Amazing Island Guide For the Nintendo GameCube By Skygor 14 April, 2009 ================= I. Introduction ================= This is a little gem that is half minigames and half monster creation. It is vicious cycle but a full designer is well worth it. If you like E.V.O.: Search for Eden, Cocoron, Magic Pengel, Graffiti Kingdom, or Spore this isn't too bad for around US $10. N.B. This guide cross references everything for (intended) ease of use. So please pardon its length. ======================= II. Table of Contents ======================= I. Introduction II. Table of Contents III. Story IV. Gameplay 1. Controls 2. Characters 3. Concepts V. Story Mode BEGINNER COURSE INTERMEDIATE COURSE ADVANCE COURSE VI. Piggy Mode (Advance Tips) VII. Monster Card Game VIII. Design Tips A0. Legend A1. Descriptive Appendix 1. Frames 2. Design Rules 3. Hall of Life Powers 4. Patterns 5. Eyes 6. Voices 7. Accessories A2. Statistical Appendix 1. Frame Statistics 2. Frame Grades 3. Thickness 4. Patterns 5. Eyes 6. Voices 7. Accessories 8. Shops A3. Monster Card Game Appendix 1. MC Descriptive 2. MC Statisitcs 3. MC GBA Statistics 4. MC Structure 5. Skills 6. Chests VIII. To Do List IX. Version History X. Acknowledgements XI. Copyright ============ III. Story ============ You're a kid who finds an old picture book of a fantasy island full of monsters, games, and the Maboo Tribe. That night while you are sleeping a voice gives you a monster partner and jerks you to Amazing Island. Surprise, surprise it has been taken over by bad guys called Evilings and only an innocent, hopeful, human child can save it. ============== IV. Gameplay ============== In order to save Amazing Island you must acquire Vision Orbs by beating Evilings in various challenges with a monster Partner you create. The real goal however is to unlock more junk for monster creation. ---------------- IV.1. Controls ---------------- The controls are self explanatory in the game but here are some of the more obscure ones. Hall of Life -------------- Control Stick Move/Rotate X-Y Axis (up/down) Control Pad Move/Rotate X-Z Axis (in/out) C Stick Rotate Camera L Toggle Zoom R Toggle Fixed/Free Camera i.e. by 90 degrees or smoothly X Options Menu X (Help Menu) Play Movie Y Tool Menu Y (Tool Menu) Help A Confirm, Pen Down, Place Accessory B Cancel, Pen Up Taking a Foto --------------- Control Stick Pan left, right, up, down C-Stick Zoom in, out A Take Foto B Cancel Y Talk to Partner for Emotes. Battle Temple --------------- Control Sick Move Partner Control Pad Move Partner B Shoot Hold B Charge Fireball Release B (Charged) Fireball A Punch Hold A Charge Dash Release A (Charged) Dash attack * Dash is fully charged after Partner's battle cry with fist flaming. * Shot and dash can be charged simultaneously. * Repressing A and B resets charge even if full. * Standing still increases charge speed. ------------------ IV.2. Characters ------------------ Andy & Michelle The hero and heroine of the game, or at least their default names. They have been called to Amazing Island in hope that they will defeat the Black Evil. Their human ability of imagination allows them to use the Hall of Life to create and merge with monsters to battle the Evilings. The only differences between them are appearance, starting packages, and gendered item order. Andy gets girl items first while Michelle gets boy ones. This mismatch is because they received a majority of the proper items from their starting package. For simplicity this guide will refer to Andy. Each saved game takes 2 memory blocks. "Partner" This is the monster character that is Andy's best bud. It follows him around the Island and plays the games after merging with him. How it looks doesn't affect game play aside from the stats attached. Andy can talk to Partner to see its stats, Foto, and take a new Foto. Only one monster can be held at a time, but each one can be saved to file. Each saved monster takes 8 memory blocks. Lagu This is the Maboo that calls Andy to Amazing Island and gives him his first Foto. Lagu says that he is needed to create a monster in the Hall of Life, but his function is not explicitly revealed. In the meanwhile he'll explain various aspects of monster creation. Folu He runs the Water Mirror in the Hall of Life to shape the bodies of new monsters. He also can give a short personality quiz to automatically create one. Chinto This is the final Hall of Life Maboo that customizes Partner's pattern, voice, eyes, accessories and name. Using him doesn't erase the current monster body. Jimba the Elder As the elder of the Maboo he'll explain the history of the island and various game mechanics. More importantly he functions as the system menu; saving and loading games, monsters, and linking with a Gameboy Advance for the Monster Card Game (MCG). Jazz Elder's assistant. He'll show the all the Fotos (and statistics) of Andy's monsters, both saved and Monster Cards. In addition he'll explain the nature of the battle against the Black Evil over the course of the game. Course Watchmen Ruby, Nimo, Dalu, and Suguru are lizard men guards of the Beginner, Intermediate, Expert, and Practice Courses respectively. They'll explain how Courses work and teleport Andy and Partner to them. In the meanwhile they like to play with their very long tongues. Shop Girls Jasmine, Cinnamon, and Ginger are the three shop girls on Amazing Island selling potions and items. They'll come out of hiding one by one and increase their inventories over time. Ow L. Rankin This is the Village totem (tiki?) pole that keeps the top scores of all the events and courses. He has his own file taking up 3 memory. Village Kids These are the local Maboo kids, with an occasional pig or chicken who seem to have inner ear problems since they keep tripping. They give game tips and cheer Partner on during the events. Painters Pichi and Bundagio are living brushes that hang around in the shops. They paint with human "essences" such as Laziness or Hope, and talk about their medium. "Boss" A fat mechanical statue that must be destroyed in certain events. "Minion" Some events need a little competition and these guys fill the job. There are demons, rats, dragons, horses, spiders, and birds. Dyna The giant dragon skeleton of Cape Dyna. "Turtle" A flying turtle that serves as pick up and drop of crew for Partner in certain events. It's always good to give props to the background crew who make events go smoothly. Announcer Girl The disembodied voice that cheers the Event and Course results. Black Evil & Evilings These are the guys responsible for the problems of Amazing Island with the Black Evil being their boss. "Dancing" ones are the final challenge of a Course. "Crawlies" are tadpole like heads that function as targets for some Events, while "Skinny" ones supplement Minions in others. --------------- IV.4 Concepts --------------- Memory Blocks --------------- Saved Game 3 Blocks Scores & Options 3 Blocks Monster 8 Blocks Statistics ------------ Although the game can be completed with any monster, appropriate stats make Events easier and are essential for high scores. Speed represent Partner's movement, and often is used for tapping events. + walking speed, e.g. Stonehead, Battle Temple + button tapping for running, e.g. Runs + speed bar drain or restoration appropriately, e.g. Waterskip, Sky Dive + distance of Dash attacks, e.g. Battle Temple Power is Partner's strength and is used with the horizontal timing bar. + span of good/great horizontal timing bars, e.g. Waterskip, Catapult, etc. + effect of horizontal timing bar, e.g. Waterskip, Stone Spire, etc. + attack damage, e.g. Battle Temple Mental would be better described as concentration or focus. This is used with the rotational angle timer. - speed of needle on angle timing bar, e.g. Basket Barrage, Catapult + span of good/great on angle bar, e.g. Basket Barrage, Catapult + slide reaction time, e.g. Darkness Corridor Stamina is a seldom used stat that represents the monster's endurance or Hit Points (HP). It is used with green colored energy bars. - damage received, e.g. Battle Temple - "damage" from crashes, e.g. Cloud Runs Weight is how heavy a monster is, mostly used for physical situations when push comes to shove. - launch height and distance, e.g. Waterskip, Catapult + push/shove, e.g. Spins, Battle Dome * No effect to jumps in Beat'n Art * No effect to geyser height in Spins Element supposedly gives bonuses to certain events. Determine by frame, Pattern, and mostly Accessories. (I suspect element is told by the Event's Monster Cards.) Water: Waterskips Fire: Spin, Battle Down Wind: Sky Dive, Cloud Runs Earth: Stone Spire, Beat'n Art Class is automatically assigned. According to the manual and a village kid, higher class means a stronger monster. Which specifically are higher classes or what determines a class is currently unknown. Legendary Lavish Illusory Plain Special Strange Premium Bizzare Elegant Superb Foto This is a picture of a monster that is the link between the real world and Amazing Island, and is used for displaying a monster file. Andy can take a Foto by talking to Partner and selecting "Take Foto". Use the Control Pad and C-stick to reposition Andy for the snapshot. Pressing Y while shooting will let Andy talk to Partner and get different emotions. Pay attention to its eyes and accessories to see the differences. Hall of Life This is where Andy can make monster Partners. First chose your Frame and draw the body. Then accessorize it, name it, and finally take its Foto. (Don't forget you can take Fotos outside for difference backgrounds.) If designing a monster from scratch is too much, Andy can take a random personality quiz to have one automatically made. Creating new monsters costs nothing. More Hall of Life abilities are unlocked by Vision Orbs and Chance Stars. See Appendix A1.4. for more details. Courses & Events A Course is a series of minigame Events. At the start of an Event the instructions are displayed and Partner is given the option to use a potion. After the game the score is ranked if it's high enough and prizes are awarded. The player will always receive half their score points in Gold Credits. An Event is completed only if 700 or more points are scored. The maximum amount of points for an event is 3000, although some games have a human limit of 2000 to 2500. Completing all the Events clears the Course and awards a monster Frame. The first time around, Courses end with a game of Eviling Volleying and award a Vision Orb. Later Courses have different Paths to follow with different Events and subsequent prizes. Practice Course This is a special Course that lets Andy play any Event already completed without using Chance Stars. Score is ranked and only Gold is awarded. Chests These are prizes awarded at the end of an Event if certain point values are met. Only one of each metal chest can be won from repeating an Event i.e. Retries. If Andy has all the chests of a certain metal or has acquired one already during this series of retries, and then the next lower one is given. Chest contents are assigned randomly and often follow a theme e.g. all wings. Metal Point Contents ---------------------------------- Gold 1800 Monster Cards Silver 1000 Patterns, Voices, Eyes, or Accessories Bronze 700 Potion If Andy scores 1800 points and receives only a Bronze Chest, then he has acquired every Item and Monster Card from this Event. Chance Stars In another game these would be called Lives. Every time an Event is repeated on a Course, due to failure or by personal choice, Andy loses a Chance Star. When they reach zero, "Partner" is booted off the Course back to Maboo Village. Not too worry, Chance Stars are restored completely and they are saved between games. Andy gets a Chance Star every time a new monster is made with the maximum being 99. Various design powers are unlocked in the Hall of Life by Chance Stars. See Appendix A1.3. for details. Monster Cards & Album These are preset monsters created by the game developers. It usually is easier to pick out "stronger" monsters from here if you don't have a guide such as this to help make desired traits. They take up no memory blocks but cannot be modified in the Hall of Life. They are acquired only from Golden Chests. Potions Performance enhancers are allowed on Amazing Island. There is one for the four major stats in small, medium, and large sizes. Only one may be used per attempt and if the score is ranked the potion used will be recorded as well. Potions can be won from Bronze Chests or bought from the shops. Shops There are three shops in the Village that sell potions and accessories. Their inventories increase as more Vision Orbs are acquired. Although Andy will be loaded with Gold, don't spend in all in one place. There are several items in the 10kG range with the highest being 80000G! Vision Orbs These are concentrations of the "Power of Good" that must be collected to drive away the Black Evil. They are acquired by completed a course path for the first time. They enable new design powers in the Hall of Life, increase shop inventories, and advance character dialog. =============== V. Story Mode =============== This portion of the guide will cover completing the game. (See Piggy Mode for advance techniques.) To start off chose either Boy or Girl and give them a name them. For simplicity I'll refer to Andy. Here are their starting packages: Legend -------- Name Spd Pow Mnt Stm Wgt Sum Default Girl -------------- Large Scale Pattern -3 4 -2 1 2 0 Cat Pattern 5 2 -5 1 -10 3 Cow Pattern 2 5 -5 1 6 3 Plaid Pattern -1 1 3 -3 0 0 Wood Pattern 5 1 -6 3 0 3 Oblong Eye 10 -10 0 10 0 10 Elongate Eye -10 12 0 10 -10 12 Cat Voice 4 0 0 -3 -4 1 Elephant Voice -5 5 0 0 5 0 Bird Voice 5 0 0 -5 -5 0 Cutie Voice 0 0 0 2 -2 2 Little Horn 0 3 2 -2 1 3 Medium Horn -2 4 -5 2 -1 -1 Bull Horn -5 2 -2 6 1 1 Thin Eyebrow -2 2 3 0 -5 3 Cute Wing 3 -3 2 -2 -4 0 Fish Fin -2 2 0 3 -2 3 Round Claw -2 4 -4 2 1 0 Ribbon 2 -5 4 -2 -5 -1 Heart -5 -2 2 6 -3 1 Default Boy ------------- Beetle Pattern 4 -2 -5 4 -1 1 Dog Pattern 4 1 0 -3 -6 2 Marble Pattern -1 1 2 -2 -6 0 Rock Pattern -4 5 0 -1 18 0 Real Machine Pattern -3 4 0 -1 10 0 Angry Eye 0 12 12 -12 0 12 Big Eye -10 0 10 12 0 12 Phantom Voice -4 0 0 5 0 1 Dog Voice 0 0 -3 4 -3 1 Horse Voice 0 0 -5 5 0 0 Machine Voice 5 0 0 -4 0 1 Strait Horn 3 0 -2 -3 2 -2 Big Horn -2 5 2 -6 2 -1 Rhino Horn -4 -2 2 5 -1 1 Bolt 2 3 -2 0 2 3 Dragon Wing 6 2 -2 -5 1 1 Fin Crest -2 -3 2 4 -2 1 Cat's Claw 2 3 -4 2 -1 3 Bell -2 -3 3 2 -4 0 Default Both -------------- Dragon Frame 2 7 8 4 11 21 Maboo Pattern 3 -1 -3 1 0 0 Pastel Pattern -2 1 3 -1 -14 1 Dinosaur Voice 0 5 -4 0 4 1 Eagle Beak 5 -2 -4 2 -1 1 Gloves -3 4 -2 2 1 1 Illumination Light -3 2 3 -2 2 0 All charts hereafter will follow this pattern more or less. Sum refers to the summation of Speed, Power, Mental and Stamina. None of these charts will ever include items that can be acquired from the Monster Cards Game that requires a Gameboy Advance Link. After receiving your first Monster Card--it's always random--and dropping into Amazing Island (literally), walk up the slope to meet Eviling-Chinto. After some conversation his boss will come and challenge Andy to a game of Eviling Volley! Eviling Volley 1 ****************** Knock the Eviling off the platform with a giant magma ball. Fun! Press A to shoot and B to pass. Holding A will charge the shot, even though the game doesn't explain this yet. This game is pretty simple once you get the timing. During the toss up mash A to gain control of the ball. Alternatively you can just hold A to nearly guarantee it. Getting the ball first usually isn't worth it since its tricky to hit the ball from when downshifting from button mashing. Once the game is away stick with B button passes to win safely. If you have trouble, pay attention to the Eviling's timing and imitate it. Prize: Red Vision Orb Vision Orb #1 --------------- After beating the Eviling, Andy gets the Red Vision Orb. Chinto returns to his old self and scampers off to the Hall of Life. Follow him and have a nice chat with Lagu, Folu, and Chinto. They'll guide Andy through his first monster. If you don't like it, just talk to Folu again to create a new one. In any case here is the first Top Item listing. This will list the best items for stats thus far in the game, assuming all items have been collected and bought. "Hvy" refers to a high Weight stat and "Lgt" refers to a low Weight stat. Boy Spd Pow Mnt Stm Hvy Lgt Sum -------------------------------------------------------------------- Ptn Dog Rock Pastel Beetle Rock Pastle Dog Eye Angry Angry Angry Big Angry Angry Angry Big Big Big Voi Machine Dinosaur Machine Phantom Dinosaur Dog Dog Phantom Acc Dragon Big Illum. Rhino Bolt Bell Bolt Wing Horn Light Horn Eagle Gloves Bell Fin Illum. Fin Cat's Beak Crest Light Crest Claw Strait Bolt Fin Cat's Big Cat's Gloves Horn Crest Claw Horn Claw Bolt & Cat's Rhino Gloves Strait Eagle Fin CatClw Claws Horn Horn Beak Crest Girl ------------------------------------------------------------------------- Ptn Cat Cow Pastel Wood Cow Pastel Cow Eye Oblong Elongate Elongate Elongate Oblong Elongate Elongate Voi Bird Dinosaur Cutie Cutie Elephant Bird Cutie Acc Eagle Gloves Ribbon Heart Illum. Thin Little Beak Light Eyebrow Horn Cute Round Thin Bull Little Ribbon Fish Wing Claw Eyebrow Horn Horn Fin Ribbon Medium Illum. Fish Gloves Cute Thin Horn Light Fin Wing Eyebrow Little Little Little Gloves Bull Heart Gloves Horn Horn Horn Horn When Andy is done playing around in the Hall of Life, head to the Elder Jimba's Hut. He'll explain about the Black Evil and direct Andy to the Beginner's Course. Save your game here, then head straight from the hut to the watchman Ruby. He will explain the course and send Andy off. ************************************************************************ BEGINNER COURSE ************************************************************************ The first course has four events that are pretty easy. If things are too tough, try making more monsters for extra Chance Stars. 1a. Jungle Dash ***************** Speed: efficient taps Silver: -08.00s Gold: -06.50s A basic race verses a Skinny Eviling. Tap A to run and B for a single sprint. A false start will trip Partner. Avoid the false start and mash A to win. Try an overhead hand tap like an arcade if you want extra speed, but be careful not to cramp your arm doing so. Although the game explains the B button sprint, save it for when you revisit the course. Gold: Steiner Fire 102 91 116 90 84 399 Djinn Water 107 139 108 76 97 430 Abdominax Earth 103 92 102 109 89 406 Silver: beginner eyes Angry Eye 0 12 12 -12 0 12 Sharp Eye 0 -10 0 14 0 4 Round and Black 0 6 -12 12 0 6 Oblong Eye 10 -10 0 10 0 10 Crooked Eye 10 0 -10 10 0 10 Big Eye -10 0 10 12 0 12 Elongate Eye -10 12 0 10 -10 12 1b. Waterskip Slider ********************** Element: Water Power: better jump Light Weight: better jump Speed: better bar drain Silver: ??? Gold: +850m Long jump off a ramp and skip across the lagoon to reach the rainbow marker. Tap A to gain speed and run down the ramp. At the base of the ramp, hold down the Control Sick to time the power of the jump. While airborn flick the Control Stick to skip across the water. Yes, power helps in this event more than Speed. During the initial sprint don't strain to mash A. It doesn't take much to get to top speed. You can start your jump anywhere on Dyna's head, but the first of the three lines is good enough. When Partner is airborn getting the first flick is the most difficult since the touchdown point is off screen. The easiest way to flick is to hold down the Control Stick at any point. Then release it when Partner touches the water. This hurts momentum a lot, so use it until you get the feeling of that first skip. A better way and simple way to flick is to slide your thumb over the Control Stick quickly. This will pull it down, and the release will snap it back up. The best time to flick is when the target circles are red. Gold: Gnu Water 98 103 88 98 79 387 SantaMew Water 145 98 77 75 60 395 Mirrored Water 64 129 93 119 111 405 Silver: patterns Frozen Marble -2 1 4 -3 -18 0 Polka Dot 1 -4 4 -1 -4 0 Plaid -1 1 3 -3 0 0 Marble -1 1 2 -2 -6 0 Bony -2 -4 1 5 -14 0 Round'n Round -1 -2 2 1 -18 0 Real Machine -3 4 0 -1 10 0 1c. Spin Break **************** Element: Fire Heavy Weight: better push/shove Silver: -1:10m Gold: -0:53 Ram off all the Minions out of the bowl before the allotted time. Press and hold A to charge a spin. Release for a Spin Attack or Super Spin if the meter is full. Periodically a geyser will shoot the players up, and the bowl will crumble away over time. This is the first tricky Event so now would be a good time to make a few Chance Stars. Charge the Spin meter right from the start and keep charging when it's full. Partner will gain more power, first flashing Red, Yellow, and finally White. You can push off the Skinny thin black Evilings without using charges. Save full spins for the Red Bird and Yellow Horned Dragon, you'll know which ones. Avoid the lava bursts, which waste time, by continually circling the bowl. Keeping near the rim positions Partner for quick swerves and well time spins. Just be careful to not fall off being so close to the edge. Another good tactic is to Super Spin when three enemies are clumped together. Gold: Dragonus Fire 80 98 138 73 128 389 Broud Fire 100 113 120 78 108 411 Bombast Fire 97 104 105 96 83 402 Silver: horns Strait Horn 3 0 -2 -3 2 -2 Unicorn's Horn 6 -2 6 2 2 12 Little Horn 0 3 2 -2 1 3 Long Horn 5 2 -5 -2 2 0 Medium Horn -2 4 -5 2 -1 -1 Big Horn -2 5 2 -6 2 -1 Lightning Horn 6 0 -2 0 3 4 Rhino Horn -4 -2 2 5 -1 1 Bull Horn -5 2 -2 6 1 1 Deer Horn -2 2 0 -3 3 -3 1d. Stone Spire Smash *********************** Element: Earth Power: larger attack bar span, more damage per attack Silver: ??? Gold: -0:50s Punch away a stone spire rock by rock, and then defeat the Boss. Press the appropriate button when the meter is green or red to smash the spire. When at the Boss, mash the displayed button to attack and rest during the counter attacks. This is rather easy if you get your timing. Since the next required button is shown be ready for a switch. If Partner is very weak, time for two high green attacks rather than one red. When at the boss, fight up to the third warning flash and change buttons (if needed) during the attack. If Partner is hit, do not attack until after the second Boss attack. Gold: Urz Earth 84 101 137 80 116 402 Glinos Earth 103 87 114 128 141 432 Viking Earth 85 83 116 129 128 413 Silver: hands Dragon Fin -5 6 2 -2 3 1 Mechanical Hand 2 5 -3 -2 4 2 Steel Hand -6 6 -2 2 4 0 Eviling Volley 2 ****************** Same as before but with four platforms and now the game explains power shots. B button passing will do the trick here again. ************************************************************************ Beginner Course Cleared ************************************************************************ Prize: Orange Vision Orb Gold: Hero Frame 4 4 4 3 6 15 Dinosaur Frame 4 6 4 13 9 27 Vision Orb #2 --------------- So a lot of junk has happened. The fog has cleared and the Practice Course and Intermediate Courses have been opened. There's a new kid to talk to and Lagu, Elder, and Jazz have new things to say. Right now Andy can either collect another Frame and more items from the Beginner Course or head onwards. Note that Frames at the end of Courses are always given in the same order, so it will always be Hero -then- Dinosaur. The shop girl Jasmine has come out of hiding so there are a couple of new items for Andy to spend his Gold on. Shop 1 -------------------------------------------------------------------- Speed-Up Potion Small 100 Power-Up Potion Small 150 Cat's Eye 300 10 0 0 -6 0 4 Primary Colors Pattern 400 -1 1 2 -2 0 0 Brick Pattern 500 -3 4 0 -1 18 0 Star 600 -2 2 6 -5 -3 0 Skin Pattern 700 2 -3 -4 5 0 0 Tiger Pattern 800 1 5 -3 -3 0 0 Eye Glasses 900 0 -3 3 -2 -4 0 Sneakers 950 3 2 -3 -2 -1 0 Offhand don't spend money on potions. If Andy is collecting items, he'll play the Courses long enough to accumulate lots of them. While temping to splurge your money, note that prices for items will climb to the tens of thousands (max 80kG). Although price and Course complexity are a decent measure of good accessories double check with the appendix or the top item charts. For now it's OK to purchase a few for looks. Note that the Unicorn Horn (from Spin Break) is one of the best items giving +6 Speed and Mental and its only negative stat is -2 Power. Cat Spd Pow Mnt Stm Hvy Lgt Sum ------------------------------------------------------------------------ Frame Dinosaur Dragon Dragon Dinosaur Dragon Hero Dinosaur Pat Dog Rock Frozen Bony Brick Round'n Dog Cat Cow Marble Round Eye Crooked Elongate Angry Sharp Big Sharp Big Voi Machine Dinosaur Cute Phantom Dinosaur Dog Dog Bird Animal Cutie Elephant Bird Cutie B.Acc Unicorn Dragon Unicorn Bull Mech. Bell Unicorn Horn Fin Horn Horn Hand Horn Light. Steel Star Rhino Steel Eye Light. Horn Hand Horn Hand Glass. Horn Dragon Mech. Illum. Fin Light. Star Bolt Wing Hand Light Crest Horn Eagle Big Bell Unicorn Dragon Fin Little Beak Horn Horn Fin Crest Horn G.Acc Unicorn Dragon Unicorn Bull Mech. Thin Unicorn Horn Fin Horn Horn Hand Eyebrow Horn Light. Steel Star Heart Steel Ribbon Light. Horn Hand Hand Horn Eagle Mech. Ribbon Rhino Light. Cute Little Beak Hand Horn Horn Wing Horn Long Big Thin Fish Dragon Eye Fish Horn Horn Eyebrow Fin Fin Glasses Fin ************************************************************************ INTERMEDIATE COURSE ************************************************************************ The second course is tougher than the Beginner and introduces paths. Midway Partner will have to choose between Left or Right. The paths lead to different Events and prizes. Left is for "boy" frames and Patterns. Right is for "girl" frames and Voices. Both will have to be completed once before the next Course opens up. Here is a "map" of the paths which follow the order of this guide. 2Le 2Re 2Ld 2Rd 2Lc 2Rc 2b 2a 2a. Seaside Sparklies *********************** Element: Water Speed: more effective taps Silver: 25 combo Gold: 35 comb Race to the finish while grabbing gems for points. Tap A to run, and use the Control Stick to change lanes. Water will slow Partner down, while hills speed it up. This is the second race event, where high Speed can be detrimental. Points are acquired by jewels, and bonuses are awarded with successive pickups. Missing a jewel resets the combo meter. The jewel layout doesn't change except for the last five, so keep a moderate button rhythm and zigzag those bends. Gold: Watern Water 136 105 104 85 98 430 Neptune Water 85 110 78 12 84 285 Ragrag Water 101 112 87 123 100 423 Silver: animal patterns Dragon -4 5 -2 1 14 0 Large Scale -3 4 -2 1 2 0 Crab -5 2 0 5 0 2 Beetle 4 -2 -5 4 -1 1 Dog 4 1 0 -3 -6 2 Cat 5 2 -5 1 -10 3 Cow 2 5 -5 1 6 3 Parrot 5 -1 0 -4 -14 0 2b. Basket Barrage ******************** Element: Wind Mental: greater angle spans, faster needle speed Silver: 70 baskets Gold 180 baskets Shoot as many baskets for the most points. Time the shot angle for the green segment to score a basket. Score several baskets in a row to go into Fever Mode for multiple shots. Keep your eye on the angel meter rather than the ball for this game. Although anywhere in the green angle is acceptable, time throws when the arrow is at the needle/red segment. This will set up a good rhythm and avoid misses when the basket changes height. The angle meter bounces back and forth indefinitely, so get it on the rebound if you missed it the first time. When in Fever Mode resist the urge to mash the button. Have a steady rhythm that is synchronized to the Flashing A button for the best results. Gold: Meteron Wind 99 95 99 107 70 400 Felina Wind 128 77 94 95 67 394 Harykit Wind 127 102 92 80 60 401 Silver: mouths and ears Jaw -3 5 2 -2 1 2 Duck Beak -2 -4 2 5 1 1 Drooping Ear 5 2 -3 -2 1 2 Cat's Ear 4 -2 -3 2 -2 1 ************************** Strict Route (Left Path) ************************** 2Lc. Waterskip Crusher ************************ Power: better jump Light Weight: better jump Speed: better bar drain Silver: ??? Gold: +850m This is the same as Waterskip Slider but kick rock columns on the track with the A button. Time rock kicks about half a Partner body away for "Great". This will add extra height and therefore distance. Kicking doesn't reduce the Speed meter but Control flicks will. Depending on the launch there will be a couple of times where the Flick and Kick are very close together. Just mash Kicks and Flick when to Flick. Gold: Typhoon Water 108 92 79 122 121 401 Blizard Water 94 92 114 118 125 418 Blublade Fire 99 80 113 126 143 418 Silver: hats Football Helmet -2 2 -5 6 2 1 Straw Hat 2 -3 3 -2 -3 0 Witch's Hat 2 -4 5 -2 1 1 2Ld. Catapult Craze ********************* Power: increase power meter span Light Weight: better jump Mental: increase angle meter divisions, slower needle speed Silver: +18km Gold: +18.5km Toss a rock on a catapult and launch Partner off it for the greatest height. Time various meters for the power of the toss, angle, and time to jump off the platform. The power meter will bounce indefinitely so take your time with it. The angle one will default to failure, so get it on the first pass. The actual launch is trickier. The best time is when the catapult arm is perfectly horizontal. However it is better to launch earlier than later. Keep your eye on the left platform so you can see the rock coming. Gold: Shadoze Fire 96 94 141 91 114 422 Dogvow Earth 133 56 114 97 112 400 Bodigar Fire 124 123 111 88 108 446 Silver: robot and cute Bolt 2 3 -2 0 2 3 Rose -2 -6 5 2 -5 -1 Heart -5 -2 2 6 -3 1 Barrel -6 5 2 -2 4 -1 Pail -6 4 2 5 3 5 2Le. Sky Shooter ****************** Speed: better meter usage and restoration Siler: 400 points no crashes Gold: 1200 points no crashes Sky Dive to a platform and gain points for time and targets shot. Shoot with A and air brake with B. Crashing in to Evilings or shooting will lower Partner's speed. Taking down a wave of same colored Evilings adds bonus points, and like Seaside Sparklies bonuses are more important than speed. Red waves go in circles and Green ones bounce in lines. For them just pick a spot and keep shooting. They'll fly right into Partner's stream. Purple ones are scattered but don't move, so pick them out. A high score is very easy if Partner doesn't go crazy on shooting and clears entire waves. Gold: Afoo Wind 111 113 79 89 67 392 Windcut Earth 89 79 118 103 110 389 Thundar Water 93 129 114 80 104 416 Silver: wings and fins Dragon Wing 6 2 -2 -5 1 1 Demon Wing 6 -2 2 -4 1 2 Fairy Wing 4 -3 2 -2 -4 1 Cute Wing 3 -3 2 -2 -4 0 Tail Assembly 6 -2 6 2 2 12 Fish Fin -2 2 0 3 -2 3 Fin Crest -2 -3 2 4 -2 1 Dorsal Fin 2 -4 -2 6 -1 2 ************************************************************************ Intermediate Course Strict Route Cleared ************************************************************************ Prize: Yellow Vision Orb Gold: Dog Frame 7 4 3 5 7 19 Macho Frame 0 7 6 10 13 23 Spd Pow Mnt Stm Hvy Lgt Sum ----------------------------------------------------------------------------- Frm Dog Dragon Dragon Dinosaur Macho Hero Dinosaur Pat Cat Cow Frozen Crab Brick Round'n Cow Eye Oblong Elongate Angry Sharp Big Elongate Big Voi Machine Dinosaur Cute Animal Phantom Dinosaur Dog Dog Bird Cutie Elephant Bird Cutie Acc *Uni. & Dragon Uni. & Dorsal Mech. Rose Uni. & Assem. Fin Assem. Fin Hand Assem. Light. Tube Star +Heart Steel Fairy Human Horn & Bull Hand Wing Hand Demon Steel Doughnut Football Cube Cute Pail Wing Hand Helmet Wing Dragon Mech. Witch's Pail Ball Bell Fang Wing Hand Hat * Unicorn's Horn and Tail Assembly. + Heart and Bull Horn. ************************** Goofy Route (Right Path) ************************** 2Rc. Stonehead Swap --------------------- Speed: faster walking Silver: 4 rounds Gold: 6 rounds Swap the given interchangeable heads on eight busts so that the top and bottom patterns match. Use A to pick up and put down a head, and the Control Stick to move. Pull a Captain N and press pause when the statues line up. Then take your time figuring out the puzzle. If there isn't a quick solution, try solving it from the opposite side. Also note that Partner can reposition itself before the start of each round, so take advantage of a head start. Gold: Grandall Earth 114 69 90 112 87 385 Gore Wind 82 101 122 122 83 427 Skyjin Water 118 102 77 102 68 399 Silver: geometry Bowl 2 0 -2 6 3 6 Disc 6 -5 -2 2 3 1 Ring -3 2 6 -2 3 3 Quadratic Prism -2 4 2 -5 4 -1 2Rd. Bomber Bowl ****************** Element: Fire Speed: more effective taps Silver: -1:00 Gold: -0:40 In a giant bowl arena defeat Boss with cherry bombs. Tap A to move and B to shoot bombs. Pick up black bombs, and avoid falling rocks, pink bombs, and the fountain at the center. This is another tricky event that will take practice. A good technique is to fill up on bombs (4), find the boss, and dump them all. Wash, rinse, repeat. Bombs home into the Boss slightly so shots don't have to be perfect. Also ramming the boss will make it throw a black (safe) bomb. Always keep moving looking for chains of falling bombs. If you cannot find the boss within 10 seconds turn around and look behind, since Boss has just moved there. Gold: Farflung Fire 104 89 101 80 113 374 Canistar Fire 108 122 54 140 88 424 Vega III Fire 75 99 106 127 115 407 Silver: animal voices Dragon -3 4 0 0 3 4 Dog 0 0 -3 4 -3 -2 Wolf 3 -2 0 0 0 1 Cat 4 0 0 -3 -4 -3 Tiger 0 2 0 0 2 4 Horse 0 0 -5 5 0 0 Elephant -5 5 0 0 5 5 Bird 5 0 0 -5 -5 -5 2Re. Battle Blast ******************* Element: Fire Speed: faster walking speed, longer Dash Power: faster shot charges Silver: 930 points Gold: 1730 points In the battle temple compete with Minions to shoot the most Crawlies. Gold ones are worth extra points. This is the first Battle Temple event with direct control of Partner. Press B to shoot and hold to charge a Fireball. Standing still and high Power speeds this up. Press A to push and charge for a Dash attack, although the game doesn't explain Dashing yet. The Dash is ready when Partner finishes its battle cry. It is very easy to accidentally reset the charge of a Dash or Fireball so be careful. If Partner is rammed by another monster it will be stunned for a bit. If the damage is severe enough, Partner will flash yellow and be immune to attacks. Wiggling the Control Stick will lessen stun time. Stick with Fire rapid shots and punch when a crowd forms. Punching knocks back the victim, and can chain hits together like billiard balls. This doesn't give a bonus, but it can be more effective then rapid shots. Avoid the Minions attacks and focus on the Crawlies. Be especial careful at the edges, since falling into spikes causes Yellow stun damage. Since it can get very hectic use pause to relocate Partner, and a bright colored pattern will help it stand out. Gold: Dillo Fire 107 95 83 91 139 376 Warkitty Fire 96 84 115 87 126 382 Motochet Fire 135 65 92 81 114 373 Silver: claws Cat's Claw 2 3 -4 2 -1 3 Round Claw -2 4 -4 2 1 0 Double Claw 2 5 -2 -4 -1 1 Triple Claw -2 6 2 -3 2 3 Thorned Claw -4 5 -2 2 1 1 ************************************************************************ Intermediate Course Goofy Route Cleared ************************************************************************ Prize: Green Vision Orb Gold: Hamster Frame 8 2 2 7 5 19 Bunny Frame 3 1 4 4 3 12 Spd Pow Mnt Stm Hvy Lgt Sum --------------------------------------------------------------------------- Frm Hamster Dragon Dragon Dinosaur Dragon Bunny Dinosaur Pat Dog Rock Frozen Bony Brick Round'n Dog Cat Cow Marble Round Eye Crooked Elongate Angry Sharp Big Sharp Big B.Voi Machine Dinosaur Machine Phantom Dinosaur Dog Dog Phantom G.Voi Bird Dinosaur Cutie Cutie Elephant Bird Cutie Acc Uni. & Triple Uni. & Bowl Mech. Bell Uni. & Assem. Claw Assem. Hand Assem. Light. Dragon Ring Heart Steel Eye Human Horn Fin & Bull Hand Glasses Hand Dragon Steel Star Rhino Cube Star Bowl Wing Hand Horn Disc Tube Doughnut Duck Ball Fake Fang Beak Nose Cube Cute Wing Eye Glasses Eviling Volley 3 & 4 ********************** The games are the same as before but the Eviling Boss has one. Passing the ball between the two enemies increases their chances of messing up. Giving opposite shots, e.g. fast to slow, shot to pass, is also effective. Taking the minions down first weakens the Boss's skill a bit. (Though it probably won't be noticeable.) If Partner knocks out an Eviling prepare for the rebound. Vision Orb #3 --------------- After getting the third vision orb--it doesn't matter which one--one kid is restored, the "Pull and Stretch" power is unlocked, and more of the locals come out of hiding. Elder, Jazz, Lagu, and the kids by the Hall of Life have new things to say. In addition Cinnamon and Pichi are out in Shop 2 and Jasmine has updated her inventory. Shop 1 ------------------------------------------------------------------- Mental-Up Potion Small 200 Bat 1200 -3 3 -2 2 2 0 Baseball Cap 1500 -2 2 -4 4 -2 0 Screwdriver 1800 3 -2 -3 2 2 0 Cute Animal Voice 2000 0 0 2 0 0 2 Cute Machine Pattern 2200 5 -1 1 -5 -1 0 Cube 2500 6 -2 -6 2 4 0 Ball 2800 -5 2 -2 4 4 -1 Doughnut 3000 -2 -6 6 2 3 0 Tube 3200 -6 6 2 -2 3 0 Shop 2 -------------------------------------------------------------------- Speed-Up Potion Medium 500 Power-Up Potion Medium 550 Rat's Tail 1000 -2 -3 3 2 -2 0 Human Ears 1200 3 -2 0 2 -2 3 Fake Nose 1400 2 -3 -2 3 -3 0 Human Hand 1600 3 3 2 -2 -1 6 Tongue 1800 -4 0 5 -2 -1 -1 Goggle Eye 2000 -10 6 10 0 0 6 Fang 2200 0 4 -2 2 -1 4 Steel Armor Pattern 2400 -3 5 0 -1 18 1 Vision Orb #4 --------------- The path to Course three has been restored along with watchman Dalu, the brushman Bundagio in Shop 2, and the (re)Size (and reposition) power has been unlocked. Jazz has more flavor text, Lagu teaches about accessories, the pig kid by the Hall of Life talks about Eviling Volley, and Shop 2 has restocked its selves. As usual, more tables. Shop 2 -------------------------------------------------------------------- Mental-Up Medium 600 Ogre Horn 2800 4 -2 2 0 -1 4 Lizard Pattern 3000 -5 3 0 5 2 3 Armadillo Pattern 3200 -4 3 0 3 6 2 Crab Pincer 3400 -4 4 2 -2 3 0 Insect Eye 3600 -10 0 10 6 0 6 Sheep Horn 3800 -4 2 -2 6 3 2 Thorned Collar 4000 -2 6 -4 2 2 2 Snail's Eye 4200 -12 -10 10 6 0 -6 Demon's Horn 4500 2 -2 6 -4 2 2 Cat Spd Pow Mnt Stm Hvy Lgt Sum ------------------------------------------------------------------------- Frm Hamster Dragon Dragon Dinosaur Macho Bunny Dinosaur Ptn Cat Cow Frozen Lizard Steel Round'n Cat Marble Armor Round Eye Oblong Elongate Angry Sharp Big Elongate Elongate Voi Machine Dinosaur Cute Phantom Elephant Bird Tiger Bird Animal Horse Acc Uni. & Triple Uni. & Bowl Mech. Thin Uni. & Assem. Claw Assem. Hand Eyebrow Assem. Light. Thorned Ring Sheep Cube Ribbon Human Horn Collar Horn Hand Demon Dragon Demon's Dorsal Ball Rose Bowl Wing Fin Horn Fin Dragon Tube Star Heart Quad. Fairy Pail Wing & Bull. Prism Wing The Tail Assembly from Sky Shooter is exactly like the Unicorn's Horn and thus is one of the best items. The Disc from Stonehead Swap is the best item for Stamina and you can purchase the Steel Armor for the heaviest pattern. ************************************************************************ ADVANCE COURSE ************************************************************************ Another course and more paths. This time the first left leads to patterns and "girl" frames, right for voices and "boy" ones, and the "middle" ones to eyes. If Andy is gathering all the items don't worry too much about always scoring in the first events. To get all the items in the last Events the first two Events will be played at least 24 times white the next two on both Paths 8 times. Also Events now only give two Monster Cards each instead of three and the Course gives three frames instead of two. LLf LRf RLf RRf LLe LRe RLe RRe Ld Rd Lc Rc b a 3a. Spin Attack ***************** Element: Fire Heavy Weight: better push/shove Silver: 10 knockouts Gold: 18 knockouts Exactly the same as Spin Attack, except the Minions continually come and points are scored for knock outs. As usually charge can go all the way to White, circle the bowl, and be careful of the crumbling floor. Points are scored even if Partner falls out or releases a Spin, so suicide during the last seconds if it's not possible to knock out a clump of Minions. Gold: Feiberos Fire 123 90 123 67 80 403 Homlar Fire 103 113 147 73 110 436 Silver: noses and brows Thin Eyebrow -2 2 3 0 -5 3 Thick Eyebrow 2 -2 4 -3 -4 1 Ardent Eyebrow -2 2 5 -3 -4 2 Dog's Nose -2 -3 2 4 -3 1 Round Nose 2 -4 -2 5 -2 1 3b. Beat'n Art **************** Element: Earth Power: stronger punches Silver: 1.75 faces Gold: 2.75 faces Sculpt a statue, with your fists! Control Stick to move around the column and bounce on the trampoline. Hold A to punch continuously and B to kick. Kick in stakes to freeze time and crawl directly on the column. This is a complex game that takes a bit getting used to. First always hold down A. Save Kicks for any straggling rings of cracked stone. Use the Control Stick gently since direction is registered -after- a bounce. While in Time Stop you can only tell Partner to turn left or right, while it continually walks forward. If a stake is activated during a fall, immediately hold left or right to turn Partner around. Statues can only be carved if all "three" rings of stone for their level has been cleared. For now just worry about clearing this Event then practice control on the Practice Course latter. Gold: Glassrog Earth 113 143 91 81 138 428 Super Sam Earth 103 96 92 121 108 412 Silver: armors Cheek Guard -3 -2 6 2 1 3 Breastplate -5 -2 2 6 5 1 Shield -4 -2 2 6 5 2 Cape 6 0 -2 2 1 6 *********************** Left Path First Turn *********************** 3Lc. Jungle Spurt ******************* Element: Water (?) Speed: more efficient taps Silver: ??? Gold: -11:30s Race to the finish as in Jungle Dash, while avoiding trees and rocks. It's pretty strait forward with two exceptions. First the fastest lane in the second to last hurdles is through tress. Second the last hurdles needs a fast lane change from the far left to far right. As with Jungle Dash, use the B button sprint till you are more familiar with the track. Gold: Amigo Water 130 158 59 86 114 433 Gridora Water 79 79 101 134 101 393 Silver: material patterns Vine 5 -1 0 -5 0 -1 Wood 5 1 -6 3 0 3 Rock -4 5 0 -1 18 0 Pavement 3 -2 -4 4 10 1 Ceramics 2 1 -6 5 6 2 Haniwa 2 -5 0 5 10 2 3Ld. Block Stack Attack ************************* Element: Water (?) Mental: larger angle segments, slower needle Power: larger meter segments, slower power meter Silver: 5 tosses @ 10 height Gold: 7 tosses @ 9 height Try to stack as many blocks as possible, timing for power and angle. Choosing a higher starting stack increases the difficulty and points awarded. This is another timing event. First try it at 5 height. If it's not hard, raise the height. Like Catapult Craze the power bar will continually bounce, while the angle meter will pass only once. The green section for both the power and angle meter are acceptable for a toss. Aim for the middle of the green angle segment to reorient it back to 45 degrees on the next toss. Like Seaside Sparklies, successive good tosses are required for high scores. Gold: Beeboy Water 95 124 91 76 72 386 Maniac Water 85 136 102 81 83 404 Silver: weapons Sword -4 5 -2 2 3 1 Axe -4 4 2 -2 4 0 Spinning Saw 2 4 -2 -4 4 0 Chain Gun 2 6 -2 -5 5 1 ***************************** Rush Rush Route (Left Left) ***************************** 3LLe. Mach Runner ******************* Element: Wind Stamina: less damage from collisions, faster recovery Speed: more efficient taps Silver: -50s: Gold: -42s (?) Race to the finish in the fastest time possible while avoiding hurdles and stone columns. Tap A to run and B to brake. Running fast, i.e. tapping, will use more Stamina. Like most races speed is not important, but rather control and pacing. Tapping in time with the displayed A button sets a good rhythm that isn't too strenuous on Stamina. Hitting a couple of hurdles is acceptable but avoid the columns at all costs. Don't forget to brake during turns that are marked with stripes on the floor. This slows Partner down for greater control and restores Stamina. In the middle of the track there is a pit jump after a set of six columns. Burn speed here for make the jump. Failing will waste several seconds. After the jumps there is a zig-zag of several columns, where weaving in and out is the best way to cross. This event can be very difficult so take any passing score during your first attempts and practice it latter. Gold: Gossamer Wind 138 122 73 80 64 413 Highwind Wind 132 89 95 75 105 391 Silver: hair accessories Cat Whisker -2 3 2 -3 -5 0 Santa's Beard -2 -3 2 4 -2 1 Fluffy Hair 2 -2 3 0 -4 3 Braid 2 -5 6 -2 -3 1 3LLf. Battle Royale ********************* Element: Fire Stamina: better defense and HP Power: faster charge, more powerful attacks Speed: faster walking speed, longer Dash Weight: better push/shove Silver: 3 before time Gold: ??? Defeat all the minions in the temple. Push B to shot and charge for a Fireball. Push A to punch and charge for a Dash attack. Break blocks for extra points and be careful of falling into spikes. Full out brawling in the temple. The best way to deal damage is to knock Minions into the spikes. Any attack besides basic shot will shove a Minion. However this usually places Partner dangerously close. If anyone is knocked into the spikes, they will flash yellow invisibility so stand clear of them. Blocks can be destroyed for points, and the best way to clear them is knocking a Minion into one. A decent tactic is to stay away from the Minions and let them battle each other. Charge fireballs and knock them into the spikes from long range. If one gets close, punch it, and then release the Fireball to knock the Minion away. Keep in mind that Fireballs pass each other. So if there is cross fire, dodge it. If you decide to charge Dash, use it defensively to dodge Minion attacks. As usual wiggle the Control Stick to shake off stun damage. This can be another tricky event, so pass and practice may be prudent. Gold: FaeGator Fire 114 131 90 78 112 413 Blue X Fire 150 64 88 97 129 399 Silver: hair and kid eyes Boy's Eye 0 12 -10 -12 0 -10 Girl's Eye 10 -10 12 -10 -12 2 Whisker Base 2 -2 6 0 1 6 Flaming Mane -2 6 2 -3 2 3 ************************************************************************ Advance Course Rush-Rush Route Cleared (LL) ************************************************************************ Prize: Blue Vision Orb Gold: Dragon-Man Frame 4 5 3 1 9 13 Cat Frame 7 4 2 3 5 16 Tiny Frame 4 0 9 13 0 26 ************************** Crispy Route (Left Right) ************************** 3LRe. Stonehead Bingo *********************** Element: Water Speed: walking speed Silver: 3 rounds Gold: 5 rounds Change all the given stone heads to same shape. Punch them to advance it to the next shape. The order of the heads is the same as in the background ruins going left to right with the "triangle" one off screen, so you don't have to memorize them. Just pause the game and identify the odd statues. Figure out the number of punches each statue needs, and execute the plan. Like Stonehead swap Partner can move before the round, and it's best to keep backtracking to a minimum. Gold: Hydrum Water 99 131 94 87 88 411 Seanymph Water 108 122 54 140 88 424 Silver: final eyes Purple Eye 10 -10 14 0 10 24 Thorned Eye 0 14 -10 6 12 22 Neon Eye 14 -6 0 10 10 28 Searchlight Eye 10 6 -12 0 14 18 3LRf. Dual Runner ******************* Element: Wind Stamina: less damage from collisions, faster recovery Speed: more efficient taps Silver: 5 checkpoints Gold: 9 checkpoints Grab the ball and race it through as many checkpoints as possible for a high score. Be careful of the Minion who'll try to steal it. Tap A to run and B to break. The faster Partner runs the more Stamina is drained. This event isn't as bad as it seems. As usual control is more important than speed. Keeping the same rhythm as the flashing A is recommended for good Speed and Stamina usage. At the start of the relay mash A sprint to the ball. From there keep a steady pace and weave back and forth to shake off the Minion. Mash A during turns, when the floor is striped, for a speed boost since the Minion cannot chase then. If Partner must be hit, take it from behind, so that the ball goes forward and the Minion stays behind. If Partner drops the ball behind, it'll have to wait for the Minion to take and recovery. Gold: Momumomu Wind 120 88 91 94 84 393 Padeechy Wind 107 85 95 100 93 387 Silver: armor patterns Living Armor 1 5 -6 2 -18 2 Protector 5 -1 0 -4 0 0 Leather Armor 4 2 -4 1 -4 3 Retro Machine 1 3 -3 2 14 3 ************************************************************************ Advance Course Crispy Route Cleared (LR) ************************************************************************ Prize: Water Vision Orb Gold: Kid Frame 5 2 6 2 4 15 Horse Frame 9 4 0 7 9 20 *********************** Right Path First Turn *********************** This is all the way back, after Beat'n Art if you are lost. 3Rc. Spin Road **************** Element: Fire Heavy Weight: better push/shove Silver: ??? Gold: -30s This is a Spin stage, but instead of knocking monsters out, try to make it to the end of the track. Take it easy and Partner should be fine crossing the course. Wait for the moving platforms to align before crossing and note that Partner can drop two platforms at a time after passing the geysers. Gold: Firesnax Fire 111 119 137 59 137 426 MagmaGoo Fire 105 130 131 68 95 434 Silver: humanoid voices Giant Hero -2 3 0 0 5 1 Phantom -4 0 0 5 0 1 Heroine 0 -5 5 0 0 0 Creature 0 0 -2 3 0 1 Cutie 0 0 0 2 -2 2 Machine 5 0 0 -4 0 1 3Rd. Waterskip Smasher ************************ Element: Water Power: better launch Light Weight: better height and distance Speed: better meter drain This is a more advance version of Waterskip Crusher. This time the blocks come in pairs. Play it exactly as before, but double tap B when Partner meets a rock. Gold: Seathing Water 85 129 93 105 115 412 Rollin Water 120 115 67 120 78 422 Silver: racing parts Vernier 6 -2 -3 2 4 3 Rod Antenna -2 -3 3 2 2 0 Tachometer -2 2 5 0 3 5 Muffler 6 2 -3 -2 3 3 ******************************* Nail-Biting Path (Right Left) ******************************* 3RLe. Catapult Calamity ************************* Power: increase power meter divisions Mental: increase angel meter divisions, slower needle speed Light Weight: better jump This is the same as Catapult Craze, but you can choose rock size and grab balloons near the top for extra height. Use the control stick to veer towards a balloon and tap A to flap for height. As before take your time with the power meter. Angle meter only has one chance. Keep your eye on the left platform and launch when the catapult arm is horizontal or earlier. Choose the largest rock unless Partner is very dumb. If Partner clears the stratosphere, mash A and guide it to the highest balloon. Gold: Omega Earth 102 99 120 103 94 424 Uniphone Water 116 110 102 92 98 420 Silver: cute stuff Imp's Horn 2 -2 4 -3 -3 1 Springing Star 2 -3 6 -2 -3 3 Ribbon 2 -5 4 -2 -5 -1 Bell -2 -3 3 2 -4 0 Brooch -2 -3 5 2 -4 2 3LRf. Sky Circus ****************** Element: Wind Speed: greater speed recovery Silver: 700 points no crashes Gold: 1500 points no crashes Fly through the rings to rack up points. Press A to dive and pickup speed, B to brake and slow down. Points are scored for a fast time too. Again combos are more important than speed. Avoid missing any ring as much as possible. Speed up while going through them and use brake, even twice, to get the trickery ones. Partner's size -doesn't- matter, however a thinner body design makes it easier to see the rings. Gold: Starduck Wind 146 79 56 115 119 396 Gustar Wind 167 88 70 92 84 417 Silver: animal parts Tentacle -3 2 6 -2 -1 3 Hoof 4 2 -4 -2 2 0 Triangular Cape 5 3 -2 -4 1 2 Bee Stinger 5 -2 2 -4 1 1 ************************************************************************ Advance Course Nail-Biting Route Cleared (RL) ************************************************************************ Prize: Black Vision Orb Gold: Evil Beast Frame 3 6 8 4 13 21 Giant Frame 1 9 4 1 12 15 Evil Spirit Frame 2 5 7 9 20 23 ******************************** Tough-Tough Path (Right Right) ******************************** 3LLe. Stonehead Smash *********************** Speed: walking speed Silver: 20 silver Gold: 36 silver Wack-a-mole. For the first 20 seconds get every head. Afterwards stick to one side of the platform, aiming for Silver and Gold. It can get very crazy near the end, so limit Partner to one punch "attempt" per statue at the last 20 seconds. Gold: Grandall Earth 114 69 90 112 87 385 Skyjin Water 118 102 77 102 68 399 Silver: hand held objects Toy Hammer 6 2 -5 -2 -1 1 Laser Gun -2 2 6 -6 3 0 Broom -2 -4 2 3 2 -1 Umbrella -2 -4 5 2 2 1 3LLf. Battle Ball ******************* Element: Fire Speed: walking speed Power: faster shot charge Heavy Weight: better push/shove Silver: 5 goals Gold: 9 goals Steal the ball from the Minions and take it to the goal in the center to score. Shots, Fireballs, punches, Dashes, and spikes are allowed. Another tricky event. From the start make a beeline to the center goal and punch at the last moment. When in control of the ball, walk towards the goal. Pay attention to the Minions. Sometimes they will charge Fireballs, so weave strait up or strait right to make it hit another Minion. More often than not Partner will lose the ball and goal. When not in control of the ball, play as goalie. Stick around it and punch or Dash any Minions that get near. Dash is more effective since it clears the group -and- stuns them. Grab the ball quickly and step right back into the goal. This is how a majority of points will be scored. Again this is another pass and practice event. Gold: NoirNoir Fire 66 98 110 107 90 381 Firarmor Fire 121 100 111 98 152 430 Silver: glassy patterns Chameleon 1 -3 3 -1 -6 0 Glass -1 -4 4 1 -10 0 Stained Glass 5 1 1 -5 2 2 Metalwork 1 -5 4 2 14 2 ************************************************************************ Advance Course Tough-Tough Route Cleared (RR) ************************************************************************ Prize: Purple Vision Orb Gold: Scorpion Worm Frame 6 3 5 0 17 14 Spider Worm Frame 6 3 5 8 9 22 Mantis Worm Frame 5 7 1 2 13 15 Eviling Volley 5-8 ******************** Same as before but with three minions. In volley #5 the platforms are very close and spread out from #6 to #8. Stick with feints and Partner should be fine, while trying normal or Power shots when the platforms are far off. Vision Orb #5 *************** Another orb another kid, shop, power "Slide" pattern, and lists. Jazz say something new as well and a kid is now in Shop 1. Shop 3 -------------------------------------------------------------------- Speed-Up Potion Large 1000 Power-Up Potion Large 1100 Pebble Pattern 2000 3 2 -6 3 2 2 Saw Hook Claw 2200 -4 3 -2 2 2 -1 Hexagon Marble Pattern 2400 1 -1 -4 4 6 0 Lips 2600 -3 2 4 -2 1 1 Fan 2800 3 -6 2 -2 -5 -3 Chimney 3000 -2 3 -3 2 3 0 Shining Eye 3500 0 10 10 -10 0 10 Luxurious Pattern 4000 -1 1 4 -4 -4 0 Mental-Up Potion Large 1200 Necktie 4200 -2 -3 2 4 -3 1 Short Drill 4300 -2 3 2 -3 3 0 Bomb 4500 2 6 -2 -6 4 0 Tire 4700 4 2 -3 -2 4 1 Shoulder Armor 5000 -4 4 -2 2 4 0 Alien Voice 5200 0 -3 4 0 0 1 Viking Helmet 5400 2 -2 -5 6 3 1 Propeller 5800 6 -2 -4 2 4 2 Ninja Suit Pattern 6000 5 -5 0 2 -4 2 Vision Orb #6 --------------- Yay! More kids and Shop 1 has new inventory. Again Jazz elaborate on the power of good. Shop 1 -------------------------------------------------------------------- Stamina-Up Potion Small 250 Dog Collar 3500 -2 3 -3 2 1 0 Coal Eye 3800 0 14 -6 0 0 8 Plastic Pattern 4000 1 -4 4 -1 -10 0 Banner 4200 2 -4 4 -2 2 0 Sunglasses 4500 2 -4 5 -2 -4 1 Pyramid 4800 -2 6 -4 2 4 2 Crystal 5000 2 -2 6 -3 3 3 Jewel 6000 -2 -5 6 2 -4 1 Transparent Ball 7000 -3 -2 2 6 2 3 Vision Orb #7 --------------- One more kid and Shop 2 has stuff. *Yawn* Note that the Demon's Eye is the best Eye in the game while the Skull Stone is the best for raising Power. Shop 2 -------------------------------------------------------------------- Stamina-Up Potion Medium 650 Dragonfly Wing 5000 5 -2 -6 2 -5 -1 Mummy Pattern 6000 3 -3 -3 4 -6 1 Frog's Eye 7000 0 -10 10 0 0 0 Evil Spirit Armor Pat. 8000 1 5 -2 -5 10 -1 Lava Pattern 9000 -5 5 -2 1 18 -1 Demon's Eye 10000 10 10 12 -10 10 22 Skull Stone 15000 -2 6 2 0 3 6 Bird Wing 20000 6 -4 -2 0 -3 0 Zigzag Pattern 30000 1 -3 3 -1 -14 0 Vision Orb #8 --------------- Wow, three kids this time and all the Shops have full inventories. (I wasn't kidding about stuff being 10kG.) The Blowhole is the best -heavy- Stamina item in game. The Connected Eye most likely -is- Sonic the Hedgehog's. It would have been the best except it is added as a single eye, while all the others are in pairs and can reach 12 for a stat. Shop 3 -------------------------------------------------------------------- Stamina-Up Potion Large 1300 Santa Claus Pattern 8000 4 1 1 -4 0 2 Kung Fu Voice 10000 0 -4 5 0 0 1 Ponytail 15000 6 -4 -2 2 -3 2 Robot Hand 20000 -2 6 2 -3 3 3 Lion Mask 30000 -5 -2 6 2 5 1 Parabolic Antenna 40000 -5 2 6 -2 4 1 Missile 50000 -2 6 2 -6 5 0 Blowhole 60000 2 0 -2 6 2 6 Connected Eye 80000 9 0 0 -7 -7 2 Tabulating all the various paths would be too much work, so here is the final table for all items acquired in game. N.B. that this listing doesn't include items from the Monster Card Game. Speed Power Mental Stamina Heavy Light Total ---------------------------------------------------------------------------- Frm Horse Giant Tiny Dinosaur E.Spirit Tiny Dinosaur Tiny Hamster Dragon E.Beast Macho Scorp.W Bunny Tiny Dog Macho E.Spirit E.Spirit Macho Kid E.Spirit Macho Cat Mantis.W Dragon Spider.W E.Beast Cat Spider.W ---------------------------------------------------------------------------- Ptn Cat Cow Metalwork Lizard Steel Living Retro Armor Armor Machine Wood Living Frozen Crab Brick Round'n Leather Armor Marble Round Armor Stained Steel Luxurious Haniwa Rock Frozen Cat Armor Ninja Rock Plastic Ceramics Lava Pastel Cow ---------------------------------------------------------------------------- Eye Neon Thorned Purple Sharp Search Girl's Demon light Demon Coal Demon Big Thorned Elongate Neon Purple Elongate Angry Round & Demon Connected Purple Black Oblong Angry Girl's Neon Neon Big Elongate ---------------------------------------------------------------------------- Voi Machine Dinosaur Kung Fu Phantom Giant Bird Cutie Hero Bird Elephant Heroine Horse Elephant Cat Cute Animal Cat Dragon Alien Dog Dinosaur Dog Tiger Wolf Giant Cute Creature Dragon Cutie Creature Hero Animal ---------------------------------------------------------------------------- Acc Uni. & Skull Uni. & Blowhole Shield Thin Uni. & Assem. Stone Assem. Eyebrow Assem. Cape Triple Whisker Bowl Breast Cat Human Claw Base plate Whisker Hands Light. Flaming Tentacle Trans. Lion Ribbon Cape Horn Mane Bowl Mask Vernier Robot Ring Shield Chain Rose Whisker Hands Gun Base Talk to the Elder to unite all the Orbs inside Andy's soul. Now all the villagers just give encouragement for the final battle. Save your game, preferable on a different memory card since the ending and credits are only shown once. Build your strongest or most favorite monster and walk to the giant rock by the Beginner Course. Final Showdown! ***************** Power: greater power bar spans, effective taps Mental: slower reaction bar Yes, enough -playing- with magma balls, now is the time to fight with them. First catch the ball, and it is better to be late than early. At that point chuck the ball when the meter is red. The closer to the edge the more damage dealt but the harder is it to time. If you Pause, hold down A and unpause, then the bar will trigger a bit further from where it was. This technique can be useful when close to the edge. If Partner times the catch exactly when the ball connects, there will be a ping, a golden flash, and an auto-throw for full damage. After draining the first HP bar, there is a final magma ball catch and then phase two. Just hold down the A button until the stream is small and blue. At that point mash A until Partner shoves the ball into the Black Evil's mouth. Be sure to hold down A on that last shove, to reassume to preview stance. This phase is easier than the first but dependant on how much platform is left. Ending -------- The Black Evil is destroyed (but not killed), Hope has been restored to humanity, and the Island is saved. Time to party! Everyone thanks you while Partner dances. During the credits various preset monsters are displayed while Broud plays the Events. Broud happens to be the monster with Andy in Amazing Island concept art. Enjoy it while you can since this is the only time you can view them. Afterwards you can save your game and monster. (If you haven't saved to a different memory card to see the ending again, now is the time to switch.) Epilogue ---------- The title screen now has a Sound Test, which displays the promised party at the ending. (The very catchy remix of the Hall of Life is from the Trade Monsters menu.) Back on the island check the masked kids on the docks and the masked one by Shop 3 for the final game tips. By the Black Evil cave is a Course Watchman. It turns out the Black Evil has met a face worse than death: it was made part of the attractions. Defeating the Black Evil again doesn't do anything though. If Andy checks his Item percentage on the Status screen it'll probably be around 50%. It's time to master the Courses and play Amazing Island Card Game, if he hasn't. Before that there is a pig in Shop 2. Talk to it and select "Oink" to unlock... ================================ VI. "Piggy" Mode (Advance Tips) ================================ This part of the guide will feature advance strategies for high scores and collecting Monster Cards. Don't forget to look at preset monsters for quick optimizations. Piggy mode is unlocked by beating and saving the game. It is turned on by talking to the pig in Shop 2 and selecting "oink". Piggy mode is exactly like normal mode except that pigs and oinks are features of the Events which are often more helpful cues. Jungle Dash ------------- This is pretty easy to score high. Optimize partner for speed, i.e. car and airplane parts, and mash A. Using an overhand approach, like as with arcade buttons is easier. Time the final B button sprint so that the whole sprint is used to covers the final part of the track, but doesn't fall short. Waterskip Slider ------------------ Optimize for Power and light Weight. Time the jump in the red bar and have every skip "Great." Spin Break ------------ Here are the waves of attacks: 1 Skinny 2 Skinny, 1 White Bird 1 Skinny, 1 Black Dragon 3 Minions 2 Skinny, 1 Red Bird 3 Skinny, 1 Black Dragon Floor Breaks: 36s, 54s All skinny minions can be pushed off without spins. However wait until they touch the ground completely, otherwise they still have the extra momentum from the fall. The Red Bird and Black Dragons will cause the most problems. Use a full white Super Spin on them near the edge. Another way is to Super Spin if two or three Minions are clumped together. Also advantage of spins, even not fully charged ones, when the floor crumbles. Finally do -not- release a spin after all the enemies are cleared since this takes up time. Stone Spire Smash ------------------- Optimize for power. During the column section change Partner's stance between A and B with nearly simultaneous pressings; sort of roll your thumb across the buttons. Time attacks to be firmly in red rather than cutting it close to green. At the boss mash buttons until the third warning flash, and change stance during the attack if needed. If everything is done correctly Partner can ignore the warnings of the third counter attack and take down Boss beforehand. Seaside Sparklies ------------------- This is the track pattern. It is always the same except for the last track of small gems, which are randomly placed. L **** ** * * * O * ! * C * *O ** ** * **O * * * * * * O ****** R * * ! Keep a quick but not grueling rapid pace and don't miss any gems. Going too fast is actual bad. The only tricky part is where the exclamation points are. Right before Partner grabs the first "!" immediately swing to the right, and then immediately swing back to the left. Do this even if you feel that you'll turn early and miss the gem. You won't. If you can make it past this point without missing, 1800 is guaranteed. Basket Barrage --------------- Optimize for Mental. Time the baskets for red, since this will keep a good rhythm and ignore basket height shifts. When in Fever Mode time the A button with the display and keep your eye on the needle. If the needle moves clockwise then the basket has moved up. This will cause the balls to clump up so skip one tap to restore the Fever Mode rhythm. During the last second of Fever Mode mash A and keep your eye on the angle meter. It is very easy to mess up the first timed basket while resuming. Also several balls from Fever Mode can drop in normal play and shift you back into Fever Mode. Be ready for that as well. Getting a high score here takes a bit of luck since the basket shifts randomly. Just keep trying and don't strain too much. Waterskip Crusher ------------------- Again optimize for Power and light weight. Try to launch from red and obtain "Greats". Keep your nerve and Kick when to Kick and Flick when to Flick. If you get a very good jump, note that kicks can be done from the top of columns. Catapult Craze --------------- Not much here to say from playing it normally aside trying more to have a horizontal launch and optimizing for power and light weight. Sky Shooter ------------- Here are the waves: 4 Purple: Cross 4 Purple: X 4 Green: "diamond" counter-clockwise 4 Red: circle counter-clockwise 6 Purple: cluster 4 & 4 Green: "diamond" top and bottom 4 & 4 Red: clockwise then counter-clockwise; pick one point for both 8 Purple: circle 4 & 4 Green: zigzag right then horizontal; shoot middle Fast 8 Purple: cluster 4 & 4 Red: clockwise then counter-clockwise 4 & 4 Green: large diagonals 8 Purple: circle Very Fast 4 & 4 Red: spiral center to rim; shoot from middle to rim in a line 8 Purple: cluster 4 Green: large diagonals 4 Red: spiral center to rim; Try to clear entire waves for bonuses. Many can waves can be taken down by picking one points and shooting continuously. If you don't crash or go crazy with shooting Partner should do fine. Stonehead Swap ---------------- Optimize for Speed. This game will test your logical facilities. Pause, get some chess pieces, and play around with them. Minimize running around and swaps. The next head grabbed should be always be as close as possible to the last swap, and avoid backtracking paths. If you cannot see a good solution, try solving it from the opposite side, left, or right. This change of perspective can solve many tricky problems especially with the very first three rounds. While solving the puzzle note how many crossings at minimum are needed to solve the puzzle by looking at what colors are on each side. E.g. 0 Crossings 1 Crossing 2 Crossings -------- -------- -------- * o * * o * * * o o o o -------- -------- -------- While trying to minimize vertical swaps do not stop Partner from crossing up and down if it'll save time. Another obvious but easily missed tip is to run diagonally. Since the game repositions Partner to the proper spot it is easy to accidentally only use right angles for moving. Diagonals will boost the score a good amount since it moves to the same location by a shorter path. I'm not sure on whether to list solutions to the tricky puzzles, but here is one of the less apparent ones. Remember that the starting patterned can be flipped vertically and horizontally: Start **++ > * ++ > * + > *o+ > o+* oo > oo * > oo+* > o+* > o+* Finally keep in mind that lucks plays a role. Sometimes the game just keeps giving you the same long puzzles. So keep trying, and resist the urge to smash the controller when you get 1700. Bomber Bowl ------------- While in Stand By mode make note of the location straight ahead at the top of the screen. Run to that point and make a strait left. This will put Partner right on top of Boss. If you set it up right, Partner will bounce repeatedly and get four bombs quickly. Immediately turn around and unload them. From there just play aggressively. Grab four bombs then unload them. Always keep moving, weaving up and down the bowl. If you cannot find bombs or the boss in about 10 seconds turn around, because that is there they are. When chasing Boss, aim for where it is going if it doesn't slow down. Pay attention for any rocks or bombs Boss may run into. Rocks will slow then stop Boss completely. If Boss picks up a black bomb it will throw it back at partner. This event takes luck on how the bombs fall and if the Boss runs into rocks, so just keep trying. Battle Blast -------------- No real advance strategies here. Just turbo blast shots SHUMP style and punch when the occasional good cluster of Minions and Evilings appears. Try to get Gold targets but don't waste too much time trying to get them. Hang around the middle since it's you can cover the whole temple easily from there. Also listen to the game. If you have Stereo speakers and pay attention, you can hear where a bunch of offscreen Crawlies are. Be aggressive, keep a clear head, and resist the urge to smash the controller at 1700. Spin Attack ------------- More weight for clout is desirable. If you have mastered Spin Break, then this is a piece of cake. Use Super Spins when the Minions are clustered together or when they are fighting near the edge. (The bowl breaks only breaks once at 8s.) If Partner is knocked out release its spin for more points. Also if a final cluster Spin isn't possible at the end, suicide and release spin for more points. Beat'n Art ------------ Here is the pattern of the time stakes, (not to scale). Base <----> Top * * * * * <-other side * At the start bounce to the right twice and hit the first stake. If you hit it while falling be ready to turn all the way around. Claw to the next one and kick it, then the third. Yes, Partner can activate stakes while the clock is stopped. At that point make a left and craw to hit the next two. After that keep crawling in the same direction and up to hit the last stake, and make sure to crawl down and spot check any remaining stone rings. Once all the stakes have been traversed--not everyone had to be activated--let go of the control stick and bounce freely. (Keep on punching.) Kick any straggling stone rings and punch the expose statues. Tap up once or twice only to deal with the top. When that's done deal, free bounce to deal with the middle, and then hold the stick down to finish the bottom. Spend a couple of Practices just using the trampoline. Once you have the feel this game becomes easy. Jungle Spurt -------------- Optimize for speed, car and airplane parts. Here is the track: R * * * * ^ ^ ^ ^ * * * * * * C * * * * ^ ^ ^ ^ * * * * L ^ ^ ^ ^ * * * * * * * * * * *: rock ^: tree There are two tricky parts here. First mash A very aggressively at the start (without a false start) to reach max speed quickly. The other is the final bend through rocks. It is the same bend for Seaside Sparklies, but it's easy to accidentally letup on tapping there. Block Stack Attack -------------------- Optimize for mental. Sadly there is nothing here but successfully tossing all 7 blocks at height 9 or 10. Mach Runner ------------- Optimize for Stamina then speed. This time around run the race for speed. Mash A and maneuver the track as best you can. A couple of hurdles are OK, since you'll recuperate easily, but avoid the pillars at all costs. Don't be afraid to weave in and out wildly if it'll avoid obstacles and prevent deceleration. When you come to a turn, don't press any button. Just hold the Control Stick all the way left or right and coast the turn. You'll be moving fast enough to make it work, as well as recovery Stamina without losing momentum. It'll take practice to use these maneuvers, so take little breaks once in a while. Battle Royale --------------- Optimize for Power, then Speed and Stamina. Charge Dash attacks and use them exclusively. Try to setup a bad game of pingpong with the Minions. Ram one Minion with a Dash. Then turn around and ram the other two with a Dash towards the opposite direction. Do -not- knock Minions into the spike since Yellow damage invincibility will mess up the loop. Dashes should be used like the final sprint in Jungle Dash. It should cover the most ground possible and end exactly where the Minions are. If you get it right neither group will recover until they are smacked with another Dash. The point is not to knock out the Minions, but to deal the most damage, which is how points are scored. Just keep trying with this event and have fun. 1800 was scored with Viking and Broud two preset monsters, so Partner doesn't -have- to be super strong. Stonehead Bingo ----------------- Just pause and solve the puzzle at your leisure. Remember that the order of heads is the same as the statues in the background going left to right. (This is one event where Piggy mode makes it harder.) Heads can be punched midair to save speed, and it is still best to solve the heads in order. Correct each head in a clockwise or counter-clockwise path avoid backtracking and therefore time. Dual Runner ------------- Optimize for Stamina and Speed. This is rather easy and uses the same tactics as before. Weave with a steady pace on the strait-a-ways while speeding up and running strait during turns. Spin Road ----------- Not too hard again. Most enemies can be pushed so save Super Spins for emergencies. Just walk strait without stopping to the moving platforms and wait for them to align. Then when you reach the second geyser, aim directly for second platform. At the second platform jump strait to the forth one, and then the goal. Waterskip Smasher ------------------- Same as Waterskip Crusher, optimize for Power and light weight, launch during Red. Again a "double tap" is best for the two stones. Keep your nerve when the skips and kicks are close together. Skip when to skip and double kick when to kick. Catapult Calamity ------------------- Optimize for Mental and Power. (Mental stuff lowers weight anyways.) Use a huge stone and time for full power, red angle, and horizontal platforms. Again earlier is better for the platform. When in the stratosphere aim for the tallest balloon for the most points and try not to break the controller at 1700 points. Sky Circus ------------ Size does not matter at all in this game but drawing a skinny monster to see the rings better. This even just takes practice to avoid missing a ring. (Ring positions are random.) If the upcoming ring doesn't intersect the current ring, Partner will more than likely need a brake or even a double brake. If a double break is used it's OK to dive while passing some rings to catch up. Stonehead Smash ----------------- As with all Stonehead games Pause is the key. Statue speed increases with every successful hit. Smash every statue until the speed shifts twice and pause the game. Then while still in pause tap Start twice to "double pause" the game and advance it a fraction of a second. Keep double pausing, until you see the very top of Gold head coming out of the water. Immediately run to it and smash it, then resume the double pausing. Battle Ball ------------- Have at least 100 Speed and decent weight. Here Partner must focus on getting goals when in possession of the ball. The following four plays are drawn to scale, i.e. each line/slash is equal to the distance of one grid of the Battle Temple: x x o * x * Left Opposite O -O O --O / | | <-__ \ / / /\| -__ / / / / -x / / x / * / / Partner Right Tact 1 Tact 2 Tact 3 Tact 4 Names x: attacking Minion *: charging Fireball Minion O: Goal Tactic one is just run strait to the goal. Use this when no Minions are charging shots. Partner will lose the ball, which is fine since the point of this play is to minimize time loss. Tactic two is run to the goal, then up and right (along the floor cracks) for the last square. This works for when the Right and Opposite are charging Fireballs. If the top two minions are charging Fireballs, do the reflection, i.e. diagonal for two, then right and up. Tactic two and its reflection work when all three are charging Fireballs too. Tactic three is run to the goal, then diagonal down till aligned with the goal, then run strait up to the goal. Use this when A)only Opposite is charging and B) the lower right Minion runs -towards- the goal instead of strait left (towards Partner). Using Tactic three, Partner will dodge behind the Right, and Right will be struck by Opposite's Fireball. Tactic four is the reflection of tactic three. Run towards the goal, then diagonal left till aligned horizontally with the goal, then strait right. As with tactic three use this when only Opposite is charging and Left runs towards the goal. These plays may need to be tailored to the speed of the individual partner used. If partner has higher speed, the bends of the play may need to weave slightly. It is highly recommended that you spend at least one whole game of Battle Ball using a tactic exclusively. (Five games total.) While playing pay attention to who charges and how they run right at the start of a play. This will not only make you memorize the maneuvers so that they can be pulled off at a moments notice, but tailor them to the monster used, and show how and when they work. While playing as goalie as usually try to make quick recoveries and not waste precious time squabbling over the ball. Since Minions use random tactics, luck plays a role in how successful the game goes, so keep trying and don't break the controller. ======================== VII. Monster Card Game ======================== Monster Card Game (MCG) is another game accessible only with a Gameboy Advance using the GameCube link cable. Talk to Elder and select "Monster Cards" to upload it. Basically it's just a series of turned based battles typical of older RPGs, and most likely the intended purpose of the (preset) Monster Cards. A game of Monster Cards goes like this: 1. Choose level 2. Battle through the rounds. 3. Award random chest. A round of MCG consists of 1. Choose a move. 2. Choose the target if applicable. 3. Resolve damage. 4. Repeat. If all the enemy cards are defeated Andy's cards are healed slightly and advance to the next round. If all of Andy's cards are defeated he is given the option to continue. Continuing starts Andy in the -same- round and with - full- health. Statistics ------------ In MCG stats play a different role. They determine the abilities of the cards in typical RPG fashion. Speed: order of attacks, ability to hit targets, ability to dodge attacks Strength: damage ability Mental: starting and maximum Power Points (PP) Stamina: defense and Hit Points (HP) Weight: Hit Points Hit Points = 1000 + 5*(Stamina + Weight) The Elements play a more important role since they determine the strength and weakness of attacks on cards. Strong Weak Water > Fire Water < Fire ^ v v ^ Earth < Wind Earth > Wind Keep in mind that the element of an attack doesn't have to be the same as the card using it. There is also a neutral element that deals the same damage regardless of the card's element. Moves ------- A card starts out with two attacks, determined by their Accessories, and can learn an additional one with a Skill Card. Offensive moves deal damage to a single or all cards, while defensive moves either dodge, block, or reflect attacks, and healing moves restore HP. All cards have a one move that has a positive PP cost to ensure that they are able to function in battle with no PP. Order and Switching --------------------- At the start of a level Andy chooses the order of cards to play. In battle Andy may switch the current card to the next one in line instead of attacking. On the next turn the new monster is swapped in and automatically uses a block. Cards not in battle cannot receive damage and gain PP over turns. If a card in battle loses its entire HP it is removed and the next one in line is swapped in. If there are still unresolved enemy card attacks the new card will take the damage. Luckily the new card still gets its free defense move. Cards that are out of battle when advancing to the next round are healed slightly more, while those that haven't participated in battle at all receive a little more. Skill Cards ------------- These are cards that teach a move to a monster card. Like accessories they are permanent items. They can be used as many times and on as many cards as Andy desires. Even preset monster cards can learn new skills. The only limit is that a card can only learn one extra skill. A learned skill can be overwritten and are not kept game to game, so they must be taught again when a card is uploaded. Skill cards are gained from Bronze Chests won in MCG. See Appendix A3.5 for a listing. Chests -------- If Andy completes all the rounds of a level, he is awarded a random chest. The chest number and metal is always random, however Andy will always receive a new chest until he has collected all of them for the current level. At that point the Level is marked with a star. If Andy already has the item within a chest, it will contain a random potion. Chests can only be are opened by Elder. (Choose "Connect to GameCube" on the GBA before selecting "Monster Cards" with Elder for an easier time uploading.) Don't forget to save when you do so. The GBA can only at most 8 chests and each level of MCG has 10 unique ones. Gold: Monster Cards, Large Potions Silver: Patterns, Eyes, Voices, Accessories, Medium Potions Bronze: Skill Cards, Small Potions See Appendix A3.6 for a complete listing of MCG Chests. Levels -------- There are eight levels to monster cards increasing in difficulty. Each level has the same layout, but the enemy cards chosen are random. Round: (Group 1 #, Group 2 #, Group 3 #) Lvl 1: (1), (1), (2) Lvl 2: (1), (2,1), (1,1), (2,2) Lvl 3: (3), (2), (3), (3) Lvl 4: (2,2), (3,1), (1), (1,1), (2, 2) Lvl 5: (1,1), (1,1), (1,1), (1,1), (1,1) Lvl 6: (1,1,1), (3,3,1), (2,2), (3), (2,1,1), (2,2,2) Lvl 7: (3,1,1), (1), (3,3), (1,1,1), (1,1,1), (1,1,1) Lvl 8: (1), (1,1), (1,1,1), (3,3,1), (2,2,2), (2), (3,3,3) Enemy Cards ------------- These are Andy's opponents in Monster Card Game. Take note of their element and border since they display their fighting capabilities and traits. Brown (Bronze) 500-1000 HP White (Silver) 1000-1500 HP Shiny (Gold) 1500-2000 HP Water: average, healer Fire: strong attacker Wind: lowest HP, fastest attacker Earth: strong attacker, slowest, healer Strategies ------------ MCG is really a game of patience, and I thank CrazyBottle for his very good technique at winning this game easily. First create a strong monster, when in doubt slap on Demon Eyes; Unicorn Horns or Tail Assemblies for Speed and Mental; Skull Stones for Power; and Bowls or Blowholes for Stamina. Next upload it three times while teaching it Soul Bite three times. Yes, you can send the same card multiple times. If you do not have Soul Bite, won at level 5, use another strong skill, preferably one that attacks all enemies such as Spinner, won at level 2. In battle use regular attacks until Andy's second monster (out of battle) has reached 3 PP to use Soul Bite. At that point swap cards, use Soul Bite, and repeat until dead. Since each card out of battle earns on PP per turn, continually swapping enables Soul Bite to be perpetually used and spreads out the damage amongst Andy's cards. If you happen to be defeated, Continue! You have an infinite number of them. Continuing starts the cards out in the same round with full HP and different enemy cards. The full HP is a huge advantage in itself, while new set of cards may be weaker than the previous ones. If you keep continuing with Swap and Soul Bite, winning is just a matter of time. (Provided you have a strong monster, and just don't run into a stream of bad enemy sets.) Naturally it's OK to spot check some tactics, such as finishing off a weak enemy or not swapping a card if their HP and PP are high. The closer to level 8 the more enemy reading must be done. If a monster constantly blocks, often they are low on HP. The alternative is that they are charging up their PP for a strong attack. If three turns pass with blocking or weak attacks expect a big one soon, or worse healing. Act accordingly by either by blocking, swapping for the defense bonus, or swapping to a high HP card. In the very last levels and rounds it may be best to continually swap cards right at the start of a round to minimize damage. Finally Silver and Gold cards on levels 7 and 8 use Meltdown or Gandara. These skills attack all other enemy cards as well, so putting off attacking them may be beneficial. Link Battle Mode ------------------ Using the GBA link cable up to four GBAs can play a match of MCG. It is the same as the original except the game pauses between turns to display how to lineup the GBAs for a mutli screen view. The winner of the match receives a random chest. Like other levels Link mode has its own unique 10 chests, also given without repeating until all of them are acquired for one GBA. Since this may be a rare occasion for chest collecting here is a sabotaged monster to speed up the process. Monster M110 Tiny or Hamster Frame, single very, very tiny circle on the body, inflated Very Thin; Girl's or Elongate Eyes; Bird Voice; Frozen Marble pattern; 8 Stars. ==================== VIII. Design Tips ==================== This section of the guide is to help with both aesthetic and statistical aspects of monster design. Concept Begin your monsters first with the concept. Have the look or idea of your monster. -Then- try to make it. If you start off looking at the frames there is the tendency just to stick to their basic shapes. Ears can become eyebrows or horns. The Dog and Cat become vehicles. Worm arms turn into mouth pieces. You will start to see the frames in terms of Form and Shape rather than their names. Whittling View your monster in terms of its silhouette. The most basic example is a dog's head. From the front it's just a round circle. From the side it's a round circle with the muzzle out. When in doubt, try to draw from both perspectives and see all its inflations. Variation Try this out with arms. Draw a creature normally. Now draw the arms above the skeleton. Actually finish the monster and take it for a walk seeing how they work. Now repeat this with below the skeleton, then front and back. If you drew the arms from the Front try it with the Side or vice versus. Hopefully at the end you'll think more 3D. If you do this with the Body or Head you can get some interesting results. Try a similar technique with Ears which changes what you draw to what you see more than any other body part. If you take the base of the ear bones as the center of a clock face, draw a long and thin rectangle to point to 12. Just preview it, rotate the Frame around, and see how the ears wag. Now try it with the rectangle pointed to 3 o'clock, 6, and at 45 degree angles. Now do all of that from the side view. You'll have to repeat all of this for the Evil Spirit since its angels are different from the Dragons and Animals, but it'll be worth the effort. Compliments In general a Front Body goes well with Side Arms and Legs or vice versus. Note that Front Legs position themselves automatically and may clip a bit. Objective Patterns, Voices, Eyes, and Accessories are all basically the same batch of "objects" that give anywhere from -6 to +6. The exceptions are weight from Patterns. Heavy Man Patterns more than any other affect Weight the most +/- 18. Patterns made of Metal and Rocks like materials add the most. Fragile materials, invisible, creatures that can fly or run fast are the lightest. Negative Space A monster can be painted so that little of the actual pattern is exposed. Plaid becomes a flannel shirt. Zigzag makes glowing veins. Suit Up Use the Maboo, Ninja, or Santa pattern to Slide it to the correct spots. Mostly this is to have the eyes in the right place and a Side drawn body to be properly symmetrically. 2 for 1 All eyes except two are given in pairs and the stats listed in this guide reflect that. When picking an eye note that they usually give a huge boost - and- penalty. As such some of them have strong effects on Weight. Soft Spoken Voices usually grant one bonus and penalty with none over +/- 5. Choose Your Weapon Speed: wings, car and airplane parts Power: claws, guns, weapons Mental: cute, girly, clothes Stamina: helmets, armor, padding, sports balls Heavy: rocky, metallic Light: clothes, girly ============ A0. Legend ============ Event: Course Number, Path, Event Number Shop: Shop Number, Visual Orb Monster Card Game: MCG# Monster Card Game Link Mode: MCG0 ============================= A1. Descriptive Appendix ============================= This appendix consists of descriptive references to items. ------------ A1. Frames ------------ These are the skeletons which a monster is built on. They are won from completing a Course path. Paths 3LL, 3RL, and 3RR give three Frames while every other path and course give two. Frames are always given in the same order. Dragon, Start Basic western standing dragon shape, wings not included. Their ears are better off used as horns. Rather strong and smart, but very slow and no endurance. Dinosaur, 1 x1 Stereotypical T-Rex dinosaur, but also good for birds and bi-pedal animals. It has average stats and the best Stamina in the game. Dragon-Man, 3LL x1 This is the same as the Dragon, but it stands upright and has shoulders. This guy is worse than the Dragon or Dinosaur. Hero, 1 x2 Full sized humanoid. Average stats but low on the Stamina. Macho, 2L x2 Full sized humanoid with big beefy gorilla arms and a tail. Very good stats but is the slowest in the game. Kid, 3LR x1 Andy sized humanoid. Fastest and lightest of the humanoids, very bad for power and stamina. Dog, 2L x1 Average canine body, with ears, and lots of tail wagging. Very fast, not to bright, and average for the rest. Horse, 3LR x2 Average equine body with ears and a tail. Legs and neck are rather long. The fastest but dumbest frame. Cat, 3LL x2 Average feline body, think lion. Same as the dog but lighter and less intelligent. Hamster, 2R x1 Upright rodent with ears tail, and rabbit like feet. Think Pikachu. Fast, tough, and light, but weak and stupid. Bunny, 2R x2 Upright rabbit with ears and tail. Very tiny arms and very big feet. Statistically the worse frame in the game. Although it is light, it is neither fast nor smart. Tiny, 3LL x3 Andy sized humanoid with ears and rabbit feet. This frame is to the extremes being the weakest, lightest, smartest, and tied with the Dinosaur for Stamina. Scorpion Worm, 3RR x1 The first worm monster. All worms have four crab like legs, Mr. Waternoose or dreugh daedra, and praying mantis arms. This worm leans forward like a Dragon or Dinosaur. It has the worst stamina in the game but decent speed and weight. Spider Worm, 3RR x2 A worm but the body is low and in between the forelegs. It has average stats but is a little weak. Mantis Worm, 3RR x3 The final worm is the tallest of the three and stands erect. It is the strongest worm, but very dumb and low Stamina. Evil Beast, 3RL x1 Slouching humanoid with four beefy arms and a tail. Very slow and low stamina but smart and powerful. Giant, 3RL x2 This is the a two armed Evil frame but has a short torso and long legs. Similar to the giants in Majora's Mask, but without the head-torso fusion. The strongest frame in game but horrible speed and stamina. Evil Spirit, 3RL x3 Same as the Beast but replace the tail with ears on the back of its head. Very smart, enduring, and slow and the heaviest monster in game. -------------------- A1.2. Design Rules -------------------- It is not the details but rather the principles of a monster that determines its stats. Here are the rules that affect each stat in addition light of the given Frame statistics. I.e. work backward from these rules. No Effect * What is actually Drawn * Symmetry of a drawing on a limb i.e. mirror * Number of disconnect shapes on a limb i.e. two untouching circles vs. "snowman" * Aspect Ratio of drawn shapes * Front vs. Side * Color of Pattern * Sliding of Pattern * Painting of Pattern * Modulation of Voice * Position of Eyes/Accessories e.g. top of head or bottom * Limb Location of Eye/Accessories e.g. arm vs. head * Size of Eye/Accessories * Symmetry of Accessories * Single vs. Paired Accessories * Left vs. Right of Eye/Accessories "Extra" Limbs * Fore Legs and Upper Arms function as Arms. * Hind Legs function as Legs. Speed * indirectly proportional to the area of the Body, Legs, Hind Legs, Ears, Tail, and Lower Arms * +7 if a head is present * +1 if all limbs are present Power * directly proportional to the area of Arms, Legs, Fore Legs, Hind Legs, Ears, Tails, and Lower Arms * +1 if Legs are present Mental * directly proportional to the area of Legs, Hind Legs, Ears, Tail, and Lower Arms * +5 if head present * -5 if Leg, Ear, Tail, or Lower present, not cumulative Stamina I know very little is known about Stamina determination. The only possible rule is that it is directly proportional the jaggedness or vertices present of limbs. However I haven't been able to test this strongly. Any help is appreciated. Weight * +1 per limb present Limb Asymmetry If a Right limb is draw or thicken differently than the Left then the limb contribution will be the average of the two. Thickness * Normal thickness is the average of Very Thin and Very Thick * Thin and Thick are the average between Normal the the respective Very. * Inflation modification is the same for limbs regardless of Frame. * Every limb affects stats provided Weight is included. Element This is determined by Frame, Pattern, and Accessories increasing in precedent with neutral/no element Patterns and Accessories existing. Precedent among Accessories is currently unknown. Since there are 150 of them, I've yet to decide whether it is worth the effort testing them all. --------------------------- A1.3. Hall of Life Powers --------------------------- The Hall of Life can be upgraded throughout the game by gathering Chance Stars and Vision Orbs. Chance Star upgrades aren't announced, so talk to Folu to again after getting the proper number of Stars. 8 Pattern Colors, 8 Chance Stars Get an additional four color schemes for each Patterns. 4 Voice Modulations, 18 Chance Stars Robotic and Distorted, i.e. echo, are added to Normal and High. Line and Mirror Line, 23 Chance Stars Instead of dragging free hand, points are chosen to draw strait lines. Stamp, 39 Chance Stars Basic shapes such as circles and squares, and irregular ones such as crosses and stars, in large and small sizes can be stamped instead of drawn. Draw By Yourself, 2 Vision Orb After completing the first course, monster bodies can be drawn freely. Pull and Stretch, 3 Vision Orbs Drawn lines can be pulled for bumps and spikes. Don't forget that you can pull inside a shape as well. Size, 4 Vision Orbs After choosing the "center" an entire limb can be grown or shrunk and slid to whatever position. This is good for repositioning a drawing on a limb to match the rest of the body. Slide Pattern, 5 Vision Orbs A pattern's texture can be slide across the limb. Useful to correct a suit type pattern, e.g. Ninja, on a limb drawn from the Side rather than Front. Paint, 6 Vision Orbs Up to 15 colors (out of 72) can be painted over the Pattern of the monster. It's nice for adding clothes to some Patterns or patterns to others. Don't forget you can pick up an existing painted color with Y. ---------------- A1.4. Patterns ---------------- These are 50 textures that wrap Partner's body for a look. At the start of the game four colors are available, and four more are unlocked at 8 Chance Stars. Name Source Description ------------------------------------------- Dragon Start Scaly body of a Dragon. Lizard S2.4 Scaly lizard body with visible underbelly. Large Scale 2a, G Scaly body with stripes that resemble a plastic bendy snake. Armadillo S2.4 Armadillo's shell and underbelly. Crab 2a Crab's shell and body. Beetle 2a, B Resembles an insect's body. Living Armor 3LRf Resembles stone with fissures of glowing under rock. Frozen Marble 1b White marble with frosted coloring. Looks like ice cream. Dog 2a, B Perfect for boy's best friend or other mammals. Cat 2a, G Spotted furry body like the Lucky Cat. Tiger S1.2 Black striped tiger fur with the last four being very thin. Cow 2a, G A Holstein (black and white) cow pattern. Parrot 2a A surprisingly accurate bird's body with feet and beak. Chameleon 3RRf A transparent body in the shade of a dark color. Polka Dot 1b Even spread dot pattern. Plaid 1b, G Gingham plaid pattern like a picnic blanket. Marble 1b, B Marble as in the toy with interesting scrolling lines. Camouflage MCG2 Camouflage pattern from the army or hunting. Maboo Start The default pattern that resembles a tropical tribal body paint. Primary Colors S1.2 Single solid colors. Pastel Start Single solid light colors. Santa Claus S3.8 Santa's outfit, right down to the face, beard, hat, and boots. Luxurious, S3.5 A glass body with intricate gold lacing. Hero's Tights MCG6 A super sentai outfit like Voltron Force or Power Rangers. Ninja Suit S3.5 Another accurate ninja outfit, down to the face mask. Protector 3LRf Padded armor as if for a hockey goalie, cricket, or kendo. Leather Armor 3LRf Basic leather armor in dyed colors. Steel Armor S2.3 As in knights in shining armor with some scrollwork. Evil Spirit Armor S2.7 Knight armor but darker and with shadows. Mummy S2.7 Mummy wrappings with the last four striped like a zebra. Skin S1.2 Skin tones for mere humans. Vine 3Lc Crawling ivy and vines like a gazebo's wall. Wood 3Lc, G Smooth varnished wood paneling, like an old timey toy. Pebble S3.5 Packed pebble cobble stones. Rock 3Lc Rock with cracks and fissure like a sidewalk. Lava S2.7 Molten magma like in the Gloom Corridor. Pavement 3Lc Packed cobblestone and asphalt road. Brick S1.2 Normal layered rectangular bricks. Hexagon Marble S3.5 A honeycomb pattern for marble. Ceramics 3Lc An intricate pattern typical of oriental vases. Haniwa 3Lc Curve and bump pattern for Catrots and Gyroids. Glass 3RRf Colored glass that shines slightly. Stained Glass 3RRf Colored glass with cracks that don't follow a pattern. Plastic S1.6 Solid colors that are cell shaded for obvious shadows. Metalwork 3RRf Metal with intricate scrollwork. Bony 1b Skelton pattern, right down to the skull and rib cage. Zigzag S2.7 Shimmering shapes that resemble sunlight in a swimming pool. Gleaming MCG0 Bright colors that glow and the scroll work of Cute Machine. Transparent MCG7 Completely see through with some frosted color outlines. Round'n Round 1b A very tight series of thin circles as if for hypnosis. Robot MCG5 A very high tech looking metal body. Real Machine 1b, B Metal plates with rivets. Retro Machine 3LRf Giant cogs and gears of the Victorian era. Cute Machine S1.3 Colored mecha pattern for Voltron Lions or Zords. ------------ A1.5. Eyes ------------- These are 25 special accessories that can only be placed once. Angry Eye 1a, B Pointed eye with a pupil. Sharp Eye 1a Pointed eye with a sliver for a pupil. Purple Eye 3LRe Pointed eye with purple whites. Round and Black 1a Resembles an oil drop or round bead. Oblong Eye 1a, G Long oval like Pom Pom's. Crooked Eye 1a Shaped like Pac-man's, which are little pac-men. Big Eye 1a, B Oval violet eye. Elongate Eye 1a, G Circle eye with large blue pupil like Jigglypuff's. Goggle Eye S2.3 Brown almond eye. Connected Eye S3.8 Same as Sonic the Hedgehog's. Probably why it's so expensive. Dot-Like Eye MCG3 Circle with a single tiny point. Looks as if they are rolling. Coal Eye S1.6 A snowman's eye with thick eyebrow. Boy's Eye 3LLf Same as Andy's. Girl's Eye 3LLf Same as Michelle's. Cat's Eye S1.2 Half circle yellow eye. Frog's Eye S2.7 Yellow frog's eye with green eyelids. Snail's Eye S2.4 Small blue eye on peach colored stalks. Insect Eye S2.4 Red oval shaped compound eye. Thorned Eye 3LRe Brown thorny eye and eyebrow from a Horned Toad or Lizard. Shining Eye S3.5 Yellow glowing oval eye. Neon Eye 3LRe Yellow glowing thin horizontal line. Demon's Eye S2.4 Orange slivered eyes that the Minions have. Searchlight Eye 3LRe Looks like the eye for a radio or television tuner. Antenna Eye MCG5 Green eye that looks like it should be on a Gundam. Scope MCG8 A single circle with three viewers like a microscope. --------------- A1.6. Voices --------------- These are the noises Partner makes in the games. From the start of the game, a normal or high pitch can be chosen. After acquiring 23 Chance Stars, robotic and distorted (echo) effects are added. Dinosaur Start Basic dinosaur roar. Dragon 2Rd Another roar with some breathing. Giant Hero 3Rc Middle pitch male shouting "hya." Transforming Hero MCG6 Middle pitch male shouting "hooya" like a sentai. Phantom 3Rc, B Gravely shout. Kung Fu S3.8 High pitched shrieking male from a Kung-Fu flick. "Waaaaahhhhhiiiiii" Heroine 3Rc Middle pitched female sentai shouting. Dog 2Rd, B Barking and woofs. Wolf 2Rd Wolf howls and barks. Cat 2Rdm, G Meows and the occasional hissing. Tiger 2Rd Roars from a big cat. Horse 2Rd, B Whinnies and the occasional brays. Elephant 2Rd, G Pachyderm trumpeting. Bird 2Rd, G Chips and whistles. Creature 3Rc, Deeps groans from that "something." Cutie 3Rc, G Warping voice as from a child's cute toy. Cute Animal S1.3 The chattering of rodents. Alien S3.5 Gibberings of a tentacled and squishy alien. Machine 3Rc, B Deep robot sound effects. Musical Instrument MCG7 Electric guitar chords and twangs. ------------------- A1.7. Accessories ------------------- There are 150 objects that can be attached to Partner that modify stats in a variety of ways. They each have three versions and up to 8 can be attached to Partner. Ogre Horn S2.4 Short and stumpy like an Oni's or Cyclops's. Strait Horn 1c, B Strait cone horn. Unicorn's Horn 1c Spiraled unicorn's horn. Little Horn 1c Short stumpy curved horn, like a stereotypical red devil. Long Horn 1c Long thin horn like a goat's. Medium Horn 1c, G Curved horn like a cow's. Big Horn 1c, B Giant curved horn that's taller than wide. Demon's Horn S2.4 Small curved horn that the Minion's wear. Lightning Horn 1c Thin medium horned with a bend like lightning bolts. Rhino Horn 1c, Boy Thick horn from a rhino. Bull Horn 1c, G Large joined horn from a yak, gnu, or oxen. Sheep Horn S2.4 Curled ram's horn. Deer Horn 1c Basic 12 point antlers. Dragon Horn MCG0 Antler-like horns from an Oriental dragon. Imp's Horn 3RLe Cloth horn with ball like a jester's cap. Bolt 2Ld Basic hexagon headed bolt or screw. Screw Driver S1.3 Turnkey for a windup toy or music box. Springing Star 3RLe Star on a spring for goofy novelty antenna. Thin Eyebrow 3a, G Pencil thin eyebrows. Thick Eyebrow 3a, B Normal sized eyebrows. Ardent Eyebrow 3a Very thick eyebrows full of expression. Eye-Like Ball MCG0 A single floating eyeball. Eye Glasses S1.2 Basic eyeglasses. Sun Glasses S1.6 Wrap around mirrorshaded sun glasses. Cheek Guard 3b Athletic check and nose guard. Dog's Nose 3a Basic dog nose. Round Nose 3a Round nose like Mickey Mouse or Yakko Warner. Fake Nose S2.3 Large bulbous nose like from novelty glasses. Lips S3.5 A full pair of lips. Whisker Base 3LLf The short muzzle and nose of animals. Jaw 2b A lowered fanged jaw. Fang S2.3 An upper jaw with four fangs. Tongue S2.3 Long flapping tongue. Eagle Beak Start Sharp beak of an eagle. Duck Beak 2b The bill of a duck. Alien's Mouth MCG0 The gaping extended mouth of a Xenomorph. Cat Whisker 3LLe Three cat whiskers. Santa's Beard 3LLe Actually this is Santa's mustache. Drooping Ear 2b The floppy ear of a hound dog. Human Ears S2.3 Basic round human ear. Lion Mask S3.8 A sunburst stylized lion, ideal for relief or wrought iron. Evil Spirit's Mask MCG8 A creepy long human face mask typical for a Victorian masque ball. Human Head MCG8 Andy's and Michelle's head, bald and only with ears. Bird Wing S2.7 A feathered wing. Dragon Wing 2Le, B An outstretched dragon's wing. Demon Wing 2Le Bat wings slightly folded. Butterfly Wing MCG0 A monarch butterfly's wing. Dragonfly Wing S2.7 The transparent wings of a dragonfly. Fairy Wing 2Le Fluffy fairy wings. Cute Wing 2Le, G Short curly wings from a cute angel. Da Vinci Wings MCG8 Paper and wooden wings like a bat from the Renaissance inventor. Tail Assembly 2Le The tail fin elevators from an airplane. Fan S3.5 Simple non-accordion paper fan. Propeller S3.5 A three finned propeller. Vernier 3rd A jet engine. Fish Fin 2Le, G The pectoral (hand) fins of a fish. Dragon Fin 1d The claws of a dragon. Fin Crest 2Le, B A webbed fin crest. Dorsal Fin 2Le A webbed back fin of a fish. Cat's Claw 2Re, B The paw and drawn claws of a large cat. Round Claw 2Re, G Four short round claws. Double Claw 2Re Two large slightly hooked claws like a rake. Triple Claw 2Rf Three claws like Wolverine's. Saw Hook Claw, S3.5 A curved blade, sawed on one side and a single barb on the other. Crab Pincer S2.4 Basic crab claws. Thorned Claw 2Re Three thick thorns on a round hand. Triple Hook Claw MCG4 Three claws like from a Crane game. Human Hand S2.3 Real human hands with five fingers. Gloves Start Cartoon like gloves with five fingers. Tentacle 3RLf Four wavy tendrils (no suckers) that shape a hand. Robot Hand S3.8 A two pincer hand like from a lunar or deep sea rover. Mechanical Hand 1d A rectangular metal hand. Steel Hand 1d A metal sharp pointed hand. Hoof 3RLf The hooves of an equine. Sword 3Ld A strait long sword. Curved Sword MCG8 A slightly curved sword like a pirates. Axe 3Ld A double and single bladed battle axe. Maboo Staff MCG7 The staff that Course Keepers hold. Bat S1.3 A baseball bat. Toy Hammer 3RRe A giant mallet that squeaks. Spinning Saw 3Ld A circular saw on a metal pole. Short Drill S3.5 A short electronic drill. Long Drill MCG6 A long electronic drill. Laser Gun 3RRe A toy laser gun complete with rings. Chain Gun 3Ld A machine gun that is fed bullets on a belt. Missile S3.8 A finned missile from a fighter jet. Bomb S3.5 A stereotypical large cherry bomb. Football Helmet 2Lc The helmet for Gridiron American styled football. Viking Helmet S3.5 A dual horned Viking cap. Breastplate 3b A padded chest guard. Shoulder Armor S3.5 Giant shoulder pads. Shield 3b Regular knight shield. Ribbon 3RLe, G A pretty bow. Rose 2Ld A short stemmed rose in bloom. Bell 3RLe, B A circular bell typically on cat toys. Brooch 3RLe An ornate gem and metal brooch in the shape of an eye. Star S1.2 A five pointed naval star. Heart 2Ld, G A giant pillowesque heart. Jewel S1.6 A diamond cut gem. Crystal S1.6 A hexagonal crystal. Transparent Ball S1.6 A round fishbowl. Skull Stone S2.7 A human skull without a lower jaw. Blowhole S3.8 A whale that sprouts water. Barrel 2Ld A round water barrel. Siren Light MCG4 The flashing lights of a police officer or fire fighter. Illumination Light Start A single flashing light. Parabolic Antenna S3.8 A satellite dish. Rod Antenna 3Rd The antenna for a car or radio toy. Tachometer 3Rd A round pin speedometer. Cockpit MCG8 A square glass cockpit and pilot. Chimney S3.5 The smokestack from a steam engine. Muffler 3Rd The exhaust tail pipe of a car. Tire S3.5 The rubber tires of a car. Cat's Ear 2b The small ears of a cat. Fluffy Hair 3LLe A puff of hair that looks like a foxes tail. Flaming Mane 3LLf Glowing spiky hair typical of Anime heroes. Ponytail S3.8 A single ponytail. Braid 3LLe A tightly woven braid of hair. Baseball Cap S1.3 Basic baseball cap. Straw Hat 2Lc A round wide brimmed straw hat like Monkey D. Luffy. Witch's Hat 2Lc Stereotypical pointed wide brim witch's hat. Maboo Hat MCG7 The hats the Shop Girls wear. Dog Collar S1.6 A belted leather collar. Thorned Collar S2.4 A spiked dog's collar. Necktie S3.5 A necktie for a suit. Triangular Cape 3RLf A strait triangular cape. Cape 3b A wavy cloth cape. Rat's Tail S2.3 The curled tail of a rate Bee Stinger 3RLf The abdomen and stinger of a bee or wasp. Broom 3RRe The straw broom of a witch. Pail 2Ld A hand sized pail. Umbrella 3RRe An opened umbrella. Banner S1.6 A short flag and staff. Guitar MCG0 A whaled shape eclectic guitar. Encyclopedia MCG0 A three ringed wood bound notebook. Sneakers S1.2 Low top athletic shoes similar to Andy's. Baseball MCG2 A fist sized ball. Soccer Ball MCG3 A regular Soccer Ball a.k.a. Football. Basket Ball MCG4 A regular Basket Ball. Rugby Ball MCG7 The ball used in Gridiron American styled Football or Rugby. Ball S1.3 A geometric sphere. Bowl 2Rc A geometric bowl. Disc 2Rc A geometric disc. Doughnut S1.3 A medium sized geometric torus. Ring 2Rc A thin geometric torus. Tube S1.3 A paper thin and hollow geometric cylinder. Pyramid S1.6 A geometric rectangular pyramid. Cube S1.3 A geometric cube. Quadratic Prism 2Rc A geometric quadric prism i.e. brick. ============================= A2. Statistical Appendix ============================= Detailed numeric data is listed here in alphabetical order, except when in game order is more comprehensive. A2.1. Frame Numeric --------------------- After extensive testing, these are numerical values of Frames when all things are equal. All values are relative to the minimum which is defined as zero for each category. E.g. Dragon's Speed is 2 more than Macho's Speed, and Dragon Power is 7 more than Horse's Power. Frame Source Spd Pow Spd Stm Wgt Sum ----------------------------------------------------------------------- Dragon Start 2 7 8 4 11 21 Dinosaur 1 x1 4 4 6 13 9 27 Dragon-Man 3LL x1 4 3 5 1 9 13 Hero 1 x2 4 4 4 3 6 15 Macho 2L x2 0 6 7 10 13 23 Kid 3LR x1 5 6 2 2 4 15 Dog 2L x1 7 3 4 5 7 19 Horse 3LR x2 9 0 4 7 9 20 Cat 3LL x2 7 2 4 3 5 16 Hamster 2R x1 8 2 2 7 5 19 Bunny 2R x2 3 4 1 4 3 12 Tiny 3LL x3 4 9 0 13 0 26 Scorpion Worm 3RR x1 6 5 3 0 17 14 Spider Worm 3RR x2 6 5 3 8 9 22 Mantis Worm 3RR x3 5 1 7 2 13 15 Evil Beast 3RL x1 3 8 6 4 13 21 Giant 3RL x2 1 4 9 1 12 15 Evil Spirit 3RL x3 2 7 5 9 20 23 ------------------- A2.2. Frame Grade ------------------- These are the grades from (the above) tested data when normalized and scored. "A" is 80 to 100, "B" is 60 to 80, etc. A grade of "S" and "Z" are respectively the best and worst Frame for a statistic. Frame Source Spd Mnt Pow Stm Wgt ================================================================ Dragon Start F A A D B Dinosaur 1 x1 C C B S C Dragon-Man 3LL x1 C D C F C Hero 1 x2 C C C D D Macho 2L x2 Z B A A B Kid 3LR x1 C B F F F Dog 2L x1 A D C C D Horse 3LR x2 S Z C B C Cat 3LL x2 A F C D F Hamster 2R x1 A F F B F Bunny 2R x2 D C F D F Tiny 3LL x3 C S Z S Z Scorpion Worm 3RR x1 B C D Z A Spider Worm 3RR x2 B C D B C Mantis Worm 3RR x3 C F A F B Evil Beast 3RL x1 D A B D B Giant 3RL x2 F C S F B Evil Spirit 3RL x3 F A C A S ----------------- A2.3. Thickness ----------------- Values given are the difference between Very Thin and Very Thick for a limb. E.g. if Power is 50 when Head inflated Very Thin, then Power will be 60 when Head is inflated Very Thick. Thickness Formula ------------------------------------------------------------ Very Thin value Thin average(Very Thin, Normal) +/-1 Normal average(Very Thin, Very Thick) +/-1 Thick average(Normal, Very Thick) +/-1 Very Thick value + table Limb Spd Pow Mnt Stm Wgt ----------------------------------------------------------------- Head 10 10 0 0 2 Body 0 0 0 10 2 Arms 0 0 0 0 4 Legs 0 -10 0 10 4 Ears 0 -10 0 10 4 Tail 0 -10 0 10 2 Fore Legs 0 0 0 0 4 Hind Legs 0 -10 0 10 4 Upper Arms 0 0 0 0 4 Lower Arms 0 -10 0 10 4 ---------------- A2.4. Patterns ---------------- Name Source Spd Pow Mnt Stm Wgt Sum Ele ----------------------------------------------------------------------------- Armadillo S2.4 -4 3 0 3 6 2 Beetle 2a, B 4 -2 -5 4 -1 1 Bony 1b -2 -4 1 5 -14 0 Brick S1.2 -3 4 0 -1 18 0 Camouflage MCG2 1 -5 4 3 -10 3 Wind Cat 2a, G 5 2 -5 1 -10 3 Ceramics 3Lc 2 1 -6 5 6 2 Chameleon 3RRf 1 -3 3 -1 -6 0 Wind Cow 2a, G 2 5 -5 1 6 3 Crab 2a -5 2 0 5 0 2 Cute Machine S1.3 5 -1 1 -5 -1 0 Dog 2a, B 4 1 0 -3 -6 2 Dragon 2a -4 5 -2 1 14 0 Evil Spirit Armor S2.7 1 5 -2 -5 10 -1 Water Frozen Marble 1b -2 1 4 -3 -18 0 Water Glass 3RRf -1 -4 4 1 -10 0 Water Gleaming MCG0 -4 -2 2 5 -1 1 Water Haniwa 3Lc 2 -5 0 5 10 2 Hero's Tights MCG6 -2 3 -5 5 -18 1 Hexagon Marble S3.5 1 -1 -4 4 6 0 Large Scale 2a, G -3 4 -2 1 2 0 Lava S2.7 -5 5 -2 1 18 -1 Leather Armor 3LRf 4 2 -4 1 -4 3 Wind Living Armor 3LRf 1 5 -6 2 -18 2 Lizard S2.4 -5 3 0 5 2 3 Luxurious S3.5 -1 1 4 -4 -4 0 Maboo Start 3 -1 -3 1 0 0 Marble 1b, B -1 1 2 -2 -6 0 Wind Metalwork 3RRf 1 -5 4 2 14 2 Fire Mummy S2.7 3 -3 -3 4 -6 1 Ninja Suit S3.5 5 -5 0 2 -4 2 Parrot 2a 5 -1 0 -4 -14 0 Wind Pastel Start -2 1 3 -1 -14 1 Wind Pavement 3Lc 3 -2 -4 4 10 1 Earth Pebble S3.5 3 2 -6 3 2 2 Earth Plaid 1b, G -1 1 3 -3 0 0 Plastic S1.6 1 -4 4 -1 -10 0 Polka Dot 1b 1 -4 4 -1 -4 0 Wind Primary Colors S1.2 -1 1 2 -2 0 0 Wind Protector 3LRf 5 -1 0 -4 0 0 Real Machine 1b, B -3 4 0 -1 10 0 Retro Machine 3LRf 1 3 -3 2 14 3 Fire Robot MCG5 1 4 -2 -3 14 0 Rock 3Lc, B -4 5 0 -1 18 0 Round'n Round 1b -1 -2 2 1 -18 0 Wind Santa Claus S3.8 4 1 1 -4 0 2 Skin S1.2 2 -3 -4 5 0 0 Stained Glass 3RRf 5 1 1 -5 2 2 Water Steel Armor S2.3 -3 5 0 -1 18 1 Fire Tiger S1.2 1 5 -3 -3 0 0 Wind Transparent MCG7 -5 1 4 1 -3 1 Wind Vine 3Lc 5 -1 0 -5 0 -1 Wind Wood 3Lc, G 5 1 -6 3 0 3 Zigzag S2.7 1 -3 3 -1 -14 0 Water ------------ A2.5. Eyes ------------ Name Source Spd Pow Mnt Stm Wgt Sum Ele ----------------------------------------------------------------------------- Angry Eye 1a, B 0 12 12 -12 0 12 Antenna Eye MCG5 12 10 -10 0 0 12 Big Eye 1a, B -10 0 10 12 0 12 Boy's Eye 3LLf 0 12 -10 -12 0 -10 Cat's Eye S1.2 10 0 0 -6 0 4 Coal Eye S1.6 0 14 -6 0 0 8 Connected Eye S3.8 9 0 0 -7 -7 2 Crooked Eye 1a 10 0 -10 10 0 10 Demon's Eye S2.7 10 10 12 -10 10 22 Dot-Like Eye MCG3 -10 10 10 0 0 10 Elongate Eye 1a, G -10 12 0 10 -10 12 Frog's Eye S2.7 0 -10 10 0 0 0 Girl's Eye 3LLf 10 -10 12 -10 -12 2 Goggle Eye S2.3 -10 6 10 0 0 6 Insect Eye S2.4 -10 0 10 6 0 6 Neon Eye 3LRe, MC5 14 -6 0 10 10 18 Oblong Eye 1a, G 10 -10 0 10 0 10 Purple Eye 3LRe 10 -10 14 0 10 14 Round and Black 1a 0 6 -12 12 0 6 Scope MCG8 5 -8 -6 5 8 -4 Searchlight Eye 3LRe 10 6 -12 0 14 4 Sharp Eye 1a 0 -10 0 14 0 4 Shining Eye S3.5 0 10 10 -10 0 10 Snail's Eye S2.4 -12 -10 10 6 0 -6 Thorned Eye 3LRe 0 14 -10 6 12 10 -------------- A2.6. Voices -------------- Name Source Spd Pow Mnt Stm Wgt Sum Ele ----------------------------------------------------------------------------- Alien S3.5 0 -3 4 0 0 1 Bird 2Rd, G 5 0 0 -5 -5 0 Cat 2Rd, G 4 0 0 -3 -4 1 Creature 3Rc 0 0 -2 3 0 1 Cute Animal S1.3 0 0 2 0 0 2 Cutie 3Rc, G 0 0 0 2 -2 2 Dinosaur Start 0 5 -4 0 4 1 Dog 2Rd, B 0 0 -3 4 -3 1 Dragon 2Rd -3 4 0 0 3 1 Elephant 2Rd, G -5 5 0 0 5 0 Giant Hero 3Rc -2 3 0 0 5 1 Heroine 3Rc 0 -5 5 0 0 0 Horse 2Rd, B 0 0 -5 5 0 0 Kung Fu S3.8 0 -4 5 0 0 1 Machine 3Rc, B 5 0 0 -4 0 1 Musical Instrument MCG7 2 0 0 0 0 2 Phantom 3Rc, B -4 0 0 5 0 1 Tiger 2Rd 0 2 0 0 2 2 Transforming Hero MCG6 0 0 3 -2 0 1 Wolf 2Rd 3 -2 0 0 0 1 ------------------- A2.7. Accessories ------------------- Name Source Spd Pow Mnt Stm Wgt Sum Ele ----------------------------------------------------------------------------- Alien's Mouth MCG0 2 -2 0 5 2 5 Ardent Eyebrow 3a -2 2 5 -3 -4 2 Axe 3Ld -4 4 2 -2 4 0 Ball S1.3 -5 2 -2 4 4 -1 Banner S1.6 2 -4 4 -2 2 0 Barrel 2Ld -6 5 2 -2 4 -1 Baseball MCG2 2 -4 -2 4 2 0 Baseball Cap S1.3 -2 2 -4 4 -2 0 Basket Ball MCG4 2 -4 -2 6 3 2 Bat S1.3 -3 3 -2 2 2 0 Bee Stinger 3RLf 5 -2 2 -4 1 1 Bell 3RLe, B -2 -3 3 2 -4 0 Big Horn 1c, B -2 5 2 -6 2 -1 Bird Wing S2.7 6 -4 -2 0 -3 0 Blowhole S3.8 2 0 -2 6 2 6 Bolt 2Ld, B 2 3 -2 0 2 3 Bomb S3.5 2 6 -2 -6 4 0 Bowl 2Rc 2 0 -2 6 3 6 Braid 3LLe 2 -5 6 -2 -3 1 Breastplate 3b -5 -2 2 6 5 1 Brooch 3RLe -2 -3 5 2 -4 2 Broom 3RRe -2 -4 2 3 2 -1 Bull Horn 1c, G -5 2 -2 6 1 1 Butterfly Wing MCG0 -2 2 6 0 -4 6 Cape 3b 6 0 -2 2 1 6 Cat Whisker 3LLe, MC3 -2 3 2 -3 -5 0 Cat's Claw 2Re, B 2 3 -4 2 -1 3 Cat's Ear 2b 4 -2 -3 2 -2 1 Chain Gun 3Ld 2 6 -2 -5 5 1 Cheek Guard 3b -3 -2 6 2 1 3 Chimney S3.5 -2 3 -3 2 3 0 Cockpit MCG8 2 -6 6 -2 3 0 Crab Pincer S2.4 -4 4 2 -2 3 0 Crystal S1.6 2 -2 6 -3 3 3 Cube S1.3 6 -2 -6 2 4 0 Curved Sword MCG8 2 6 -2 -4 4 2 Cute Wing 2Le, G 3 -3 2 -2 -4 0 Da Vinci Wings MCG8 6 -2 -3 2 2 3 Deer Horn 1c -2 2 0 -3 3 -3 Demon Wing 2Le 6 -2 2 -4 1 2 Demon's Horn S2.4 2 -2 6 -4 2 2 Disc 2Rc 6 -5 -2 2 3 1 Dog Collar S1.6 -2 3 -3 2 1 0 Dog's Nose 3a -2 -3 2 4 -3 1 Dorsal Fin 2Le 2 -4 -2 6 -1 2 Double Claw 2Re 2 5 -2 -4 -1 1 Doughnut S1.3 -2 -6 6 2 3 0 Dragon Fin 1d -5 6 2 -2 3 1 Dragon Horn MCG0 0 2 6 -2 3 6 Dragon Wing 2Le, B 6 2 -2 -5 1 1 Dragonfly Wing S2.7 5 -2 -6 2 -5 -1 Drooping Ear 2b 5 2 -3 -2 1 2 Duck Beak 2b -2 -4 2 5 1 1 Eagle Beak Start 5 -2 -4 2 -1 1 Encyclopedia MCG0 -4 2 6 -2 4 2 Evil Spirit's Mask MCG8 -3 2 5 -2 5 2 Eye Glasses S1.2 0 -3 3 -2 -4 -2 Eye-Like Ball MCG0 -2 0 4 2 -3 4 Fairy Wing 2Le 4 -3 2 -2 -4 1 Fake Nose S2.3 2 -3 -2 3 -3 0 Fan S3.5 3 -6 2 -2 -5 -3 Fang S2.3 0 4 -2 2 -1 4 Fin Crest 2Le, B -2 -3 2 4 -2 1 Fish Fin 2Le, G -2 2 0 3 -2 3 Flaming Mane 3LLf -2 6 2 -3 2 3 Fluffy Hair 3LLe 2 -2 3 0 -4 3 Football Helmet 2Lc -2 2 -5 6 2 1 Gloves Start -3 4 -2 2 1 1 Guitar MCG0 -2 -4 2 6 3 2 Heart 2Ld, G -5 -2 2 6 -3 1 Hoof 3RLf 4 2 -4 -2 2 0 Human Ears S2.3 3 -2 0 2 -2 3 Human Hand S2.3 3 3 2 -2 -1 6 Human Head MCG8 2 -2 5 0 3 5 Illumination Light Start -3 2 3 -2 2 0 Imp's Horn 3RLe 2 -2 4 -3 -3 1 Jaw 2b -3 5 2 -2 1 2 Jewel S1.6 -2 -5 6 2 -4 1 Laser Gun 3RRe -2 2 6 -6 3 0 Lightning Horn 1c 6 0 -2 0 3 4 Lion Mask S3.8 -5 -2 6 2 5 1 Lips S3.5 -3 2 4 -2 1 1 Little Horn Girl 0 3 2 -2 1 3 Little Horn 1c 0 3 2 -2 1 3 Long Drill MCG6 -2 5 2 -4 4 1 Long Horn 1c 5 2 -5 -2 2 0 Maboo Hat MCG7 -2 -4 6 2 1 2 Maboo Staff MCG7 2 -5 6 -2 2 1 Mechanical Hand 1d 2 5 -3 -2 4 2 Medium Horn 1c, G -2 4 -5 2 -1 -1 Missile S3.8 -2 6 2 -6 5 0 Muffler 3Rd 6 2 -3 -2 3 3 Necktie S3.5 -2 -3 2 4 -3 1 Orge Horn S2.4 4 -2 2 0 -1 4 Pail 2Ld, MC1 -6 4 2 5 3 5 Parabolic Antenna S3.8 -5 2 6 -2 4 1 Ponytale S3.8 6 -4 -2 2 -3 2 Propeller S3.5 6 -2 -4 2 4 2 Pyramid S1.6 -2 6 -4 2 4 2 Quadratic Prism 2Rc -2 4 2 -5 4 -1 Rat's Tail S2.3 -2 -3 3 2 -2 0 Rhino Horn 1c, B -4 -2 2 5 -1 1 Ribbon 3RLe, G 2 -5 4 -2 -5 -1 Ring 2Rc -3 2 6 -2 3 3 Robot Hand S3.8 -2 6 2 -3 3 3 Rod Antenna 3Rd -2 -3 3 2 2 0 Rose 2Ld -2 -6 5 2 -5 -1 Round Claw 2Re, G -2 4 -4 2 1 0 Round Nose 3a 2 -4 -2 5 -2 1 Rugby Ball MCG7 -4 -2 2 6 3 2 Santa's Beard 3LLe -2 -3 2 4 -2 1 Saw Hook Claw S3.5 -4 3 -2 2 2 -1 Screw Driver S1.3 3 -2 -3 2 2 0 Sheep Horn S2.4 -4 2 -2 6 3 2 Shield 3b -4 -2 2 6 5 2 Short Drill S3.5 -2 3 2 -3 3 0 Shoulder Armor S3.5 -4 4 -2 2 4 0 Siren Light MCG4 2 -4 4 -2 2 0 Skull Stone S2.7 -2 6 2 0 3 6 Sneakers S1.2 3 2 -3 -2 -1 0 Soccer Ball MCG3 -5 -2 2 5 3 0 Spinning Saw 3Ld 2 4 -2 -4 4 0 Springing Star 3RLe 2 -3 6 -2 -3 3 Star S1.2 -2 2 6 -5 -3 1 Steel Hand 1d -6 6 -2 2 4 0 Strait Horn 1c, B 3 0 -2 -3 2 -2 Straw Hat 2Lc 2 -3 3 -2 -3 0 Sun Glasses S1.6 2 -4 5 -2 -4 1 Sword 3Ld -4 5 -2 2 3 1 Tachometer 3Rd -2 2 5 0 3 5 Tail Assembly 2Le 6 -2 6 2 2 12 Tentacle 3RLf -3 2 6 -2 -1 3 Thick Eyebrow 3a 2 -2 4 -3 -4 1 Thick Eyebrow 3a, G 2 -2 4 -3 -4 1 Thin Eyebrow 3a -2 2 3 0 -5 3 Thorned Claw 2Re -4 5 -2 2 1 1 Thorned Collar S2.4 -2 6 -4 2 2 2 Tire S3.5 4 2 -3 -2 4 1 Tongue S2.3 -4 0 5 -2 -1 -1 Toy Hammer 3RRe, MC4 6 2 -5 -2 -1 1 Trasparent Ball S1.6 -3 -2 2 6 2 3 Triangular Cape 3RLf 5 3 -2 -4 1 2 Triple Claw 2Re -2 6 2 -3 2 3 Triple Hook Claw MCG4 -4 6 -2 2 2 2 Tube S1.3 -6 6 2 -2 3 0 Umbrella 3RRe -2 -4 5 2 2 1 Unicorn's Horn 1c 6 -2 6 2 2 12 Vernier 3Rd, MC5 6 -2 -3 2 4 3 Viking Helmet S3.5 2 -2 -5 6 3 1 Whisker Base 3LLf, MC6 2 -2 6 0 1 6 Witch's Hat 2Lc 2 -4 5 -2 1 1 ------------- A2.8. Shops ------------- Shop 1 Orb Price Spd Pow Mnt Stm Wgt Sum ----------------------------------------------------------------------- Speed-Up Small Potn. 2 100 Power-Up Small Potn. 2 150 Cat's Eye 2 300 10 0 0 -6 0 4 Primary Colors Pattern 2 400 -1 1 2 -2 0 0 Brick Pattern 2 500 -3 4 0 -1 18 0 Star 2 600 -2 2 6 -5 -3 1 Skin Pattern 2 700 2 -3 -4 5 0 0 Tiger Pattern 2 800 1 5 -3 -3 0 0 Eye Glasses 2 900 0 -3 3 -2 -4 -2 Sneakers 2 950 3 2 -3 -2 -1 0 Mental-Up Small Potn. 3 200 Bat 3 1200 -3 3 -2 2 2 0 Baseball Cap 3 1500 -2 2 -4 4 -2 0 Screwdriver 3 1800 3 -2 -3 2 2 0 Cute Animal Voice 3 2000 0 0 2 0 0 2 Cute Machine Pattern 3 2200 5 -1 1 -5 -1 0 Cube 3 2500 6 -2 -6 2 4 0 Ball 3 2800 -5 2 -2 4 4 -1 Doughnut 3 3000 -2 -6 6 2 3 0 Tube 3 3200 -6 6 2 -2 3 0 Stamina-Up Small Potn. 6 250 Dog Collar 6 3500 -2 3 -3 2 1 0 Coal Eye 6 3800 0 14 -6 0 0 8 Plastic Pattern 6 4000 1 -4 4 -1 -10 0 Banner 6 4200 2 -4 4 -2 2 0 Sunglasses 6 4500 2 -4 5 -2 -4 1 Pyrimid 6 4800 -2 6 -4 2 4 2 Crystal 6 5000 2 -2 6 -3 3 3 Jewel 6 6000 -2 -5 6 2 -4 1 Transparent Ball 6 7000 -3 -2 2 6 2 3 Shop 2 Orb Price Spd Pow Mnt Stm Wgt Sum ----------------------------------------------------------------------- Speed-Up Medium Potn. 3 500 Power-Up Medium Potn. 3 550 Rat's Tail 3 1000 -2 -3 3 2 -2 0 Human Ears 3 1200 3 -2 0 2 -2 3 Fake Nose 3 1400 2 -3 -2 3 -3 0 Human Hand 3 1600 3 3 2 -2 -1 6 Tongue 3 1800 -4 0 5 -2 -1 -1 Goggle Eye 3 2000 -10 6 10 0 0 6 Fang 3 2200 0 4 -2 2 -1 4 Steel Armor Pattern 3 2400 -3 5 0 -1 18 1 Mental-Up Medium Potn. 4 600 Ogre Horn 4 2800 4 -2 2 0 -1 4 Lizard Pattern 4 3000 -5 3 0 5 2 3 Armadillo Pattern 4 3200 -4 3 0 3 6 2 Crab Pincer 4 3400 -4 4 2 -2 3 0 Insect Eye 4 3600 -10 0 10 6 0 6 Sheep Horn 4 3800 -4 2 -2 6 3 2 Thorned Collar 4 4000 -2 6 -4 2 2 2 Snail's Eye 4 4200 -12 -10 10 6 0 -6 Demon's Horn 4 4500 2 -2 6 -4 2 2 Stamina-Up Medium Potn. 7 650 Dragonfly Wing 7 5000 5 -2 -6 2 -5 -1 Mummy Pattern 7 6000 3 -3 -3 4 -6 1 Frog's Eye 7 7000 0 -10 10 0 0 0 Evil Spirit Armor Pat. 7 8000 1 5 -2 -5 10 -1 Lava Pattern 7 9000 -5 5 -2 1 18 -1 Demon's Eye 7 10000 10 10 12 -10 10 22 Skull Stone 7 15000 -2 6 2 0 3 6 Bird Wing 7 20000 6 -4 -2 0 -3 0 Zigzag Pattern 7 30000 1 -3 3 -1 -14 0 Shop 3 Orb Price Spd Pow Mnt Stm Wgt Sum ----------------------------------------------------------------------- Speed-Up Large Potn. 5 1000 Power-Up Large Potn. 5 1100 Pebble Pattern 5 2000 3 2 -6 3 2 2 Saw Hook Claw 5 2200 -4 3 -2 2 2 -1 Hexagon Marble Pattern 5 2400 1 -1 -4 4 6 0 Lips 5 2600 -3 2 4 -2 1 1 Fan 5 2800 3 -6 2 -2 -5 -3 Chimney 5 3000 -2 3 -3 2 3 0 Shining Eye 5 3500 0 10 10 -10 0 10 Luxurious Pattern 5 4000 -1 1 4 -4 -4 0 Mental-Up Large Potn. 5 1200 Necktie 5 4200 -2 -3 2 4 -3 1 Short Drill 5 4300 -2 3 2 -3 3 0 Bomb 5 4500 2 6 -2 -6 4 0 Tire 5 4700 4 2 -3 -2 4 1 Shoulder Armor 5 5000 -4 4 -2 2 4 0 Alien Voice 5 5200 0 -3 4 0 0 1 Viking Helmet 5 5400 2 -2 -5 6 3 1 Propeller 5 5800 6 -2 -4 2 4 2 Ninja Suit Pattern 5 6000 5 -5 0 2 -4 2 Stamina-Up Large Potn . 8 1300 Santa Claus Pattern 8 8000 4 1 1 -4 0 2 Kung Fu Voice 8 10000 0 -4 5 0 0 1 Ponytail 8 15000 6 -4 -2 2 -3 2 Robot Hand 8 20000 -2 6 2 -3 3 3 Lion Mask 8 30000 -5 -2 6 2 5 1 Parabolic Antenna 8 40000 -5 2 6 -2 4 1 Missile 8 50000 -2 6 2 -6 5 0 Blowhole 8 60000 2 0 -2 6 2 6 Connected Eye 8 80000 9 0 0 -7 -7 2 ================================ A3. Monster Card Game Appendix ================================ This appendix consists of Monster Cards, Monster Card Game (MCG), and items exclusive to MCG. ---------------------- A3.1. MC Descriptive ---------------------- Name Source Description ---------------------------------- Urz 1d Grey rocky dragon Afoo 2Le Floating black cute bear head Dillo 2Re Green human mecha Amigo 3Lc Blue icy elegant dog Yenty 3RRe Firier bird spider Omega 3RLe Thin seaweed bodied seahorse Watern 2a Blue armor plated horse-dragon Seathing 3Rd Blue-green tentacles monster Meteron 2b Green lizard like rooster Windcut 2Le Circle thorn spider monster Farflung 2Rd Tiny drill headed jet Gnu 1b Floating black cute bear head in a bucket Glinos 1d Big black rocky rhino-horse Glassrog 3b Black rock and crystal alien Cyclops Bydelle 3RRe Grey standing styracosaurus Grandall 2Rc Literally couch arm shaped dog Gridora 3Lc Very thorny green dragon insect Gore 2Rc Black and red demon cat torso Gossamer 3LLe Ppastel thin fairy insect Rollin 3Rd Cute blue rhino boxer Shadoze 2Ld Spiky black and red demon Steiner 1a Very realistic looking black and white collie dog Djinn 1a Grey and orange airy djinn Skyjin 2Rc Green dressed viking (non-Tolkien) elf Super Sam 3b Dog headed super hero Starduck 3RLf Robotic duck man Dogvow 2Ld Brown large thorned sea urchin Dragonus 1c Red dragon knight SantaMew 1b Black cat in a santa suit and giant hammers Neptune 2a Romantic giant cyan pollywog NoirNoir 3RRf Black abberant human Viking 1d Brown rocky dog man barbarian Hydrum 3LRe Underwater sea spider Gustar 3RLf Six winged lavender bird Warkitty 2Re Round bodied mecha Firesnax 3Rc Red robot mantis attacker Beeboy 3Ld Navy suited boy with a stinger hat Firarmor 3RRf Red glass armored warrior FaeGator 3LLf Green crystal lizard Feiberos 3a Red fire dragonish tiger Broud 1c Red beast man Typhoon 2Lc Yellow and purple small robot Bodigar 2Ld Invisible thin red dragon Blizard 2Lc Blue strong lion man Blue X 3LLf Indigo go cart Blublade 2Lc Blue man in cavalier armor Ragrag 2a Crying white and blue round imaginary creature Homlar 3a Black and red spiked evil beast Bombast 1c Explosive cartoon rodent MagmaGoo 3Rc Lava dragon Maniac 3Ld Mummy dragon Thundar 2Le Yellow oriental sea dragon Seanymph 3LRe Aqua colored duck Felina 2b Cute yellow imp Mirrored 1b Sleek blue dragon Canistar 2Rd Robot boxing kangaroo Harykit 2b Realistic brown tabby cat Motochet 2Re Red motorcycle Momumomu 3LRf Biology homunculus in a wrestling singlet Padeechy 3LRf Biology homunculus in a football uniform Abdominax 1a Two tired snowman Uniphone 3RLe White ornate unicorn Vega III 2Rd Brown rocky demon Highwind 3LLe Black bird-man dragon Stickman MCG8 Thin green stick man robot Yamanya MCG1 Realistic orange tiger cat Drillist MCG2 Purple crawler driller robot Hoppy MCG2 Cute lavender super puppy Tucker MCG3 Squatting soccer player Prettie MCG8 Sailor Moon clone Mr. Jones MCG4 Battle ready Salary Man Ooky MCG4 Young Shinto priest Greeter MCG5 Cute ball thing with single curl Foo MCG5 Walking Japanese character sign Oi Oi Oi MCG6 Robot pirate Georgie MCG6 Tiger suit duck serenader Panpang MCG6 Invisible man wearing Groucho Marx glasses PSB MCG7 Skinny mummy ghost Red Duke MCG7 Dark red demon dragon Kitmunk MCG7 Cute Kappa Black MCG1 Black cute man carrying knick knacks Wysteria MCG3 Green flying tentacle monster Potage MCG8 Super hero made of a triangle circle and square Evilight MCG0 Purple demon robot ChimaPO1 MCG0 Cute pink girl sentai Passion! MCG0 Yellow and white weird cow beast ---------------------- A3.2. MC Statistics ---------------------- Name Source Element Spd Pow Mnt Stm Wgt Sum ------------------------------------------------------------------------ Abdominax 1a Earth 103 92 102 109 89 406 Afoo 2Le Wind 111 113 79 89 67 392 Amigo 3Lc Water 130 158 59 86 114 433 Beeboy 3Ld Water 95 124 91 76 72 386 Black MCG1 Wind 98 117 91 102 97 408 Blizard 2Lc Water 94 92 114 118 125 418 Blublade 2Lc Fire 99 80 113 126 143 418 Blue X 2LLf Fire 150 64 88 97 129 399 Bodigar 2Ld Fire 124 123 111 88 108 446 Bombast 1c Fire 97 104 105 96 83 402 Broud 1c Fire 100 113 120 78 108 411 Bydelle 3RRe Fire 82 85 122 102 125 391 Canistar 2Rd Fire 108 122 54 140 88 424 ChimaPO1 MCG0 Water 130 111 64 101 99 406 Dillo 2Re Fire 107 95 83 91 139 376 Djinn 1a Water 107 139 108 76 97 430 Dogvow 2Ld Earth 133 56 114 97 112 400 Dragonus 1c Fire 80 98 138 73 128 389 Drillist MCG2 Fire 105 96 113 91 156 405 Evilight MCG0 Fire 102 89 133 91 145 415 FaeGator 3LLf Fire 114 131 90 78 112 413 Farflung 2Rd Fire 104 89 101 80 113 374 Feiberos 3a Fire 123 90 123 67 80 403 Felina 2b Wind 128 77 94 95 67 394 Firarmor 3RRf Fire 121 100 111 98 152 430 Firesnax 3Rc Fire 111 119 137 59 137 426 Foo MCG5 Wind 104 75 83 103 86 365 Georgie MCG6 Wind 96 124 83 106 78 409 Glassrog 3b Earth 113 143 91 81 138 428 Glinos 1d Earth 103 87 114 128 141 432 Gnu 1b Water 98 103 88 98 79 387 Gore 2Rc Wind 82 101 122 122 83 427 Gossamer 3LLe Wind 138 122 73 80 64 413 Grandall 2Rc Earth 114 69 90 112 87 385 Greeter MCG5 Wind 108 94 81 113 66 396 Gridora 3Lc Water 79 79 101 134 101 393 Gustar 3RLf Wind 167 88 70 92 84 417 Harykit 2b Wind 127 102 92 80 60 401 Highwind 3LLe Wind 132 89 95 75 105 391 Homlar 3a Fire 103 113 147 73 110 436 Hoppy MCG2 Water 130 89 78 113 67 410 Hydrum 3LRe Water 99 131 94 87 88 411 Kitmunk MCG7 Wind 98 103 82 115 80 398 MagmaGoo 3Rc Fire 105 130 131 68 95 434 Maniac 3Ld Water 85 136 102 81 83 404 Meteron 2b Wind 99 95 99 107 70 400 Mirrored 1b Water 64 129 93 119 111 405 Momumomu 3LRf Wind 120 88 91 94 84 393 Motochet 2Re Fire 135 65 92 81 114 373 Mr. Jones MCG4 Fire 88 85 81 115 97 369 Neptune 2a Water 85 110 78 12 84 285 NoirNoir 3RRf Fire 66 98 110 107 90 381 Oi Oi Oi MCG6 Wind 122 86 99 116 72 423 Omega 3RLe Earth 102 99 120 103 94 424 Ooky MCG4 Earth 102 85 91 118 84 396 Padeechy 3LRf Wind 107 85 95 100 93 387 Panpang MCG6 Fire 98 87 89 109 86 383 Passion! MCG0 Water 85 116 115 106 93 422 Potage MCG8 Wind 108 91 98 100 88 397 Prettie MCG8 Water 161 96 55 102 70 414 PSB MCG7 Earth 111 87 107 101 80 406 Ragrag 2a Water 101 112 87 123 100 423 Red Duke MCG7 Fire 100 104 114 99 127 417 Rollin 3Rd Water 120 115 67 120 78 422 SantaMew 1b Water 145 98 77 75 60 395 Seanymph 3LRe Water 108 122 54 140 88 424 Seathing 3Rd Water 85 129 93 105 115 412 Shadoze 2Ld Fire 96 94 141 91 114 422 Skyjin 2Rc Water 118 102 77 102 68 399 Starduck 3RLf Wind 146 79 56 115 119 396 Steiner 1a Fire 102 91 116 90 84 399 Stickman MCG8 Fire 122 103 121 84 134 430 Super Sam 3b Earth 103 96 92 121 108 412 Thundar 2Le Water 93 129 114 80 104 416 Tucker MCG3 Fire 104 104 91 96 79 395 Typhoon 2Lc Water 108 92 79 122 121 401 Uniphone 3RLe Water 116 110 102 92 98 420 Urz 1d Earth 84 101 137 80 116 402 Vega III 2Rd Fire 75 99 106 127 115 407 Viking 1d Earth 85 83 116 129 128 413 Warkitty 2Re Fire 96 84 115 87 126 382 Watern 2a Water 136 105 104 85 98 430 Windcut 2Le Earth 89 79 118 103 110 389 Wysteria MCG3 Water 103 132 98 84 98 417 Yamanya MCG1 Wind 117 92 112 89 62 410 Yenty 3RRe Fire 93 134 139 64 118 430 ------------------------- A3.3. MC GBA Statistics ------------------------- Name Sourc Element HP PP Move 1 Move 2 ------------------------------------------------------------------------- Abdominax 1a Earth 1990 1/6 Brat Punch Stoneshot Afoo 2Le Wind 1780 2/6 Kittypaws Dice Heal Amigo 3Lc Water 2000 3/7 Vaccuum Aquawave Beeboy 3Ld Water 1740 2/6 Iceclaw Freezet Black MCG1 Wind 1995 2/7 GoGo Punch Bigstorm Blizard 2Lc Water 2215 1/6 Kittybeam Aquawave Blublade 2Lc Fire 2345 1/6 Manly Fist Fireblow Blue X 2LLf Fire 2130 1/5 Headbutt Burst Fist Bodigar 2Ld Fire 1980 2/6 GoGo Punch Meltbomb Bombast 1c Fire 1895 2/6 Blaze Kiss Fire Blow Broud 1c Fire 1930 2/6 Skullbreak Fire Blow Bydelle 3RRe Fire 2135 1/6 Headbutt Gigaflare Canistar 2Rd Fire 2195 1/6 CrimsonToe Fire Blow ChimaPO1 MCG0 Water 2000 2/7 Iceknuckle Blizzblade Dillo 2Re Fire 2150 1/7 Manly Fist Heatscreen Djinn 1a Water 1865 2/7 GoGo Punch Blizzblade Dogvow 2Ld Earth 2045 1/5 Blaze Kiss KnockKnock Dragonus 1c Fire 2005 1/6 CrimsonToe Fireshield Drillist MCG2 Fire 2235 1/7 Kittybeam Burnflare Evilight MCG0 Fire 2180 1/6 Skullbreak Meltbomb FaeGator 3LLf Fire 1950 2/6 Iceclaw Fire Blow Farflung 2Rd Fire 1965 1/6 Headbutt Fire Glow Feiberos 3a Fire 1735 1/6 Headbutt Fire Blow Felina 2b Wind 1810 1/6 Kittypaws Windfield Firarmor 3RRf Fire 2250 2/7 Kittypaws Hideaway Firesnax 3Rc Fire 1980 2/7 Brat Punch Burnflare Foo MCG5 Wind 1945 1/6 Brat Punch Vaccuwave Georgie MCG6 Wind 1920 2/7 Headbutt Crossguard Glassrog 3b Earth 2095 2/8 Rocknuckle Gaea Wall Glinos 1d Earth 2345 1/6 Blaze Kiss RockCannon Gnu 1b Water 1885 2/6 GoGo Punch Freezet Gore 2Rc Wind 2025 2/6 WaterPunch Dice Heal Gossamer 3LLe Wind 1720 2/6 Headbutt Puslefield Grandall 2Rc Earth 1995 1/5 Kittybeam KnockKnock Greeter MCG5 Wind 1895 1/6 Vacuum Sonic Cut Gridora 3Lc Water 2175 1/6 GoGo Punch Aquafield Gustar 3RLf Wind 1880 1/6 Vaccuum Vaccuwave Harykit 2b Wind 1700 2/6 Hurricane Mincer Highwind 3LLe Wind 1900 1/6 Headbutt Dice Heal Homlar 3a Fire 1915 2/6 Manly Fist Fire Blow Hoppy MCG2 Water 1900 1/5 Iceknuckle Fastbeat Hydrum 3LRe Water 1875 2/7 Kittybeam Maxguard Kitmunk MCG7 Wind 1975 2/6 Kittybeam Bigstorm MagmaGoo 3Rc Fire 1815 2/6 CrimsonToe Gigaflare Maniac 3Ld Water 1820 2/7 Ironblow Maxguard Meteron 2b Wind 1885 1/6 GoGo Punch Dice Heal Mirrored 1b Water 2150 2/7 Kittybeam Blizzblade Momumomu 3LRf Wind 1890 1/6 Headbutt Sonic Cut Motochet 2Re Fire 1975 1/6 Blaze Kiss Meltbomb Mr. Jones MCG4 Fire 2060 1/6 Skullbreak Fireshield Neptune 2a Water 2055 2/6 Kittypaws Revive NoirNoir 3RRf Fire 1985 1/7 Kittypaws Hideaway Oi Oi Oi MCG6 Wind 1940 1/6 Mach Punch Sonic Cut Omega 3RLe Earth 1985 1/6 Skullbreak Stoneshot Ooky MCG4 Earth 2010 1/6 Kittypaws KnockKnock Padeechy 3LRf Wind 1965 1/6 Brat Punch Windfield Panpang MCG6 Fire 1975 1/6 Manly Fist Fire Blow Passion! MCG0 Water 1995 2/6 Brat Punch Maxguard Potage MCG8 Wind 1940 1/6 Kittypaws Sonic Cut Prettie MCG8 Water 1860 1/6 Vaccuum Aquafield PSB MCG7 Earth 1905 1/6 Skullbreak Stoneshot Ragrag 2a Water 2115 2/7 Iceclaw Blizzblade Red Duke MCG7 Fire 2130 2/6 Blaze Kiss Firefield Rollin 3Rd Water 1990 2/7 Kittypaws Blizzblade SantaMew 1b Water 1675 1/6 Bubbleshot Freezet Seanymph 3LRe Water 2140 2/7 Vacuum Blizzblade Seathing 3Rd Water 2100 2/7 Ironblow Niagara Shadoze 2Ld Fire 2025 1/6 Kittybeam Fire Blow Skyjin 2Rc Water 1850 2/7 GoGo Punch Blizzblade Starduck 3RLf Wind 2170 1/6 Hurricane Pulsefield Steiner 1a Fire 1870 1/6 Iceclaw Gigaflare Stickman MCG8 Fire 2090 2/7 Brat Punch Burnflare Super Sam 3b Earth 2145 1/6 Kittybeam Geodive Thundar 2Le Water 1920 2/7 Bubbleshot Blizzblade Tucker MCG3 Fire 1875 2/6 Headbutt Meltbomb Typhoon 2Lc Water 2215 1/6 GoGo Punch Niagara Uniphone 3RLe Water 1950 2/6 Brat Punch Niagara Urz 1d Earth 1980 2/6 Skullbreak Boulder Vega III 2Rd Fire 2210 1/6 Manly Fist Gigaflare Viking 1d Earth 2285 1/6 Blaze Kiss Geodive Warkitty 2Re Fire 2065 1/6 Kittypaws Corona Watern 2a Water 1915 2/6 Brat Punch Hydriser Windcut 2Le Earth 2065 1/5 GoGo Punch Hardknock Wysteria MCG3 Water 1910 2/6 Brat Punch Freezet Yamanya MCG1 Wind 1755 1/6 Hurricane Windfield Yenty 3RRe Fire 1910 2/7 Blaze Kiss Crossguard -------------------- A3.4. MC Structure -------------------- Name Source Class Frame Creator -------------------------------------------------------------- Abdominax 1a Lavish Kid Key Afoo 2Le Lavish Kid hiroshi Amigo 3Lc Special Dog Shoi Beeboy 3Ld Special Tiny Key Black MCG1 Elegant Tiny GO!Japan Blizard 2Lc Lavish Macho Jarvis Blublade 2Lc Premium Hero K.Chung Blue X 2LLf Premium Spider Worm Westman Bodigar 2Ld Plain Dragon Jarvis Bombast 1c Lavish Bunny Adelay Broud 1c Strange Macho Adelay Bydelle 3RRe Lavish Dragon-Man Adelay Canistar 2Rd Premium Dragon Key ChimaPO1 MCG0 Elegant Hamster Westman Dillo 2Re Elegant Hero hiroshi Djinn 1a Lavish Hero Shoi Dogvow 2Ld Bizarre Bunny Fairlane Dragonus 1c Plain Dragon-Man Westman Drillist MCG2 Elegant Scorpion Worm Westman Evilight MCG0 Elegant Giant Dorado FaeGator 3LLf Special Tiny Key Farflung 2Rd Elegant Spider Worm hiroshi Feiberos 3a Elegant Cat Ms. Sugar Felina 2b Plain Tiny Go!Japan Firarmor 3RRf Premium Evil Spirit Adelay Firesnax 3Rc Lavish Scorpion Worm Jarvis Foo MCG5 Lavish Hamster Bash Georgie MCG6 Elegant Hamster Stanton Glassrog 3b Special Macho Adelay Glinos 1d Lavish Horse Stanton Gnu 1b Lavish Scorpion Worm hiroshi Gore 2Rc Premium Giant hiroshi Gossamer 3LLe Premium Spider Worm Shoi Grandall 2Rc Strange Dog hiroshi Greeter MCG5 Plain Tiny Shoi Gridora 3Lc Elegant Mantis Worm Ms. Sugar Gustar 3RLf Premium Evil Beast Bash Harykit 2b Plain Cat TLK Highwind 3LLe Strange Dragon-Man Ms. Sugar Homlar 3a Lavish Evil Beast Shoi Hoppy MCG2 Elegant Tiny Key Hydrum 3LRe Elegant Spider Worm ash Kitmunk MCG7 Plain Hamster Cappy MagmaGoo 3Rc Elegant Dragon Jarvis Maniac 3Ld Premium Dragon-Man Key Meteron 2b Lavish Hamster Shoi Mirrored 1b Lavish Dragon Shoi Momumomu 3LRf Lavish Kid hiroshi Motochet 2Re Special Cat Westman Mr. Jones MCG4 Strange Hero Jarvis Neptune 2a Lavish Dog Bash NoirNoir 3RRf Lavish Macho Fairlane Oi Oi Oi MCG6 Elegant Hero Shoi Omega 3RLe Premium Horse Fairlane Ooky MCG4 Strange Hero K.Chung Padeechy 3LRf Lavish Kid hiroshi Panpang MCG6 Lavish Hero Yoshida Passion! MCG0 Elegant Dragon Dorado Potage MCG8 Elegant Hero Ikudeas Prettie MCG8 Elegant Hero Adelay PSB MCG7 Lavish Hero TOM Ragrag 2a Plain Kid Shoi Red Duke MCG7 Lavish Hero Westman Rollin 3Rd Special Hamster Standon SantaMew 1b Strange Hero Shoi Seanymph 3LRe Special Tiny Jarvis Seathing 3Rd Premium Evil Spirit Bash Shadoze 2Ld Lavish Giant Jarvis Skyjin 2Rc Elegant Tiny K.Chung Starduck 3RLf Elegant Bunny Bash Steiner 1a Plain Dog Westman Stickman MCG8 Lavish Hero yz Super Sam 3b Elegant Hero K.Chung Thundar 2Le Lavish Dinosaur Water Tucker MCG3 Strange Kid Dorado Typhoon 2Lc Elegant Kid Jarvis Uniphone 3RLe Special Horse Stanton Urz 1d Lavish Dragon Shoi Vega III 2Rd Elegant Evil Beast Westman Viking 1d Elegant Giant Yoshida Warkitty 2Re Premium Dragon-Man hiroshi Watern 2a Elegant Dog Bash Windcut 2Le Lavish Mantis Worm Shoi Wysteria MCG3 Elegant Evil Beast Fairlane Yamanya MCG1 Elegant Cat TLK Yenty 3RRe Special Scorpion Worm Yoshida -------------- A3.5. Skills -------------- Name Lvl Ele. PP Effect/Target ----------------------------------------------------- Busthammer 1 -1 Single Dragosmash 3 -2 Single Spinner 2 -2 Multi Soulbite 5 -3 Multi Fire Punch 1 Fire -1 Single Firesword 3 Fire -3 Single Superburn 2 Fire -2 Multi Meltdown 6 Fire -4 Multi (Friendly Fire) Hydrup 1 Water -1 Single Iceblade 4 Water -3 Single Swamper 2 Water -2 Multi Blizza 6 Water -4 Multi (Friendly Fire) Mad Fang 1 Earth -1 Single Meteorburst 3 Earth -3 Single Rock'n 2 Earth -2 Multi Grandara 7 Earth -4 Multi (Friendly Fire) Pulsewave 1 Wind -1 Single Mach Sword 4 Wind -3 Single Ripwind 2 Wind -2 Multi Burstorm 7 Wind -4 Multi (Friendly Fire) Fireshield 2 Fire -1 Reflect Fire Aquashield 3 Water -1 Reflect Water Dirtshield 4 Earth -1 Reflect Earth Windshield 5 Wind -1 Reflect Wind Armguard 1 +1 Small Block Allguard 7 +2 Medium Block Hairthin 3 +1 Small Dodge Alter Ego 5 +3 Large Dodge Mid-Heal 1 -1 Small Heal Great Heal 4 -2 Medium Heal Revive 8 -4 Large Heal Dice Heal 6 -3 Random Heal --------------------------------- A3.6. Monster Card Game Chests --------------------------------- Level Chest No. Items ----------------------------------------------- 0 (Link) Gold 30 Passion 0 (Link) Gold 29 ChimaP01 0 (Link) Gold 28 Evilight 0 (Link) Gold 27 Guitar Acc. 0 (Link) Silver 30 Butterfly Wing 0 (Link) Silver 29 Dragon Horn 0 (Link) Silver 28 Gleaming Pattern 0 (Link) Silver 27 Encyclopedia 0 (Link) Silver 26 Eye-Like Ball 0 (Link) Silver 25 Alien's Mouth 1 Gold 26 Yamanya 1 Gold 25 Black 1 Silver 24 Pail (2Ld) 1 Bronze 30 Mid-Heal 1 Bronze 29 Armguard 1 Bronze 28 Pulsewave 1 Bronze 27 Mad Fang 1 Bronze 26 Hydrup 1 Bronze 25 Fire Punch 1 Bronze 24 BustHammer 2 Gold 24 Hoppy 2 Gold 23 Drillist 2 Silver 23 Baseball 2 Silver 22 Camouflage Pattern 2 Bronze 23 Fireshield 2 Bronze 22 Ripwind 2 Bronze 21 Rock'n 2 Bronze 20 Swamper 2 Bronze 19 Superburn 2 Bronze 18 Spinner 3 Gold 22 Wysteria 3 Gold 21 Tucker 3 Silver 21 Cat Whisker (3LLe) 3 Silver 20 Soccer Ball 3 Silver 19 Dot-Like Eye 3 Bronze 17 Hairthin 3 Bronze 16 Aquashield 3 Bronze 15 MeterorBurst 3 Bronze 14 Fire Sword 3 Bronze 13 Dragosmash 4 Gold 20 Ooky 4 Gold 19 Mr.Jones 4 Silver 18 Toy Hammer (3RRe) 4 Silver 17 Basket Ball 4 Silver 16 Siren Light 4 Silver 15 Triple Hook Claw 4 Bronze 12 Great-Heal 4 Bronze 11 Dirtshield 4 Bronze 10 Mach Sword 4 Bronze 9 Iceblade 5 Gold 18 Foo 5 Gold 17 Greeter 5 Silver 14 Neon Eye (3LRe) 5 Silver 13 Vernier (3Rd) 5 Silver 12 Robot Pattern 5 Silver 11 Antenna Eye 5 Silver 8 Alter Ego 5 Silver 7 Allguard 5 Silver 6 Windshield 5 Silver 5 Soulbite 6 Gold 16 Panpang 6 Gold 15 Georgie 6 Gold 14 Oi Oi Oi 6 Silver 10 Long Drill 6 Silver 9 Whisker Base (3LLe) 6 Silver 8 Transforming Hero Voice 6 Silver 7 Hero's Tights Pattern 6 Bronze 4 Dice Heal 6 Bronze 3 Blizza 6 Bronze 2 Meltdown 7 Gold 13 Kitmunk 7 Gold 12 Red Duke 7 Gold 11 PSB 7 Gold 10 Maboo Staff Acc. 7 Gold 9 Maboo Hat Acc. 7 Gold 8 Gandara Skill 7 Silver 6 Rugby Ball 7 Silver 5 Musical Instrument Voice 7 Silver 4 Transparent Pattern 7 Bronze 1 Burstorm 8 Gold 7 Potage 8 Gold 6 Prettie 8 Gold 5 Stickman 8 Gold 4 Revive Skill 8 Gold 3 Scope Eye 8 Gold 2 Da Vinci Wing Acc. 8 Gold 1 Cockpit Acc. 8 Silver 3 Curved Sword 8 Silver 2 Evil Spirit's Mask 8 Silver 1 Human Head ================== VIII. To Do List ================== Stuff to do, but may never actually be done. * Test MCG with separate monsters. * Figure out elements. * Figure out classes. * Figure out Folu's quiz. * List non Skill card MCG moves. * Fix grammar. ===================== IX. Version History ===================== 1.00 7 May 2008 First version of the guide. 1.10 14 April 2009 Corrected various grammar errors. (I hope.) Added Foto "Emotes". Added note about not using MCG items in Story Mode. Added good item notes in Story Mode. Added Design Tips. Added Event Legend. Compacted Item Source Locations. ====================== X. Acknowledgements ====================== Andrew Ross for his data to confirming my notes. CrazyBottle a.k.a. Ryan Beach for a winning MCG strategy and his data to confirm my notes. ZAB for a GBA to GBA cable. =============== XI. Copyright =============== This Guide is COPYRIGHT 2008 David Paul Gorski a.k.a. Skygor. It may be distributed and posted on web sites as long as the following are held: it remains unchanged, I receive credit for the guide, it is not sold for profit etc. In basic simple terms, don't be jerks or plagiarists.