=============================================================================== MONSTER RANCHER ADVANCE 2 MONSTER RAISING GUIDE By: Rezzman | E-mail: Rezz_man@hotmail.com Copyright 2003 Rezzman =============================================================================== Version: 1.0 FAQ submitted to GameFAQs. =============================================================================== ====Contents==== 1) Legal Stuff.... 2) Basics 3) Getting Started 4) The Rules of Age 5) Fatigue Graph 6) Schedule 7) Advanced Raising 8) Generations 9) Traits, and how they work 10) Thanks 11) Conclusion =============================================================================== 1) Legal Stuff.... This FAQ is Copyrighted by me. All the info in this FAQ is by me, and all the stuff used in this FAQ can only be used by me. Use of this FAQ or any part of it outside of gamefaqs.com is strictly prohibited, and is a violation of Copyright. If you wish to use some of the info of this FAQ in another FAQ or somewhere else, you need my permission to do so. My E-mail address is Rezz_man@hotmail.com =============================================================================== 2) Basics OK, there are a few things we need to get clear: Never work on more than 4 stats. This is vital, if you want a monster that is very strong and can win you lots of money. Most people try to work on all the stats, and beleive me, it will REALLY hurt in the long run. 4 stats is actually the max, because I prefer 3. Work on anymore, and you'll be VERY sorry. Try to use a money making monster as your first monster. Also, whenever you can, take a month off for Sparring. This will actually help you in the long- run. It is vital that you have lots of moves available, for a few reasons, but we will get into that later. =============================================================================== 3) Getting Started As I was saying before, you will want to start off by raising a money making monster first. Any monster will work in this category, but the stronger ones make it easier to get more money fast. I prefer to use the monster Miasman, which is probably what I will suggest you to use also. Miasman can be obtained by using the code "Exodia". You will not be able to use Miasman right off the bat, so just using something more simple till you get enough money to get your Barn upgraded and up to six letters for the Tablet Regeneration. A great money maker for me was Tiger. He pulled in lots of money, and got to S-rank with just 3 skills, one of which he never used. Now, im not saying you should use a Tiger, but I was just showing you how simple a monster can be and how well it could do. Also, you will need to raise a monster that fits what your stats you want to raise. For example: You want to work on POW, DEF, and LIF. There are a few monsters that fit in this category, and a few you can't use yet without a Barn upgrade. If I had a Barn upgrade, I would use a pure Golem, or any Golem with a different monsters as the sub. Well, thats about all you need to know before we get started. On to the next section....... =============================================================================== 4) The Rules of Age Not everyone knows about this, but there are specific times when you should do certain things to your monster. This section will sort of sync with the Schedule section, so look at it if you get confused. Childhood: This is the most important part of the monsters life. Everything you do to the monster at this age will affect it later on. Adolesence: You will notice that one day Holly says something about your monster maturing. You will also notice that when your monster trains, he will get higher stat gains. At this point in its life, you will want to train normally. Each of the monsters better stats will go up about 8 or 9 each training. Mature: This is the middle of the monsters life. This is when each Training is important, and is also the best time to go Sparring. You will know you are at this stage when your monster gets about +10 for the stat from training. Older: This is the time when your monster is nearing the end of its life. Holly will tell you that you should think about Retiring the monster, BUT DON'T. The monster still has a little fight in it left, and you can freeze it for combining. You will also notice that you will get lower stat gains from training your monster, around 6 or 7. Oldest: This is the last stage of your monster's life. Holly will tell you that there is no fight left in the monster, and she will not let you battle with it any longer. Also, Sparring will result in no stat gains, and no new moves. =============================================================================== 5) Fatigue Graph COMING SOON!!!!!!!!!!! =============================================================================== 6) Schedule Now, on to the most important part of the FAQ. You need to schedule your training for your monster. Different ages of the monster need different schedules. There are 2 different types of training: Light and Heavy. Light training is simple stuff, the type of training that doesn't require a Coach. Heavy training is hard, power consuming training that requires a Coach. Although Heavy training looks fairly good, it tires your monster very quick and lowers some stats. Heavy training can also give you traits. See the traits section for more details. Also, you may want to use Mint Leaf or Oily Oil every now and then just to reduce fatigue and stress. Childhood-Adolesence schedule: | Week#1: Light training. | Week#2: Rest. | Week#3: Light training. | Week#4: Rest. Adolesence-Mature schedule: | Week#1: Heavy training. | Week#2: Rest. | Week#3: Light training. | Week#4: Rest. Or Sparring, then the next week rest. Mature-Older schedule: | Week#1: Light training. | Week#2: Rest. | Week#3: Heavy training. | Week#4: Mint Leaf, then Rest. Or Sparring, then the next week rest. Older-Oldest schedule: In this Schedule, you want to focus mainly on Sparring. This will help a lot for the next-generation. See Generations section for more details. =============================================================================== 7) Advanced Raising COMING SOON!!!!!!!!!!!!!!!! =============================================================================== 8) Generations This is the best part of the game. When you have two or more monsters frozen in the studio, it is possible to combine them. Why combine, you ask? Let us look at it this way: You have two very strong monsters. They each have all their moves, and their stats are all fairly high. They each are very old, and are frozen. What do you do with them? Do you Retire them? NO WAY! Just ask to combine them! if you do combine them, then you have the choice of using a secret seasoning. Some items in the game, when used in seasoning, give rare traits. Look in the "Traits, and how they work" section for more details. Interesting Facts about combining: When you combine two monsters that have all their moves, their offspring can have all its moves from the first day it is alive. Any Monster Rancher veteran knows this, as it can be done in all the Monster Rancer games. The stats of two combined monster's offspring are different from other of the same monsters stats, as the stats are determined by the parents strengths and weaknesses in their stats. Not all the monsters can be combined with eachother. For example, You cant combine a Mew with a Tiger. Mew belongs in a group of monsters called "Artificials", and Tiger belongs in a group called "Beasts". There are five monster groups: Sprites, Fancifuls, Spirits, Beasts, and Artificials. Sprites can't be combined with fancifuls, Artificials can't be combined with Beasts, and Spirits can't be combined with other Spirits. With the exception of these, everything else can be combined. To see your monsters group, look in the Book section. When you combine two monsters into a monster, you can see the parents of the monster by looking at the monsters stats and pressing left. You can see the parents of the monster, and it's grandparents. =============================================================================== 9) Traits, and how they work Traits are by far the most helpful part of this game. Most traits power-up moves, but there are some that make it easier to raise a certain stat, make it easier to find a item on expeditions, or just makes it give good execution in battle. Traits can also be passed along through Combining, but the traits that are transferred are random. You can increase the chances of getting some traits across to the offspring by removing some of your monsters other traits. To do this, you need to take your monster to the hospital. There, you can select OP and get rid of one trait. However, it is not free. It will cost you 1000 for each trait you get rid of. I WILL HAVE MORE INFO ON TRAITS SOON!!!!!!!!! =============================================================================== 10) Thanks I would like to thank: CJayC, for making such a great site Me, for taking the time to write this FAQ Tecmo, for making such a great game. =============================================================================== 11) Conclusion Well, I am finished writing the first portion of this FAQ. If you have any questions or comments, please E-mail me at Rezz_man@hotmail.com Keep in mind that this is my first FAQ. Also, please don't send any hate mail, for I will not look at it.