-Monster Rancher DS FAQ/Walkthrough- <-------------------------------------------------------> |Written By: Michelle L. Meyer | |E-mail: [email protected] | |Guide Version 2.5 (September 6, 10) | <-------------------------------------------------------> Version Changes- Version 1.5: Added more info to nearly all sections of the Guide. Corrected some errors. Put names in Credits; included their info. Created How to Unlock section. Version 2.0: Fixed errors. Finished Walkthrough. Added more info again; started on Item List. Version 2.5: Finished Errantry (Obtainable Items). Added Other Battles section, more info. ------------------------ Table of Contents: ------------------------ I. Introduction II. The New (and Some of the Old) A. Creating Monsters B. Combining C. Drills D. Errantry E. Anything Else I Should Know About? III. The Basics A. Hints and Tips B. Battle Tech. Symbols IV. Walkthrough A. First Steps to Ranching B. The Prime of Your Life C. The Official S Class Cup D. The Four Heavenly Kings V. Other Battles A. Icicle Battle B. Battle Royal VI. Breeding and Battle Talents VII. Monster Creating List A. Magic Field VIII. How to Unlock IX. Item List X. FAQ XI. Credits XII. The Legal Stuff --------------------- I. Introduction --------------------- Welcome fellow Monster Ranchers to my little guide! Currently it's not completed; expect it to grow every couple of days or less. There are spoilers, though I can't really call it that; hint: this game doesn't have much in storyline, but that's usually how the MR games are. Instead it's about the gameplay- a little bit dated given how unchanged the majority of it is, but still enjoyable never the less. Feel free to contact me (my email is up there) if you have questions, suggestions, spot any errors, etc. Any info you can give for this guide is much appreciated, and I'll add you to the credits section (just tell me the name to write). -------------------------------------------------- II. The New (and Some of the Old) -------------------------------------------------- A. Creating Monsters: There are now three new methods of making monsters, the only one same method is by the Encyclopedia. I should warn you that these new methods are very picky- even drawing the same object in a different angle or area will result in a different monster. 1. Magic Field: Draw anything you want in the field. 2. Incantation: Say a word or even make a sound. 3. Magic Spell: Write down words. Note that I unlocked this after beating the Rising Dragon Cup. I'm not certain if this can happen just by getting any of the locked Monsters. WARNING: From what I've been hearing, the Magic Spell has a nasty glitch if you use it too frequently at once, causing game crashes and errors. Make sure you save before using this method, just to be on the safe side. B. Combining: No longer are combinations based on chance. You basically choose what you want, however be aware that only the main types of the monster can be either main or sub-types, while sub-types are only allowed for the sub slot. For example, if you take a Tiger/Lesione and combine it with a Suezo/Tiger, you cannot make a Lesione main type. When you do pick the species, the top screen shows the resulting stats (Lifespan, Stat Ratings, Guts Recovery, Movement, etc.). Ratings are like those for the Techs, except you may notice an X. X is worse than the Triangle. Inherited Techs and Talents are random. 1. How to Make Unique Monsters First you need to make an -ish Monster. You've probably seen one in some of the battles: completely light blue, with no other features. In order to make one, you need to combine one main-type with a specific sub-type. The sub-type depends on the main-type. For example, combining and choosing a Mocchi main-type and abyss sub will make a Mocchi-ish. Or a Ducken main and a Tiger sub will make a Ducken-ish. Next, take the -ish Monster and combine it with the main-type species you want. So let's say you want a unique Ducken. Use the -ish Monster's sub for the sub slot, and the Ducken for the main-type slot. Congrats, you just made a unique Ducken, Duck Fever! *Note: The -ish Monster does not have to be the same type as the other one used in combining for uniques. C. Drills: Just like the previous games, it costs 2000 for drills (except for sale dates, then its 1000), it lasts a month, and it's how you mainly learn techs. But now when you go to train, you use a board game. Basically you roll a die and land on one of these spots: 1. Parameters Up: Your stats increase; indicated by the blue guy symbol-thing. 2. Parameters Down: Stats go down; same as above, except with an X over it. On the bright side, your stats decrease by only a fraction compared to increases. 3. Rolls Up: # of rolls increases by 2; look for the green die. 4. Rolls Down: # of rolls down by 1; green die with an X. 5. Monster Encounter: You encounter a wild monster and (what else) beat the crud out of it. How difficult the wild Monster is, is based on your Monster's rank. If you win, you gain stats but if you lose, it goes down (or you lose a roll). 6. The ?: Named obviously after the symbol; you'll either lose or gain stats or rolls or fight a wild monster. As you can guess, you can get tons of points if you're lucky, or get squat if not so lucky. Note: Press the start button during the Parameter scenes to skip them. Note #2: The older your Monster is, the more number of rolls you get. Note #3: Each area is unlocked after reaching a higher Breeder Rank. After getting Rank S, all areas are now available to all of your Monsters. How to get the best out of Drills: Rolls Up and Parameters Up are the ones to go for. Monster encounters are not worth it, unless you're trying to avoid Rolls Down and Parameters Down, or you picked the Wild Monster to get the bounty beforehand. Also, pay attention to the different paths: see how many numbers are left on the count to decide which path would have you land on the best spot. Tap the direction button that you want to go twice to move. Do Drills at the prime of a Monster's life, which starts around 9-12 months. Your gains are much higher around this time. One more thing to note: try not to overdue it with the Drills. Your monster will be exhausted or tired and might get stressed out, as Cleo will tell you. There are items to reduce both, but the monsters life span will still take a very small hit. D. Errantry Errantry is how you get all sorts of items, some of which you cannot get anywhere else in the game. The previous Monster Rancher games had you focusing on Life and Intelligence (and to a lesser degree, Power) to do well in Errantry. Here Life plays the most important part, with Power being the second. In Errantry, your Monster will be shown at the top exploring the field with a Life bar above, while the bottom shows it's icon and a map of the area. Bring out your stylus and tap where you want them to go, or you can use the control pad and press A instead. If your Monster listens, a lightbulb will appear above their head and they will run to where you clicked (Or close enough). You'll probably need to click multiple times for them to listen. When you see a blue crystal, click on it to receive an item. If you come across a red crystal, you'll fight a wild Monster or get an item. Yellow crystals are what you need for unlocking new Monsters. Be aware that fighting Wild Monsters, clicking on crystals, trying to open up new paths, searching for items, and moving all drain Life. Do your best to conserve health so you can unlock the Monster in the area first. *The house symbol is the entrance. Click on this and lead your Monster to the edge of that path, and Cleo will ask you if you want to go back to the Ranch. *Press start to pause. Note: Each Errantry area is unlocked, indicated by the Rank beside Danger. This refers to your Breeder Rank NOT the Monster Rank, so once you hit Rank S, it is always available. Note #2: Some of the Errantries have paths to open, which means you need Power. Getting above 600 or 700 for the tougher Errantry areas should work. Obtainable Combining Items: 1. Murmouge Coast: Beaclon Wait until Summer to do this Errantry. Head to the beach on your left- a yellow crystal is there near the water. A Beaclon shows up to challenge you to arm wrestling. Make sure you have high Power (400 should work). Winning gets you the Pupa item. 2. Kalaragi Jungle: Zan Head southeast of your starting position until you reach the broken tree. A yellow crystal will appear; if you have enough Power, you'll break the tree (or with multiple tries). Follow this opened path and click on another crystal. Cleo will ask if you saw something, say yes. Continue on and break another fallen tree. Take the route on your left and head directly north until you find another yellow crystal. Cleo will whine, say no to her question. Go to the fallen tree closest to you and destroy it. Another crystal appears as you come through- this time Cleo shrieks like a banshee. Take care of the last tree. Head south, then go right (your right, not the Monsters; at the top of the lake). Click the crystal, and tell Cleo yes. Now go straight, in the direction your Monster is currently facing. This crystal is close to the bottom of the second waterfall. You'll stop to rest, with Cleo babbling so much it puts the Monster to sleep (can't say I blame them...). Zan finally shows itself...only to dash away. Head southwest- the crystal is hugging the wall, above the entrance (house symbol) and slightly above the patch of hill (or whatever it is). Go back to the base of the waterfall- the tenth crystal is right between the two. Thankfully that's the last crystal. The Zan gives you the Ninja Sword item for your effort. 3. Papas Alps: Durahan The first yellow crystal is the northwest wall, directly west of the hill with two trees. A scene shows Durahan walking across the mountain. Head straight to the top, where the narrow path is as well as another crystal. Have your Monster inspect the area, and you'll find an Old Sword. Southeast of your position (south of the tree on your right hand side), a crystal is near the hole. You'll receive an Old Sheath. Go back to the location of the first crystal, and click another one. Durahan (or his ghost, according to Cleo) shows up, and the Sheath and Sword become Twin Edge. 4. Volk Magma: Phoenix This one is straighforward, as there is only one direction to follow. However, you need a lot of Life for this one- at least 650. Also high Intelligence is not necessary for the Peach, although it would take less tries. My Tiger had barely 100 Int, and I got the Gold Peach after just 10 tries. The first crystal is straight ahead of you, shows the Phoenix flying overhead. Continue to the right, until you reach the right corner. Say yes, as your Monster will make a path to the tree. Go forward and check another crystal here to receive an item that comes out of the geyser. Another crystal is closeby- inspect the burnt tree. This is where you get the famous Gold Peach, an item that increases your Monsters Lifespan. Note that you HAVE to get a Peach, in order to get the Phoenix and have the next crystal show up. Now continue back down the path you were originally on and go south to another crystal in that corner. The Phoenix is there, injured. You give it the Peach, and it flies away, but leaves a Fire Feather combo item. Now that you got the Phoenix item, you can take a shorcut back to the entrance. Find another yellow crystal to the west. You'll create a rock bridge, courtesy of your Monster. Click another crystal, and it will take you right back to the entrance. *Glitch Warning: If you try to exit after taking this shortcut, it might not let you leave. If this happens, have your Monster go north for several steps, then head back to the entrance. This time Cleo will ask if you want to leave. 5. Promias Ruins: Xenon First inspect a yellow crystal in the northwestern room, and receive a piece of slate. The second one is in the middle room, the one directly above the bigger middle "chamber". Receive another piece. Head to the last crystal (southeastern room) and a Xenon will appear after clicking the crystal. Defeat it and you'll get the King's Proof item. 6. Angsworth Way: Joker Wait until Spring. Simply follow the road to each bridge and push it down. Continue onto the last section of road, and a Joker will fly (literally) at you. If you had an easy time with A Class battles, this will be a piece of cake. Afterwards you get the Cursed Mask. E. Anything Else I Should Know About? 1. Multiple items can be fed to a monster in a week, rather than just one. 2. You can ask Cleo how your Monster is doing (under Data/Health). 3. A crystal will sometimes appear at the Ranch, represented by a sparkle on the bottom screen. Tap the sparkle with your stylus to have the Monster check it- you'll get an item. 4. Notes about Upgrading: for the House, each time unlocks more item capacity and two new Training methods. For the Stable, it allows you to have bigger Monsters and also your Monster recovers more energy (in other words, less days having to rest).Occurs on the 1st week of Oct. The first upgrade costs 4000G for each, and the second time is 8,000G (House) and 12,000G (Stable), and the third costs 24,000G (?). 5. BEWARE of the Magic Spell glitch; check the A.Creating Monsters section at the top for more details. 6. The Drill maps change each season. --------------------------- III. The Basics --------------------------- (Under Construction!) A. Hints and Tips Watch your Monster's status. If it's tired, let it rest; if stressed out, give it a Monster Candy or other Stress-relieving item. To check their status, pick Data, then Health, and Cleo will tell you. Checking your Journal (under Data) will give you a recap of what you've done with your Monster, represented by symbols. The descriptions will be listed later. Try to keep the Monsters' Discipline Even or at least Soft, but never below that. Also make sure it's Shape stays Normal. For Battles: Based on the foe's Offense stats, stay in the range of weaker techs (either Int or Pow). This will let them waste Guts while doing less damage to you, with the benefit of giving you time to build up Guts. Avoid an enemy's tech if it steals Guts. Life for Guts sacrifices a certain percentage (somewhat less than 1/3) of your Life and gives you 80 Guts in return. How do you know if your Tech has this property? Select a Tech and it will say "Life for Guts". Used at the right moments,this can be helpful (especially in the later ranks, when most enemies will not go down with just one or two hits. -Which stats should you focus on?- Three of them, at least. First off, decide on the type of offense, either Power or Intelligence. Usually looking at your Monsters beginning stats will tell you what they prefer, but you also need to consider what Techs they use (since Techs will either be based on Power (yellow) or Intelligence (greenish-blue). Both Pow. and Int. affect the damage caused by opponents. In other words, if you have high Int., the enemy's Int. attacks will do less to you. Next is protection- Speed, Life, and Defense. I generally don't fret about Life (at least for battles), since Drills increases that, although it doesn't hurt to do some Training now and then. Speed decreases the percentage that your opponent will hit you, however it won't be as useful if your opponent has Skills levels to match. Defense of course reduces damage amounts. Skill is something you should focus on, regardless of what else you pick. One-hit kills are nice, but they won't be useful if it can't hit your opponent. Choose whichever strategy you like, but I would not recommend trying to boost all your stats instead of focusing on a few. B. Battle Tech. Symbols These symbols are next to Life Damage (L-DMG), Guts Damage (G-DMG), Skill Rate (Skill Rt), and Critical Rate (CT Rt), and represents the rating of each. 1. Triangle: Poor 2. Circle: Medium 3. Donut: Good 4. Star: Excellent ---------------------- IV. Walkthrough: ---------------------- A. First Steps to Ranching After you put in your name and ranch name, Cleo will waltz in and be your assitant. And yes, the BOMBA president has taken one too many blows to the head. After all the talking, you can create your monster by two choices. You haven't created any monsters yet (obviously), so you can't use the Encyclopedia, and the Magic Letter method will be available later. Once you've gotten your monster, more talking takes place and now you'll have your first fight (after the battle tutorial). Don't worry though, it's easy. Afterwards your enemies will run off. Before you head to the Ranch you should buy a few items from the Market, mainly for stress-reduction. Do whatever else you want, then choose Ranch. Right now your stable is small, so larger monsters can't fit (meaning you can't raise them). Anyway, Cleo will introduce you to Hootie (guess what animal that is XD). Time to train! If the course you pick causes a note symbol to appear above it's head, that means this stat gains more at each training then the others. If a sweatdrop appears, it is lower than regular. Picking a course you did the previous week will have the "..." appear. This means your gains won't be as good- you'll have to use another course this week for the ... to vanish. And one more thing- if your Monster cheats, punish it. Cheating isn't worth it, as the gains will be lower. Once done, a familiar face will show up from MR 2. Colt delivers your mail, giving you your breeder card and rank certificate. The Rookie Cup she mentions is soon; go, as it's easy and you could use the cash. Also take note that you have to fight in the Official cups in order to rise to the next rank. There are three of them each year. On week 4, another character will pop out, who thinks Cleo is "h-hot". He's Errick (I know, odd name) and instantly decides to be the best breeder...too bad you'll have to crush his dreams. Next week (and every first week of the month after), you pick what your Monster eats. Using an item once won't have much impact on them, but do it occasionally and your Monster could end up fat, thin, or stressed out (if you feed it nothing or something it doesn't like). There are also stress and fatigue reducing food, but you should stick with Potato for now (most of the time, unless the Monster hates it). Off you go to the Rookie Cup. The first Monster is weak, then you fight Errick and his Mew called Katz. If you happen to lose, don't worry. Regardless of the outcome, Errick comes out again. And the next week another (annoying) character comes around, admiring Hootie, and telling Cleo about Star Rock which supposedly grants your wish. Also Cleo is some sort of Owl-Whisperer. If you haven't noticed by now, I'm not too enthralled by the story of the game (or most of it's characters)... May Week 4- now back to the training. Colt will come around and tell you that next month the Town Guide will finish being built. That means you'll be able to do Drills. Make sure your Monster is rested up for next month, then head to the Town Guide. Its only 1000g (sale time), and you could use a new Tech. Note that most of the other Drill areas are not avaliable until you get higher ranks. Don't bother with anymore drills after this one; the gains aren't worth it until your Monster gets out of it's "baby" stage (about 7-10 months). Anyway in the first week of Oct., Bancho will show up, telling you that next year (same date) he'll come back to upgrade the Stable and House (each for 4000g, so 8000g total). Whenever you're ready, enter the Official E Cup (and yes, Errick is there). Your opponents are no threat: beat them down, and Colt will come next week- congrats on entering Class D. Now two of the Errantry areas will be opened: Angsworth Way and Murmouge Coast. Errick will jabber as usual, then you'll meet another person, Torr. Oddly enough he'll ask if you want to buy his rare items, but says he's out of them when Cleo says yes. He runs off, but will come back later with an actual item for sale. Next week, you guessed it, another person comes along. Ross, another breeder, tells you about Errantry. When you enter the Official D Cup, you'll be fighting him (his Tiger/Abyss) instead of Errick. Before you do, raise your Skill and whichever offensive stat you picked to at least 200. B. The Prime of Your Life Being at the C level, you'll get more areas for Drills and the Kalaragi Jungle Errantry as well. The pair who were chasing Cleo earlier turn out to be....DUN DUN DUH- her father (Mr. Amino...I kid you not) and his assitant. Defeat them again, and Cleo will berate them. I could go on, but let's face it- they're not important. Tackle the Official C Cup; I had 482 Power, 426 Skill, and 285 Life at this point, but it was pretty much overkill. You just need over 300 for your offense stat and at least 250 Life. I would get at least 350 Skill, given Pran (Cleo's father's assistant) has a Monster with nearly 300 in Speed. It would also help to have a Tech with decent accuracy. Being defeated doesn't sit well with Cleo's father, and he's planning something. Not really surprising, eh? Welcome to the B Rank! Now the only areas locked in Errantry and Drills are the desert and the volcano. The following week Crysta will show up,asking for directions to the Alps. Then two seconds later she comes back again, lost and confused, asking for directions again, then talking about breaking some seal. When January comes (currently at 1002), two events happen: the Market will have more of a selection as time goes by, and Colt will bring the invite for the Rising Dragon the 3rd week of Feb. If you beat that Dragon, you'll get the Dragon Fang so you can finally have Dragons. Use the fang when combining to get a Dragon. The Dragon you face has over 500 in Power, over 400 in both Def. and Life, over 300 in Skill and Spd, and a little over 200 for Int. If you think you don't have high enough stats, just wait until next year to try. When you do fight him, keep out of of the range that has power attacks- his Flutter attack is weak and does not take away Guts, so try to stay in the Mid-range. At the B Cup, your strongest opponent this time is Crysta, and she has a Zan/Dragon: 563 Pow, 227 Int., 445 Skill, 319 Spd., 319 Def., and 444 Life. This thing hits hard, so make sure you hit harder. By this point, you should have at least one 45 (Guts) attack that can do the job. Crysta stops by afterwards, telling you she won't lose next time (not if we can help it ^_^). Then Pran and Mr. Amino stop by, with him whining about Electra (the BOMBA president) concocting schemes that ruined his life...or so he says. Cleo tells him about the Star Rock granting wishes, so that he won't cause trouble. Not really a wise idea, as you'll see later on. Now there is just one spot left for Errantry and Drills. Expect Holly to stop by soon...yes, that Holly. Now would be a good time to get your strongest Technique (usually the one costing 45 Guts) in case you didn't get it earlier, in preparation for the Official A Cup. Get your offense over 500, Life over 400, Skill over 550,and the other stat around 400. Ross is back, this time with a Durahan/Abyss: 629 Pow, 530 Int, 553 Skill, 630 Spd, 340 Def, and 430 life. To make things more annoying, you'll have to fight Cleo's dad next: his Beaklon/Durahan has slightly better stats than the previous opponent. Having at least 700 for both you offense and Skill will make this Cup much less frustrating. On the second week of the following month after your Official Cup win, the BOMBA president visits. Her pendant is the Star Rock, and she tells you if you beat the Official S Class Cup, she'll give you the Rock. Meanwhile a scene shows Errick having a "sweet idea"... cue the evil Mandark laugh. C. The Official S Class Cup Tackling this cup, not to mention what will follow after, won't be that easy with your first Monster. It's not impossible though. Or, if you want, you can freeze your current Monster (that is if Cleo told you it's too old), raise another, and combine the two to have a Monster with much higher starting stats. Whatever you decide, make sure you prepare yourself. I had 999 Pow, 966 Skill, and 786 Life when I won this Cup. A little tip: if you get a tech that has Life for Guts, it can be a big help here. I used this (Force techinique) in conjuction with Combo and Somersault for my Tiger, whenever I knew my opponent would not die in one hit. 1. Your first threat is Mr. Amino. He's brought a Dragon/Golem, and holy jells, does it have some impressive stats: 1137 Pow, 992 Int, 422 Skill, 715 Spd, 822 Life. If you take a hit, and you don't have a very high Defense, you'll take quite an amount of damage. However he has an Achilles' heel, only 282 Defense. Bring out a Tech that has a star Life Damage rating and kill him fast. And an FYI- this thing has Grits. 2. Crysta's Monster has more rounded stats: 944 for Pow and Int, over 700 for Def, and over 600 for the other stats. It's attacks deal less damage than your previous foe, but has a higher chance to hit you. It's Last Resort tech has a low chance of hitting, so you could try staying at long range if you need to build up guts. But do this only if your Int. is high to keep the damage down. Also, be aware this thing has attacks that take away your guts (mostly the Power attacks). D. The Four Heavenly Kings After winning, a scene takes place with Cleo celebrating (but no party?!), then the credits roll. Don't think it's over yet. The BOMBA president comes by...with no Star Rock. Errick stole it; sadly, you can't strangle him. He summons the Star Spirit, but thanks to his speech problem (and the not so intelligent Spirit), his wish is misinterpreted.The 4 Heavenly Kings land on the planet via a meteor: a Naga, Gali, Centaur, and Monol. The Centaur (named Centauros >_<) talks, saying that they declare war on BOMBA and challenge a Monster to fight them (yes, meaning you). Cleo refuses, and they hold Colt, Torr, Mr. Amino, Pran, and Electra captive as a result. Until you free Cleo's dad, you can't buy Medicinal Herbs anymore. Also, you won't get any half-priced Drills. Check the Battle screen to find a new rank opened up, Class SS. This is the class with the Kings. So are these battles difficult? On the plus side,each Cup has you fighting only two opponents. On the down side, they have better stats then the Class S Monsters. *Just like the S Class, using any Life for Guts tech. can help here. *There is no particular order to defeating the Kings, so do it however you want. 1. Naga Coliseum (1st Week of Sept.) a. Your first opponent is a Naga/Dragon: 1248 Pow, 584 Int, 768 Skill, 512 Spd, 768 Def, and 920 Life. Mid-range is where it's weaker Int. attack is. b. The second is a pure Naga; the stats are almost the same as your first foe, but only slightly better. This time the Int. attack is located in Long-range. Winning sets Colt free, and she gives you the Naga Scale item. *If you check Data/Monster, you'll notice they're now in Class SSS. 2. Gali Coliseum (1st Week of Dec.) a. The Gali/Centaur has 1040 Pow and Int, 920 Skill, 440 Spd, 880 Def, and 480 Life. b. Gali: 880 Pow, 1056 Int, 733 Skill, 477 Spd, 920 Def, and 733 Life. Pram and Amino are free, much to Cleo's annoyance. They give you the Gali Mask. By now, Dr. Loroy and Viola should stop by- now two more characters can be written for the Magic Spell. 3. Centaur Coliseum (1st Week of June) a. 1040 Pow and Int, 603 Skill, 573 Spd, 533 Def, and 920 Life. b. 1196 Pow and Int, 880 Skill, 535 Spd, 495 Def, and 654 Life. I found this guy easy, due to the fact he has low Defense and Life. For no apparent reason, Electra was talking in a southern accent. After freeing her, she gives you the Knight's Lance (the Centaur combining item). 4. Monol Coliseum (1st Week of March) a. Monol/Golem: 1056 Pow, 880 Int, 552 Skill, 920 Spd, 512 Def, and 880 Life. b. Monol: 880 Pow and Int, 280 Skill, 920 Spd, 960 Def, and 880 Life. Torr is freed. He doesn't even realize he was being held hostage... I guess the Kings dropped him on his head or maybe a Monol fell on him. Ahem, anyway you get the Black Slate item for getting Monols. Guess what? You have another battle to fight. Centauros wants you to fight at The Big Bang Coliseum. There you'll face 3 opponents. According to him, it has the "most powerful monsters in history". It may sound threatening, but it actually isn't: the opponents are weaker than the Kings Cups with the exception of your final opponent... 5. The Big Bang Coliseum (4th Week of June) It's Centauros: 1081 Pow and Int, 761 Skill, Def, and Life, and 601 Spd. FYI, he has Grit. With his butt kicked, everyone (and I mean everyone) comes over to congratulate you. Then, just to make things ominous, a scene shows Centauros deciding to break the Star Rock into 12 pieces so that it can do "his bidding the world over". And the credits roll yet again. ----------------- V. Other Battles ----------------- 1. Icicle Festival (2nd Week of December) This one is in Class A. I'm not 100% sure how you get this, but here are some guesses: I unlocked the Phoenix previously, the academy lady stopped by on the 2nd week of Sept., and I only have one monster left to unlock, the Joker. If you've already beaten Class S, this fight is incredibly easy. Once you do win, Sapphire tells you about Overdrive, which is how a Monster can have over 999 of a stat. First you need to win a Slate Fragment (combo item) from the Battle Royal. Find the battle that fits your desired Monster's main-type, as that is the required fragment needed. So, for example, if you have a Golem in mind you would need to beat the Golem Battle Royal. 2. Battle Royal I've listed all the Battle Royal dates, in alphabetical order according to Monster species: 1. Abyss: 3rd Wk of Jan., Class S 2. Baku: 3rd Wk of Aug., Class A 3. Beaclon: 2nd Wk of May, Class SS 4. Centaur: 2nd Wk of Dec., Class SS 5. Dragon: 2nd Wk of July, Class SS 6. Ducken: 4th Wk of March, Class A 7. Durahan: 2nd Wk of Aug., Class SS 8. Falco: 1st Wk of Dec., Class S 9. Gali: 2nd Wk of June, Class SS 10. Golem: 1st Wk of Sept., Class S 11. Hare: 1st Wk of March, Class S 12. Lesione: 3rd Wk of July, Class S 13. Mew: 2nd Wk of Feb., Class A 14. Mocchi: 4th Wk of April, Class A 15. Monol: 2nd Wk of Nov., Class SS 16. Naga: 2nd Wk of Jan., Class SS 17. Ogyo: 1st Wk of June, Class A 18. Pancho: 2nd Wk of July, Class A 19. Pandora: 1st Wk of Nov., Class A 20. Phoenix: 2nd Wk of Sept., Class SS 21. Piroro: 3rd Wk of Oct., Class S 22. Pixie: 3rd Wk of April, Class S 23. Plant: 1st Wk of Jan., Class A 24. Suezo: 4th Wk of Sept., Class A 25. Tiger: 1st Wk of June, Class S 26. Xenon: 2nd Wk of March, Class SS 27. Zan: 2nd Wk of Oct., Class SS Win one Battle Royal, and Sapphire comes by again. She explains more about Overdrive, telling you that the total sum of your parameters cannot exceed 5,994 (the amount if all your stats were at 999). Basically this means if you want a certain stat to go over 999, you have to put less than max into another stat. ---------------------------------------------- VI. Breeding and Battle Talents: ---------------------------------------------- A little note about this section: What the skill does is listed first, and how it is learned/activated is second. If the info is missing, I haven't discovered everything about the Talent yet. Breeding: 1. Brawny: Increased Power gains from training and drills. 2. Warrior Spirit: Breeding Talent's effects for stat gains are improved, plus both Fatigue and Stress are lessened; I'm not 100% sure how I got this. Cleo said it comes with a Monster's frustration. Some things I noticed was my second Monster (Tiger) was more often stressed and had Even discipline longer than my first. Basically, I spoiled it a lot less. 3. Savvy: Increased Skill gains from training and drills. 4. Brainy: Increased Intelligence gains from training and drills. Battle: 1. No Prob: Opponent's Hit percentage drops by almost half. 2. Spunk: Def. and Guts Recovery Speed increases, Pow. drops; take multiple hits. 3. Grit: Come out of K.O. with one Life; happens occasionally when K.O.'ed. 4. Fury: Raises attack power but lowers defense; take a critical hit. 5. Rage: Increased Guts damage (of Techs) and Guts Recovery Speed; happens occasionally when low on Guts. 6. Moxie: Increased Defense and Move Speed; take a hit when Guts are low. 7. Focus: Increased Skill, but higher Guts cost for Techs; happens occasionally after using a Tech and having a large amount of Guts saved. More Coming! ------------------------- VII. Monster Creating List ------------------------- Thanks to an email I received, I've been told (and after some tinkering around), there are actually rules for the Magic Field, albeit very strict ones. If you're curious for more info, check the Credits section for the website. Note: The last part is the location; the letters refer to the horizontal "squares", while the numbers are the vertical. 1. Abyss/Falco: leave the Magic Field blank. 2. Baku: color the upper right and lower left quarters of the Magic Field. (A3, A4, B3, B4, C1, C2, D1, D2.) 3. Color Pandora: color all but the lower and right quarters of the Magic Field. (A1, A2, A3, B1, B2, B3, C1, C2, C3.) 4. Ducken/Abyss: color the right 3/4 of the Magic Field. (B2, B3, B4, C2, C3, C4, D2, D3, D4.) 5. Falco/Abyss: color the lower right quarter of the Magic Field. (C3, C4, D3, D4.) 6. Golem: color the upper left and lower right quarters of the Magic Field. (A1, A2, B1, B2, C3, C4, D3, D4.) 7. Hare/Pancho: color the right half of the Magic Field. (Columns C and D.) 8. Lesione: color all but the upper and lower quarters of the Magic Field. (Rows 2 and 3.) 9. Mew: color all of the Magic Field but square A2. 10. Mocchi/Ogyo: color Magic Field squares A2 and D4. 11. Ogyo: color the left half of the Magic Field. (Columns A and B.) 12. Pancho/Mew: color the upper right quarter of the Magic Field. (C1, C2, D1, D2.) 13. Piroro: color all but the upper and right quarters of the Magic Field. (A2, A3, A4, B2, B3, B4, C2, C3, C4.) 14. Pixie: color the lower half of the Magic Field. (Rows 3 and 4.) 15. Plant/Pixie: color all but the upper and left quarters of the Magic Field. (B2, B3, B4, C2, C3, C4, D2, D3, D4.) 16. Suezo/Hare: color the upper quarter of the Magic Field. (Row 1.) 17. Tiger: color only D3 of the Magic Field. --------------------- VIII. How to Unlock --------------------- *The items you receive are combination items. *All crystal locations are written at the Errantry section of this guide. 1. Dragon: Beat the Rising Dragon Cup (Class B) on the 3rd week of Feb and get the Dragon Fang. 2-5. Naga, Gali, Monol, and Centaur: Defeat the Official S Class to make the Four Heavenly Kings appear, then defeat each respective one to unlock that Monster and receive the combo items. 6. Xenon: Do Errantry at Promias Ruins; find the slates at the two yellow crystals to the north, then check the last one at the southeast room. Fight the Xenon and receive King's Proof. 7. Zan: Do Errantry at Kalaragi Jungle and find all ten yellow crystals; receive Ninja Sword. 8. Beaclon: Do Errantry at Murmouge Coast in the Summer and beat at arm wrestling; receive Pupa. 9. Durahan: Papas Alps Errantry; find the yellow crystals and Durahan transforms the items into Twin Edge. 10. Phoenix: Volk Magma Errantry; check yellow crystals and get the Gold Peach to give to injured Phoenix- receive Fire Feather. 11. Joker: Angsworth Way Errantry; follow yellow crystals to the eastern road, click on the third crystal, and defeat the Joker- receive Cursed Mask. --------------------- IX. Item List --------------------- (Under Construction) If an item is found in a way other than the Market, it will be listed. If it says Perpertual, the item just needs to be in your inventory to have an effect. A. Stress and Fatigue Reduction (Stress) 1. Monster Candy: small. 2. Elixir: medium. 3. Sea Angel: large. 4. Ice Cube: Reduces Stress in the Summer; Perpetual; Won at Platinum Memorial (Class B, 1st Wk Sept.). 5. Cricket Chime: Reduces Stress in the Fall; Perpetual; Won at Cricket Cup (Class C, 1st Wk Sept.). 6. Sculpture: Reduces Fatigue; Perpetual; Won at Artemis Cup (Class D, 1st Wk Sept.). (Fatigue) 1. Banana Ring: small. 2. Medicinal Herb: medium. 3. Honey Shroom: large. 4. Weather Doll: Reduces your Fatigue in the Spring; Perpetual; Won at Rainbow Cup (Class D, Aug. 3rd Wk). 5. Fire Stone: Reduces Fatigue in Winter; Perpetual; Won at Treasure Cup (Class A, 2nd Wk Feb.). 6. Music Box: Fatigue reducing effects of Rest are increased; Perpetual; Won at Master Cup (Class S, 4th Wk Oct.). 7. Gemini's Pot: Won at Gemini Cup (Class D, 1st Wk June). B. Wits, Shape Affecting, and Discipline 1. Soda Lozenge: Increases Wits. 2. Worm Fungus: Decreases Wits. 3. Fatty Meat: Increases weight. 4. Blade Weed: Decreases weight. 5. Roll Cake: Increase Dependence. 6. Shock Rock: Decreases Dependence. C. Combination 1. Dragon Fang: Combine for a Dragon. 2. Knight's Lance: Combine for a Centaur. 3. Naga Scale: Combine for a Naga. 4. Black Slate: Combine for a Monol. 5. Gali Mask: Combine for a Gali. 6. King's Proof: Combine for a Xenon. 7. Ninja Sword: Combine for a Zan. 8. Pupa: Combine for a Beaclon. 9. Twin Edge: Combine for a Durahan. 10. Fire Feather: Combine for a Phoenix. 11. Cursed Mask: Combine for a Joker. 12. Slate Fragment: Combined Monster can have over 999 for any stat (depends on the species you fought at Battle Royal; see Other Battles section). D. Stat Changing (The following increase it by 2). 1. Ski. Fruit: Raises Skill. 2. Int. Fruit: Raises Intelligence. 3. Def. Fruit: Raises Defense. 4. Pow. Fruit: Raises Power. 5. Lif. Fruit: Raises Life. 6. Spd Fruit: Raises Speed. (WARNING!: These items lower your lifespan.) 1. Hot Lozenge: Increases Skill and Speed (for a week of battles). 2. Soybean Flour: Increases Power and Intelligence (for a week of battles). 3. Spook Bug: Increase Power and Intelligence (for a week of training). 4. Red Mango: Increases Defense and Life (for a week of training). 5. Bell Flower: Increases Skill and Speed (for a week of training). 6. Dragon Scale: Increases Defense and Life (for a week of battles). E. Others 1. Silver Nugget: Sell for 5000G. 2. Gold Nugget: Sell for 10,000G. 3. Rosemoon: Use before a Cup to increase your Fame gain. ------------------ X. FAQ ------------------ 1.What's the best monster to beat the game? There really is no answer for this. Each monster has their own strengths and weaknesses,along with specific techs, lifespans, likes and dislikes, and traits. One thing you can do is ask yourself what playing style suits you. Want power and accuracy? Then pick a Tiger. Like to sap your opponents Guts? Get a Mocchi or Ducken. BUT there is one recommendation I have: make sure you have a decent Skill level. Why? In the MR series, Skill has a big effect on your chance to hit an opponent (the others would be Tech. accuracy and your Speed stat). It won't do you much good if you have one-hit kills but can't even touch the other Monster. 2. I can't find what I'm looking for! Use the Ctrl-F feature and type in the words. If it's not in the guide, contact me and I'll try to help. 3. My attacks keep missing even though I have 60/70/80/etc. percentage! It happens. I've had times when a Tech. had a 96% or 99% chance, and it missed multiple times, either in a row or in a single fight. Or my opponent has a below 30%, yet keeps hitting. 4. My Monster won't listen to me at Errantry! Don't keep Wits at it's very highest, but have it above even. Tigers, whatever the subtype, have done well at Errantry for me. Discipline and Trust should help too: have the first at Even, and the second at it's highest (Soulmate). 5. How do I raise my Monsters stats beyond 999? This is known as Overdrive. In order to do this, you'll need to first fight in the Icicle Festival, then the Royal battles, which you get after unlocking the locked Monsters*?. *Not 100% sure of this- see the V. Other Battles section for details on Overdrive. ------------------ XI: Credits ------------------ Thanks goes to Zack (starwolf) for some of the combinable items at Errantry. Also kudos to Leigh Pogue for making the Magic Field creations into an organized list, and another kudos for FredMSloniker for providing the original info on the following website: http://forums.somethingawful.com/showthread.php?threadid=3333065&userid =0&perpage=40&pagenumber=1 And a hearty thanks to everyone for their support and appreciation. --------------------------- XII. The Legal Stuff --------------------------- I take plagiarism, copyright infringement, and the like very seriously. Personal, private use, such as printing this guide for reference, is fine. Using this guide for public reasons, such as posting it at another website, is not allowed UNLESS you get my permission. Claiming this work or parts of it as your own, selling it for profit, or breaking copyright rules will result in legal action against the offender. ------------------------------------- Copyright 2010 Michelle L Meyer