and upgrade your equipment as much as possible

~OR try playing around with your pons. Sometimes, there would come a time when
 you'll have to give up that extra damage for a small support from status 
 effects. Strategy is key.

Mission Name: The Oath                          [St-00]
Mission Type: Intro
    Location: Earth
  Difficulty: negative infinity

As you begin your new game, you will find yourself watching a short clip 
which shows a brief story how "evil beings" were locked up in a big chest by a 
certain hero that wears a mask
After which, your oath shall be taken by selecting the only option at the  
bottom. Right after accepting the oath, you will be given the chance to choose 
your name and/or import your old patapon 2 save.

**Benefits from Importing**************************************************
Shubaba Gale Helm (Highest attack speed bonus equipment in the game)
~dont get it wrong, this piece is priceless. There are tons of heroes where
 you would be choosing attack speed over damage for their sole purposes.

THEN, by confirming this and that, the final question is asked: 
"Do you want to be Unique?"

If you answer yes, you will be randomly given a unique kind of hairstyle. 
Otherwise, you will end up having the same, old patapon hair/headress. 

After all this trouble, you will finally be able to start your journe- oops, 
not just yet! There will be a little chit-chat between you and Silver Hoshipon,
one who has also been released from the archfiend chest. With his help and 
request, you have been reincarnated into the body of Hero from patapon 2, 
granting Hero(or in this case, You - the Almighty) supernatural strength and 
uncomparable abilities. As you go on, only the selected from each army will be
revived by hoshipon's remaining power.. FINALLY, hoshipon will shut up and 
give you time to walk on your own... hence, finishing the mission. 

Mission Name: Advance! Attack!                  [St-01]
Mission Type: Story
    Location: Patapon Training Grounds
  Difficulty: 1/10

This is your very first step for the upcoming journey - a TUTORIAL, yes. It may
seem not like it, but this mission actually teaches you the importance of 
speed, when to attack, and also when to march. TIMING IS CRUCIAL, as they say.

If you do this stage perfectly, you will get a Backwards-March Song at the end
of the road. Though if you fail to get it, you can always return and try again. 
Regardless of getting the chest or not, you will still clear the mission. EVEN
IF YOU DIDNT MOVE. xD Following runs, after achieving the Song will just reward
you with Golden Chests.

Mission Name: Traverse the Field of Giants!     [St-02]
Mission Type: Story
    Location: Field of Angry Giants
  Difficulty: 2/10

Just move forward and attack for the first few seconds. After destroying the 
platform 1 Yarideth is stepping on, you will be facing your first cyclops which
is behind a stone structure. Just make sure to avoid the cyclops' attacks as 
much as you can, and you're good to go.

**The cyclops will keep spawning until you destroy the bonedeths' camp at the 
  end of the map. You'd be facing at least 2 cyclops before reaching that camp
  or probably 3 if you kill them too slowly. They will appear one by one, but
  never at the same time.

Mission Name: Ragewolf & the Mysterious Birch Grove [St-03]
Mission Type: Story
    Location: Field of Angry Giants
  Difficulty: 4/10

The reason for a spike in difficulty is because you will be facing TWO strong
opponents for the FIRST time in ONE mission. Nothing else to expect though.

In this stage, you will encounter bonedeths equipped with flame weapons along
with with grass patches scattered throughout the map. If you have ice helmets 
in your stash, this would probably be the best time to take them out.

Destroy the first few obstacles until the giant base camp. You should most 
likely reach that gigantic base camp with ease if you had good damage or ice 
helmets equipped, at the least. After destroying the said camp, you will find 
yourself in a battle with your first Dark Hero opponent - Ragewolf. You can
easily beat him by spamming normal attacks and/or properly executing charged
attacks. Defend if necessary, btw.

As soon as you beat Ragewolf up, another adversary shows up - a Treant. Treants
are terribly weaker when exposed to fire, so make sure you take advantage of 
that - although they are a lot stronger during their "burning" phase, just 
outdamaging and defending at the proper time will make you survive and take him
down before he kills you. Destroy the base camp behind him, then job well done.

Mission Name: Proving Grounds & the Crescent Moon   [St-04]
Mission Type: Story
    Location: Arena of Valor
  Difficulty: 4/10

For your first arena battle, i will provide you a brief tutorial on how it 
actually works: 
  (1)Blue structures are your structures, red for the enemy, white for neutrals
  (2)Capture white structures by staying in it's designated territory for an 
     ample amount of time. You CANNOT capture enemy structures.
  (3)Some structures take out cannons, which could aid you in battle.
  (4)In arena battle, you also face the current Dark Heroes that are available,
     w/ a Maximum of 4 in the field. They sometimes have bonedeths to back them
     up too
  (5)Killing the opposing heroes and destroying their structures will gain you 
     points. When the timer in the upper right screen runs out of time, the
     team with the higher score wins the battle.
  (6)Reaching the opposing team's FLAG, grants you an automatic WIN. Regardless
     of points or time left, the match is ended immediately.

March forward until you reach the middle platform. Dont worry about stopping to
'capture' the structures. The pauses between your measures are long enough to 
ensure it's capture even while you are just passing by.

In the middle platform, you can either wait or bring on the fight with ragewolf
to the the end of his ropes. But do take note though that he has gotten more 
powerful compared to your previous battle. Expect more difficulty with cannons
and bonedeths at his back. You can sit back and gather some points safely if 
you want though. If you are weak to kill ragewolf, keep defending. If you can
kill him in 2 or 3 hits, you may as well just go on.

Manage to destroy his first visible platform (the one that has a cannon) 
without much damage, then continue the pursuit to getting his flag. It's much 
easier to destroy the following structures than the first one, so dont you 
fret. Touching his flag grants you an auto win.

Mission Name: Archfiend of Valor [St-05]
Mission Type: Story
    Location: Cave of Valor
  Difficulty: 4/10

Your first dungeon experience! Mind you, if you die here, there is no more 
reviving. So choose your commands wisely! Here are a few tips for you:

**Archer Starters: You will find this stage with a little more difficulty 
                   compared to the others. So, beware of the opponents'
		   attacks. Defend or Evade if you have to do so. Sleepy bows
		   will provide good use here, but put the upgrades in top 
		   priority since damage and status effects come with it too.

**Shield Starters: This stage will be really easy for shield classes, esp. if 
                   you are already using a tondenga. Not really needed to be 
		   used though, but he pawns any dungeon better than any other
		   uber. Broken indeed. IF you want to pursue as a Taterazay,
		   just make sure to time your commands well. Charge attacks
		   could provide more useful than normal attacks as one. Still,
		   if you have a better tactic in mind, don't be afraid to try
		   it. I'm just giving suggestions. :D
**Spear Starters: Find yourself a good, enchanted, Critical/Repel Spear and 
                  upgrade it as much as possible. You may have the most damage
		  among the other three classes at this time, but you actually
		  lack the status dealing to cancel enemy attacks. Knockback
		  would be good enough to keep the Cyclops' and Dragon's 
		  distance from you. Just make sure to avoid any thrown rocks
		  or dragon breaths as much as you can, cause they will be a 

First Floor: 2 Parts. In the first half, only one cyclops and a few obstacles
             will be in your way. The next half, on the other hand, has 2 of
             these powered-up cyclops. So take extreme precaution if you feel
             like you have to. Stick with the suggestions i've given above, 
             and this floor will be a breeze.
Second Floor: You will encounter an iron door as soon as you enter this floor.
              No way to open it? Well, you can do that by simply using a Jump
              Command to hit the switch. OR if you have a Tondenga, a charge
              attack will also do. 
              Destroy a few obstacles, face a stronger cyclops, then finally
              meet you first dragon. Keeping a good distance(to avoid the 
              dragon's breath as much as possible) would be highly recommended.
              Just spam attacks and defend if under attack, then you will be
              **The dragon is pretty vulnerable to ANY kind of status effect
              at this point. So if you have anything of the ones mentioned 
              above, it would really help you against this particular dragon.
              After which, proceed to Floor 3 and meet your first Archfiend
              and boss battle!

Third Floor: Well, guess what? It's our good 'ol pal Dodonga from the previous
             games! *Ahem* Stagger and Knockback effects will make this beast
             look silly. A good sleep weapon could also make him snooze, but
             knockback itself is enough - especially for the Spear and Archer
             **Dodonga, when knockbacked, will ALWAYS walk back to his place
               due to his puny range UNLESS during the time he is weakened.
               If so, he could back out a few patas away. No problemo. Beware
               of his Gobble up, Breath attack, and tossing attacks though...
               they can be REALLY deadly.
After the mission, you will have a tiny conversation with a familiar face. If 
he asks you "Did you lose a chest?" say YOU DIDNT! why? you will soon know.
The prize is priceless. Choosing otherwise will reward you nothing but regret.

Mission Name: Big Chills in Pure Snow               [St-06]
Mission Type: Story
    Location: Snow Field of Sullied Tears
  Difficulty: 3/10
              5/10 (with no ice resist)

This is a snowfield stage, so this would be the best time to take out all those
FLAME weapons and equipments with you for a smooth victory. All you have to 
really do in this stage is to destroy a lot of obstacles (including snowball 

Also, you will come across two Ice Golems - which are still fairly easy to kill
at this point of the game. Just beware of their Palm attack since it could 
swoop your whole team down into bits. Defend if they do so. DO NOT attempt to 
run or jump, as the golem would still be able to reach you. Destroy the camp, 
victory is yours.

Mission Name: Naughtyfins & the Ice Fortress        [St-07]
Mission Type: Story
    Location: Snow Field of Sullied Tears
  Difficulty: 4/10

With the snowstorm going on and ice salamanders on your way, this mission's 
gonna be tough if you dont know what to do. Ragewolf will also be part of the
annoying creeps who will be smacking you around the whole mission, so be really
careful. If you have read the data about salamanders in the [N-emy] Section, 
you should already know what they are capable of. 

**Right after a salamander dies, you have EXACTLY 3 measures to get away from 
  his explosion. So just in case you want a tip right after killing: [1]Party 
  song (heal status ailments);[2] walk (if you're still far from him) or 
  Charge and; [3] Jump/Evade/Defend. Defending may be a bit painful, but if 
  you already have a healing patapon, you'd be just fine.

After a few encounters with the salamanders and ragewolf, the fun just wont 
stop. You still have to face Ragewolf + Naughtyfins BEHIND a gigantic ice 
castle. Make sure you have a summon with you, in case you lose your hero. Then
blast the castle away by spamming attack commands. There is really not much 
point defending, since they still rarely use their hero modes at this point. 
So take advantage of what they lack. The ice castle shouldnt be that difficult
as well, and eventually will come down. Status effects to keep naughtyfins or
ragewolf quiet will be helpful though, so keep that in mind.

Mission Name: A Mermaid's Tears and the Great Snow Race [St-08]
Mission Type: Story
    Location: Racing Alley of Purity
  Difficulty: 3/10 (using Strike/Slash/Strong damage)
              5/10 (weak damage/using Stab weapons)

Bear in mind that even though this stage is a race, obstacles are still in the
way. Stab and Slash wont deal much damage too if it's compared to Strike, so
you better check out your Attack Element in your Status screen. Disregard if 
you are strong enough to deal decent damage on most enemies though. Obstacles
in races are pretty weak to begin with.

The rules/pointers for racing are simple:

[1]Reach the goal before your enemy does.
[2]Blue are obstacles you own, which should be destroyed by the opposing team. 
   You can just pass by your obstacles. Red, on the other hand, are what you 
   should be destroying, they are obstacles your enemies have set for you.
[3]White obstacles, ice obstacles and mosters are neutral, anyone can hit them
[4]The blue glowing balls above you increase MOVEMENT speed. You'll probably 
   want to get these if you hadn't got good damage yet. You can ignore them if
   you're confident in winning though.

So.. that's all. If the annoying snowball shooters and ice golem in the middle 
of the map is not a problem for you, then consider this an easy win.

Mission Name: Archfiend of Purity                   [St-09]
Mission Type: Story
    Location: Tower of Purity
  Difficulty: 7/10
              4/10 (With 50% stagger/sleep)

It is recommended that you bring Flame equipment to reduce ice damage and as 
well as deal bonus damage against monsters in this stage. Salamanders will
start being annoying by blowing up every time you kill them, be extremely 
careful if you want to finish even just the first floor - this Archfiend 
mission is MORE difficult than the last one.

First Floor: On the first door, there will be some bonedeths and 2 Salamanders
             in your way. Obstacles will also take part, but this is actually
             pretty easy provided you evade or do not get blown by the 
             explosions from the salamanders. 

             On the second door, there will be only one ice salamander, but
             right behind it would be an ice golem. Ice golems can be dealt
             with critical damage, unlike their stone brothers - which makes
             it easier and faster to kill them. If you have not enough damage
             output, i'd recommend around 50% stagger or sleep for this 
             mission. But if you have CFW, and are able to access DLC caps 
             easily, Straw Hat and the Candled helmet would answer your 

             The last door for this level will have a LARGER golem. I'd highly
             recommend using charge attacks or charge defends. Though if you 
             are able to put it to sleep or stagger him silly, then you will
             just have to keep your pace.

Second Floor: As soon as you enter the second floor, there will be a chest just
              above you. Use jump command (Mario, anyone?) to get it. The iron
              door will require jumping as well. Just be sure to approach the 
              switch, else you wont be opening the door at all. Behind the door
              will reveal an ice dragon and ice salamanders. You have to be 
              more careful in this floor than the previous one. If you get too
              close, the dragon could stomp you flat while walking or even when
              he gets staggered! Be sure to keep watch of your Shield Pons' HP.

              The second door will show a LARGER ice dragon. Hell yeah. This is
              what hell looks like when it's frozen. If ever needed, summon on
              the right timing to heal up your pons. You dont wanna fail after
              all that bloody work. 

              On this door, there'd only be one ice salamander with a green 
              potion, healing you around 1/10 of your Stamina. Bleh, get ready
              for the last door, a GIANT surprise is coming!

              YAY!!! A GIANT GOLEM!! You gotta get through this final guy. He 
              has around 50k Stamina, as far as i've assumed. He also has some
              salamanders accompanying him at the back. When killed, he then 
              drops a key. And also, dont worry about using your final summon 
              for this guy, you WILL get another one on the next floor.
Third Floor: Finally, after all that bloody fight, you can take a break. Don't
             worry, if you have gotten past floor 1 and 2, this will be piece
             of cake. Expect the same for the following bosses as well. They 
             will always be easier to handle than the big guys from floor 1 or 
             So you meet Gaeen in here, a Stone Structure-Monster who shoots
             lasers. Basically, he's similar to a golem. Afaik, you could still
             land criticals on him. If you had the stagger/sleep equipment, 
             this would be nothing. High damage is still faster though. And 
             like i've mentioned, you will be killing this monster easier than
             that giant golem. He has around 70k Stamina, but no salamander on
             his side to annoy you. When killed, he will drop a key of which 
             you will be using immediately. (=_=')


Mission Name: Underworld Guard Dog of the Pass      [St-10]
Mission Type: Story
    Location: Plateau of Pompous Wings
  Difficulty: 3/10

This stage will only be a series of stone obstacles and patches of grass. Bring
ice equipment to prevent burning. If not, at least bring rain which could cut
your "burning time" by half. Rain, however, doesnt increase fire resist.

After destroying the camp, a fenrir will be right behind it. Then another 
set of stone obstacles will be there for you to destroy. YAY! About 20 seconds 
after killing that last fenrir you killed, another one should appear in your
way. Then again, another will spawn in about 30 seconds. Destroy that old spawn
camp of theirs to end all this, or wait a few more minutes to gain more exp 
from killing fenrir. When you're done with your business, proceed to the goal.

Mission Name: Standoffish Sonarchy & the Perilous Mist  [St-11]
Mission Type: Story
    Location: Plateau of Pompous Wings
  Difficulty: 5/10

This stage is another obstacle course, but this one's a lot tougher than the 
previous one. Bring fire resist in this mission if you dont want the dark 
heroes to beat you into a pulp while you are running around. This will also be
the first time you'd be meeting a new hoshipon - mecha hoshipon, with dual jet-
packs on his back.

After the first few forts you will be destroying, you will come across ragewolf
in front of a familiar spawning camp. Ragewolf isnt really a threat at this 
point so just whack him out of the away and proceed to the next area behind 
him. You will soon meet Ragewolf AND Naughtyfins in front of another camp. Make
your way through them and proceed to the final camp. 

Upon reaching the huge Iron Fort you have to destroy in your way, the dark 
heroes will be right beside their huge camp, slapping you silly while you take
your time on that huge wall of iron. The annoying part is that Sonarchy and
Naughtyfins are always inside or beside the fort, which renders you to make 
direct contact with them. Sonarchy might deal a few statuses with a low chance
of doing so, but Naughtyfins will keep you busy by freezing you every now and
then. If you are too weak, dont have second thoughts of summoning. I had to use
my summon in here even at my latest save due to that iron wall being quite 
bulky. Well, its still nothing compared to what's coming in the near future.

Mission Name: Bird or Beast? Offense or Defense?    [St-12]
Mission Type: Story
    Location: Range of Justice
  Difficulty: 2/10
              0/10 (with a Jamsch + Tailwind LOL)

Seriously, this is MILES easier than the last range battle you've had. The 
reason is because this battle has no forts. Which means all you have to do is
keep firing your missiles and make them land on your opponents' platform.

The only problems you may encounter is that Sonarchy or Naughtyfins would be
destroying the missiles more than you know it. Naughtyfins jumps all the time,
which may lead the missile to explode on her instead. Whereas Sonarchy and his
sonic wave projectiles are too many, enough to destroy a couple of missiles.
Dont you fear, you will be sending twice more missiles to them this time, it's
a match in your favor.

If i have to recommend a hero, it would be Jamsch. With tailwind and high sleep
rate, you can almost render the other team from doing anything. Launching 
missiles, destroying missiles, you name it. They will just be snoozing while
you are busy winning.

Mission Name: Archfiend of Justice                  [St-13]
Mission Type: Story
    Location: Castle of Justice
  Difficulty: 8/10 (low fire resist, low damage)
              4/10 (with 70% Stagger + incensar)

First of all, you may be asking: "What is incensar?" It's actually a Unique
Lance/Halberd which DIRECTLY damages grass, unlike those flame weapons that 
only ignite grass. It is purely FIRE element, and that's all the explanation
you need for it. It is not guaranteed that you get this particular weapon at 
this part of the game, but it would help A LOT if you are able to do so. You 
will see the reason why i have suggested it on this mission's Floor 2. 

Take note of the riddle at the beginning of this stage, of which i would be 
referring to later.

Floor 1: This floor is actually where you might need stagger if you cant deal
         good damage to the stone golems - who are IMMUNE to any kind of 
         critical hits. EVEN POISON DAMAGE. But we will encounter them later
         so just read on. Since it would be meaningless to post a strategy for
         each of them, i will just list the opponents you will be dealing with
         for each door.  
         First door: Small Cyclops, 6 archer bonedeths
         Second door: Small Cyclops, 3 Spear bonedeths, 3 archer bonedeths 
         Third door: Small Cyclops, 4 spear bonedeths, 4 archer bonedeths
         Fourth door: Small Cyclops, 5 spear bonedeths, 5 archer bonedeths
         Fifth door: 1 Small Stone Golem, 1 Cyclops, 3 spear/archer bonedeths
                     *if you stand in the middle of this area, you will notice
                      that there are TWO PAIRS OF LAMPS lit at the background.
                      That's what actually the riddle was talking about in the
                      beginning of the stage. Anyway, use PARTY command in this
                      area UNTIL you "magically" reveal a hidden chest. On
                      your first time doing this, a key will drop from one of
                      the Mario boxes. High chance for a GOLDEN CHEST drop.*
         Sixth door: 1 Larger Golem, 1 Larger Cyclops, 6 archer bonedeths

         You will be in a tiny room per door. So that means any Palm Strikes 
         coming from the golem would surely hit you. Defend if that happens, 
         do not run or jump. Same strategy applies for all - kill or be killed.
         It wouldn't be too hard to do if you have 70% Stagger. You see, that
         is why i love this status effect, it works on almost any enemy out
         there. And you will soon notice that i would be recommending this one
         on the missions where you may have problems finishing with LOW DAMAGE.
         Inducing status effects like is a quick solution for those who have 
         low damage output.

Floor 2: This area is literally filled with grass. I have to admit, this is 
         one of the most frustrating areas/mission of the game. If you dont 
         have any good amount of fire resist, prepare to see your patapons 
         running around all the time. IF you have Incensar, which i have 
         recommended earlier, then these patches of fire would be nothing. You
         wouldn't burn if there is no grass to burn you. All you have to worry
         about then would only be the fire salamanders and their explosions.

         1st Door: You will come across around 4 salamanders, 3 cyclops and 
                   a lot of those bonedeth archers. Take note that one of these
                   salamanders are bigger. Which means larger damage, larger
                   Stamina, and larger area of explosion. Keep your distance.
                   Salamanders/Monsters in this area (and in similar areas in 
                   the near future) will keep spawning until you reach a few
                   inches away from the next door.
         2nd Door: Actually, this is just a LONGER or wider area compared to
                   the one you experienced in door 1. The only thing is that
                   there are more Salamanders and Cyclops spawning here. And 
                   of course, more grass. Expect at least 6 Salamanders, and 
                   around 5 cyclops. Bonedeths are of which we shouldnt care
                   about. XD again, monsters will keep spawning until you reach
                   the end of the area.
Floor 3: The last floor for this dungeon, and as usual, another boss battle.
         Like i've said before, the bosses are usually easier to deal with 
         compared to the pain in the azz caused by the lower dungeon floors.
         The boss for this dungeon is Kanogias, another Monster-Structure type
         of monster but this time, Metal. As far as i have calculated, this 
         boss has around 110k Stamina in total. But that is nothing to worry 
         about. Just be careful of his attacks. Which are average in damage,
         and close-mid range in reach. They will never touch your archer 
         class, afaik.
Mission Name: Man-eating Shark of Nuchara Swamp     [St-14]
Mission Type: Story
    Location: Greedy Mask Jungle
  Difficulty: 2/10

This mission has a mixture of ice and fire. There will be patches of grasses as
usual and bonedeths equipped with Ice or Fire weapons. Though the most 
noticable thing in this mission are the sharks (duh). If you take too long to
kill one, they would glomp you for a snack. After a certain amount of damage,
these sharks will flip over to the ground, and will be more vulnerable to 

For all i know, all you have to do is reach a camp, find a medium-sized fort, 
find another camp, and finally destroy a fortress. Not much of a big deal 
compared to the last dungeon you took. Easy win.

Mission Name: Duel w/ Ravenous in Tahi-Tahi Forest  [St-15]
Mission Type: Story
    Location: Greedy Mask Jungle
  Difficulty: 4/10

You will need a lot of flame protection for this stage. But do not worry, there
is still rain to help you out just in case...OR NOT. This is the first time you
will be encountering Treants. And if you have gotten a glimpse of the [N-emy]
section, you would know by now that Treants gradually REGAIN stamina whenever
there is rain. Do not worry much about it in this stage though. The treants are
weak. Just make sure to bring a fire weapon to burn them, to make them more 

After killing the first treant, you will be opted with a tip from Naughtyfins 
telling you to use sleep/poison. Well, since you are here now, just try it out 
if ever you fail. I doubt you would anyway. She will then drop a purple potion 
before she leaves but this will be behind the 2nd Treant, so ya betta kill off 
le treant ta get yo drink, mate! 

After you kill the second treant, there will be another conversation among the
Dark Heroes, then you will soon find another treant and a fort before reaching 
them. They are in a bunk, so you will have a hard time hitting them with 
projectiles but that won't matter. Though you have to be careful, they are
surely more deadlier than before. Not to mention how annoying Ravenous' 
tornadoes are. Summoning isn't a bad option either if you see them strip away
your Stamina little by little. After all that, feel free to proceed on to the
next mission. 

Mission Name: A Greedy Raven Spies Three Outposts   [St-16]
Mission Type: Story
    Location: Arena of Earnestness
  Difficulty: 5/10

The same old VS arena, but this time, with a lot of forts....A LOT, and im not 
kidding. For a recommendation, i'd say that you take control of the middle fort
and STAY THERE until you get a good timing to move on - that is, when all DH 
are dead. 

Sonarchy are the usual squishy dark heroes at the back, and they will surely be
dealing status effects to you. Ravenous will try to spam his tornadoes against
you, hoping that you would be annoyed. THE DH WILL SUMMON only once, and that
is when at the first time they go low on HP. And their summon's damage is HUGE.
So if you think that you can't handle them as they are now, i'd say keep 
yourself in the middle fort. Otherwise, kill them whilst they are in the midst
of summoning. That way, the summon will cancel immediately. Summon in case 
you are really low on health or are missing a shield class. You dont want to 
lose against a bunch of losers, do you?

Mission Name: Archfiend of Earnestness              [St-17]
Mission Type: Story
    Location: Estate of Earnestness
  Difficulty: 3/10 (if you have high Poison + Sleep/Stagger rate + tailwind)
              7/10 (if you bring rain)

Compared to the last dungeon, this will be a lot easier. All you probably need
is good damage and a few resistances to sleep. If you have tailwind, you will
not need that resistance at all. JUST DONT BRING RAIN!!!

1st Floor: You will encounter Mahoton, a mini-boss for this dungeon. To see 
           more info about this monster, check my [N-emy] section regarding
           Mahoton. Killing Mahoton will automatically kill all his undead 
           creatures, that finished the floor. LOL He's also really
           squishy, so im sure you will have no problems.

2nd Floor: This is a race against time (if you want to get a key on your first 
           run and a chest on the following runs). This is where you could 
           actually apply Naughtyfins' tip earlier - use poison and sleep 
           when you go against treants. This will help you tremendously.
           Summoning as always, will be your savior when low in health. Keep
           than in mind.
           1st Door: Treant, Fire Salamander
           2nd door: 2 Treants, Fire Salamander
           3rd Door: Giant Treant accompanied by Fire Salamanders
                     *80% freeze will work against this big guy, and around
                      70% sleep/stagger/poison would do. This one has really
                      high Stamina, so you might want to bring that high poison
                      rate with you*
           Behind that Giant Treant is a panel that would stop the countdown 
           timer. Behind that panel is a door, and behind that door is your
           treasure. That treasure will vanish if the timer reaches zero, so
           try to make it to the panel as fast as you can.
3rd Floor: Boss battle against Shookle. Well, this boss is a little tricky. 
           Aside from being total immune to sleep, it also produces sleeping
           spores around it. Oh and these spores are poisonous too! You can
           damage her "vines" to prevent her from catching your pons and 
           trapping them inside her body. Stagger will be a bad idea if you 
           have too much melee units with no sleep resist because everytime you
           stagger, it sprays spores around the area. Still, this hero is quite
           squishy and is terribly weak to fire. Also drops a key which will be
           used immediately.

Mission Name: No Heavenly Bounty on a Scorched Desert  [St-18]
Mission Type: Story
    Location: Bottomless Stomach Desert
  Difficulty: 3/10

Bring rain if you dont want the sandstorm to ruin your vision. It doesnt matter
anyway. Even though you dont see the enemies, you are still able to hit them. 
Unlike Fog with Centura. 

You will come across a Large Cyclops, followed by a camp nearby. And right 
after destroying that camp, Deaths or Reapers will start spawning and coming
at you. These Deaths cant be put to sleep or staggered, but can be frozen. 
Though at this point, all you need is high enough damage to kill them. Careful
of their combos though, they can wipe your army to none if you aren't cautious.
After that, expect another cyclops and finally the last camp behind him. 
Refer to my [N-emy] section to see more about these Deaths/Reapers.

Mission Name: Buzzcrave & the Oasis of Eternal Sleep  [St-19]
Mission Type: Story
    Location: Bottomless Stomach Desert
  Difficulty: 5/10

This mission can get pretty annoying. There are a LOT of forts, high damaging
cannons, and a heck lot of grass. Not to mention, cannonballs can actually 
ignite the grass - double trouble.

All you need actually is a pretty buffed shield class, a good and bulky, hard-
hitting unit, and a lot of patience. The mission is pretty short actually, it's
just that the forts and cannons take a bit of time to destroy. The sequence 
will go like this:

Cannons -> DH FORT -> Cyclops -> End. LOL. 

You could actually summon in the middle of cannon-breaking, since the DH's 
aren't really a threat anymore at this point. Now let's proceed.

Mission Name: All-out Desert Drag Race              [St-20]
Mission Type: Story
    Location: Racing Alley of Restraint
  Difficulty: 4/10

BRING YOUR STRONGEST PONS. yeah, i had to do that. That is because Buzzcrave 
has an incredibly high movement speed and racing really is in his favor. If
you are able to, get those blue orbs as much as possible. YOU WILL need them
if you lack damage. However, having high-damaging units would just make this
race fair enough.

Although, there were still these times where i had good damaging units and yet
have lost. That is most likely to happen if you waste time doing mistakes like
attacking when there is nothing anymore to attack, still walking when you are 
already bumping into something - in short, carelessness.

Halfway along the run, you will find these Iron Forts that you have been 
dealing with earlier. Use this as an opportunity to get a big gap between you
and buzz, as the DH would take some time to take these walls down. If you see
on screen that you're about an inch (real-life measurement) away from them, you
could assure your win.

Mission Name: Archfiend of Restraint                [St-21]
Mission Type: Story
    Location: Labyrinth of Restraint
  Difficulty: 7/10
              5/10 with 80+% stagger

This dungeon is LONG. And when i mean LONG, it means that the dungeon is five
floors long. Yeah, you read that right - 5 FREAKIN FLOORS. Dont worry, the 
difficulty is only set that way because of the duration. If you stop halfway,
then slice the difficulty to half. This mission's theme is poison. Again,
i'd be recommending 80% or more stagger/sleep. HIGH fire resist is also 
suggested (when did i not suggest fire resist? oh yeah, on those freaky ice 

1st Floor: Well, its all about speed. And high damage = speed. The first floor
           is pretty easy. Actually, expect me to say that line for the other 
           floors of this mission too. It's just that it can wear down your
           Stamina, that's why it becomes a bit hard. You can summon anyway.
           No biggie.
           1st Door: 2 Cyclops
           2nd Door: 1 Cyclops, 1 Horned/Purple cyclops
           3rd Door: 2 horned Cyclops
           4th Door: 2 Horned Cyclops, and 1 normal Cyclops in the middle
2nd Floor: In this mission, Deaths will be hoverin around with of course 
           obstacles to make it more annoying. Death have a very high POISON
           DAMAGE RESISTANCE, so it's best not to use POISON ELEMENT WEAPONS
           (poison axe, poison longbow, poison shiv, etc). That aside, they
           are really weak against Holy.
           1st door: Deaths, bonedeths, Fenrir
           2nd door: Deaths, lots of grass, bonedeths, Poison Dragon
           Careful. The poison dragon can put you to sleep and as well as deal
           heavy damage. If you keep on staggering it, just watch the Stamina
           of your Shield pon.

3rd Floor: This will be a battle versus Ragewolf + Ancient weapon. Well, he's 
           just a mini-boss for this stage. His superweapon can shoot snowballs
           to your melee-mid range units, Throw a concentrated snowball in the
           middle of your army - which deals huge ice damage in the area around
           it. He is invulnerable for the first few seconds and it wouldnt 
           really take much time to kill him. 
           Keep attacking and dont have second thoughts of summoning. This 
           fight can be pretty long. He will be dropping a key after. Now, this
           is the point where you should consider your current status. If you
           barely finished ragewolf, i would suggest you go back and gain a few
           levels for now. As you may have noticed, the game will mention a 
           "shortcut" being open after defeating ragewolf. That means that even
           if you quit and redo this mission, you will automatically be 
           redirected to the 4th floor, and do not have to do the previous ones
           anymore. So, your choice. The next floor will be a lot more 
           challenging than the previous.
4th Floor: Well, you will notice that you are followed by a large flame wall at
           your back. So that means that you need to be quick to get away from
           1st Door: Fire wall will be chasing you at the back
           2nd Door: Encounter a door with a flame wall in between. Destroy
                     the next door to drop a green potion and "put out" the
                     flames of the flame wall in this area (no, the flame wall
                     behind you is still stalking you. LOL)
           3rd Door: Death, obstacles. This could be annoying since the Deaths
                     will keep pushing you back. Kill them as fast as you can!
           4th Door: Another Flame wall to cross.
           5th Door: Another Flame wall (getting annoying?)
           6th Door: Cyclops + Death
           7th Door: Flame wall
           8th Door: Flame wall
           9th Door: Horned Cyclops, cyclops, Death
           That was long, wasn't it? Now you believe me. Well, if you managed
           to get through all that hellish door-Flamewall fest. Then you may
           as well get yourself a scoop of ice cream. The next boss will be 
           piece of cake. Oh yeah, that's the final floor. party song?
5th Floor: Here, you will be up against Ciokina. She has quite some defense but
           is also weak against fire. VERY easy to stagger. Although this is
           the only boss able to OHKO several pons at the same time. If you
           are caught up in the bubble, stagger her or else you will be losing
           those patapon in an instant. Those inside bubbles will not be able
           to attack. Erm, she's a lot easier than ragewolf LOL!
Mission Name: World's First Hoshipon Convention     [St-22]
Mission Type: Story
    Location: Volcano Zone of the Lazy Demon
  Difficulty: 5/10

Bring a lot of fire resistance for this stage. There will be a lot of grass and
some fire salamanders. This will be your first Balrog encounter, a bulky demon
creature that has the ability to eat your pons (and regain Stamina at the same
time) just like fenrirs. You can read more about him in the [N-emy] Section.

Behind the first row of salamanders would you find a spawn camp which would 
only give a bonus chest at best - the salamanders wont stop spawning even after
breaking that fort. I see no point placing that in there <__<  Anyway, work 
your way through until you meet or encounter black hoshipon. He go "yadda yadda
yadda, go balrog!" then a balrog will spawn. Careful, this one is quite a hard
opponent to have for a first encounter. After that, there will be small 
salamanders as well as big salamanders before you reach their spawn camp. THIS
time, they will finally stop spawning.

want any kind of loot, that's fine. But this is an item you wouldn't want to
miss on the story, really. If you did wait, gold hoshipon, before leaving, will
reward you a Tategami summon. A summon that has the ability to push your 
opponents far away, and keeps you using defend command for the whole duration.

Mission Name: Black Hoshipon Strikes Back           [St-23]
Mission Type: Story
    Location: Volcano Zone of the Lazy Demon
  Difficulty: 4/10

Here you'd be finding Salamanders as soon as you enter the mission. Then, 
Slogturtle alone will be guarding a nearby camp. Slogturtle casts his Hero mode
every now and then but still quite squishy at this time. After destroying the 
camp behind Slog, you will find a DH camp around halfway this area. Careful,
there will be balrogs and salamanders blocking your way to the DH camp. And 
this time, the DH's won't be leaving as you break their camp. You will have to
kill each and every one of them before they totally leave. After that, there'd
be nothing else left to do. 

Actually, if you summon as soon as the fire salamander explodes, you would 
most likely be destroying the fort and killing all the dh by the time the 
summon expires. If not, almost. 

Mission Name: Slogturtle the Mobile Shelter         [St-24]
Mission Type: Story
    Location: Range of Adamance
  Difficulty: 3/10
              0/10 (Jamsch + Sleep + Tailwind)

Well, another missile battle. This time, the opposition has quite an upper 
hand thanks to Slogturtle's Hero mode, which can absorb the missiles rendering
them useless whenever it's on. Just bring high damaging heroes to keep lowering
down that lever and shoot missiles nonstop. Jamsch with tailwind is still the
most broken thing to play with for missile battles against DH. Oh yes, this 
missile battle has an iron fort. But that's no big deal, is it? Another short 
battle indeed.

Mission Name: Archfiend of Adamance                 [St-25]
Mission Type: Story
    Location: Evilmass of Adamance
  Difficulty: 9/10

This dungeon's difficulty is due to the guillotines that would instantly kill
you if you dont do things right. For some people (like me) it took more than
10 times to get it right, before we have started to think of quitting the game. 
Anyway, the only suggestion i have for you would be to bring a kibadda. Having
him will save a lot of time later on. Also, enable your Cancel Command in title

1st Floor: This floor simply just needs speed and timing. Well actually, just
           speed. Again, the guillotines on this floor will OHKO you, but they
           have a timer of when they would do that. 
           Everytime you pass a guillotine, there will be a new set of enemies
           to fight. Just like after breaking doors on the previous missions. 
           Again, i will just be listing the enemies and it's up to you on how
           you should be dealing with them. Really, you already must have an 
           idea of beating each and every one of those monsters in the past
           Guillotine 1: Salamander + a bunch of deths
           Guillotine 2: One additional Salamander + a bunch of deths
           Guillotine 3: Balrog + Salamander + a bunch of deths
           Guillotine 4: 2 Salamanders + 1 Balrog (which drops a key)
           After all that, it's actually the end. The next floor is the one you
           should be worrying about by now. Since it requires some speed, luck,
           timing and beat-breaking.
2nd Floor: Well you wouldn't see the tricky part immediately, but rather go 
           against two dragon pups and a huge poison dragon first. This place
           is also rigged with some grass, just so you know. 
           Dragon pups will keep spawning every now and then, and probably by
           now, you have reached the blades of judgement. Now, read carefully
           so you'd know what to do. I suggest you read ahead before doing the
           floor. Since you really can't be reading while playing.
              [1]Get as close as you can to the guillotine. Make the "closest"
                 unit just below the chains on the side of the guillotine. 
                 Because if you get any closer, he would be killed when the 
                 blades drop.
              [2]You can skip this step if you have a Kibadda. Wait for an 
                 enemy to step on the platform. Proceed to step 4.
              [3]Using kibadda, do a DEFENSE SONG, and sacrifice him to push 
                 down the platform. If you do, get ready for step 4.
              [4]CANCEL YOUR BEAT, and START WALKING as soon as the first 
                 blade touches the platform. This way, you will barely reach
                 the platform before the blades totally retract to their 
                 original positions (if they do, and you step on the platform
                 too late, they will come down again to kill anyone under them)
              [5]You only have a few seconds to walk through the blades. There
                 is this glitch where the blades will fall EVEN with your pons
                 stepping on the platform. This usually triggers if you already
                 have one patapon who is out of the guillotine's range

           Right after the wicked guillotine, do not fret. There will be a 
           golden chest right above you, supported by "Mario boxes". One of 
           these boxes will contain a purple potion which would revive those
           patapons you just lost! OH JOY! BUT WAIT! 
           The party starts here, a very huge Balrog will appear - it's 
           actually called a Balrag (upgraded version of balrog), along with a
           dragon. Kill him as quick as you can, because at the worst case, he
           could push you back to the guillotines and that would just suck, 
           wouldn't it? Summon freely if you need. There will be no enemies 
           right after these monsters.

3rd Floor: Here, you will come across Patapon 2's boss. But this time, he is 
           stronger. Just stronger. Your patapons, by now, should be godly
           compared to the patapon 2 armies. You will easily beat him in no 
           But just to give you some advice, Holy weapons (again) work well 
           against this monster. He has two forms of which you wouldn't be able
           to witness anymore, and still has his OHKO attack.
After the mission, there will be a cutscene which will be your deciding point
of whether Naughtyfins joins you or not. If you do not have the following 
options in the list, you must have said something before that doesnt concern
Naughtyfins. Here's the sequence of answers to get her into your hideout:

  "Are you all right, Naughtyfins"
  "You are...the Princess...?"
  "Embrace her Boldly"               

Then POOF!! Covet-hiss butts in, ruining your moment, then you kick him/her out 
with an Uberhero Kick dealing 99999 damage, sending him to misery. End of drama

Mission Name: Ravenous: Duel of Fate                [St-26]
Mission Type: Story
    Location: Savannah of Envious Eyes
  Difficulty: 8/10 (if you have a squishy shield-pon)

This is only the only non-dungeon stage that would reach this type of 
difficulty. Blame that to Ravenous' dragon which would be totally immune to
any attack at a certain period of the mission. Aside from that dragon, the 
bonedeths or cyclops wouldn't even be a threat.

As you start the mission, there would be an odd fort lying in front of you. And
once you break this, it will trigger a cutcene and would make Ravenous' dragon
walk closer. BEHIND that fort you just destroyed is a spawn camp. The large 
one. And if you destroy that, Ravenous' dragon will start being immune to 
damage. At this point, it's best that you just keep your guard up rather than
wasting time rushing in. This dragon is really strong, dont underestimate it.

Your shield class could get crushed while attacking and being stomped by the
dragon, or by the cyclops throwing rocks. Like i've said, Just keep defending
until Ravenous will spout something like this "My Dark Dragon weakens..." 
BUT DONT ATTACK YET!! that is only the cue that his dragon will start being
vulnerable. The real time you should be attacking is when Ravenous jumps to
the back/spine of his dragon, which finally gives you the chance to kill it!
Give it all you got but be ready for another bloody battle. 

This wont be a threat, Ravenous jumps off the dragon with disbelief and then
decides to take you on. Sadly, he is just alone and you just happen to have a
whole army behind you. After killing Rave, there will be a spawn camp just
behind which are close to the goal.

***Cutscene Tips***
Right after this mission, there will be a cutscene where UH and Ravenous will
have some conversation. The answers you give will reflect on the outcome of 
your next mission.

If you answer incorrectly (or foolishly), you will be losing a lot of firepower
and aid from Ravenous himself on the next mission.

Mission Name: Covet-hiss Loves Cannons              [St-27]
Mission Type: Story
    Location: Savannah of Envious Eyes
  Difficulty: 4/10

This place is overkill. The Dark Heroes seem desperate that they think a bunch
of cannons and forts could stand in your way. Really, you just have to be
bulky enough to take a few cannon hits. Why? Ravenous/Gong will once again aid
you in battle by bringing in his big guns - the almighty, and awesomely 
upgraded Ziggertank! This baby will help you more than that lousy catapult from
previous missions. It can go break those forts and cannons, pawn the DH's and
as well as take a hell lot of hits. It's still destructable though. So do your
part in helping with the damage-dealing and dont be totally dependent. 

   Remember,the Ziggertank will only appear if you have answered the previous 
   cutsence correctly!

Once you get through the line of cannons, you will fight the DH's. Then as you
go on, there will be a Giant fort with "3 Shells". Dont know what i mean? Go
try destroying it to see for yourself. Anyway, just behind that fort would be
a spawn camp which should be easier to destroy than those cannons. Summon if 
you ever have problems with the HP of your shield classes. Otherwise, keep 
marching and beating the enemies around until you reach the goal/flag.

Mission Name: Dark Heroes' Last Stand               [St-28]
Mission Type: Story
    Location: Arena of Tolerance
  Difficulty: 6/10
              3/10 (with a high-damage army)

This would be a quicker battle. It's either you totally win, or totally fail.
If you are strong enough, it will be cakewalk. But if you got a pretty weak 
damage, and are not able to keep up with the Dark Heroes, you will be in big

Buzz's flies are what you should be afraid of, since you already have an idea
of what the other heroes are capable of. These flies deal average damage, per
fly. And he's got around 20 flies to send towards you! They again, will summon
when they sense danger, so kill at least one among them if that would be the
case. Why, you ask? That's because they will drop purple potions EVERYTIME they
die. YEAH!! Anyone among them. Keep killing until you break their forts.
You can either just stand before their flag and kill them while the time goes
off for more exp, or you could finish it right there and proceed to your final

Mission Name: Archfiend of Tolerance                [St-29]
Mission Type: Story
    Location: Tomb of Tolerance
  Difficulty: 9/10 (if you have no sense of timing)

This will be the last dungeon you would be doing. And the enemies here are not
that much of a challenge, compared to your last dungeon. The challenging part
is the stage itself. No, there will no be guillotines...BUT THERE WILL BE AXES!
Yes, these axes will swing every now and then dealing massive damage to your
patapons who are caught off guard. There is a timer anyway, so just be cautious
and alert.

1st Floor: the first level is pretty easy, you only need proper timing to get 
           through the axes. The axes fall every 16 seconds, so i suggest that 
           you start a command in a multiple of 4 or 2. That means, 2,4,6,etc. 
           This way, you have ample time to do a party/defend command which 
           could possibly save your patapons from being slashed on the last 
           second. You will meet a gargoyle soon after you start, but don't
           worry if you get a few damage cause of him. Just focus on surviving
           because he would always drop a purple potion right after.

           This is the procedure for starters or for an easy run. You can use 
           any hero you want, just follow the steps carefully. If there is any 
           recommendation i could give, it would be bowmunk. Charge Defending 
           will let him grab a giant potato out of nowhere which could halt 
           Deaths from pushing you back. Not to mention that Bowmunk's charge 
           attacks would also heal you.

              [1]find a safe place to stay (where axes wont hit anyone from the
                 team) cancel walking if you have to!
              [2]just keep charging/defending until enemies are on sight
              [3]if the timer is around 6 seconds away, you could attack
              [4]you may choose to use Party command or skip this step
              [5]go back to step 2

****************************TAKE NOTE OF THIS!!******************************** 
    The spawns have a limit, there are around 9 or 10 copies for each monster 
    (you'll know there aint more spawns if the background isnt shaking, since 
    there are 'earthquakes' in the background image when salamanders walk) 
    after you confirm that there isnt any monster left to kill, you could just 
    breeze through the whole place. This floor, if done this way, will 
    last around 6-8 mins..and thats just the first floor. lol.

          Now for a quick run - which is recommended for advanced players, you 
          really have to watch the timer. THEN insert walking+jumping into the 
          command roster. You will be walking as well as killing. It's 
          definitely multitasking. But for this setup, i would recommend you to
          bring along a Grenburr paired with an Oohoroc with Volcano 4 or 5, 
          especially if it is only your first run. But Grenburr alone is 
          actually fine. Here are the steps:

             [1]find a safe place to stay 
             [2]keep charging til all 3 enemies can be seen on screen
             [3]1-Hit KO enemies, or "Sweep the screen" clean
             [4]Standby for 2 measures (salamanders explode at the 3rd) 
                i'd recommend Party/Charge within these measures. Walk if you
                are ever too far, as long as you know you wouldn't be hit by
                the explosions
             [5]Keep Walking, jump when needed. until you find yourself in 
                front of a new wave. 
                **Remember: only jump in the middle of axes. Otherwise, you 
                  will only be killed. It is smart to defend rather than jump 
                  if you are already positioned badly, or when those deaths 
                  push you back.
             [6]Go back to step 3. 

          Now for this setup and procedure, 4 mins is long enough. So the whole
          dungeon run would only take you around 8-9mins, depending on how fast
          you could sweep the second floor and slay the Archfiend.

2nd Floor: Now as soon as you open that iron door, There will be a purple 
           potion right above mario boxes. Which you may need in case someone 
           was caught up on the axe. Aside from that, the gargoyle right behind
           will also have one.
           1st Door: Deaths will start being annoying moving in and out, so 
                     just prepare a charge attack an kill them as quick as you 
                     can. You dont wanna be delayed any longer for your final 
                     battle. With a short distance behind that gargoyle, you 
                     will find a small balrog. Im sure you could deal with it 
           2nd Door: Death + Balrog + Cyclops + High-HP poison dragon. Not much
                     of a big deal, as long as you dont use any Poison-element

3rd Floor: Arch Pandara, the name of your final boss is the result of all the
           Archfiends' powers combined. It has attacks dealing MASSIVE damage
           and range from close-far. Do not worry though, just equip something
           with Holy or Monster Killer, and you shall finish him off pretty 
           quickly in a single charged attack. He has only about 1m Stamina.
           CONGRATULATIONS!! You have just beaten the game!
           Now, you have three options to choose before the credits roll, and 
           each of these will unlock different endings. Do not worry, just 
           repeat this dungeon alone or with someone else, then you can choose
           the other endings. Though i'd highly suggest Choosing ending #2 for
           your first.
           1st choice - Unlocks DH mode. You can choose to follow the "dark
                        journey" when you start a new game. This mode will
                        purely be VS-inclined. All stuff you have in your 
                        selected "Victory" data will be transferred to your DH
           2nd choice - DOJ, the multi dungeon that you will be spending time 
                        with for the rest of your offline, post-game, Patapon 3
           3rd choice - Lifts Meden and the other patapons' petrification curse
                        and also(?) gives you the Kaching you had in patapon 2
                        if you DID import any save.

|                                  Enemies                            |[N-emy]|

    The generic enemy units of this version. They attack normally just as 
how any of your units would attack without hero mode. Just hit them with 
whatever weapons you have.
Similar to pons, they also split into a few classes. 

Yumideth: uses bows
Tatedeth: wield shields and equipped with a sword
Yarideth: throws spears
Kibadeth: rides a horse
Mahodeth: uses horns

Difficulty: 2/10

BEWARE: difficulty increases to 5/10 when equipped with flame weapons
        AND on grass-filled stages. They get to be annoying and
        frustrating especially on the later parts of the story so get
        yourself equipped with those upgraded fire-resist armors!

    Still the good 'ol birds from the previous games. They either drop kaching
or lvl1 materials. Easy to kill, but have a great sense of smell. So best thing
to do is use Tailwind if you're planning to kill them cause they could run all 
day long.

Spit: Well, they just spit a rock or two that cause minimal damage. They start
      running afterwards.

Difficulty: 1/10

    Most of the time, these land-dwelling fish just hide deep down underground.
They are vulnerable while doing so and its highly recommended that you dispose
of them soon before they attack. They're squishy and easy to kill, so that'd be
no problem at all.

Bite/Gnaw/Eat: This attack is a OHKO. That means if you get bitten, you're 
               going byebye. If your hero gets eaten, the timer wont appear 
               and he wont be revived, not even if you summon.

Difficulty: 2/10

    One of the most annoying enemies of the game. Aside from the fact that they
are immune to criticals, they are also incredibly resistant to STAB attacks. So
i'd highly recommend not using a crit-based hero with stab element *cough* Mya-
msar *cough*. Anyway, if you lack damage, dont worry. Sleep, Freeze, Poison or 
Stagger effects are most effective against these rocky creatures. 

Burrow: Golems go underground and are immune to all sort of damage. 

Palm Strike: The golem leans forward, then reaches his arm forward that deals
             massive damage if you are caught. This is actually equivalent to
             a charge attack. I'd highly recommend using defend command if you
             are not able to kill him before this attack connects.

Golem breath: The golem would lean back this time, as if gathering some spit to
              throw at you. Well, they spit like motitis but this time, they're
              a lot bigger in number and in size. Deals minor damage, stagger 
              and knockback per rock.

Difficulty: 6/10

|Ice Golems|
    Unlike their predecessors, these types of golems aren't immune to critical
hits and are more vulnerable to stab. The only catch is that they deal freeze
and can get annoying in areas with blizzards and snowshooters. But these are 
extremely easier to deal with if you have any type of freeze resist.

Burrow: Same as above.

Palm Strike: Same as above, but less deadlier.

Golem Breath: Instead of dealing stagger and knockback, this deals freeze 

Difficulty: 3/10

    Cyclops are the usual one eyed creatures who throw stuff or smash you to
bits n pieces using their not-so-common weapons - clubs. They have an average
amount of stamina but are vulnerable to almost all kinds of status effects.
If you lack damage, status-dealing is your way to go.

Ragebash: Usually, you would encounter just one bash. But depending on their
          moods, they can terribly bash you for more than 3 times. BE CAREFUL.
          They start stomping as a "sign" that they would use this move.
Dash and Bash: Uses the same "sign" as ragebash but only dashes at you if 
               you're a bit too far from his reach. Does the same thing as
               Ragebash. Same chances of being hit multiple times too.
               Best use Defense song.

Rock Throw: These rocks are CRUSH-type, which means... they ignore defense.
            that also means that they will deal some good damage to your pons,
            especially those who are at the back. Easy to predict since they
            would stick their hands on the ground as a "sign" that they will
            use this attack.
            *Sometimes, instead of rocks, they could throw chests. if you're
             lucky, they could even throw Jeweled chests!*

Difficulty: 5/10

|Dragon Puppy|
    These little critters are cute alright, but they also pack a punch.
not THAT deadly though. Their attack is not that fast and not that strong,
so its easy to avoid and not painful to tank. You could kill them in one 
measure most of the time but the slightly bigger ones may take another or
two. They have two types of attacks, namely:

Swipe-and-Run: Literally, they run towards your front lines then slash you
               twice. It does not end there though, he turns back and runs 
               away! Not to mention that when he turns his back on you, his
               tail hits you for additional damage with high Knockback and 
               Stagger rate! Seems painful? No. It's actually a very 
               predictable move, you can either defend or continue attacking
               - your choice.

Dragon Breath: Well, like all dragons do, they breathe fire. This will deal
               a good amount of FIRE damage, so get ready for some burning
               action. This attack is rarely done though and is just as 
               predictable as the first. If he starts lowering his head and
               you see his jaws twitching, that's a sign he's gonna light 
               the torches. Defend, evade, or attack. though i wouldn't
               recommend attacking if you do not have good fire resistance 
               or have good damage to take him out while he's burning you.  

Difficulty: 3/10

    There are three types of dragons out there, namely: Fire, Ice and Poison.
All of them have same attacks and are quite strong, formidable enemies. If you
get too close, be aware that you could be "stomped" on by his feet. And if that
happens, you will be dealt quite some knockback and stagger effects. Also, 
after they die, their head deals damage as soon as it touches the ground, 
dealing the same effects and damage as his stomps. Better keep an eye where 
you are positioned when against these monsters.

Dragon breath: Similar to Dragon puppies, but theirs covers a wider range. 
               Their breath is also based on their element, so if you're up 
               against an ice dragon, it's best you equip some freeze 
               resistance before you do a mission. Their breath deals good, 
               continuous amounts of damage and have quite high knockback
               rates too. Poison breath deals sleep effect and poison.

Difficulty: 5/10

    This jelly-fish like creature has a passive sleep-inducing effect. Using 
Tailwind while going up against him would be extremely useful. Has quite some
HP but if you kill him, all his minions will die as well.

Rock throw: Well said.he uses his "tentacles" to pick up and throw a rock for
            minor damage. Very predictable and is quite weak. Induces stagger.

Necromancy: When Matango runs out of minions to defend him, he summons Treants
            and bonedeths to do so. Then backs away, throws rocks and repeats
            the cycle til he dies.

Difficulty: 4/10

    Treants are wooden structures with HIGH defense when they aren't burned. 
But when they are, they get all squishy and vulnerable to any kind of effect.
Be careful not to equip rain dance when going against them, they will heal a
LOT of stamina every measure if you do so. Poison and Sleep are best to use
against these monsters. Freeze and Stagger shouldnt be left out too. :)

Fireballs: Treant launches fireballs from the ground. Usually followed by 
           another fireball attack. After the two-hit-combo, treant will "cool-
           down" for a while, then attack again. This attack deals an average
           amount of fire damage PER ball. Can be deadly if you take a lot.
Difficulty: 3/10 
           *5/10 if under rain*, since he heals around 1/10th his HP.

     There are two types of these guys - fire and ice. Ice in particular, 
does not pose that much threat as compared to the fire counterpart of this
creature. Ice Salamander's movement speed is slightly slower than that of it's
fire counterpart. It's recommended that you take extreme precaution when they 
are killed because their explosions are extremely deadly, even at high
levels. They also have an "aura" around them which could cause you damage and 
a status effect based on their type if you get too close.

Head Slam: Salamander stretches his head upwards and slams his neck and head
           forward, dealing minimal damage but high chances of inflicting their
           element's status effect. Easily countered by defending or killing 
           them before they could strike the blow.

Salamander's Breath: The salamander would lean his neck back then belch out 
                     his chilly/fiery breath towards you. Deals more damage
                     than head slam and inflicts an equal rate of status 
                     effects against you. Uses this move quite rarely though.

Difficulty: 7/10

**Right after a salamander dies, you have EXACTLY 3 measures to get away from 
  his explosion. So just in case you want a tip right after killing: [1]Party 
  song (heal status ailments);[2] Walk (if you're still far from him) or 
  Charge and; [3] Jump/Evade/Defend. Defending may be a bit risky, but if 
  you already have a healing patapon, you'd be just fine.

    Deaths are extremely annoying in the last parts of the game because they
could push you around while they're hovering across the screen. Best way to 
block them from pushing you is using Pingrek's ice wall or Bowmunk's potato.
Immune to sleep and stagger, resistant to both poison damage and poison 
elements. It's very weak against holy damage tho and quite vulnerable to 

Death's Whisper: Death starts belching sleep gas at you, inducing a high rate 
                 sleep status effect. It's best that you defend or use party
                 song to prevent sleeping since his next attack would be...
Reaper's Scythe: Death slashes you with his scythe for a good amount of 
                 damage. AND If you are sleeping while he does so, you are 
                 instantly killed, and your "Soul" will be there for Death 
                 to consume. He regains health whenever he eats a soul.

Difficulty: 5/10

     Balrogs are huge,fat and has those little bat wings. But that also means 
that you will hit them more than often. Be careful though, their shockwave 
attacks and skewer could be deadly and cause massive loss on your part. 
Take em down with heavy-hitting pons, and you will be A-OK.

Belly Flop: The Balrog will raise his fat belly and prepare for a huge 
            shockwave attack which not only deals damage, but freeze effects 
            too. You can either evade it or jump. If you're pretty confident on
            taking some chilly demonic damage, feel free to take this 
            opportunity to kill him.
Bump: This might be his most annoying move. He jumps back and forth across the
      screen. Dealing minor damage if he makes contact in any time of his 
      jumping.Defending is probably the best option, then attack when he stops.
Consume: The balrog will consume the meat he has in his fork, gaining stamina
         back. The meat has 3 "lives". And after that, he would stop and 
         proceed with the next move, Skewer. 
Skewer: After all the consumption of his meat, he will get ready to fork out
        one of your patapons for extra meat. Best way to dodge this is a simple
        jump. Beware though, once he forks out one of yours, there is no 
        letting go unless you mash those buttons quickly. That means, a 
        possibility of losing fever mode (if you turned on cancel command in 
        the options menu)

Difficulty: 6/10

     Gargoyles are quite squishy. They could only take a few blows. BUT, their
ability to fool/trick/give you a pain in the... is really annoying. Dont worry,
these bats always carry a chest around, and if you're lucky - a jeweled chest.
Just watch them closely and you will know what they would do next. Strike in
the perfect time, and you will guarantee that chest. Not to mention the rather
good chance of gargoyles dropping a chest, that's hitting 2 birds with one 

Curse: The gargoyle will most likely just approach you when he plots to do 
       curse you - leaving a "mark" on the pon closest to him, which gets 
       bigger. The bigger the mark, the more frequent/faster it inflicts status
       effects. You have approximately one measure before the first status
       effect comes out from the curse. With that given time, try to kill the
       gargoyle as fast as you can or things could get messy.

Chest Prank: The gargoyle will lay down the chest in his hands, allowing it to
             take any kind of damage. That means if you break it, it's gone
             forever. Later on though, he would come again and pick it up.
Fake: This time, the gargoyle will fake you bout laying the chest down. He just
      opens the chest and picks it up again. This is actually the best time to
      time your attack. Charge while he is "faking" it, then attack when he 
      picks it up.

Difficulty: 4/10

|Ravenous's Dragon|
     It's basically a poison dragon buffed up to the equal of around 1/4 DoJ's
boss, Libera. It could stomp you dead, or kill you in one shot. Not to mention
that he becomes invulnerable for quite a while AFTER you destroy the deth fort.
Be sure to use a beefy shield class and a quick killing hero. Stagger might not
be the best idea to go against this dragon. Not to mention ravenous covering 
his back on the same stage later on... Some may find difficulty (honestly, i 
did on my first time) and some may not. Just know when to time your defenses
and beef up your UH, then you will be a-ok.

Difficulty: 7/10

|                            Iron Door Trick [v1.4]                   |[D-oor]|
Thanks to anjellfaith for compiling this into one.

So, the iron door trick helps you "grind" your class skills in an easier, and
more convenient manner where you can focus yourself onto ONE COMMAND. Not to 
mention that there are no obstacles that would be getting in your way too! :>
Very helpful, indeed. 

|WHERE TO TRAIN:| Any Multi-Mission with an Iron door/ToT 2nd Floor |
| WHAT TO TRAIN:| Class Skills                                      |
|   WHAT TO HIT:| Iron Door                                         |


  --Spear Class
    1. Yarida (x spears)
    2. Kibadda (Assault Hits x)
    3. Wooyari (x Strike)
    4. Charibassa (Yaripon Spirit, Chariot Attack)

  --Shield Class
    1. Grenburr (Zapper x)
    2. Taterazay (Energy Field x%) *actually you can train taterazay's
                                    E.F. at any place, as long as you do
                                    the defense command*

  --Archer Class
    1. Yumiyacha (Quickshot x)
    2. Alosson (Attack Speed x)
    3. Cannogabang (x Skillz, Cannon, Scattershot and Laser)


  --Spear Class
    1. Piekron (Spear x Boom)

  --Archer Class
    1. Oohoroc (Singe x, Volcano x, Flash Crack Boom x, Sorcery)
    2. Pingrek (Ice Wall Skills)


  --Spear Class
    1.Pyokorider (Giddy Up x)
    2.Charibassa (Pyokora Spirit)

  --Shield Class
    1.Tondenga Set (Skills x)

  --Archer Class
    1.Wondabarappa (Heave Ho! x)


   with Perfect beats:

     [Skill Name] 1 e.g Set Skills 1 ~ takes around 15 mins ~ 35mins 
     [Skill name] 2 ~ takes around 35mins - 1hr
     [Skill name] 3 ~ 1hr 10 mins - 2hrs
     [Skill name] 4 ~ 2hrs 5O mins - 3hrs 40 mins
     [Skill name] 5 ~ 5hrs


   you may see that there are ranged or second values in [Skill Name] 1/2/3/4.
   ex. [Skill name] 2 ~ 35mins - 1hr

   this is b/c the 1st applies to skills that have a maximum of [Skill name] 5 
          eg. Oohoroc's Volcano/FCB/Singe, Wooyari's X Attack

   while the second only applies to skills that only reach [Skill Name] 4
          eg. Pyokorider's Giddy up, Kibadda's Assault Hits

***Take note that "during Fever mode" skills, like Heave Ho, take 2xLONGER
   to grind! That means around 7~8 hours for grinding Heave Ho 4.

***Grinding Piekron's "Boom" Skills depend on how many lightning bolts you 
   could produce. The more spears you throw, the faster you can grind it.

***Grinding Grenburr's Zapper skills are twice longer than the usual. But
   unlike Heave Ho 4, his Zapper 5 is grinded for 10~11 hours.


|                               Grass-Grinding                        |[G-ras]|

Thanks to our fellow player - kulascno, this exploit has been wonderfully
explained. Remember all those annoying grass that kept your patapons running
around like headless chickens? Well, you'd gotta need them now. Why? these
little weeds actually give exp! Wait, what? these little weeds actually give
exp! Here's kulascno's post:

 Grass: this is where you get the exp, the important thing to note is, 
        the level of the unit producing grass. It works just like the level 
        recommendation on mission. If you have a grass source of lvl 12, any 
        lvl higher than 14 will not gain exp from grass killing.

But how can i produce grass?
 Bowmunk (Charge-Attack):
        Your main grass producer. Bowmunk's grass is tough, though i don't 
        know if there are any factors that affect the grass' hp. Make him
        immune to fire or give him the highest possible burn resist to avoid
        burning which leads to breaking the average exp per hour. Now you 
        dont like that happening, do you?

 Grass Grower (Set Skill, Kibadda): 
        After doing some tests, you are required to hit something for this 
        to take effect. Hitting a grass can produce grass and hitting an iron 
        door produces grass too. The level source rule is also applied. So,
        if you want high exp, you also gotta watch your Grass-Grower-Equipped 
        Patapon's level.

 Level of grass = level of bowmunk/Patapon with Grass Grower equipped

 Low level grass = no xp for higher level class (3 levels above)

**Kibadda/Pyokorider with a Fire attack element, Grass Grower equipped, and
  Assault Hits(Kibadda Class skill) maxed can increase the number of spawned
  grass dramatically. Just make sure he gets that fire resistance!

Killing the grass:
 Oohoroc: the best grass killer, can 1 hit lots of grass per charged attack 
        using volcano. Volcano lvl 3-5 is recommended. Also ranged, so it is
        perfectly safe from burning.

 Any location where you can attack w/o enemies. The most famous one would
 be the Iron doors. I personally recommend Estate of Earnestness.

 Grass Producer + Grass Killer + any unit + any unit

 Once that's been made, then you're good to go.

 My personal set-up would be Oohoroc + Bowmunk + Charibasa + the desired 
 hero to level up.

 All you need to do is perform the charged attack repeatedly. Producing Grass 
 every 2 turns, and killing it at the same time. As for another setup, i've
 failed to make a better setup compared to this method, so if you have dis-
 covered something more effective, let us all know (in the Boards):P

Average time:
 On average, given that the producer has the same level as the other units.
 You'll receive an average 2000 exp per HOUR. Yes, HOUR, so bear with it.

 There are factors that affect the exp gain per hour. Effectiveness of the
 grass killer, and the spawning area of grass. Sometimes, the Bowmunk throws
 the grass where Oohoroc's volcano can't reach (in most cases, behind the
 iron door), so make sure you are not too close and not too far.

 The exp kinda works regardless of level. You'll receive same exp from a 
 1-hour session from a lvl 5 producer if your units are lvl 5, just as for
 a lvl 35 producer with lvl 35 units.

How can I get the 3 regular pons to 40 when they aren't Bowmunk/Oohoroc?
 To level chin up, (not bowmunk) switch Uberhero to Bowmunk. Kan to Oohoroc
 and Ton charibassa.

 To level Ton up, well, it's not that hard to think about.

 To level Kan(not oohoroc), Switch Uberhero to Oohoroc.

 To level the Uberhero, make sure you have a grass producer nd killer..

 Levelling up the uberhero and ton is pretty easy, you can do it at the 
 same time.

 Chin and Kan on the other hand...need the other two


|                                 DOJ Farming                         |[F-arm]|

DOJ can be unlocked after choosing the 2nd choice in the ending of Tomb of 
Tolerance/Last Mission.This is the last dungeon where you can get the legendary
green-named equipments. Take note that not all of them have high stats, and 
some are just for show, while others are really badass. This will also only be 
the ONLY [Multi] Stage that i would be featuring.

Anyway, to get through the FIRST floor, you will just have to be equipped with 
strong equipment, a Tondenga/Grenburr/Kibadda/Myamsar, and follow these steps: 

To open the doors: (credits to ajnauron)
  -Move up as close to the door as possible
  -Use a Grenburr/Tondenga charge attack
  -Move forward once
  -Use Grenburr/Tondenga uberhero mode
  -Move forward twice

Another way: (credits to LH_Selina)
  -Have a Piekron with you
  -Move all the way up to the door
  -Do a an Uber attack as Tondenga
  -By doing this your Piekron will just attack because of a fever attack
  -At this same moment your Tondenga will start moving forward under the door
  -Use Pata chant and you should be through
  -Uber attack once more and Pata song after to trigger the door for Hatapon 
   to get through

My way:
  -Turn ON cancel command option in the TITLE SCREEN.
  -Move to the door as close as possible
  -Use Jump command
  -CANCEL COMMAND or press a button as soon as your units have hit the switch
  -immediately use pata chant to start walking
  -attack the enemies, and press the switch.

For the SECOND floor, you WILL HAVE to follow specific builds. For this FAQ, I
am only providing builds for Tondenga, who is the easiest hero to farm with in
this dungeon. In this floor, axes will be swinging down CONSTANTLY, which will
probably slice you twice per second. Dont underestimate these axes, they deal
a heck load of damage if you arent careful with your equipment. Which is what
I am about to give.

It would be too long if i had to explain the builds in here, so i am rather 
obliged to give links of the builds themselves ALONG with the discussion and
explanation of every piece of equipment they had in there. Here they are:

Post #2,Standard Tondenga DOJ build - Thor Set (EASY)
[Link 1]

Post #28, Speed-run Axe Build: (INTERMEDIATE) *explained in Link 1, post #5*
[Link 2]

Post #1, DOJ Denga No riggers/No Allde build (DIFFICULT)
[Link 3]

you can play around with these sets and make your own unique one. You can post
in the board for more inquiries, help, explanation or discussion. Do keep in 
mind that Peerless Deer is one of the recommended skills that you should use
for your first runs - as a beginner.

|                            Questions & Answers                      |[Que-A]|
I followed exactly how you said it! But i STILL cant get past [This] mission!!!
   Try changing the way on how you execute your commands. Timing's very crucial
   in most parts of the game. Also, learn how to break your beats. (enable this
   option in the Option menu before you load your game)
   Break beats = interrupt command execution by pressing a random button.

Are there really no affected skills for the Archer tree?
   None. and i have no idea why. Probably because they're good as they are.

Attack Speed or Damage?
   Attack speed is most likely your bet if you want to deal status effects more
   frequently, while the latter is if you want to finish your opponents before
   they even say "BOOM SHAKALAKA". In this game, you can finish the story with
   a weak team by means of status effects, whereas a strong team finishes a lot

You are Missing Claws, Scythes, Dark Heroes, etc!!
   This faq's purpose was for SOLO-play, like i mentioned. Since DH solely 
   focuses on VS missions, i did not include any information that has anything 
   to do with them.

DO you have to finish the mission after grinding skills or can you just quit?
   You can just quit the mission, you still gain the exp you earned even if you
   do so. Unless you want those extra chests of course ;P

   If you have more concerns/questions please direct them at:
   there are numerous players out there (incl. me) who are willing to help.
   So please do visit sometime! :)

|                                Legal Stuff                          |[Sue-U]|
              Copyright 2011 Mark "Molivious" Fitzgerald Garcia
                          [[email protected]/]

This may be not be reproduced under any circumstances except for personal or 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright. This FAQ/Walkthrough is only allowed to be distributed
through GameFAQS/Gamespot, Supercheats and Cheat Code Central.

|                                  CREDITS                            |[C-red]|


Thanks to: JKiii, kulascno, kaply, RidgeRacer55, komolo97, lionhartwolf, 
           _Agidyne, anjellfaith, Orbit03, Zekira, RyougenMai, xZick, ajnauron,
           Rah_Gashapon, Mag, saykoleet, LordDF, drag10, for their very useful 
           info and notes. And also big thanks to all other Gamefaqs Patapon 3
           Board Members' support!

           Patapon Wikis: ( & Rah_Gashapon for info

           Pyramid for Patapon 3

           Sony Entertainment for a wonderful console

           and GAMEFAQS for finally releasing this (YAY!)

*You can PM me if i have not properly credited/forgot to post your name in here

Patapon 3 ASCII LOGO 

Sorry if it isnt accurate enough, but there is a text limit of 79 characters
so i had to resize and rework it a little bit. It should've turned out better

Credits and thanks to: Steve "ryz" Ha゚enpflug <[email protected]> for his
fantastic ASCII work, which i have based on.
>>>you can check his original work @