Otogi 2 - Immortal Warriors Version 1.2 Guide by CLLi a.k.a. sunny_d2 ----------------- Table of Contents ----------------- I. Introduction II. Basics A. Characters B. MP and Life C. Combos D. Magic III. Advanced A. Attributes B. In-Game Status C. Here and There Information D. Lock-on Dash E. Dash Jump F. Experience Sites and Gold Mines G. Mercy Orb H. In-depth Character Analysis IV. Stage Walkthroughs A. Stage Elements B. Stage Walkthroughs 0. Sanctuary 1. A Peaceful Grave 2. Sacred Grove 3. Water's Edge 4. Shrine of Idols 5. Prison of Stone 6. Valley of Mist 7. Fire Mountain 8. Byakko Palace 9. Lotus Pond 10. The Spirit Tree 11. Beneath the Earth 12. Inner Sanctum 13. Crimson Capital 14. River of Souls 15. The Blossom Trail 16. Temple of Darkness 17. Dungeon of Death 18. Tower of Bones 19. Northern Mountains 20. The Golden Sea 21. The Quiet River 22. The Frozen Lake 23. The Dead Gates 24. Tower of Hate 25. Dark Abyss 26. Gates of Heaven 27. Full Moon Rising C. Forest of Havoc 1. Ninety-Nine Arches 2. Demon's Grotto 3. Black Monoliths 4. Angel's Flight 5. Last Stand 6. Mana from Heaven 7. Grassy Meadow 8. Ghoul Hunt 9. March of Ships 10. Trapped 11. Guardian of Byakko 12. Gates of Darkness 13. Puzzle Boxes 14. Path of Worship 15. Scarlet Boxes 16. Demon Guide 17. Flood of Demons 18. A Quiet Moon V. Weapons, Magic, Accessories, Costumes and Beastiary A. Weapons B. Magic C. Accessories D. Costumes E. Beastiary VI. Miscellaneous A. Credits B. Legal C. Version History D. Contact _____________________________________________________________________________ I. Introduction Ah, the long stalled guide to Otogi 2. It's finally out - hope you find it useful. Otogi is a beautiful game series. The first game presented astounding graphics for the Xbox game system. Otogi 2 is even more impressive. Along with that, the game is also very fun. Overall storyline, little spoiling: Raikoh is summoned again and with the aid of other summoned generals, defeats demons. There is one ultimate trouble maker and that is the nine-tailed fox. The game ends in the same tranquil stasis as Otogi 1. The second game adds considerable depth into the Otogi world. There are about the same number of weapons, but spread over the different characters; there are more spells, more accessories, more levels, etc. Here is the default button layout and is what I will be using for my guide. A - Jump B - Light Attack X - Magic Y - Strong Attack L Trigger - Lock on R Trigger - Dash Left Thumbstick - Movement of Raikoh Left Thumbstick (Click) - Center Camera Behind Raikoh Right Thumbstick - Movement of Camera Right Thumbstick (Click) - Toggle Enemy Health Bar [Unused] - Black button, white button, Select, D-Pad The main menu consists of the.. Stage menu - plays available next stage(s) Equip menu - change your weapon, magic and accessory setup for all characters Shop menu - shop for magic, accessories and develops Cleared Stages menu - allows for replay of previous cleared stages Options menu - save, load, change configuration [Important] The only way to save your game is to go into the Options menu and select Save. The "saving" that you see after completing a stage only saves the condition of that stage, not your game. [Important] _____________________________________________________________________________ II. Basics A. Characters The most dramatic change from Otogi to Otogi 2 is the addition of 5 other playable characters. They are like Raikoh such that they can be equiped and leveled up, but they specialize in unique pros and cons. Raikoh - He is the main character of the story. His abilities are balanced and every stage, when applicable can be completed by using him. There is no special ability, but he is extremely versatile. Pros: Versatile, lock-on dash, ultimately the strongest Cons: nothing, hell, Otogi 1 was all about him Kintoki - The stout and strong general under Raikoh. Kintoki has the highest potential life orbs and he has the naturally highest defense. His ways of attacking reflects his nature. His light attack has the equivalent power of another character's strong attack. Furthermore, his strong attack is actually a grab, which can be followed up by a throwing of the grabbed enemy. Pros: High max life, powerful light attack Cons: Slow, no double jump or powerful magic Tsuna - Tsuna is very much like Raikoh but with more crowd control. He wields a dual-bladed sword and a blade on the left arm. At the end of some combos, he sends out a shockwave damaging enemies in a fairly wide area. Pros: Great crowd control, high combos, lock-on dash Cons: A very "horizontal" character, slow heavy attack Sadamitsu - Speed and combos are Sadamitsu's specialties. Though these come at the price of endurance and strength. Her mobility is her greatest asset. With the longest dash, she can reach enemies in a split second and combo them. Depending on what combo is done, Sadamitsu can throw her scythe or send a projectile bird that freezes enemies or just rack up tons of hits. Pros: Excellent dash, jump after attack/dash, long combos, lock-on dash Cons: Weak defense, weak attacks, slow heavy attack Suetake - Suetake is one of the two "spellcastors" of the game. He has some very unique talents. His regular attacks are weak, but they have a wide area of effect (AoE) efficient at knocking back enemies. Pros: Mobile charging, large AoE attack, walk on water, infinite jump Cons: Slow, low life, no lock-on dash Seimei - An oddball character. She is the best spellcastor; she has a weak attack; she can grab enemies. Her strength comes from the many different ways she can kill enemies. Seimei also has a sort of, infinite jump, her grab projects her upward and spamming this means she'll gain altitude. Pros: Strong magic, grab, lock-on dash, jump after attack/dash Cons: Extremely weak attack, inefficient heavy attack B. MP and Life Every character has an MP meter and a life meter. The meters are represented by the two fans, red for life and blue for MP. There are also beads that also represent life. The current life fan represents one bead. Like all other games, as you take damage, your life goes down, but your life regenerates really quickly when you're not taking hits. When the meter on a fan is all the way down, then it permanently takes away a life bead (in that stage). So you have less life beads to work with. So avoid taking heavy damage in quick succession. When you run out of life beads, stage over. MP has two main purposes in the game. First, used to cast magic. Second, to sustain your summoned body in this world. What this means is that your MP will always go down. Once you have no more MP, your life starts to degenerate slowly until you obtain more MP, complete the stage or die. It is also used to keep you "afloat" on top of water, lava, etc. It is represented by the blue fan beneath the red life fan. The fire "burns" away the fan which is a lame abstraction of your MP degeneration. Personally, I think that's a bad design because I can't even see where my MP meter is at, except when I have Sustain MP. These two meters must work in unison. Always pay attention to both of them. C. Combos Three commands can be used in a combo. Light attack, heavy attack and magic. Using them in a specific order may unleash certain unique moves otherwise hidden. Generally, light attack is a filler attack, it's a move where you build other attacks off of. Heavy attack and magic usually ends the combo. There is a special universal combo that is important. It's the magic combo, referred to as mCombo from now on. It is a varying string of light attacks followed by a magic spell, BUT, the magic spell is equivalent to a charged up spell. This not only is faster than standing and charging, but it also has the light attacks to lead up to it. There are many combos in the game. Each character has a different set. Since I'm sure you would rather play the game than read this guide to learn all the combos, I will just list some combos that stand out. Raikoh Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Heavy Attack Kintoki Light Attack - Light Attack - Heavy Attack Tsuna Light Attack - Light Attack - Heavy Attack (airborne) Light Attack - Light Attack - Light Attack - Heavy Attack Sadamitsu Light Attack - ad infinitum Light Attack - Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Light Attack - Heavy Attack Suetake N/A Seimei Light Attack - Heavy Attack D. Magic I talked about magic a lot already, but what is it? Magic is divided into four categories, houses they are called. Each are unique and have their pros and cons. Each have four levels of power, four being the most powerful. Dragon Spell (House of Soryu) The Dragon spell releases homing dragons that track down the enemy. A charged spell releases fewer dragons, but does more damage over a bigger AoE. Because of the spell's versatility, it has a high MP cost. Dragon Level 4: Blue Storm This spell is totally different from it's same house counterparts. Imagine Force Push from Fable, but constantly. If you don't know what that is, the spell is a shield of whirling magic that repels everything, projectiles and enemies. Too bad destructibles don't budge. Chimera Spell (House of Byakko) The Chimera spell calls down a ring of lightning surrounding you. It hits multiple times and does mild damage. MP costs are the lowest, but it is slightly difficult to aim with ring of lightning. A charged spell calls a giant lightning strike right on you, severly damaging enemies close to you. Chimera Level 4: Cosmos Again, the level 4 spells are very different. This spell is very damaging. You shoot three crystal centipedes in an arc to a predestined position in front of you. A charged one shoots one giant one. However, the range is poor. Phoenix Spell (House of Suzaku) The Phoenix spell releases three phoenixs that spread out from the castor. This spell also sets the enemy on fire upon impact, dealing more damage. A charged spell releases a giant phoenix that flies directly in front of you. The MP cost is high. Phoenix Level 4: Golden Spider The demon spider king uses this. It summons strings of fire to come down around you. It damages enemies and sets them on fire. A charged shot just does more damage. Butterfly Spell (House of Genbu) The Butterfly spell releases butterflies that flutter outward. The damage is mild but the knockback effects are good. A charged spell releases bigger butterflies. Butterfly Level 4: Ice Fang Like the butterfly series, Ice Fang is defensive. It shoots dragons that travel on the ground straight ahead. It freezes enemies upon impact, and there are lots of dragons. So it is possible to immobilize an entire group. _____________________________________________________________________________ III. Advanced A. Attributes Attributes make up what a character is capable of. They are raised whenever you level up, I think, and through various actions in stages. What these attributes do are my speculations. The in-stage ways to increases these attributes kind of conform to your play stay. If you whack more enemies and destroy lots of debris, then your strength and vitality will go up.. But there are also ways to decrease your attributes e.g. casting spells in succession will decreases strength.. Strength - Determines damage done by physical attacks Vitality - Determines damage taken by physical attacks Intelligence - Determines damage done by magical attacks Resistance - Determines damage taken by magical attacks Agility - Determines jump height, dash length and run speed [This is outside of the guide. But if anyone knows what Endurance or Body or Knowledge anything of the non-listed attributes does, please contact me. I am puzzled because none of those show up statistically in the game.] B. In-Stage Status Raised Attack - Attack is greatly increased for a period of time Raised Defense - Defense is greatly increased for a period of time Sustained MP - MP degeneration stops, infinite mana for a period of time Red Flames - Life goes down for about 3/4 of a life orb Blue Flames - Life goes down for about 3/2 of a life orb Drain MP - MP degeneration speeds up for a period of time Frozen - Immobile C. Here and There Information -standing on deep water requires MP, so it will drain faster -an attempt at standing on deep water with no MP will kill you -shallow water does not affect MP -lava acts just like deep water, and also will set you on (red) fire -enemies drop 2 things, gold in a small golden sphere and MP in a gold/white/green cloud -getting knocked back is not extra damage, but colliding with something is -enemies don't get knocked back... they bounce, like a ball -landing in water puts you out when you're on fire -dashing a lot when on fire also puts you out D. Lock-on Dash This dash is a special kind of dash. Normal dashing stays consistent in distance whichever way you aim. When you lock-on, your movement changes. Dashing aside, you side step to strafe the lock-on enemy, you "tip-toe" backwards. So naturally, dashing is more aggressive. Controlling the dash is fairly simple; you have 8 directions to work with. I will use the standard NESW directions to describe the Analog Stick. North (N) is up, Southwest (SW) is down left, etc. N - Dash straight at the lock-on enemy. This allows you to close in fast, depending on the character. Sadamitsu has the longest N Dash, then Seimei, Raikoh, Tsuna, Suetake and Kintoki. E and W - Dash left or right, respectively. This is just strafing the target. S - Dash backwards. I believe the distance dashed is the same as a regular dash. The game assumes that when you are locked-on, you're attacking. NE and NW - Dash upwards right or left, respectively. The altitude gained always amazes me. This allows you to have a bird's eye view of the enemy. Kintoki can't dash worth beans, but he can sure dash upward fast.. SE and SW - Dash downwards right or left, respectively. Same as the north counterparts, but downwards. E. Dash Jump Dash Jump or dJump for short is when you press Dash (R Trigger) and an attack (B or Y Button) simultaneously. It counts as a dash, but it has an attack with it. dJumping is usually some attack that projects you upward, so it is used to reach high places. Remember that it's a dash, MP is spent doing this. F. Experience Sites and Gold Mines Stated below, it is extremely difficult to beat the game without replaying stages. Replaying stages allows you to get missed items, spirits, and accumulate EXP and gold. Now a new feature is in Otogi 2. The more times you play a certain stage, the less exp you get for what you did. Tower of Bones (Stage 18) - infinite Sword Demon Fox This is the prime stage to level up. Tower of Hate (Stage 24) - many skeletons Lots of exp here, but a bit difficult for some characters. Prison of Stone (Stage 5) - many stone golems These don't grant much experience after level 10, but this place is good for increasing your strength and vitality attributes. The Frozen Lake (Stage 22) - kill Adara and Kudara They provide decent experience, but with the Jeweled Goblet on, you get 37k gold each time. G. Mercy Orb / Attribute Orbs Mercy Orbs increase the maximum number of beads you can have. When found in a level, a mercy orb is available to purchase in the shop. They are dropped by the Mercy Orb Symbol. Attribute Orbs are orbs that you find in cleverly hidden places in stages. They grant the character who finds the orbs the immediate bonus of the attributes and they are also added into the shop for purchasing. H. In-depth Character Analysis Here is where I talk about each character. The little introduction in the basic section is shallow stuff. Onward! Oh, and if you don't like long paragraphs, you will not be able to read this next section. ***************************************************************************** Raikoh ***************************************************************************** Raikoh in this game wields only single bladed swords. His swordsmanship has been kept to par this long time he's been slumbering. So.. doing certain combos will allow you to do certain things with the enemies being hit. Four light attacks will not knock back the enemy and will do little damage. However when doing one light attack and one heavy attack, it does considera- ble more damage. It pushes the foe forward. Now if you were close to a wall, you could push enemies into terrain. However, in the air, one light attack and one heavy attack is a downward smash that sends the enemy downward. Raikoh's second combo is two lights and one heavy. On the ground, it slams the enemy right into the earth. But in the air, it pushes the enemy forward. Raikoh's third variation is three light attacks and one heavy attack. It is the most damaging combo and it knocks enemies in all directions depending on where they were. Raikoh spins and hits enemies in 360 degrees. But there are no multiple hits, so one enemy cannot be struck twice by Raikoh's spin. Now, a light attack on ground and in air is of... quick speed. So if you wish to destroy things quickly, Raikoh's quick strike may be of use. A single heavy attack on ground is of... medium speed. In air, a heavy attack is a vertical slam that goes down to whatever is down there. It carries the enemy with you too. Upon impact (if), there is a small AoE effect so nearby enemies or destructibles will be hit. This attack is very useful but be careful of its effect on your attributes. Raikoh's mCombo is three light attacks and a spell. Both of Raikoh's dJumps are vertical upward attacks. Now movement. Raikoh is quick in his movements. I don't know the programming of the game, but I think Raikoh's collision size is very small. He can squeeze between objects and enemies without "touching" anything very easily. His jumping power will always be one of the best. The recovery time after a dash is also fairly short so you won't lose much altitude. ***************************************************************************** Kintoki ***************************************************************************** Kintoki handles large axes that sometimes acts more like a huge mace than a hacking weapon. Kintoki has three slots for doing combos. Kintoki's single light attack is a powerful horizontal sweep. It is very versatile. Two light attacks and three light attacks command Kintoki to do spinning attacks with his axe. Now a light attack and a heavy attack is a horizontal slash and a downward smash with an AoE. With 2x lights and a heavy, it's the same thing. Kintoki's grab is useful. If he's midair, he will gently lower in altitude. The length of the grab depends on how powerful the enemy is. You can adjust the throw's arc by tilting the analog. Kintoki's light attack is ideal for pounding everything. It is rather slow and if you accidentally press more than once, his 2x light combo is time consuming. mCombo is done with 2x lights. The dJump is surprisingly quick. Doing it multiple times can gain you some height. Movement is where Kintoki lacks the most. His recovery time from most things is long. After a combo, after a dash, after he dJumps, etc. The collision size is obviously fairly big, so don't expect to jump through thin gaps. Also with a large collision size, landing is also a challenge. Sometimes you notice when you try to land on an edge or hill, Kintoki keeps falling. You need to find a big enough area for his big feet to plant. ***************************************************************************** Tsuna ***************************************************************************** Tsuna is a serious fighter. He wields a double bladed sword which can be separated and a blade on the left arm. But when he strikes enemies, the sound effect sounds so childish. Tsuna has some very interesting combos. His single heavy attack is slow and horizontal, even in air. A light attack and a heavy attack shows off Tsuna's sword skills. Two lights cause Tsuna to make his first shockwave. The shock- wave acts as a heavy attack that pushes everyone away. It does far less than a regular hit, so it's more of a utility move. When Tsuna does this combo in the air, he slams down vertically then does the shockwave. His 3x light and heavy combo is just more regular hits, plus the same shockwave move. The fastest way to send out a shockwave on the ground is to jump a smidge, and then do the 2x light heavy combo. The difficult thing with this character is that most of the attacks are horizontal ones. There is only one vertical attack and that is the 2x light heavy combo. So lock-on dashing is recommended to get to enemies. Falling or dJumping is too slow. Tsuna's light attack is a vertical swing of his weapon. His heavy attack is horrible because it takes such a long time to execute. The fastest heavy attack is the heavy dJump where he uses the blade on his arm, but that requires MP. Tsuna's mCombo is done with 3x light attacks. Tsuna's movement is average. Nothing stands out nor debilitates him. He has a medium size body, decent jump, decent dash and decent recovery time. ***************************************************************************** Sadamitsu ***************************************************************************** A fragile lady should not use a scythe, maybe small knives or a gun I dunno. Imagine the possibilities if she had a gun! Okay, Sadamitsu has many interesting combos. First off, she can go for about 8x light attacks before restarting her string. She'll give a yelp when she starts from the beginning. One light attack and a heavy gives her a basic twirl of the scythe. 2x lights give her a twirl plus at the end, she throws her scythe like a boomerang. The range isn't long, but it's still added distance. 3x lights allow her to do a damaging combo and at the end, she releases a bird (crow?). This bird will freeze any enemy upon impact. You can imagine its usefulness. The last official combo is 4x light attcks. This deals quite a lot of damage and to top it off, she uppercuts the enemy with the scythe at the end. This can be followed up by more combos or what I like to do, a single vertical slam attack. Any other heavy attack that follows light attacks over 5x will just be a basic spin. Sadamitsu like Raikoh, has the vertical slam move as a midair heavy attack. This comes in handy a lot, but should not be abused. A single light attack has a very small range, it's a simple diagonal slash so you have to aim carefully. To do a horizontal heavy attack in midair, you must use her heavy dJump. Her light dJump is horrendously slow, so use her natural jumping ability to reach higher places. Her mCombo is 3x light attacks. This is where Sadamitsu shines. Her movement is flawless. She is small so she can land wherever she pleases. Her jumps are very high and her double jump is just as high as her first. Her dashing is the best; her lock-on dash can zoom her half way across the stage. Recovery time after a dash is usually slow for more characters, but since Sadamitsu can jump after any attack/dash, you can interrupt that recovery time by jumping. ***************************************************************************** Suetake ***************************************************************************** The design for this character is so out there. A human infused his spirit in a tree trunk, thus the tree-like appearance. But he has a ship's helm floating on his back. It doesn't make sense, but he works. Suetake doesn't really have fancy looking combos. In fact I can barely call them combos. His basic light attack has a huge swing. Any subsequent light attacks just add more of those swings at different angles. You can top those light attacks with a heavy attack, but everything still feels as though they are independent of each other, instead of a combo. Suetake's heavy attack is very useful, except when it gets blocked. It's AoE is so large that it can hit enemies to the side and a little behind him. dJumping is nonexistent with Suetake. His heavy dJump is a forward thrust of the wheel while the light dJump is a completely vertical swing of the wheel. mCombo is 3x light attacks. Trees are large and heavy so Suetake is slow. Wood also floats! So Suetake should be able to sustain himself above water without any MP costs. His infinite jump is of great help to his character design. You can adjust the altitude of Suetake very easily by letting him fall and tapping or mashing the jump button. Dashing is where Suetake takes the hurt the most. It's not very long and the recovery time is appalling. Suetake drops several feet! This however can be countered by jumping immediately after dashing. ***************************************************************************** Seimei ***************************************************************************** Seimei is very powerful. Like I said, powerful because she can attack in so many ways. Combos are terrible for Seimei. She has three slots for attacks and a hidden fourth slot when doing mCombo. Her light attack does absolutely terrible damage even with the Needle of Fury. It is primarily a filler. Now one light attack and one heavy is Seimei's basic heavy attack. Her single heavy is a grab. The most physically damaging combo is her 2x light and heavy combo. She smacks two times with the fan, grabs the enemy then throws it down. Now the star feature of Seimei. Her mCombo is two hits! It's very quick. But the even better part, she can double cast her mCombo! 2x lights and 2x charged magic spell. Sure you have to press X twice. Imagine that, 2 back to back dragons or cosmos or golden spiders. This of course drains your MP very fast. Also, in the middle of the two spells, you can slightly turn Seimei so she aims for something else. A Phoenix tailgating another Phoenix is less smart than two Phoenicis going in different directions. Her heavy dJump is just a normal grab. Her light dJump is an upward thrust of her fan. mCombo was already explained. Seimei's movement is very similar to Sadamitsu's. It's just a little bit less. Her jump feels rather stiff, she probably doesn't project herself forward as much as other characters but then it just might be that she doesn't do any flips for her single jump. Her recovery time can be interrupted by her continuous jumping ability, just like Sadamitsu. _____________________________________________________________________________ IV. Stage Walkthroughs A. Stage Elements Time - time taken to complete stage, important for acquiring special items Destroyed Objects - percent of objects destroyed, highest grade is A Spirits - spirits hide in objects, destroying the object releases them Bonus EXP - exp given based on that page's accomplishments The Pictures on the Bottom - enemies of each type killedS Before we begin, remember these things.. -Playing through the game without replaying any completed stages will be very difficult -Don't expect to get an A in destruction, 100% spirits, and every special item the first time you play the stage -The object destruction grade is a percent -All locations of spirits are not catelogued -Destructibles that are essential to the level respawn everytime -I sometimes use North-East-South-West directions, learn them cuz I'm not explaining The recommended character if each stage is for low level playing. Later on, all characters can be effective in most stages, but low level playing needs to use each character's unique strengths. The stages come in what I like to call purification sections. They are groups of stages that appear together on the overworld map. They can be completed in any order and to move on, you must complete them all. However, when one character completes a stage in a purification section, he/she/tree cannot be used again in that same section. Once the section is complete, then all characters can be used again. If anyone can tell me what the number after "Purification " does, please contact me. I cannot figure it out.. e.g. Prison of Stone and Valley of Mist are listed as "Purification 4". B. Stage Walkthroughs The "++" in front of the stage number indicates the stage difficulty. One + being the easiest and Seven + being the hardest. +0. Sanctuary Objective - get Seimei to the tree Creatures - Ravens This is just a prelude to the first level. It is actually A Peaceful Grave in reverse. Destrutibles respawn and there are no spirits. This is just an area where you can practice movement and attack. +1. A Peaceful Grave Objective - kill the Ravens Creatures - Raven Yasha Recommended Character - Raikoh A In Destruction (AiD) - stones, torches, arches, lanterns, bridges, stone pillars ice stalagmite/ctites Spirits (6) - stalagmite in start area x2, stalagmite right of 4th arch, lantern by bridge, torch in middle area, bridge Status Orbs - Restores MP (R.MP), Raises ATK (R.ATK), Restores LIF (R.LIF) Special Item - none So much for original first level. This level closely mirrors its predecessor. This is a linear stage, go forward and Raikoh will encounter Ravens. After all the Ravens are defeated, a new batch will burst through the roof, kill those to finish the level. ++2. Sacred Grove Objective - kill the 6 Ghouls Creatures - Ghoul, Moon Ghoul Recommended Character - Sadamitsu, Raikoh AiD - walls, walkway, water lanterns, rocks, lamps, boxes, support beams Spirits (6) - lamp by start, south walkway, north walkway, Cure Status box, water lanterns by tree x2 Status Orbs - Cures Status (Cure), Sustains MP (S.MP) Special Item - none The second stage is a sharp spike in difficulty. Last stage was jumping and attacking. This stage, you have to chase down fast enemies, dodge fire, break through guards, deal with silence.. When the level first starts off, try to corner a couple ghouls to save you some time. Go up into the building and starting destroying everything. Ghouls will cast projectiles at you which silence you upon impact. Easiest way to catch them, lock on and dash, it's much quicker than a regular dash. ++3. The Water's Edge Objective - kill the 6 giant spiders Creatures - Carapace Spider, Blaze Spider, Stone Spider, Fire Spiderlings Recommended Character - Kintoki, Suetake AiD - rocks, houses, crystal lamps, trees, water platforms, crystals, fences, jars Spirits (6) - rock at start of stream, rock in stream cave, crystal in bottom end area, crystal lamp in upper end area, lower village fence, house Status Orbs - R.MP, R.LIF, Raises DEF (R.DEF), S.MP Special Item - none By the way, this is a gorgeous looking level. The spiders wandering about don't pose much of a threat. Since they have the ki of fire inside them, they die with a bang. So put some distance between you and them when they die by either running away or knock them away. +++4. Shrine of Idols Objective - kill all the ghouls Creatures - Ghoul, Stone Ghoul, Warrior Ghoul, Berserker Ghoul Recommended Character - Suetake, Raikoh AiD - lamps, hanging lanterns, pillars, boxes, statues Spirits (5) - start area lamp, 3rd room floor/ceiling, center room statue, right room statue Status Orbs - S.MP, R.LIF, R.MP, Cure, R.ATK Special Item - none This level is a chase level. Ghouls as you have found out in Sacred Grove, love to run away when you come near. Well that hasn't changed, and actually never will. This level consists of large rooms filled with ghouls running about. They however can possess destructible statues and fight you. They are much harder to kill than the ghouls so good luck. Their backs and sides are the weak spots. However, the largest of the statues is extremely resistant to physical damage, so you must cast magic. If you replay the stage with all the statues destroyed, the ghouls have nothing to possess! ++5. Prison of Stone Objective - release Masakado and kill the Golems Creatures - Stone Golem, Skeleton, Stone Sentinel Recommended Character - Tsuna, Raikoh AiD - support arches, rocks, spores, lamps, barrels, boxes, lantern Spirits (6) - support arch, stairs, barrel, box, lamp near skeletons, lantern in final room Status Orbs - R.ATK, R.LIF, Cure Special Item - Ogre Gourd. Get at least a 3000-hit combo. Bouncing enemies is a good idea. Low MaA with butterfly or chimera works. Tsuna with Ogre Parasite works. Honestly, there are so many similar levels in Otogi 2 to Otogi 1. Think Spirit Wood. The level is a bit claustraphobic, but keep moving ahead. You will face golems of different sizes and types. The ones to watch out for is the spellcastor golems, they shoot what looks like Butterfly Lvl 4 spells. The last chamber is a circular room with a chained column in the middle. Destroy the chains and kill some golems. The level will not finish until you kill a certain number of golems. ++6. Valley of Mist Objective - destroy all ghoul ships and protect the barrier Creatures - Ghoul, Moon Ghoul, Fire Ghoul, MOS Recommended Character - Sadamitsu, Suetake AiD - bridge, trees, large ship decorations Spirits (5) - bridge x2, right trees x2, left tree Status Orbs - N/A Special Item - Needle of Fury, beat the level within 2:30. I suggest Sadamitsu for her speed. Equip the Horn of the Ogre Seal to make her attacks quicker. For the large ships, try to squeeze yourself between the ship's medallion and the ship so when you get knocked back, you won't go far. Surprise surprise, Needle of Fury is obtained in the 6th stage.. Excuse me for all the Otogi 1 references. This level is quite devoid of destructibles. So just complete your objective. The ship's weakness is the medallion. They require the power of a heavy attack to be hurt. There are numerous small ships that require one heavy attack and there are three large ships that require three heavy attacks to destroy. +++7. Fire Mountain Objective - destroy all the fire spiders' eggs Creatures - Demon spiders Recommended Character - Suetake, Sadamitsu AiD - bridge, arches, statue parts, rock pillars, torches Spirits (6) - cave1 torch, cliffside torch x2, rock pillar outside cave3, bridge in final cave, head of statue Status Orbs - Cures, R.LIF, S.MP, R.MP Special Item - none The level consists of various small rooms filled with spider eggs which need to be destroyed before you start on the final, large room with lots of eggs. The spider eggs are hard to miss. they break with a heavy attack. However, watch out for the red eggs (which you also need to destroy) because they break with a bang. The small rooms are quite simple to find, consult the map to be doubly sure. Once all four rooms are cleared, the way to the large egg room is open. The one catch about the room is that there are eggs on the ceiling! And, they require heavy attack. If you MP is low for dJumping, the spiders drop enough to finish the level. ++++8. Byakko Palace Objective - kill Masakado Creatures - Masakado, Spirit rider Recommended Character - Any AiD - walls, rocks, walkway, bamboo, lanterns, sand piles, jars, bridges, tower, trees Spirits (??) - Not even going to try... just destroy everything... one in tiger statue, east bamboo, south rock Status Orbs - R.ATK, R.LIF Special Item - Kintoki's Blazing Axe. Clear the stage with Kintoki. This is a boss level. A fight against Masakado on horseback and on foot. His first phase is his horseback form. He rides around and once in awhile, tries to run you down. Stay in the air and slam him downward when he comes close. Soon he will position himself on towers and summon spirit riders and lightning orbs at you. Seimei says to destroy the tower by throwing a demon into it; don't listen to her.. you can get up there by dJumping and attack Masakado directly. Masakado will flee to another tower and do the same thing. To make things quicker, you can destroy the other 3 towers when he is on one of them. The third phase is his most dangerous phase. He gets off his horse. His simple sword strokes aren't too difficult to dodge and they can be parried. When he stands still, in a stance, stay airborn at all costs. Because milliseconds later, he will dash (only on the ground) quickly at you, severly damaging you and knocking you back. ++++9. Lotus Pond Objective - kill Chitou, the demon spider king Creatures - Chitou, Demon spiders Recommended Character - Tsuna, Sadamitsu AiD - lantern, rock, arches, statues, stairs Spirits (4) - rock in start, arch end of chase, statue, rock Status Orbs - R.ATK, R.DEF Special Item - Tsuna's Thunder. Clear the stage with Tsuna. Quite the task you got here, back to back boss battles. Chitou is the spider king, he is easily identified by his long flowing white hair. You are dropped right in front of him and ordered to kill him. After beating the so-thought Chitou, you must run away. The next part is simple, keep running back, dash once in awhile and jump over/through the broken arches. Try to conserve your life for the next part. Thank the stars the water is shallow. Chitou has a nasty charging move, so either dash backward or go upward. Whack him in the face like no other. Nothing too difficult until you get to the point of his casting of Golden Spider (Phoenix Lvl 4). This stuff hurts and sets you on fire. Land in the water to put yourself out. At this stage, give it all you got, don't dash away and try to regenerate life because he'll charge at you or jump at you and cast Golden Spider. There are I believe an infinite amount of minion spiders. +++10. The Spirit Tree Objective - protect the tree's seal Creatures - Ghouls army Recommended Character - Suetake, Kintoki AiD - trees, rock slabs, cobwebs Spirits (6?) - tree right above ghouls, three in right-back canyon, high up tree in side canyon, cobwebs Status Orbs - R.ATK Special Item - none Probably the most pointless stage to play. And in terms of getting spirits and AiD, more difficult than Otogi's Restless Sea. The ghouls send the kamakazi Kodoku at you. They aim only for the seals on the tree. When they die, they pause for a few and explode horrendously. And, if any fellow Kodokus are nearby, it will cause them to explode also. The tree can take ~4 blasts depending on the blast strength. The Kodoku come from two canyons. The main one directly in front and the side left one (that actually branched from the main canyon, consult map). Five come from the main canyon, then three from the side, then four from main, two from side. To top it off, at the end, a whole ring of Kodoku appears right in front of the tree. It is essential to knock them back because you don't want a chain reaction right in front of the tree. +++11. Beneath the Earth Objective - kill Chitou, the demon spider king Creatures - Chitou, Demon spiders Recommended Character - Tsuna, Sadamitsu AiD - torch, rock pillar, web fence, cobwebs, wall light, rock spire, eggs Spirits (7) - torch start, torch spiral room, rock spire lower water room, wall light upper water room, rock spire lava room, rock pillar boss room Status Orbs - R.LIF, R.MP, R.ATK Special Item - Golden Spider (Phoenix Level 4). Kill all the miniature spiders behind the waterfall. My god this level is long. Almost four +'s, but three simply because you can choose not to fight the normal enemies. Chitou is protected by 4 barriers created by 4 human corpses. The first human is on the right side of the main hall. The circular room has a spiral ramp. Head through the first exit going down the ramp to reach a water room with a waterfall. The human is behind the water fall. Proceed through the exit that the bridge intended. Follow that path to reach a lava room with the human at the very back. Coming back, hug the right wall to reach the lower water room. The human is somewhere in the shallows. Chitou is now available for killing. Drop down to commense a boss fight. His normal attack is a homing fireball that turns invisible! To hurt the thing, you must destroy the green legs that extend from the main body. They are on either side of Chitou. Once they are destroyed his health does not regenerate. Again, he uses Golden Spider. So it's a race against the clock (hardly, you have plenty of time) to kill him. ++12. Inner Sanctum Objective - retrieve the White Pearl Creatures - Skeleton, Golems (fire, ice, stone) Recommended Character - Any AiD - column, wall lamp, support beam, hanging lantern, lantern, walkway, divider, arch, stairs Spirits (6) - wall lamp start, lantern 2nd room, walkway, floor 7th room, lantern orb room, door to east most room Status Orbs - R.ATK, R.MP, R.LIF Special Item - none This is quite the easy stage. Your task is to run through a temple which bears a striking resemblance to the Shrine of Idols. The only thing to watch out for are the Ice and Fire golems, they pack quite a punch so dodge accordingly. Once you reach the orb, traps are set up on the way back. The first trap is for you to jump to the second level. Drop back down to find a room with Indiana-Jones-poison-dart fireballs which can be easily avoided by dashing in midair. The next room is a room with a lowering ceiling with spikes. You can either dash through or destroy the ceiling (!!) by heavy dJumping. The final room has you throwing a demon into the yellow glass door. +++13. Crimson Capital Objective - destroy all three towers Creatures - Ghoul army Recommended Character - Seimei AiD - debris, tree, wall, house, ship decor Spirits (4) - house SE, debris SWW, wall W, tree N Status Orbs - none Special item - none Character choices are quite limited. Seimei is highly recommended. The three rotating, floating towers have 4 trendals that extend downward. They can only be destroyed by knocking an enemy into them. So you can imagine the difficulty when enemies are high up, towers are high up and moving and you are high up. With Seimei, she can jump after dashing/throwing. This level cannot be complete without MP. +++++14. River of Souls Objective - guide your spirit to the realm exit Creatures - Onibi, Blood skeleton Recommended Character - Raikoh, Seimei, Tsuna AiD - rock piles, lanterns, boats, rock pillar Spirits (5) - boat NW, rock pillar end, lantern in canyon, boat start, rock pile canyon Status Orbs - Cure, R.ATK, R.LIF, S.MP, R.MP Special Item - none Standard for all games, guide and protect mission. Raikoh's spirit hovers toward fire/light. So that means lanterns on land, boats on water and the flaming Onibi oddly enough. Blood skeletons are difficult to kill so your best bet is to knock them into water. There are two paths you can take, the water/boat path is a lot safer, but you have to watch your mana extremely carefully. The land path is quicker, but is swarming with skeletons. To get Raikoh's spirit to travel the boat path, you need to destroy the nearby land lanterns so he doesn't wander over. There is nothing dangerous in the water but if you stray too far out, black spirits drain your MP. Toward the end, the two giant ships will drop tons of MP. Fun part about this level, you can hurt your own spirit, bummer. So swing that weapon carefully. ++15. The Blossom Trail Objective - kill the fox demon Creatures - Skeletons, Sword demon fox Recommended Character - Kintoki, Suetake AiD - rock, walkway, tree, rock statue, plywood, supports Spirits (5) - tree behind start, rock on path, rock statue, rock final area, tree final area Status Orbs - R.DEF, S.MP, R.LIF, R.MP Special Item - none This is a very simple level. Navigate through the canyon, killing skeletons and arrive at a precipice where the boss awaits you. The Fox blocks a lot, but keep hitting him and it will go through. Dodging him is not hard, but he does break your lock-on. His one killer attack is his blue fireballs. The slow skull spell is easy to dodge, but the fireballs are fast and the fire is blue. And try not to fall off... ++++16. Temple of Darkness Objective - free yin and yang and return to the living world Creatures - Yin, Yang, Demon spiders, Shiranui Recommended Character - Sadamitsu, Raikoh AiD - lamps, columns, support beams, railing, stairs, organic columns, wall notches Spirits (7) - stairs, lamp near black walls, support column west wing x3, support column east wing Status Orbs - R.MP, R.LIF Special Item - none The layout of the stage might be confusing, but think of it as the letter 'M'. You start at the middle apex of 'M'. Yin and Yang are positioned at the ends of the letter. As you move forward past the living world "elevator", black walls will come up to block you. Avoid attacking those because they release MP draining spirits. Instead, break through the wall directly in front of you. Choose either to go left or right to reach each spirit. Once you release one, you will end up back in the main room. You have to release the second guardian with the first guardian chasing you. ++++17. Dungeon of Death Objective - kill Masakado Creatures - Skeleton, Masakado Recommended Character - Tsuna, Raikoh AiD - jars, lamps, support arches, stairs, walls, spore, skulls, railing Spirits (5) - lamp start, support arch Masakado 1st, support beam Masakado 2nd, lamp Masakado 4th, skulls final room Status Orbs - R.DEF, R.LIF, R.ATK, R.MP Special Item - Demon Caller. Clear Stage with Kintoki. Kintoki can't jump well so you have to corner Masakado even better. When he's in the narrow passage, dash from above toward him. Prison of Stone stage. You must chase the magic casting Masakado to the final chamber. He moves to the next segment once you hit him. Once in the final chamber, your hits can finally damage him! His movement is very predictable but his attack is quite large. Lock on to him and strafe his attacks. He circles around you, going whatever way is away from you. It takes awhile for him to about turn so attack him then. I advise you to stay in the middle of the platform. Once you kill that phase, he will corner himself in a hallway and shoot very painful energy orbs. Even a high level will take a couple of life orbs when hit. To avoid them, stick to the ceiling or right side. Once you reach Masakado, it will be easy because he flinches when hit. +++++18. Tower of Bones Objective - destroy the Tower of Bones Creatures - Sword demon fox Recommended Character - Suetake, Sadamitsu, Raikoh AiD - bridge, tree, ramp, tower parts, water rock Spirits (7) - bridge, ramp x2, tree x2, water rock x2 My god this stage is difficult. Tsuna is freed by destroying the core to the crystal tree way up on that cliff. First, you must destory the trees that are in the water, deep water. The trees are fed electricity by the tower of bones every few seconds. When the electric orb lands in a tree, it creates a field of electricity that greatly damages you and knocks you back - and the field is large enough that even Suetake's heavy attack can barely hit it. The strategy here is to wait until a field subsides, dash in and heavy attack the tree. There are other ways to destroy destructibles as you might of observed previously. You can knock enemies into the trees or fire a charged spell into them. Do this for every tree until the spell shield on the tower is destroyed. Then you must go up a ramp, which probably is broken already so dJump up there. Destroy the purple core of the tree. OOOoo second paragraph, you know this stage is hard then. Hoorah, the enemies in this stage are limitless. They are the sword demon foxes, you fought ONE of them in Blossoming Trail as a boss remember? They are slightly less aggressive, but they pack quite a punch. They also block, which means that if they block when you're in the tree field's range, you're in deep trouble. Your heavy attack won't go through - the longer you stay next to a tree, the higher the chance the tree will go off. Once you get down to a couple of trees, the intervals at which the tree generates electricity is much shorter. +++19. Northern Mountains Objective - kill the Ice Serpant Creatures - Skeletons, Ice priest, Ice Serpant, MOS Recommended Character - Sadamitsu, Seimei AiD - statue, rock, arch, stalactite, ice pillar, icicles, walkway Spirits (5) - statue start, rock cave, rock canyon, rock near MOS, stairs Status Orbs - R.DEF, R.LIF, R.MP, R.ATK Special Item - none There is a heavy movement altering effect here. The winds blow you, you guessed it, off a cliff. There are many areas to fall off so getting frozen usually results in death. Move forward along the trail with skeletons and an ice priest. Up on a rise, an MOS is wandering. The final section consists of the ice serpant and a couple of enemies. The ice serpant is very easy to kill. ++20. The Golden Sea Objective - destroy the large ghoul ships Creatures - Ghoul, Moon Ghoul, Kodoku, Fire Ghoul Recommended Character - Sadamitsu, Seimei AiD - small ghoul ships, flagpoles, bell, arches, beams Spirits (4) - small ghoul ships Status Orbs - R.LIF, S.MP Special Item - Sadamitsu's Black Wings (4). Complete stage within 2:30. This may seem difficult, but your only goal is to destroy the two large ships and then the final gargantuan one. When attacking the ship's talismans, try to sandwich yourself between it and something else so you won't fly far. This stage has no ground. So if you fall, you die. You start off on a small ship; they have the same weakness as their watery counterpart. Your objective is to destroy the large ghoul ships. There are free floating ghoul enemies everywhere so watch out for silence. Once the two large ghoul ships are destroyed, a huge one comes in. This time you have about 2 minutes to destroy the big one or else the demon king casts a spell. One talisman is located in the back, a slope leads you to it. The front has 3 talismans. +++21. The Quiet River Objective - destroy all Wraiths Creatures - Wraiths Recommended Character - Suetake, Kintoki AiD - rocks, fence, trees, crystals, pier, small spirit trees, house, stone corpses Spirits (5) - pier, pier beginning of river, fence lower village, rock lower canyon, tree start Status Orbs - R.MP, R.ATK, R.LIF, S.MP Special Item - none The setting is the same as The Water's Edge, but it is bare, dry and much more hostile. Wraiths aren't that hard to deal with when you are offensive. They pack quite a punch once you let them squeeze in hits. There are spirit trees that have black spirits floating around. They don't have to be destroyed, but they do spawn more Wraiths. Also, there are stone statues of villagers around, if they are destroyed they will release black spirits. The difficult part of the level comes from the numerous black spirits. ++++22. The Frozen Lake Objective - survive or kill both Kudara and Adara Creatures - Kudara, Adara Recommended Character - Raikoh, Sadamitsu AiD - ice, bridge, lantern Spirits (??) - just destroy everything Status Orbs - R.DEF, R.ATK, R.LIF Special Item - Tsuna's Wrath (3). Kill both Kudara and Adara. Kudara's can be killed with weapons and Adara dies better against magic. Once you kill one, you either have to kill the other or give up. Otogi 1's Kudara comes back. He's tougher than before, that's right, he got married. Kudara is immune to magic so physical attacks against him. Adara is not immune to magic so preferrably magic attacks against her. Besides, she attacks you in tricky ways making physical attacks difficult. Aside from the two bosses to watch out for.. you are surrounded by deep water, when both centipedes are alive, they summon lightning orbs at you, and there is lightning. When a white flash and an electric sound comes onto the screen, stay in motion because lightning will strike at you seconds later. It is not uncommon for 3 consecutive lightning strikes to occur when you are fighting one centipede. +++23. The Dead Gates Objective - send Yin & Yang through the Dead Gates or kill them Creatures - Blood Skeleton, Yin, Yang Recommended Character - Kintoki, Tsuna AiD - bridge, rock block, arches, rock lantern, tree, rock column, rock pile Spirits (6) - rock block start, tree, cliffside rock lantern, rock block cave, rock overhang, rock pile Dead Gate Status Orbs - R.LIF, R.DEF, Cure, R.MP Special Item - Lantern of Malice. Kill Yin and Yang. Yin and Yang have a lot of life. They are quite powerful too. I once killed them with Tsuna, but it was nerve-wrecking and tedious. Raikoh has an easier time with the Moonlight Sword. If only we had the lantern of malice before hand.. These are the two guardians you freed in Temple of Darkness. You must lead them to the dead gates, open the gate and force them in. They trail after you and cast magic. Yin freezes you, Yang burns you. Those spells do little damage, but their melee attack is absolutely devastating, so if they come near you, knock them back. Seimei can guide you through the rest. ++++24. Tower of Hate Objective - kill the Archer Demon Fox and the army of skeletons Creatures - Skeleton, Archer Demon Fox Recommended Character - Tsuna, Kintoki AiD - debris, lanter, wall, rock/bone pillar Spirits (5) - lantern start, lantern water, debris SE, debris SSW, rock/bone pillar N of pond, lantern W Status Orbs - R.LIF, S.MP, R.MP, R.DEF, R.ATK Special Item - none This is a mix of boss stage and a mass killing stage. The Archer fox alternates between a stream projectile and a homing projectile. They also carry blue fire. He goes to four places, middle, South, West and East. He isn't hard to take care of, but once he dies, there will be many skeletons to deal with. When fighting this horde, change your position often, you don't want to be surrounded and stun-locked. +++++25. Dark Abyss Objective - kill Douman Creatures - Douman, Wraiths Recommended Character - Tsuna, Raikoh AiD - wall crystal, debris, column, rock, statue lantern, stone spiders Spirits (6) - debris behind start, column left start, rock 1st light, stairs, lantern after 2nd light range, lantern 3rd light Status Orbs - R.DEF, R.LIF, R.ATK, S.MP Special Item - none Like other recent levels, bosses mingle themselves with a regular stage. When you first start, it is very dark and you can only see a few feet ahead of you. Use the crystals on the wall to guide your way. Soon, Douman will reveal himself. He packs a leap attack, Blue-Storm like spell, but with blue fireballs, and an uber beam attack. He also likes to dash through the air, colliding with you purposely. You can mortal combat him now, in darkness or you can unveil the lights to slow him down. To fight him, I suggest casting Blue Storm or using the White Snake Amulet. Knocking him about is an easy way to slow him down. And when he casts his beam, stay out of it, don't try to tank it. ++++++26. Gates of Heaven Objective - defeat Seimei Creatures - Seimei Recommended Character - not Kintoki nor Seimei AiD - bamboo, crystal lotus, lantern, house, tree, fence, rock, ice, icicles, plants Spirits (5) - lotus start, lantern N area, rock ice cave, cliffside lantern, plant island Status Orbs - R.LIF, R.DEF, R.ATK Special Item - Raikoh's 2nd Costume. Clear stage with Raikoh. Seimei's 2nd Costume. Clear stage with Seimei. What? Seimei does terrible here. Her biggest strength is her magic, and in this stage, the enemy Seimei is immune to magic. So all you have is that pathetic attack. I suggest bouncing Seimei-X a lot. Using the Needle of Fury works, but Lantern of Malice works the best. Dodge the first spell, lock-on dash and you get our prize. If sometime while you were playing you thought of attacking your narrator, well here's your chance! Seimei is a very tough enemy. Probably tougher than your Seimei will every be because she can use any spell. Good thing is that Seimei usually charges up for every spell. This allows you to close in and combo her. Seimei fights in 6 main spots. Her first spot is the starting area, south grove. There is a north grove which she runs to next usually. There is an ice cave, SE. There is the eastern clearing, then the eastern slope then the island last. Seimei can cast Dragon, Blue Storm, Cosmos, Chimera, Ice Fang and Phoenix. Her dragons are vicious so try to stay grounded so they hit the ground before you. Ice Fang is simple to avoid and if you get hit, she's not smart enough to take advantage of you when you're frozen. Cosmos hits hard but it's very simple to dodge. Chimera is used defensively whenever you combo her repeatedly. Blue Storm is very aggressive. She casts this in the ice cave and runs at you. It's very hard to counter, so just try to quit her until it wears off. The most devastating spell is Phoenix. It's a charged one. It hits you, orbs lost, it knocks you back and sets you on fire, it hits you Again. 3 life orbs lost is the minimum for a direct hit. But that's not the worst she can do. When you get close and attack and she BLOCKS, get your ass out of there. Because she will try to mCombo you. Two whacks with the fan, Phoenix, you're on fire, Phoenix hits again, then Dragon?! which could also hit you twice. The damage you sustain is incredible. +++++++27. Full Moon Rising Objective - kill the Nine-Tailed Fox Creatures - Nine-Tailed Fox Recommended Character - Raikoh, Sadamitsu, Tsuna AiD - trees Spirits (0) Status Orbs - R.ATK, R.MP, S.MP, R.LIF, R.DEF Special Item - none 8-Tailed Fox This Fox weilds neither sword or bow, it must be easy! The Fox has three phases. First, it will fly around and do nothing. It will usually keep three to four Fox heads around which will shoot fireballs at you. Damage him to the second phase. The second phase is a lot more hard. The Fox heads can turn kamekazi, but they'll still weak. But they do their purpose of stun-locking you. If you get close to the Fox, he can whip you with his tail, medium damage but still something to watch out for. There is a new spell he casts. It starts with what looks like Golden Spider, but its actually a meteor shower. ~6 seconds later, meteors will strike randomly in that marked area. They hurt. The third phase is just phase two but faster. 9-Tailed Fox To battle the 9-tailed fox, you must complete Gates of Heaven first. This version is a lot harder. First difference, there are more Fox heads. Second, the Fox can cast a lightning attack in addition to everything. The lightning attack is when the Fox curls defensively, charging up. Then a blue beam comes out of nowhere damaging you and setting you on blue fire. The only way to dodge it is to be in the middle of a dash, not the beginning not the end. It also quickens its actions, no aimless meandering like the 8-tail. Hit, dodge, chase, dodge, chase, hit, dodge tactics here. If you need replenishment, there are orbs inside the trees. ++27b. Meteor? Once the 9-tailed fox is dead, it will transform its corpse into a meteor. You have to dive after it and destroy it before it collides with the Capital. You have plenty of time and you can't die/fall. You get about 3 minutes before the meteor collides. Your job is to chip away parts of the meteor until you reach the core, and then destroy it. Since you are in freefall, the movement is slightly weird so get used to it. The quickest way is to fall to the base, destroy it and instantly reach the core. C. Forest of Havoc The Forest of Havoc is a place where the mini-stages are kept. It is a permanant location in the "stage" menu. There are 18 stages in total and they are purely for fun and to obtain additional items. As you progress through the game, more stages will be added. The "++" in front of the stage number indicates the stage difficulty. One + being the easiest and Four + being the hardest. +1. Ninety-Nine Arches Objective - destroy all 99 arches Recommended Character - Seimei, Raikoh Stage Look-alike - Introduction movie Comment - 3:00 allotted This is the area where your intro movie takes place. The arches need a heavy attack to destroy so I'd recommend the Ogre Horn Seal for quick attacks. +2. Demon's Grotto Objective - kill Ravens and make your way back Recommended Character - Suetake, Kintoki Stage Look-alike - Fire Mountain Comment - at least 100 kills to complete This stage ends when you return to the arch or die. The cave where the ravens reside is the final egg chamber. Once you get there, there will be an infinte number of ravens that spawn. They don't drop MP. On your way back, warrior golems will be patrolling the arch. +3. Black Monoliths Objective - destroy the black walls Recommended Character - Tsuna, Seimei Stage Look-alike - Sacred Grove Comment - at least 40 destroyed to complete Random black walls will rise in the water, your goal is to destroy them. Once in awhile, a row of walls will appear along with a stone golem. The golem is used as a bowling ball for the walls. ++4. Angel's Flight Objective - go through all the arches Recommended Character - Sadamitsu, Seimei Stage Look-alike - Valley of Mist Comment - 3:00 allotted Not to hard, but you must not destroy and arches nor touch the water. Suetake is not a good choice because he is slow and when he dashes, he drops, a lot. The only thing I suggest is practice. +++5. Last Stand Objective - protect the tree Recommended Character - Suetake, Tsuna Stage Look-alike - Valley of Mist Comment - kill 50 enemies to complete This is like Spirit Tree, but less annoying and a lot harder. Waves of skeletons and waves of spirit riders attack. Their numbers increase with each wave. Suetake can cast magic very efficiently and Tsuna has a shockwave attack. But be warned, if you knock back enemies, you might knock them toward the tree, so check once in awhile. ++6. Mana from Heaven Objective - catch incoming spirits Recommended Character - Sadamitsu, Seimei Stage Look-alike - The Blossom Trail Comment - 7000 needed to complete 7000?! Each counts as 200 so you only need 35. The key here is to time your jumps. You don't catch the spirit when you sniff it's tail, it must be the white tip. There are two ghouls on either side trying to silence you, but don't bother killing because they respawn. Equip Mystic Comb and hope you don't get frozen by occasional ice torrents. +7. Grassy Meadow Objective - destroy grass Recommended Character - Kintoki, Seimei Stage Look-alike - Water's Edge Comment - at least 50% to complete The stage ends when all enemies are destroyed. The idea came from the fact that when enemies hit things, they dent and become discolored. Now your are tasked to slam the enemies into the ground to cut grass. ++8. Ghoul Hunt Objective - kill all the ghouls Recommended Character - Sadamitsu, Tsuna Stage Look-alike - Water's Edge Comment - within 3:30 Chase the ghouls. A character with a long lock-on dash greatly helps. The group of ghouls are more frightened that normal so be prepared to be frustrated. ++9. March of Ships Objective - kill the moon ghouls Recommended Character - Seimei, Kintoki Stage Look-alike - Valley of Mist Comment - 20 kills are needed before the last ship passes To kill the moon ghouls, you need to destroy the ships that carry them. The ships are your standard ghoul ships; they are weak only at the center talisman. You must throw (or hit if you're really asking for it) a stone golem into a talisman. Lead the boat of course. ++10. Trapped Objective - survive Recommended Character - any Stage Look-alike - Inner Sanctum Comment - survive for 1:30 Demons spawn at one end, you cannot reach them, and they shoot projectiles that kill you in one hit. At the 30 second mark, many will appear. At the 1:00 minute mark, you'd wish it was 1:30 already. Enemies shoot fireballs, fast fireballs and Ice Fangs. Lock-on to one golem the whole time. Well if you are a Moonlight wielding Raikoh, you can kill golems, but toward the end it's better if you just dodged. ++++11. Guardian of Byakko Objective - repel projectiles Recommended Character - any Stage Look-alike - The Blossom Trail Comment - 30 needed to complete Your timing must be impeccable. Repelling one might be easy, but later on many projectiles will come at you. This is a hard stage. But, if you have Blue Storm, the rating would be set at +. ++12. Gates of Darkness Objective - send demons through the gate Recommended Character - Kintoki, Tsuna Stage Look-alike - The Dead Gates Comment - send at least 15 This is just like the Dead Gates actual stage. Stone golems are easy to knock around you have plenty. You CANNOT kill the demons before they reach the gate or else they won't count. I had to use Ogre Parasite for Kintoki. +++13. Puzzle Boxes Objective - match each puzzle layout Recommended Character - any Stage Look-alike - Byakko Palace Comment - complete 3 A view of a box layout of 4x5 is shown. Memorize it and destroy a complete layout to match what you just saw. If you destroy a wrong box, you will die. To make this easier (cheating), you can draw the layout or use a snapshot feature (if applicable) on whatever you are playing on. ++14. Path of Worship Objective - get to the end area, come back Recommended Character - any Stage Look-alike - Inner Sanctum Comment - complete in 2:30 Very simple stage. If you choose to dwadle and kill/destroy stuff then you might be in a fix. Here is a list of traps: collapsing floor, wall maze, fire room, fire-bullet room, wall of Demon Heads and a warrior ghoul. ++++15. Scarlet Boxes Objective - destroy all 30 boxes Recommended Character - any Stage Look-alike - Temple of Darkness Comment - complete in 2:00 This is a hard stage at first, but once you start memorizing where the boxes are, it becomes easier. Here is a list of the locations if you want to save the trouble of replaying the stage. This list is from the first room going clockwise ending at 3:00. 6 boxes in first center room 6 on platform (destroy platform to simultaneously get all 6) 2 on ground of same room 1 in corner, take a left 2 on bottom of organic-column-elevator room 2 on top of same room entrance 2 near railings of water, take left, break 2 walls 2 near railings of water again, take left 3 in right most room 2 in watery hallway ++16. Demon Guide Objective - hit the demon into the Dead Gate Recommended Character - any Stage Look-alike - The Dead Gates Comment - 30 hits allowed The tiny Yin spirit is so cute, yet that incessant howling won't stop! Despite its size, it will not go far when you hit it. The best way is to lock on to it, and hit it away from walls. You may find yourself backtracking a lot. And if you hit it off the cliff, you'd best start over. It takes 4-5 hits just to get it back up. ++17. Flood of Demons Objective - kill all the skeletons Recommended Character - any Stage Look-alike - Byakko Palace Comment - kill 1000 This battle will take awhile. You probably won't lose, but your MP will get low. If you find yourself running away too much to avoid getting hit, then use another character. Note: Stage 18 will be unlocked once you have cleared all 1-17 stages. ++++18. A Quiet Moon Objective - kill the fiery demon Recommended Character - not Kintoki Stage Look-alike - Tower of Bones Comment - none He's called the Crimson King, but Otogi 2 fails to acknowledge it. He is a much more fun boss to fight than in the first one. He still blocks attacks from the front, but if you hit him enough times like the sword foxes, then it will impact. But it is still recommended that you catch him in the middle of attacking or get behind him. He casts a slow skull projectile that damages and silences you. As with most bosses, once you damage him to a certain percent, he'll go to certain areas. First a hill, then a boat, then on top of a cliff. His last segment is pretty lethal because he casts charged dragon spells at you. ____________________________________________________________________________ V. Weapons, Magic, Accessories, Costumes and Beastiary PhA = physical attack PhD = physical defense MaA = magical attack MaD = magical defense ===A. Weapons=== There are three weapons to each character except Raikoh, who has four. Weapons don't differ greatly in abilities but you can tell their differences. -Raikoh- Soul Shrine (1) : This weapon is balanced, but you should replace it when you get something better. Beginning weapon Divine Blade (2) : This is a reliable weapon, but it does have very poor MaA and MaD. Clear River of Souls (Stage 14) with Raikoh Falling Star (3) : Not a shabby weapon, this is your caster weapon but can also double as a good PhA weapon. Clear Flood of Demons (Forest of Havoc stage 17) Moonlight Sword (4) : The best weapon in the game. It has insane PhA and it even adds to defense. When standing on ground, a heavy attack releases a slice of moonlight that kills everything but Yin & Yang in one hit. Purchase in shop for $317,000 -Kintoki- Crimson Axe (1) : This is Kintoki's only weapon that is good for spells since it doesn't lower MaA or MaD. Beginning weapon Blazing Axe (2) : For 2nd weapon, this does lots of damage. It has great PhD, but your MaA and MaD will suffer. It also lights enemies on fire upon impact. Clear Byakko Palace (Stage 8) with Kintoki Red Lotus (3) : This one powerful weapon. It immensely boosts PhA but lowers MaD and MaA like crazy. It also lights enemies on fire upon impact. Clear Gates of Darkness (Forest of Havoc stage 12) -Tsuna- Darkness (1) : Darkness is alright, nothing special. Adds to PhA and PhD. Beginning weapon Thunder (2) : This weapon is suited for physical attacks and defense, but it does decrease your magical attack/defense. Clear Lotus Pond (Stage 9) with Tsuna Wrath (3) : This weapon has amazing damage. Like other 3rd weapons, it decreases defenses, but it does it more. Defeat Kudara and Adara in The Frozen Lake (Stage 22) -Sadamitsu- Scourge (1) : Nothing too special. Beginning weapon Shrieking Blossom (2) : This is Sadamitsu's caster weapon. It lowers jumping ability. Clear Angels's Flight (Forest of Havoc stage 4) Black Wings (3) : This weapon is great for PhA. It does however slow your life regeneration. For a 3rd weapon, it doesn't take away from the defenses that much. Clear The Golden Sea (Stage 20) within 2:30 -Suetake- Chaos Wheel (1) : Nothing special here. Beginning weapon Eight Truths (2) : This weapon boasts a much higher MaA and MaD than the 1st weapon. But it's physical stats are garbage. It's either really heavy or maybe decreases jumping ability. Clear Grassy Meadow (Forest of Havoc stage 7) Divine Punishment (3) : This weapon increases attacks mucho. It also increases jumping ability. Clear Puzzle Boxes (Forest of Havoc stage 13) -Seimei- Nature's Balance (1) : This weapon is not half-bad. It has terrible PhA, but you jump higher. Beginning weapon Twin Dragons (2) : A good defensive weapon. Great MaA and MaD, but slows HP regeneration. Clear Crimson Capital (Stage 13) with Seimei Twin Moons (3) : No it doesn't send out a blade of moonlight. Darn. But it has a much higher PhA and MaA than the former two fans. Obtain 100% Souls and AiD in stages 1-26. Weapon will be awarded when completeing the last stage to get 100% and AiD. ===B. Magic=== Dragon Spells Level 1: Beginning spell Level 2: Purchase in shop Level 3: Purchase in shop Level 4: Found in Lotus Pond final area Chimera Spells Level 1: Purchase in shop Level 2: Found in Inner Sanctum past lantern and box room Level 3: Found in Dungeon of Death inside a hanging skeleton Level 4: Beginning spell Phoenix Spells Level 1: Purchase in shop Level 2: Found in Temple of Darkness in center north room. Break a wall. Level 3: Purchase in shop Level 4: Obtained in Beneath the Earth Butterfly Spells Level 1: Found in Water's Edge next to crystals Level 2: Purchase in shop Level 3: Found in Northern Mountains beneath Ice Serpant Level 4: Clear March of Ships ===C. Accessories=== -White Snake Amulet- Repels fire. Purchase in shop -Prayer Beads- Lower MP cost of spells. Purchase in shop -Mystical Beads- Increased physical attack. Purchase in shop -Summoning Statue- More experience gained. Found in Dark Abyss. Bottom skinny passage. -Belt of Good Omen- Increased magical defense and physical defense. Found in Prison of Stone -Needle of Fury- Increases attack like crazy, lowers defense like crazy, silenced. Clear Valley of Mist within 2:30 -Providence Mirror- Increases defense and attack the lower the life. Clear Last Stand -Jeweled Goblet- More gold dropped. Found in Inner Sanctum. Destroy the spike ceiling to reveal a room. -Bell of Cleansing- status ailment free. Purchase in shop -Sutra of Wrath- Increases physical attack and defense based on level. Found in Shrine of Idols. -Feathers of Flight- Icreases jumping ability. Purchase in shop -Shell of Water- Walk on water even when out of MP. Purchase in shop -Demon Caller- Attacks do not knockback. Clear Dungeon of Death with Kintoki -Ogre Horn Seal- Light attacks carry heavy attack effects. Purchase in shop -Golden Orb- Increases physical defense. Purchase in shop -Fan of Protection- Increases magical defense. Purchase in shop -Mystic Comb- Prevents silence. Purchase in shop -Magic Flute- Increases magical attack. Found in Golden Sea -Verdigris Bell- Increases MP regeneration. Purchase in shop -Earthen Drums- Prevents frozen. Purchase in shop -Lantern of Malice- User 1 Life but OHKO everything. Obtained in The Dead Gates -Incense of Death- Increases damage vs. demon spiders. Clear Water's Edge with Tsuna. -Timeless Crimson- Increases damage vs. ghouls. Clear Ninety-Nine Arches -Blade of the Moon- Increases damage vs. demon foxes. Found in The Blossom Trail -Ogre Parasite- Lowers all stats and have only 1 life bead. Clear Demon Guide -Wheel of the Winds- Adds knockback. Clear Angel's Flight -Mizukage- Increases life recovery. Clear Water's Edge with Sadamitsu -Arrow of Senri- Increases lock-on range. Purchase in shop -Pouch of Essence- Increases MP recovery. Clear Trapped -Ogre Gourd- Decreases MP, increases physical attack and defense. Obtain at least a 3000 hit combo in Prison of Stone ===D. Costumes=== Raikoh Costume 1: Beginning costume Costume 2: Clear Gates of Heaven with Raikoh Costume 3: Clear A Quiet Moon with Raikoh Kintoki Costume 1: Beginning costume Costume 2: Clear Northern Mountains with Sadamitsu Costume 3: Obtain lots of total experience Tsuna Costume 1: Beginning costume Costume 2: Clear Beneath the Earth with Tsuna Costume 3: Clear A Quiet Moon equiped with Ogre Parasite Sadamitsu Costume 1: Beginning costume Costume 2: Clear The Quiet River with Sadamitsu Costume 3: Obtain a high combo count for stages Suetake Costume 1: Beginning costume Costume 2: Clear Puzzle Boxes Costume 3: Play a lot Seimei Costume 1: Beginning costume Costume 2: Clear Gates of Heaven with Seimei Costume 3: Obtain "A" in Destruction in stages 1-26 Let me elaborate on how to obtain some of these. Kintoki's costume 3 is obtained when you play a lot, kill a lot and get experience. I don't know the numbers, but it will be rewarded randomly after you've played a lot. Tsuna's costume 3 is difficult to obtain. The first two phases of the Crimson King are fairly simple. But once you get to him casting Dragon, it is extremely difficult. One hit will surely take out a life bead. The easiest way is to use Raikoh's Moonlight Sword. Sadamitsu's costume 3 requires you to play a lot! Good places to get high combos is Prison of Stone, Inner Sanctum, Tower of Hate... Suetake's costume 3, really I'm not sure, I just recall getting it after some time of playing, perhaps it's total hours played. Seimei's costume 3 isn't difficult to get. Suetake's large AoE with Ogre Horn Seal helps in many stages. ===E. Beastiary=== 1. Regular Enemies Raven Yasha Ancient demons with black wings who (House of Soryu) have lived in the ountains since their leader was killed. They slash at their enemies with their deadly talons. Not a difficult enemy to kill. Hell they only appear in one stage. Ghoul The spirits of those who refused to (House of Byakko) leave and perished in the old Capital. Having no real form, they wield magic and command familiars with ease. These are the most cowardly of all the demons. They run whenever you come close, summon other monsters to attack you, and cast silence upon you. To counter, equip Mystic Comb and lock-on dash. Moon Ghoul Blue Ghoul familiars that wield (House of Genbu) moon-shaped blades. They are light so they take little damage when knocked into walls. These are usually summoned by Ghouls. They are slow and weak, but they do block. To counter, just hit them repeatedly until their block gives. Fire Ghouls Red Ghoul familiars that can (House of Suzaku) summon balls of fire. They are resistant to magic, but weak against blades. If an enemy has a projectile, it's probably a fireball. These die fast with blades. Kodoku Demons created from shadows by the (House of Genbu) Ghouls. With no will of their own, the Ghouls command them to explode and poison their targets. Kamikazi enemies. Walking grenades. High Priest Priests who sacrificed their lives (House of Ouhryu) to protect the earth gods. Now manipulated by the Ghouls, they use magic attack against all intruders. Rarely seen, and they rarely hit. "None shall pass." Ice Priest Priests who spent their lives (House of Ouhryu) worshipping the gods of the earth. Even after being corrupted, they summon icy winds to stop trespassers. They don't do much damage, but their freezing attack can be lethal if caught off guard. Carapace Spider Exiles of the Court, driven under- (House of Soryu) ground, evolved into these creatures. They charge their enemies in groups, causing heavy physical damage. Their attacks can be dodged easily; they shield their front legs before they attack. After some leveling up, their attacks are ignorable, but their armor remains a challenge. Grey Spider Older Carapace Spiders with tufts (House of Soryu) of grey hair, their purpose is to protect Chitou. Their attacks do more damage than regular carapace Spiders. Carapace, but a tad bit harder. Blaze Spider Exiles of the Court, driven under- (House of Suzaku) ground, evolved into these creatures. They contain the Ki of Fire and explode when fatally wounded. These are large, shy spiders. They love to be tossed around. They sometimes shoot fireballs. Stone Spider Exiles of the Court, driven under- (House of Genbu) ground, evolved into these creatures. They spit stones, made from body fluids, over long distances at enemies. Nothing threatening, but their attacks do cause Drain MP status. Fire Spiderlings Small and weak, these young Demon (House of Suzaku) Spiders will nevertheless explode in a fireball when attacked. More harm is done to its teammates. Knock one of these into a group and a chain reaction will occur. Black Armor Spider Carapace SPiders with iron shells, (House of Soryu) they move quickly and are protected against frontal attacks. Be wary or they will inflict great damage. Grey Spider, but a tad bit harder. Spiderlings These small Carapace Spiderlings (House of Soryu) are weak, but quick. Though rare, some are said to carry a sacred treasure. Tiny, tiny spiders. They are found only in one stage, but to kill them all, you get a mighty treasure. Fire Spider Larvae These young Fire Spiders protect (House of Genbu) themselves with a clouds of poison. The poison drains its victim's magic. Like the description said, the cloud causes Drain MP status. Also when they die, they leave behind a cloud of poison. Firefly Spider Born of the Netherworld, these (House of the Void) Demon Spiders give off a faint glow. Their attack drains their victims of magic. Kind of invisible. They are weak. Stone Ghoul Ghouls who have possessed stone (House of Suzaku) statues. They can summon fireballs and have a high PhD, but are weak against magic. Their fireballs can be easily reflected back at them. Though their PhD is high, it is the lowest of the three kind. Warrior Ghoul Ghouls who have possessed stone (House of Suzaku) statues. They wield swords and have a high PhD, but are weak against fire. Their PhD is truly high, even knocking them around won't do much. You must use magic. Berserker Ghoul Ghouls who have possessed stone (House of Suzaku) statues. They wield giant hammers and have a high PhD, but are weak against fire and heavy impact. These are easier to kill than warriors because they sustain great damage being knocked around. Stone Golem Familiars created by the Court to (House of Byakko) guard important locations. Though individually weak, they have high MaD and they can attack en masse. Knock them about, knock them into each other. Stone Sentinel Familiars created by the Court to (House of Byakko) guard important locations. They throw fireballs from a distance and use earth charms to stop intruders. Fireball is nothing, but their "earth charms" are quite more damaging. They look like Ice Fangs, but since they do, you can jump over them. Ice Golem Blue familiars created by the (House of Genbu) Court to guard the Imperial Palace. They use ice magic and earth charms to stop intruders. Like Stone Sentinels, their earth charms hurt, however their ice magic don't. Fire Golem Red familiars created by the (House of Suzaku) Court to guard the Imperial Palace. They use fire magic to stop intruders. A joke enemy. They shoot fireballs! Skeleton Humans that died in Capital (House of the Void) turned into wretched creatures. They do little damage alone, but are formidable in large numbers. Bread and butter of most games. Strangest looking skulls I might add. They attack slow and they flinch. Winged Skeleton Humans that died in Capital turned (House of the Void) into wretched, winged creatures. Their arms have turned into wings and they shoot fire from their mouths. Yes these shoot fireballs, but they are blue ones. So you actually have to pay attention. Blood Skeleton Red skeletons who wander the (House of Suzaku) riverbanks of the Netherworld. They feast upon human souls and attack with their staves. Same exact frame as the skeleton but loads tougher. Your best bet as a low level is to knock them in water for instant kill. Onibi Skulls that give off light to (House of Suzaku) attract souls they feed upon. Found near shores of the River of Souls, they are weak and easy to defeat. They are always on fire. Melee attacks might get you too close so try for range or large sweeping attacks. Shiranui Shapeless demons that lurk inside (House of the Void) paintings. When an enemy enters the temple, they create orbs of light that nullify magic. Their attack isn't damaging at all, it's just their silence that is a threat. Spirit Rider The ghosts of cavalry who follow (House of Byakko) Masakado even after death. They remain alive as long as Masakado is not defeated. They attack with lightning bolts. They wander aimlessly until you come close. Their charge attack can be dodged, but their lightning bolts' stuns are annoying. Sword Demon Fox Fierce demons created by the Nine- (House of Suzaku) Tailed Fox, they fly through the air and wield large swords and have high PhD. They also use magic. They block, they combo, they dash. They shoot blue fireballs. These are a good battle whenever you are fighting one. Wraith Followers of an evil sorcerer who (House of Soryu) have turned into demons. They are strong in the shadows but weak in the presence of light. Their PhA is very strong. Their slow swing is predictable and can be avoided, but their leap attack is harder to avoid. 2. Bosses Masakado The ghost of a warrior seeking (House of Byakko) revenge upon the Court. A rider and wielder of lightning, his true strength is his swordsman- ship. See Byakko Palace for info. Masakado Masakado refuses to let go, (House of Byakko) despite his injuries. He can no longer wield a sword, but he flies through the air and attacks with powerful magic. See Dungeon of Death for info. Chitou The leader of the demon spiders. (House of Suzaku) Fast-moving, only rubber remains in his wake. He rains down fiery webs that burns everything in sight. See Lotus Pond for info. Chitou The leader of the Demon Spiders (House of Suzaku) who has escaped deep into the earth and merged with a giant spider corpse. The corpse must be destroyed first. See Beneath the Earth for info. Ice Serpent A corrupted earth spirit, its cold (House of Genbu) breath can instantly freeze anything that it comes in contact with. See Northern Mountains for info. Adara A giant centipede that dominates (House of Byakko) the skies. Sealed at the bottom of a lake with Kudara. Her shell is thicker than Kudara's, but is weak against magic. See The Frozen Lake for info. Kudara A giant centipede that dominates (House of Byakko) the skies. Sealed at the bottom of a lake with Adara. Unlike Adara, magic has no effect, but has a weaker shell. See The Frozen Lake for info. Archer Demon Fox Fierce demons created by the Nine- (House of Suzaku) Tailed Fox, these master archers can strike with malice-laden arrows across long distances. See Tower of Hate for info. Douman A talented sorcerer, he was (House of Soryu) seduced by darkness and changed into a chimera. Fast-footed and strong, he is weakened by light. See Dark Abyss for info. Yin One of a pair of Guardians of the (House of Genbu) Netherworld temple. Feeds on magic through touch and throws freezing stones. Immensely powerful guardian. It's spells will become meaningless once your MaD is high enough, but it's PhA is always killer. Yang One of a pair of Guardians of the (House of Suzaku) Netherworld temple. Feed on magic through touch and throws fireballs. ditto Yin Seimei A sorceress sworn to protect the (House of Ohryu) capital. Aided the rebuilding of the Capital by bringing the holy Orb. Uses two fans and is a master of spells. See Gates of Heaven for info. Nine-tailed Fox A silver and gold god that is fast (House of the Void) as it is furious. It is said that it has the power to make the stars fall and move the earth. See Full Moon Rising for info. 3. Miscellaneous Demon Heads (House of the Void?) These are the floating heads that act like spider larvae in that, they explode. They are always laughing, taunting you. Black Spirits (House of the Void?) These are the black wisp looking things that drain your MP when you touch them. But you can attack them like projectiles and they will disappear. Demon God (House of the Void?) The demon god returns. But this time he is stuck to a bow of a ship. His only function in this game is to cast a spell by breaking three seals. Mercy Orb Symbol (House of the Void?) These floating things hold a mercy orb. They are found in certain levels, but they only drop the mercy orb once. ____________________________________________________________________________ VI. Miscellaneous A. Credits Thanks to Software and Sega for making this game. Thanks to "Raiko" and "Volume" for providing some numbers for items B. Legal The explanation of game mechanics, the tips and tricks, the walkthrough and the opinionated description of each weapon/magic/acc belongs to CLLi (Charles Li). This may be not be reproduced under any circumstances except for personal, 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. Sites Allowed To Post My Guide - GameFAQs.com - 1UP.com - MyCheats.com - Neoseeker.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. � 2008 Charles Li C. Version History 7/3/2008 Version 1.00 Finished Writing 9/8/2009 Version 1.20 Updated Legal Minor Grammar and Wording Changes Changed Layout of Section V. D. Contact I have yet to add the FAQ portion of this, since no one has asked me anything yet. I am available for questions, comments, criticism and suggestions. Feel free to email me, I will try and respond within the same week. email: [email protected]