What Did I Do To Deserve This, My Lord?! aka Holy Invasion of Privacy Badman! What Did I Do To Deserve This? FAQ/Walkthrough Version 1.1 By System Error Latest version always at GameFAQs. ############### 1: Introduction ############### I first heard about this game...long before it was even announced or probably even considered to be released on Western shores. It was in a topic on a GameFAQs spinoff, a small topic talking about a dungeon making game where you play as the villain, create an ecosystem of monsters, and fend off heroes. However, due to general forgetfulness with topic titles and the search feature, I was unable to find it again after I remembered it. Then we fast forward a couple years. The craziest named game, Holy Invasion of Privacy Badman! What Did I Do To Deserve This? is announced. I read up on it a little, and am delighted to hear that it is indeed what I was looking for. Then I found out it was to be downloadable media only. What the hell, guys? Why have a game that takes up space on your memory stick when you can have it on a relatively space-free disc? And yes, I really don't have the room for like 20-50MB of data on my memory stick. What can I say, I have tons of stuff on there - everything from pictures to videos even to saved FAQs from this site - so every MB counts! But anyway, fast forward another couple years, and the now significantly saner What Did I Do To Deserve This My Lord? 2 is announced. This game was to be on a UMD as well, and even include the original game as a bonus. But...*ahem*, firmware issues prevented me from playing it right away, and downloading the game was out of the question for reasons mentioned. So fast forward some months, and I finally get off my lazy ass and upgrade. Finding the game challenging, difficult, wondering why the hell there weren't any FAQs on the game, and in a mood for writing, I bring you this FAQ today. This FAQ should apply to every version of the game. If you have the North American UMD version of My Lord 2, you can play the original game by pressing L followed by R, five times on the title screen, and answering "yay" to the question you are asked. This extra is not in the downloaded version or European version. #################### 2: Table of Contents #################### 1: Introduction 2: Table of Contents 3: Version History 4: Absolute Basics 5: Training Mode Guide 6: Challenge Mode Guide 7: Main Game Walkthrough 8: Extra Game Walkthrough 9: Bonus Mode Guide 10: Monster List 11: Hero Guide 12: Dungeon Designs 13: Edit Mode 14: Credits, etc. ################## 3: Version History ################## - Version 1.0 (September 26th, 2010): First version. Probably has a lot of typos here and there, but I did my best. It's kind of overdue for this game anyway! - Version 1.1 (May 28th, 2011): Minor update, better late than never. Added some strategies I found, plus some tweaks here and there. P.S., I hate you Area 8 of Badman 2. ################## 4: Absolute Basics ################## In WDIDTDTML, you take on the role of the God of Destruction. You have been summoned by the Evil Overlord Badman to construct a dungeon with your mighty pickaxe, so he may conquer the world. You need to create monsters, balance your dungeon's ecosystem, and slaughter any impudent heroes that dare set foot into your dungeon. Most of the information you need to know how to play the game will be provided to you through the game's tutorials. However, if you need a quick rundown on the basics, here's a quick reference for you. Constructing Your Dungeon: - Press Square to dig. Holding down the button will let you dig repeatedly. - You can only dig next to a square that you have already dug up. Diagonals do not count in this regard. - Digging may also be used to kill off unwanted monsters. Simply give them a couple whacks, and they'll go down. - Digging will consume your dig power, which is represented in the yellow icon in the bottom left corner of the screen. If you run out of dig power, you will no longer be able to dig, although you may still kill unwanted monsters and open Demon portals. Nutrients/Mana: - Nutrients are the main resource you'll be dealing with in dungeons. - Mana is preset in some levels, but generally only appears when the heroes cast their magic or die. - Slimemoss/Spirits are used to move nutrients/mana from block to block. - Monsters emerge from blocks when blocks with nutrients/mana in them are dug up. - A monster's initial nutrients/mana will match that of the block. Monsters: - Slimemoss are your basic nutrient gathering creatures. - Spirits gather your mana. - Omnoms are your swarming monsters (like zerglings). - Lizardmen are your heavy physical hitters. - Liliths are ranged magical attackers. - Dragons are your powerhouses who guard narrow passages. - Skeletons mainly serve as sentries. - Demons fortify your monster's defenses, but are not good at fighting. The Food Chain: - Omnoms eat Slimemoss - Lizardmen eat Omnoms - Liliths eat Spirits and Omnoms - Dragons eat everything but other Dragons. - Demons usually eat Spirits and Skeletons. Heroes: - Heroes will enter the dungeon in most levels after a period of time which varies from level to level. - The Knight class of heroes have balanced stats, and a high rate of attack. - The Warrior classes hit hard, have high HP, and can hit all enemies in a space. - The Magician classes focus on magic, and have a ranged basic attack. With that being said, we can move onto the guide for the game, starting with the Training Mode. NOTE: At several points in this guide, I will provide ASCII maps. Here is a legend for them. # - Solid Dirt - Empty Space ~ - Low Nutrient Dirt (Mossy) ` - Low Mana Dirt (Sparkles) % - Med Nutrient Dirt (Dirty) * - Med Mana Dirt (White-ish Heart) X - High Nutrient Dirt (White) + - High Mana Dirt (T) === - Top/Bottom side of level ¦ - Left/Right side of level --- - Level continued | - Level continued ###################### 5: Training Mode Guide ###################### We will begin our guide of this game now. If you just want general tips on how to play, or the walkthrough for the main game, skip to the appropriate section now. However, this part of the guide will introduce you to many things that the game itself might not point out, and provides general tips anyway. Whatever floats your boat, though. Objectives: What you need to do to complete the stage. Heroes: Whether there are heroes, their stats, and how long before they enter. If there is a time limit, when on the timer they enter is also listed in brackets. Dig Limit: The amount of dig power you start off with. Time Limit: The time limit on the stage. These ones are listed in the Additional Info sections. Time: Time of day. Layout: Either "fixed" or "random". Fixed is always the same between plays whereas random is...well, random. Depth: The amount of blocks deep the stage is. Init. Mana: Whether mana is initially available in the stage, how much, and sometimes where. Init. Upgrades: Any upgrades your monsters have on the stage are listed here. The initial four training levels can be accessed right away. To access the final four, complete the first four training levels. Playing a round of normal play (win, lose, or quit) may be required. ====================== Training 1: The Basics ====================== Objectives: Create 15 Slimemosses. Time Limit: 3:00 Heroes: None Dig Limit: 300 Very simple stuff. Badman will say something about an icon that looks like a small person in his speech. It's best to ignore all this drivel for now. Look to the field. You'll notice several clumps of dirt that appear to have moss growing on it. These represent nutrients in the soil. Digging on a different-looking tile like this one will reveal a monster. In this instance, it will be a Slimemoss. Strategy -------- All you need to do to beat this level is dig through fifteen of those mossy blocks. It's as simple as that. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 36 The small person icon that Badman was referring to is the amount of nutrients in the soil. You can see this when you press the X button over a tile. It's 95% of the time better to just rely on your eyes. What's the other 5%? We'll get to that later... ========================= Training 2: The Nutrients ========================= Objectives: Create 3 Omnoms. Time Limit: 6:00 Heroes: None Dig Limit: 300 More drivel about the small people icons that you can safely ignore. In this level, you will be taught about how Slimemosses can enhance the level of nutrients in the soil - and more importantly, how this is the way to get stronger monsters. Strategy -------- A basic, but important level. This teaches you how to use Slimemosses to get better monsters. Open up some of the mossy blocks and let them loose. Note that Slimemoss may only move in straight lines until they come to a wall, and can only put nutrients into a wall adjacent to them. This is a fact only told to you AFTER the level for whatever reason, but since you know, try to keep them as straight corridors. This is the basis of the Linerow and Looproom Dungeon archetypes. You may have noticed some of the blocks are a slightly lighter color here. Try to develop near these. The other place to develop near are sections with a lot of moss. When a block starts to look more white than brown, that's when you can use your pickaxe on it. A small white worm-like creature will appear. This is called an Omnom. Just create three of them, and you'll be done. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 52 Omnoms will eat Slimemoss, but this isn't too big a concern for this level. ========================== Training 3: The Food Chain ========================== Objectives: Grow 3 Omnom Flies. Time Limit: 6:00 Heroes: None Dig Limit: 300 This level is extremely similar to the previous. The only difference is, you'll be having the three Omnoms eat Slimemoss until they can grow into Omnom Flies. Strategy -------- Like the previous level, get some Omnoms going. This time, however, start making more Slimemoss. The Omnoms will eventually begin to eat these, and after they eat enough, will turn into pupae. Soon, they will hatch into Omnom Flies, and with three of them, you will have completed the Training. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 52 If your Omnoms aren't eating, that's normal. Monsters only eat when they are hungry, or more specifically, when their HP is low (it goes down over time). Just give it a little while, and they will eventually start to do so. =========================== Training 4: Lizards and You =========================== Objectives: Create 8 Lizardmen. Time Limit: 8:00 Heroes: None Dig Limit: 500 Also an important level. Lizardmen will more than likely be the foundations of your army for most of the main game (short of an Omnom Rush), so knowing how to create them is critical to your success. Badman will tell you in the intro how to generally make these happen, but this will only get you so far. Strategy -------- Start off small here. It's very easy to get carried away creating tons of nutrient-sucking Slimemoss, and end up with little to no ways to create blocks. About a 4x4 loop, and maybe a tunnel. You'll get your first ASCII diagram here. Something like this should work. ||=======0========|| ||####### ########|| ||####### ########|| ||# B#######|| ||# ## ###########|| ||# ## ##|| ||# ###########|| ||################|| ||----------------|| Do not create any Omnoms yet. If you do, either restart or kill them. When the block turns a solid white, hammer it to unleash a Lizardman. At this point, you can either try to create a couple more Lizardmen, or start making Omnoms. Lizardmen feast on Omnoms, and if you allow them to dig a lair (an upside down T shape should give them enough room), they will reproduce, making the task of getting eight significantly easier. All in all, don't be surprised if this one takes a while to get right. One last thing - as tempting and logical as it may seem, do not separate them into 3x3 blocks with one block in the middle, like this. ||=======0========|| ||####### ########|| ||####### ########|| ||# B#######|| ||# # ############|| ||# #####|| ||################|| ||################|| ||----------------|| If you break such a block, it will cause a different monster to spawn. You do not want this, and are just going to have to live with it. If you want, you can just go crazy with Linerows or something, but try to learn the basics before you resort to that. And for the same reasons mentioned above, avoid using a Looproom Dungeon. Additional Info --------------- Time: Day Init. Mana: None Layout: Random Init. Upgrades: None Depth: 72 This is the first level with a random layout. Not that it's too big an issue. ======================== Training 5: Mana Secrets ======================== Objectives: Create 6 Liliths. Time Limit: 5:00 Heroes: None Dig Limit: 500 This level will introduce you to mana-filled blocks. These normally only appear when a hero dies or casts magic in the dungeon, but a supply of it has been provided to you here. Mana blocks look like they have sparkles on them. Strategy -------- This is very similar to the second level. The only difference is, you're digging up mana for Spirits, and are creating Liliths instead. Note the lighter tinted blocks. Spirits act much the same as Slimemoss, so develop in corridors near these. When it's completely white and has a sort of heart shape on it, you can mine it to create a Lilith. And, as with the Omnoms, they will "eat" the Spirits to reproduce, albeit much quicker. Additional Info --------------- Time: Day Init. Mana: 363 Layout: Fixed Init. Upgrades: None Depth: 52 There are plenty of opportunities to create Liliths here, so there's no need to create 1 Lilith then have her reproduce to create the rest. You can press the X button over a tile to see the separate amounts of mana and nutrients in it. This is the other 5% I was referring to earlier - sometimes it's useful to see the hidden amounts, though its a non-issue in this instance. Note that no matter how much of either resource you have in a block, the one with the more will overrule the other. If there's a tie, the nutrients will take priority. ========================================== Training 6: Adventures in Wookiemonsitting ========================================== Objectives: Create 3 Idle Wookiemons. Time Limit: 9:00 Heroes: None Dig Limit: 500 During Training 4, you may have accidentally created a red glowing orb in the ground, instead of a Lizardman. This irritably stops you from using the blocks for creating them there, but these ruins allow you to summon forth demons. ||-------|| ||-------|| ||-------|| ||-------|| ||#######|| ||#######|| ||### ###|| ||###### || ||## ##|| ||### || ||### ###|| ||### || ||## X || ||# + || ||## X || ||### ` || ||## ##|| ||### || ||## ###|| ||### || ||#######|| ||###### || ||### ###|| ||###### || ||-------|| ||-------|| ||-------|| ||-------|| Runes occur when there is either a high nutrient block or a high mana block with clear dirt all around it (including diagonals). Ergo, diagram 1 and 2 will both give a rune, but 3 and 4 will not, the former due to space constraints, and the latter due to not being manified enough. By absorbing Spirits, runes will grow stronger, and summon forth better demons. Your job is to create 3 grey runes. Strategy -------- Extremely easy, thanks to everything being provided. The first rune is just to the lower left of the starting point. Dig the mana around it and unleash it. Now, release some more Spirits until it turns grey, then tap it to open it up. Next, you'll probably want to go to the right of Badman. You'll want to get some Slimemoss going in this area, as there isn't a preset block with enough. Don't create a rune from mana squares, as these will summon forth Diabros and Brahzuzus - not what you want. It hopefully won't be too hard to get a Wookiemon rune by leading them into a square roundabout, after which you can unleash the Spirits. Do it one more time, and you'll have won. The time limit here is very generous, so don't feel any pressure. Additional Info --------------- Time: Day Init. Mana: 485 Layout: Fixed Init. Upgrades: None Depth: 52 If you accidentally create a magical rune, open it and hammer the demon that comes out until he dies. The reason being that demons of different types do not get along, and will fight each other. =============================== Training 7: Dragonbusterbusters =============================== Objectives: Kill the hero using Dragons. Dig Limit: 300 Heroes: 4:20 [0:40] Time Limit: 5:00 - Dragonbuster Egon Level 18 [340/200] This level introduces you both to Dragons and heroes. Fun stuff. Probably just for the hell of it, this level is also the first to give you an upgraded unit from the start - the American Slimemoss. Here, they really only serve to look orange and get roasted, though. Strategy -------- This level is more to show off the power of Dragons than anything else. It's really easy. The initial map will look somewhat like a long, backwards C. Dig open the first Dragon, then dig open the second, as well as a tunnel behind him for Badman to stand. Now, move the pickaxe to the dungeon entrance to invite in the hero. Have Badman stand in the corridor you made behind the second Dragon. He will run towards the first Dragon, and take a lot of damage trying to kill it. He will barely survive, but the second one will finish him off. Additional Info --------------- Time: Day Init. Mana: 74 Layout: Fixed Init. Upgrades: American Slimemoss Depth: 36 There's a third tile with a Dragon off to the left, but you shouldn't need it. Actually, making a straight line isn't necessary. Just dig down from the entrance, for a space where Badman can hang out, and unleash the Dragons. You don't even need to open up the other end - Egon will all the same ignore the corridor in front of him in favor of turning into the Dragons' den. Keep this quirk in mind for later... =================================== Training 8: Plan 8 from Inner Space =================================== Objectives: Kill the hero with powered up monsters. Time Limit: 4:00 Heroes: 2:00 [2:00] Dig Limit: 90 - Spectacultator Vash Level 19 [360/000] The final Training level introduces the demons' ability to power up your army, and shows just how capable they can make them. That is, if you can protect the demons. As Badman notes, demons have a maximum effectiveness of 8 in a level. Any more than that won't affect your monsters. Strategy -------- First things first, scroll down to the blue section of dirt. There, you will see several blocks ready for runification, and mana. Five of them, in fact. Unleash them all and fill them all with mana so they turn grey. Then, release the demons and the Lizards. Don't dawdle too much with this, as the hero will eventually come inside. Just drop Badman behind in the little corridor. Dropping him with the demons is pointless, but fun if you're bored. Invite in the hero, and enjoy the show. Additional Info --------------- Time: Day Init. Mana: 75 Layout: Fixed Init. Upgrades: Lizard Mage Depth: 60 Don't expect demon use to be as easy as it was in this level. ####################### 6: Challenge Mode Guide ####################### Congratulations! You have completed Training Mode! However, you are not necessarily ready for the game yet. The Challenge Mode is also found in the Training Mode, and actually acts more like Advanced Training. Doing a few of these may mean the difference between the world being saved and being conquered in some of the later levels. Note that in these, you are also graded. A strategy on how to generally complete it the easiest way, and one to help get you S-Rank will be provided. Every four of these that you complete will unlock six more in the set. ======================================== Challenge 1: 20 Lizardmen Enter...Take 1 ======================================== Objectives: Create 20 Lizardmen. Time Limit: 10:00 Heroes: None Dig Limit: 700 This is like Training 4 on crack. You now need to create 20 Lizardmen. As Badman advises, you're not going to get anywhere simply by trying to manually create them. You'll need to create Omnoms so the Lizardmen can feed and reproduce if you want any shot at beating this. Completion Strategy ------------------- This time, making Omnoms to feed your Lizardmen and have them reproduce is important. For a Lizardman to reproduce, it must be able to make a nest, and in order to make a nest, it must be in an area with enough space around it free. ||---------|| ||---------|| ||---------|| ||---------|| || ### || || ### || || ## ## # || ||### #####|| || ##### || || # ## || || ## ## # || ||### #####|| ||####L####|| ||### L ###|| || ##L # # || ||## L ####|| || || || || || ## ## # || ||#########|| || ##### ##|| ||#### ## || || ## ## # || ||#########|| ||---------|| ||---------|| ||---------|| ||---------|| No lair Lair No lair Lair A lair takes up a 3x2 space, but only around four of them need to be free, such as with the upside-down T-shape in the fourth example. Remember that shape well, as it works perfect with the Linerow Dungeon archtype. The only other thing to note about this is that a lair itself counts as taking up space, thus, they cannot be too close together. With any amount of luck, you should be able to generate enough Lizardmen and Omnoms and finish in time. And as before, don't start with the Omnoms until you have the Lizardmen down. S Strategy ---------- This is one of the toughest. You can't just take your sweet time - though you will save useful Dig, the time it takes will cost you too much. Nor can you go ballistic, making as many Linerows or turnrows as possible. That will save you time, but it will cost you in the dig department. You'll either need to make this very snappy and/or get lucky enough to have a hell of a lot of eggs to get the S. All in all, I'd say it's literally impossible to get the S here. I've tried my hardest, but just couldn't get anywhere near the requirements. You'd be lucky to even get a B or C. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 72 Lairs don't always fit into spaces with four blocks free, but it works as a general guideline for 80% of cases. ========================================= Challenge 2: Delusions of Grandeur Part 1 ========================================= Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 2:00 Dig Limit: 500 - Amorrior Belmondo Level 18 [280/350] - Brave Scarlett Charlett Level 16 [250/290] This is the first of a fairly large series of challenge, all of which consist of Badman daydreaming about hypothetical encounters with heroes, some of who will be familiar, and others who will not. In this case, it's the former, as long as you have gotten to at least Stage 5 in the main game. However, their friend Natalie is not here this time, and they're much weaker. Regardless, your objective remains the same: to kill them both. Completion Strategy ------------------- The easiest way to head to the left as soon as the stage begins. There, you will find a cache of mana. Start farming the Spirits around here to hopefully make some Liliths. Make the corridors as annoying and straight as possible. When you're ready (or not) and the heroes come in, the Liliths should hopefully be able to decimate them with their long range spells. Be careful about how you build the maze, though. If it's too twisty, the heroes (especially Belmondo) will have no trouble walking up and decimating them. It's important to play to your monster's strengths with your design. Alternatively, you can combine this with the strategy below. The physical Belmondo will head to the left and the Liliths, so with any luck, one of them will go berserk on him and take him out. Place Badman with the Lizardmen to the right. S-Strategy ---------- If you play around enough, you'll notice that instead of ordinary Lizardmen, yellow ones pop out. These are Lizard Knights, the upgraded Lizardmen. Just one of these is enough to horribly mess up one of the heroes, and two should be enough to do them in. To easily get the first, set up your dungeon like this. ||======0====================|| ||###### ####################|| ||###### ####################|| ||###### B ##############|| ||############ ##############|| ||######### #! # ############|| ||######## ###########|| ||########## ####!###########|| ||############%##############|| ||###########################|| ||---------------------------|| Either of the tiles marked by ! should become a solid block without too much effort. If the Slimemoss all turn to buds before this happens though, restart. After this, try to go for the light block below. Remember to use the Slimemoss techniques for the other two (discussed in the monsters section), and with any amount of luck, you'll be able to get three Lizard Knights. That should be more than enough to do both of them in. And naturally, if things get out of hand, restart. You have only two minutes before the heroes enter, so it might be a tight fit to get three Lizard Knights in the end. Additional Info --------------- Time: Sunset Init. Mana: 121 (TL, BR) Layout: Fixed Init. Upgrades: Lizard Knight Depth: 32 This is where I was able to obtain a Lizard Geisha, though I'm not sure exactly what I did to trigger it. ======================== Challenge 3: Armagetiton ======================== Objectives: Kill the hero using Liliths. Time Limit: 1:00 Heroes: 0:02 [0:58] Dig Limit: 30 - Suburban Alien Shep Level 14 [100/100] If you read my discussion on Liliths in the previous Challenge, this should be very familiar. If not, you'll learn quickly anyway. Completion Strategy ------------------- Liliths fire in straight lines. If you take a look at the maze when prompted to place Badman, you'll notice the left area is a narrow passage, the right is an open space, and the center is a maze. You'll want to mine to the left. The hero will go down that path and be maimed by the Liliths. S-Strategy ---------- If you follow the above, you should get the S. Additional Info --------------- Time: Day Init. Mana: 90 Layout: Fixed Init. Upgrades: None Depth: 32 Don't expect Lilith use to be this easy in actual play. =========================== Challenge 4: NKPT (Amateur) =========================== Objectives: Create one Omnom. Time Limit: 3:00 Heroes: None Dig Limit: 50 From the objective, this doesn't sound too hard, but from the map, you'll realize that some brains are required. Remember, Slimemoss only move straight until they make contact with a wall... Completion Strategy ------------------- As long as you don't open up the area in the middle, you should be fine. Just make sure the Slimemoss can get to there. S-Strategy ---------- You might be thinking to clear open all the blocks and have them mingle in the middle, but that takes too long. Instead, only dig the four blocks directly above, below, to the left, and to the right of the middle. Here is a super condensed version of what it should look like. ||==============|| || ### || || # # || || || || ~# #~ || ||### # # ###|| ||# ~ #|| ||### # # ###|| || ~# #~ || || || || || || # # || || # # || || ### || ||--------------|| With any amount of luck, you'll be able to have a dirty block pop, and get an Omnom. Do it quickly enough, and you'll have your S. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 36 There are two more of these later, so get used to this. =========================== Challenge 5: Dragon Worrier =========================== Objectives: Create 4+ Dragons. Kill the hero. Time Limit: 10:00 Heroes: 1:30 [8:30] Dig Limit: 300 - Royal Guard MacRygar Level 25 [375/100] You'd better be good at handling Spirits, because the object of this level is to create Dragons in order to destroy the hero who enters. Remember, they only move and attack horozontally, so build your dungeon with an emphasis on verticality. Completion Strategy ------------------- Oh boy. Start on those Dragons ASAP, as this guy is not a patient hunter at all. All the worse considering Spirits are very patient. What you're going to want is corridors. Lots and lots of long corridors. Vertical turnrows, to be exact. This is just the general idea, but it should ideally be a little longer than that. Not "all the way to the sides" long but long enough to reveal a lot of Spirits. You should be able to get a good number of Dragon Blocks - unearth the earth directly to the sides of them. Place Badman right at the end of this mess. MagRygar is no joke. He moves pretty quickly, and can power himself up. If he does that, you may as well restart. He also gets lost easily for some reason, hence, the relatively straight corridors. He usually ignores everyone on his way out, but is semi-easy to goad into a fight in these kinds of quarters. With any luck, you'll pull through. S-Strategy ---------- This is barely just possible. Try to have around 205-220 dig (or more) by the end. You'll need to have it be short, and maximize your potential of getting a Dragon block as much you can. The trickiest part is getting the luck required to take him out quickly enough. If you can get him trapped between two Dragons, that's good. If you can get him to walk over a rune and turn it to a Mara Rune - even better! A lone Mara will be able to kill him easily. The only trouble is actually getting him to walk over it without the Spirits getting in. If you get that though, in addition to the necessary Dragons, you should be golden. He does take shortcuts you make after he enters, so that can help a little too. You'll need at least 1600 points for the S. Additional Info --------------- Time: Sunset Init. Mana: 943 Layout: Fixed Init. Upgrades: None Depth: 48 There are no additional notes. ==================================== Challenge 6: Less Than Meets the Eye ==================================== Objectives: Make 50 Slimmando Moss. Time Limit: 0:45 Heroes: None Dig Limit: 250 Badman's daughter is apparently sick in bed, and you have 45 seconds and just 250 dig to mine up 50 Slimmando Moss to make a magic bullet to cure her. What the hell. Completion Strategy ------------------- There's no real strategy here. Follow along the first little bit the best you can. When you get to the green part, it gets a lot more broken. Don't waste too much time trying to get moss you miss, but you can line up for some of it as best you can. When you reach the blue, things get ridiculous. Don't try to keep it as a continous line - it's a waste of dig and time. When you hit the red, check to make sure if you have around 13 remaining to create. If not, drop down and grab anything nearby (within, say, 4-5 blocks horozontally) as you go down. If you reach the bottom, all there is to do is sweep the bottom of this little bit, and to the right. Make it snappy before the Dragons you unearth can kill them. Hopefully, that'll be it. If not, pray you have time to grab what you need. S-Strategy ---------- Mercifully, simply completing this will give you an S, even if you have no dig at all left. I beat it with 1 second and 4 dig to spare, and still got the S. Additional Info --------------- Time: Sunset Init. Mana: 933 Layout: Fixed Init. Upgrades: Slimmando Moss Depth: 120 Zooming out of the maze by pressing Triangle may help. ========================================= Challenge 7: Delusions of Grandeur Part 2 ========================================= Objectives: Kill the hero. Time Limit: Unlimited Heroes: 3:00 Dig Limit: 500 - The Biggest Little Loser Chimli Level 17 [420/380] Again, you're up against a hero from the main storyline. In this case, the hero from Stage 2 is your opponent, and he's at "peak strength". Thankfully, you have a very generous time limit before he shows up, so make the most of it. Completion Strategy ------------------- Unlike the previous DoG, this has a random layout. Chimli is pretty powerful here, and you'll definitely be wanting some demons to spruce up your dungeon. Make a Looproom Dungeon to delay him as much as possible and get the demons going. Don't bother too much with Lizardmen - an Omnom Rush is the best way to go here. Delaying him like this also serves a dual purpose. He'll cast his magic in the dungeon, wasting it, but also allowing for Spirits to be made. Take full advantage of this. Try to get some more demons going on behind him as he passes by (don't put Spirits in them unless you plan to put them in every one), and especially get try for some Liliths. If one of them goes after Chimli while he's preoccupied with a demon, he's as good as dead. S-Strategy ---------- Similar to the previous, except you need to be just a wee bit more efficient. Cross your fingers and hope for a lot of demons in the depths of your dungeon, and Omnom (or Lizardman if you're good) Rush him. Additional Info --------------- Time: Day Init. Mana: None Layout: Random Init. Upgrades: None Depth: 32 Not much to say about this. =============================== Challenge 8: Return to Oznomnom =============================== Objectives: Grow 1 Omnomnom Beetle. Time Limit: 3:00 Heroes: None Dig Limit: 500 In this Challenge, you need to have the Omnomnom eat the three Slimemoss in the maze. Easier said than done in this case. Completion Strategy ------------------- Keep the corridors narrow so in case the Slimemoss die, you'll always have a replacement. That's about all there is to note. S-Strategy ---------- Getting S here is really just a matter of whether or not the monsters decide to cooperate with you. The Omnomnom may either go right for its prey, or it could mess around near Badman for two minutes. A few tips to keep it on track - make narrow corridors, and only unleash the Slimemoss when the larva is near in case they do not cooperate. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: Omnomnom Depth: 40 Nothing to note. =========================== Challenge 9: Sonic Gonzalez =========================== Objectives: Survive for the time limit. Time Limit: 1:25 Heroes: 0:15 [1:10] Dig Limit: 500 - Speedeor Carlouis Level 35 [260/000] - Doubleupper Rickey Level 35 [270/000] The two heroes in this challenge move like greased lightning, and strike as hard as it too. Contrary to the advice given, there is no time to be messing around with prefered turning directions. Completion Strategy ------------------- As stated, completely ignore what was said about turning directions and just make a long, closed, twisty loop. Try to have it end near the entrance - but don't open it up there, of course. You have a generous amount of dig, so take advantage of it. They'll arrive before you know it, so put Badman at the maze's end. Go berserk at this point, making semi-random small loops within the loop you made, preferably taking advantage of tiles with monsters. They won't damage them at all, but it will slow them down. That's the key here - slowing those fast SOBs down. If they get near Badman, don't bother trying to make more loops. Their usual rules of turning are mostly suspended then, so just unleash some enemies to slow them down if you have dig left. If not, you'll just have to pray. Not exactly the way to introduce this strategy at all. S-Strategy ---------- Luckily, no matter how wild you go with the maze here, you're almost sure to get an S. Additional Info --------------- Time: Day Init. Mana: None Layout: Random Init. Upgrades: None Depth: 32 Nothing more to note. ================================= Challenge 10: It's a (Rune) Trap! ================================= Objectives: Kill the hero. Time Limit: Unlimited Heroes: 1:30 Dig Limit: 420 - Cool Runsing Derise Level 43 [560/999] Yeah. Tough opponent on your hands here. This ought to serve as a fair introduction to draining heroes' MP via runes. Completion Strategy ------------------- There's a path of runes you need to make the sorceror follow. Don't open up the white, non-magical one - as it contains a useful Lizardman. Have him and Badman at the end of the path for best results. If he falls, the demons should be able to eventually finish him off. S-Strategy ---------- Talk about way harder than it should be! The trouble here is the time. You need to be stupidly quick if you want a hope of getting an S. One trick is to use the technique you were supposed to be able to learn in the previous level to make him walk over the same rune twice. ||--------|| ||### ####|| ||## ###|| ||## O H || ||## ###|| ||########|| ||--------|| Make a room like this one, with the entrance either on the left or right, and exit above. The sorceror will walk all the way to the other side of the rune before he turns and goes for the top entrance. This will let you drain his magic without using as many runes, thus allowing you to make Dragons to speed up the process. Be sure to use the Flame Be Gone technique here, as their flame won't damage him much! The solution? Go to the first one below and to the right, then to the second in the green down and left, then to the third up and left of that. Set all of them up as such. Then, head down to the red and Lizardman tile. Open it. Finally head for either of the Dragon tiles. The one below is closest, but it increases the chance of the Lizard Mage being killed by the Dragon. The one on the far right in the blue can help fix this. Either one works, though. Again, make sure you use the Flame Be Gone technique with the Dragon. Don't go for the other Dragon. Just invite in the hero, place Badman in an alcove behind the Dragon, and open the runes behind him as he goes. If the two can kill him, the extra Dig you saved should be enough for the S. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: Lizard Mage Depth: 52 Not much else to say. ============================== Challenge 11: Draktion Jackson ============================== Objectives: Make 2+ Black Dragons. Kill the hero. Time Limit: 7:30 Heroes: 1:00 [6:30] Dig Limit: 650 - The Fisherman King Gump Level 30 [480/300] While the hero in the previous challenge was resistant to magical attacks, the one here is resistant to physical blows. You're advised to create a Black Dragon to deal with him. Completion Strategy ------------------- An easy, if long way to win this is to create a long, winding passage full of monsters. Even though he's strong physically, he's slow and not too strong, and so with any luck, he'll eventually be overwhelmed. A Lizardman especially will take off a respectable chunk of health. His magic will run out eventually anyway, so you may need to resort to this in the end, but don't neglect the intended idea (as you need to do it to win anyway). If you can get at least one Black Dragon near him though, that's sweet. Even barring the fire breath, it too, is resistant to physical attacks. If the hero tries to get in a brawl with the Dragon without charging up, it won't be one he'll survive. You need the Dragons to actually complete the level anyway, so it may be best to just try a vertical Linerow or Turnrow setup. S-Strategy ---------- You'll need to be really snappy with the Dragons here. Like Dragon Worrier, surrounding him with Dragons is fairly effective, though the trouble is actually pulling it off. Additional Info --------------- Time: Day Init. Mana: None Layout: Random Init. Upgrades: None Depth: 44 When Dragons die of starvation, they leave behind an egg. This in your situation will more than likely end up as a normal Dragon's egg. Try to free them later, rather than sooner. ========================================= Challenge 12: 20 Lizardmen Enter...Take 2 ========================================= Objectives: Create 20 Lizardmen. Time Limit: 6:00 Heroes: None Dig Limit: 850 All I can say is, wow. You get the Hyacin Slimemoss here, which supposedly are better with their nutrient transfer. This may or may not be easier than the previous iteration of this, depending on your playstyle. Completion Strategy ------------------- Good luck, and prepare for failure. Try a narrow Linerow dungeon. That's the strategy that got me the win. When you reach the part where the nutrients stop horozontally, start going vertically. S-Strategy ---------- Luckily, the range for getting the S is a lot more lenient in this one. Additional Info --------------- Time: Day Init. Mana: None Layout: Fixed Init. Upgrades: Hyacin Slimemoss, Poisomnom Depth: 72 The Poisomnoms breed a little quicker, which means more food for your Lizardmen I guess. ========================================== Challenge 13: Delusions of Grandeur Part 3 ========================================== Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 2:00 Dig Limit: 600 - The Pretty (Skanky) Woman Sukisuki Level 23 [280/180] - Beard Brother 1 Chavez Level 26 [320/100] - Beard Brother 2 Jacob Level 27 [320/100] In this edition of DoG, the Pretty (Skanky) Woman teams with the Bearded Big Brother's little brothers to take you on. Completion Strategy ------------------- Immediately, you should notice the Dragon blocks on the ground. You'll want to make these into runes, so carve make a path guiding the three heroes through them, then just bring your favorite techniques to the table. When the heroes walk over the runes, they will more than likely turn pink, representing the Mara demon (great time to unlock them in the Almanac!). They won't help your other monsters much, but can screw up the heroes pretty badly. As long as your dungeon design isn't atrocious, the Maras should be able to finish off the heroes as they try to leave the dungeon. One of the Beard Brothers will probably return early, so be ready for him. S-Strategy ---------- Again, guide the heroes through the runes. To get S, you need to be just a little better with your monsters. Additional Info --------------- Time: Sunset Init. Mana: 358 Layout: Fixed Init. Upgrades: American Slimemoss, Omnomnom Depth: 72 Lizard Mage, Ice Spirit, Vampire Quite a few initial upgrades, don't you think? ================================= Challenge 14: Destr'ction Strokes ================================= Objectives: Kill the hero. Time Limit: 1:00 Heroes: 0:02 [0:58] Dig Limit: 8 - Prince of Fresh Air Will Level 7 [001/100] Here, you are apparently the mini God of Destruction, and as such, only have 8 dig to work with. Luckily, you have a maze that will function well, some preset powered blocks, and a hero with just 1HP. Completion Strategy ------------------- Examine the landscape when you are to place Badman. Try to find a route that leads to the bottom center while using only 7 or less dig. S-Strategy ---------- 1: Dig the left dirt tile. 2: Dig the bottom dirt tile (only choice). 3: Dig the bottom left dirt tile. 4: Dig the bottom dirt tile (only choice). 5: Dig the bottom dirt tile (only choice). 6: Dig the bottom right dirt tile. 7: Dig the right dirt tile (gets you into the "monster pen") 8: Preferably dig up the third tile from the right for the Liliths. That's just one solution, but there are quite a number of them (especially on the right side). Pick and find one, follow it as quickly as you can, and that should get you the S. Additional Info --------------- Time: Day Init. Mana: 32 Layout: Fixed Init. Upgrades: None Depth: 24 Not much else to write. ================================= Challenge 15: The Facts of Lilith ================================= Objectives: Create a Bout Lilith. Time Limit: 6:00 Heroes: None Dig Limit: 300 This Challenge teaches you about rare monsters, and gives instructions on how to create one of them - the Bout Lilith. Doing so requires a Lilith with 39 nutrients...not the easiest task! Completion Strategy ------------------- Badman talks about blocks in the intro, but ignore that. All you need to do is make a single Lilith, and begin to unearth Omnoms (and some Slimemoss if they need feeding). Press X over the Lilith and watch her stats. Once she hits 39 nutrients, that's your cue to start unearthing Spirits. Once she consumes enough, she'll split, and you'll get the win. S-Strategy ---------- The above should get you the S, barring the Lilith taking a metric eternity to eat them or you going batshit crazy with digging. Quick tip too - unearth the bottom of the right Liliths. She has the most initial nutrients at 9. Additional Info --------------- Time: Day Init. Mana: 1324 Layout: Fixed Init. Upgrades: None Depth: 36 You can probably get these in the actual game a lot easier, especially if a Lilith kills a hero or two. ================================= Challenge 16: NKPT (Professional) ================================= Objectives: Create 1 Omnom. Time Limit: 2:00 Heroes: None Dig Limit: 45 Once more, you are tasked with guiding Slimemoss around to create an Omnom. And this time, you are given the slightly better American Slimemoss. Completion Strategy ------------------- Again, similar strategies to the previous NKPT work. This shouln't be too difficult if you've managed to get this far, so I won't pain myself with ASCII this time. S-Strategy ---------- Speed is the key for this one. Remember, Slimemoss suck up nutrients from one block, and then they deposit it in the next with nutrients. The goal here is to just make an Omnom, so only have one at a time running around. If one of them turns into a Slimeflower, try destroying it. You might get lucky, and one of the blocks nearby will be pushed to Omnom status. Additional Info --------------- Time: Sunset Init. Mana: None Layout: Fixed Init. Upgrades: American Slimemoss Depth: 56 Nothing else to note. =============================== Challenge 17: Saved By the Hell =============================== Objectives: Survive, and do not kill the hero. Time Limit: 4:00 Heroes: 0:30 [3:30] Dig Limit: 500 - Street Fighter Chiba Level 20 [150/400] The son of an Overlord who Badman once made a truce with has apparently broken that truce and is attempting to kill him, and yet, he wants to uphold the truce. Honorable? Maybe. Against the Evil Overlord List? Possibly. Annoying? Definitely! Completion Strategy ------------------- Chiba is very fragile, and the place is filled to the brim with nutrients, so steer carefully as you make a twisty path. He is thankfully kind of slow and loves getting caught up in a fight. Avoid making anything but Slimemosses. Don't make the halls too cramped, as you more than likely won't be able to stop him from reaching Badman. When that happens, you'll want to make more Slimemosses and possibly Spirits to slow him down as he tries to escape. S-Strategy ---------- You might be thinking of runes to waste his magic so he can't cast his Wind Magic spell. Unfortunately, these runes do not drain mana. Terrible, I know. You may be thinking about making a lot of loops, but that won't be enough. Furthermore, you'll need a metric boatload of dig remaining if you want to pass this and get the S. Not even 350 is enough. This one is extremly, extremely tough to get an S on. The trick is to create Lizardmen. Now, you may be thinking "but they'll annhiliate him!", and under normal conditions, you'd be right. However, if you release them as he is passing by, they won't fight back for a while, and they will dramatically slow him down. Even given this, there's some major problems to deal with. First off, if he uses Charge-Up, freeing Lizardmen is pretty much a waste of time, as they'll die in one hit anyway. Making matters worse is how once he uses it, he tends to recast it immediately afterwards. Second, even though the dungeon is rich in nutrients, the Slimemoss will still find ways to screw you over. Third, the hero has Purple Wind Magic, which he tends to cast a lot. Fourth, if a Slimemoss is nearby, he will attempt to go after it instead. Fifth, he might take damage anyway - though he has Healing Magic, he might not be able to get it off in time. And sixth, you still have the dig counter to worry about. You need around 400 Dig remaining if you want to get the S. This is next to impossible, seriously. I used cheats to drain all his magic, and I still wasn't able to make a maze both long enough to make him unable to capture Badman, precise enough to have only Slimemosses, and short enough to keep the required Dig. A Japanese gamer was able to achieve 3000 on this Challenge somehow, though the strategy used is unknown. Additional Info --------------- Time: Day Init. Mana: 541 Layout: Fixed Init. Upgrades: None Depth: 40 Speaking of cheats, trying to save after using a cheat device locks up the game, at least on the disc version. You'll also need to search for the relevant addresses every time you want to use them. =============================== Challenge 18: Raising Skelizona =============================== Objectives: Kill the heroes. Time Limit: 5:00 Heroes: 0:45 [4:15] Dig Limit: 300 - Effects Stage Performer Blaine Level 8 [008/050] - Assistant Finch Level 24 [250/300] You've got one weak adversary, one strong adversary, and a dungeon filled with mana. You'll need to have the first one killed, and use his remains to kill the second. Completion Strategy ------------------- More than likely, Blaine will pause briefly to lay a torch, allowing his buddy to get ahead of him. This isn't good. Either make the tunnel long enough, or split them apart. Yes, simple Spirits should be enough to kill him. When he dies, just focus on getting as many Spirits into the remains as possible. Don't raise it too early - raise it when Finch is returning after getting Badman. Otherwise, its HP might not be high enough by the time he does arrive. S-Strategy ---------- Just winning gets you the S, no problem. Additional Info --------------- Time: Night Init. Mana: None Layout: Fixed Init. Upgrades: None Depth: 40 Somebody on the design team must hate David Blaine. ========================================== Challenge 19: Delusions of Grandeur Part 4 ========================================== Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 2:00 Dig Limit: 600 - S-A-G-E Garbonzo Level 38 [390/400] - Fo-sho-can Ben Level 38 [390/400] - Goal Lender Greg Level 9 [005/300] DoG 4 features three magicians - one from normal mode, one apparently familiar face exclusive to here (part of the "Twin Jewels" alongside Garbonzo), and one nobody exclusive to here, who will probably be dead before you know it. Maybe the other two as well, since you've got some great initial upgrades. Completion Strategy ------------------- You've got tons of options here. If you like Lizardmen, bring them up, as they are Lizard Mages in this challenge. If you enjoy mana creatures, there's some of it lying around too. Probably the simplest is an Omnom Rush strategy. Make a Linerow to get things going. You'll probably want to put in some vertical ones on the side, or at least a tricky path to Badman. Keep them fed, and you just might come out on top. S-Strategy ---------- Kill them quickly, and you'll have your S. Easy-peasy. Additional Info --------------- Time: Night Init. Mana: None Layout: Random Init. Upgrades: American Slimemoss, Poisomnom, Depth: 36 Lizard Mage, Ice Spirit, Vampire As with many levels, I'm not sure if the Dragons are upgraded in this level. You probably won't get to use them anyway, so don't worry about it. ============================ Challenge 20: Coylilith Ugly ============================ Objectives: Make 60 Liliths. Time Limit: 3:00 Heroes: None Dig Limit: 250 Badman is apparently opening a strip tease joint, but he needs Liliths for it. And it's almost time for the grand opening. And there are no Lilith blocks. Only Dragon ones and some runes... Completion Strategy ------------------- First off, open all the runes in the top part, but ignore the Dragons for the time being. Next, look below. What you're going to want to do is unleash the Dragons, but immediately destroy them to scatter their mana. That alone is not enough, though. Start from the center and work your way out. You'll start to get Lilith spawns when you start on the second column. Unearth them, but kill the Lilith that emerges right away, hopefully spawning more Lilith blocks. Repeat this until you get down to the last row, then you can probably free some as well as the Spirits. Do not free all the Spirits, however. Try to get them to create more Lilith blocks first. Once you've worn out the bottom half, it's time to focus on above. Do a similar tactic, killing the demons and trying to scatter their mana, but this time, getting Liliths isn't as important. Free some Spirits up there and try to make a few more, but also open up the bottom half to allow the Liliths below access. Also, free the remaining four Dragons and destroy them as well. It'll probably be very close, but this is what you have to do, so don't be discouraged if you fail a couple times. S-Strategy ---------- You should get the S here no matter what you do. Additional Info --------------- Time: Sunset Init. Mana: 110 Layout: Fixed Init. Upgrades: None Depth: 72 Nothing additional to note. ================================== Challenge 21: Just Curl Up and Die ================================== Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 3:30 Dig Limit: 600 - Hot Head Arch Level 29 [200/300] - Beyonder Squared Finn Level 27 [250/150] The dungeon is big and wide open, and two heroes are on the way. You'll need to make an effective maze out of all this... Completion Strategy ------------------- If you press Triangle and look around, you should notice a lovely area in the lower part of the dungeon that has not been mined out. Linerows are the key here. You'll probably want to develop from the blue part in the middle, down, to the right, and finally, up back into the blue. Shouldn't be too hard. Try to get both Vampires and Omnomnoms going on. The former will drop traps, making the heroes get stuck and decimated. The only thing to be careful of is the heroes' slowness. You don't want your monsters to all starve to death before they arrive! Invite them in as soon as you've set everything up. S-Strategy ---------- The problem here is doing it in time. The heroes are *very* stupid and will wander the dungeon aimlessly until they reach your little zone of doom. So the trick is to open it up at multiple ends (before they enter). Preferably in a way so that the Slimemoss and Spirits won't wander off. Place Badman wherever deep within it. With any luck, they'll arrive sooner rather than later, and be decimiated. Additional Info --------------- Time: Sunset Init. Mana: 351 Layout: Fixed Init. Upgrades: American Slimemoss, Omnomnom, Depth: 48 Lizard Knight, Ice Spirit, Vampire Black Dragon Nothing else to note. ================================= Challenge 22: Saturday Dusk Fever ================================= Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 0:12 Dig Limit: 500 - Purples Brother 1 Joliet Level 37 [602/300] - Purples Brother 2 Elwood Level 37 [523/300] - Purples Brother 3 Mac Level 37 [447/300] The bad news? You're up against 3 very strong heroes who will waste no time in entering the dungeon. The good news? Your dungeon is filled to the brim with nutrients and mana, allowing you to go completely wild with fully upgraded monsters. Completion Strategy ------------------- If you play this a few times, you'll notice two things. First off, there are some caches of Dragons lying around. And second, the physical attackers won't help much. So the trick is to lead them through Chaos Dragon territory. Make sure they have room to spit their flames (go horozontal), as these heroes are very weak against it! Also, free the Succubi and possibly Spirits. Every little bit counts here. The longer the tunnels, the better (gives the Dragons more time to get their flame on). Try to make the tunnels only as wide as there are Dragons (and the afformentioned Succubi deal). That should be enough to do them in. S-Strategy ---------- If you follow the above, you should get the S, no problem. Additional Info --------------- Time: Night Init. Mana: 1011 Layout: Fixed Init. Upgrades: Slimmando Moss, Poisomnom, Depth: 28 Lizard Mage, Fire Spirit, Succubus, Chaos Dragon Strange how the Lizard Mage is the only monster not fully upgraded here. ================================= Challenge 23: Arwen's Family Tree ================================= Objectives: Survive for the time limit. Time Limit: 4:00 Heroes: 0:45 [3:15] Dig Limit: 600 - Arwenian 1 Martigan Level 50 [900/000] - Arwenian 2 Atreyu Level 45 [700/400] - Arwenian 3 Ripley Level 35 [400/500] You probably remember Challenge 9 well. Same idea here, only they're slower, and you have three heroes to deal with. Completion Strategy ------------------- What you want to do is to make a huge and slightly twisty loop to start off with. Try to end right near the beginning. Then, when the heroes arrive, start making the side tunnels. Generally, loops that go around both sides of a tunnel will work, but don't forget that one of the heroes goes straight at intersections, so make some little side-tunnels for him. If you've done enough, a combination of your maze and their getting too caught up with fighting monsters should be enough to make it so that they don't have enough time to make it back out. S-Strategy ---------- Luckily, unlike certain other levels, you can drain your dig all the way to 0 if you want, and you'll still get the S. Additional Info --------------- Time: Night Init. Mana: 1991 (Hidden) Layout: Fixed Init. Upgrades: None Depth: 48 The mana in this level is all in the nutrient blocks. There's no point in trying to get it, however. You may be able to get the Slimederella Moss monster in your Almanac here, but an even better place to get them is coming up. ============================================ Challenge 24: The Dolly & Burt Film Festival ============================================ Objectives: Kill the heroes. Time Limit: Unlimited Heroes: 10:00 Dig Limit: 500 - Country Man Can Burt Level 29 [850/000] - Country Girl Twirl Dolly Level 29 [850/000] Well, this time, you're up against a traditional jRPG couple, who have become so strong via the power of love and friendship, that it is impossible to damage them with magic. And, unfortunately, you are in a dungeon filled with it. The only thing you can do is try to separate the nutrients from the mana. Completion Strategy ------------------- Why just separate the mana? The real trick here is to separate the two heroes. Make one tunnel going to the left, and another going to the right. Let the Spirits loop around for a while until you feel enough are uncovered. At that point, you can let a Slimemoss loose in each room. Use careful tactics to get at least three Poisomnoms. You can't really depend on them to reproduce. Once that's done, invite the heroes and place Badman in the room with the most Poisomnoms. Mercifully, they are very slow to enter, so you have a lot of time to do this. What should happen is that the heroes will split apart, and they will be mauled by the Poisomnoms without getting a chance to be backed up by their friend. If you're lucky enough to have one become a fly, it alone should be able to handle the heroes, but it's not strictly necessary. S-Strategy ---------- The above should get you the S. Additional Info --------------- Time: Sunset Init. Mana: 2078 Layout: Fixed Init. Upgrades: Poisomnom Depth: 72 It's impossible to create a Dragon, strangely enough. I tried, and got around 40 mana into a block, and it still didn't give a Dragon. ========================================== Challenge 25: Delusions of Grandeur Part 5 ========================================== Objectives: Kill the hero. Time Limit: Unlimited Heroes: 2:00 Dig Limit: 600 - Walker Mist Ranger Cordell Level 43 [777/777] The final DoG is allegedly about the legendary hero Mustache coming to kill Badman. Presumably, this would be Mario. However, instead, you're up against someone who you would think is a parody of Chuck Norris. Possibly with a reference to legendary UFC Fighter Chuck Liddell as well (Cordell is kinda like Liddell). However, neither Norris or Liddell is famous for their mustaches, and last time I checked, both of them rely on their body and badassery to do harm to their opponents, instead of magic. Someone dicked up the localization, methinks. Completion Strategy ------------------- All you can really do here is bring your best. There's mana hidden in this dungeon, though. What you'll want to do is make some Linerows - first down to about the green, then vertically to the left, then a path down. Make sure you get some Lizard Masters going, and only make minimal magical progress. The hero will arrive, and will with any luck waste most of his magic on this first wave. As he passes by into the vertical area, start on the mana monsters. Succubi and Omnoms are the key here. They'll make webs which will come in handy later. Also, bring in any additional Lizard Masters if possible. Do the same in for the second set, but you'll probably want to develop a little as he's going through. If all goes well, his magic will be mostly drained by the time he gets back with Badman, and you'll have a host of Succubi and Firm Ons lying around. With any luck, he'll be caught in the webs, and be gang-raped by projectiles and possibly even some excess Lizard Masters. That not good enough for you? Either keep trying, or just bring your prefered best and let the games begin. S-Strategy ---------- Just do well enough and you'll get the S. Additional Info --------------- Time: Night Init. Mana: 1005 (Hidden) Layout: Fixed Init. Upgrades: American Slimemoss, Poisomnom, Depth: 32 Lizard Master, Ice Spirit, Succubus This is a great place to get the Slimederella Moss monster in your Almanac, thanks to all the hidden mana. ================================ Challenge 26: Draktion Jackson 2 ================================ Objectives: Make 5+ Black Dragons. Kill the heroes. Time Limit: 8:00 Heroes: 1:10 [6:50] Dig Limit: 450 - Fastball Special Nolan Level 36 [620/650] - Ordinary Girl Paula Level 36 [530/750] - Friendly Person Jeff Level 39 [730/400] It's back with a vengeance, and harder than ever! And geez, I thought Paula was supposed to be totally fragile - it actually made me keep her dead for most of the game. But my gaming habits aside, your goal is to introduce these parodies to a creature they never fight. Completion Strategy ------------------- Vertical turnrows are the key here. They will give the highest odds of getting a lot of Dragon blocks. Paula usually tends to lag behind Jeff and Nolan, but she may take a shortcut you make. Furthermore, if an enemy is on the other side of a 1-block wide wall, she may try to cast magic on it repeatedly, easily racking up the magic! Spirits should hopefully be able to help you with the rest. However, before you go completely wild, you should know two things. First off, despite Badman's claims, Jeff is NOT highly resistant against magical attacks. He is instead resistant to physical ones. So you want to leave a few blocks around to create Liliths. Do note that you do need the five Dragons to win, though. Now, when they capture Badman, that's where the real trouble begins. If you haven't released the Dragons yet and have taken care of nearby Spirits, that's good. Now, the problem is that the two not holding Badman will just try to rush to the exit, ignorant of any enemies in the way. This can equal a huge waste of time, and it is entirely possible to kill the one, but be unable to kill the other two due to them screwing around until time runs out. If you can prevent that, you should be golden. S-Strategy ---------- You'll need to be extremely creative if you want to kill the two that aren't holding Badman off quickly and effciently. Jeff needs to be among the ones who are not carrying Badman. Something like this might work. ||==========0=========|| ||########## #########|| || ######## #########|| ||# # ## ### ##|| ||# # ## ########## ##|| ||# # ## ########## ##|| ||# # # #|| ||# # ## #############|| ||# # ## # # # #|| ||# # # # # # # # #|| ||# ###### # # # # # #|| ||--------------------|| Further insurance could have a similar "T" setup on the bottom. The idea is to use the exploit with Paula to get her to cast a lot of magic around the start. She should make a lot of Dragons before Nolan and Jeff can even reach the turnrows below. You can safely ignore her for the time being...if you manage to actually pull it off. Now, follow Jeff and Nolan, making some Liliths in their wake. Save at least one Dragon, however. As they reach about the halfway point (or if Paula's MP starts to run low), free a Dragon or two WITHOUT breaking open the bottom, which should with any luck do her in. Hopefully, Nolan will get Badman. Jeff should die by your Lilith firing squad, and the best case is Nolan biting it in the turnrows. Whatever the case, free any remaining Dragons near where Paula was to finish up. Extra insurance, such as some Omnoms to goad the Liliths into making Firm Ons, couldn't hurt either. If you don't want to use this strategy, just keep it in mind for later. You won't regret it. Additional Info --------------- Time: Sunset Init. Mana: None Layout: Random Init. Upgrades: Omnomnom, Lizard Knight, Depth: 44 Vampire, Black Dragon This is a good place to get the Shin Dragon in your Almanac. ============================ Challenge 27: NKPT (Mastery) ============================ Objectives: Create 1 Omnom. Time Limit: 2:30 Heroes: None Dig Limit: 75 If you've reached this point, you probably already know all there is to Slimemoss making. And you should also know that luck plays a huge factor in it. What would you say if it was the biggest factor, though? You're back to standard ones for this challenge. Completion Strategy ------------------- Zero in on the middle area, preferably one of the side blocks (I used the bottom left). Remember, you can kill a Slimemoss with the pickaxe, and it will scatter nutrients. Do this if it's going to drain the block you're working on. Besides that, just pray they go in the right directions. S-Strategy ---------- The S should come with completion...I hope. Beating this once is bad enough. Additional Info --------------- Time: Night Init. Mana: 1153 Layout: Fixed Init. Upgrades: None Depth: 52 Try pressing Triangle and scrolling down to the bottom of the level for a little easter egg you probably won't be able to understand. =========================================== Challenge 28: Captain Eco & the Planetators =========================================== Objectives: Make 12+ Chaos Dragons. Kill the hero. Time Limit: 4:20 Heroes: 0:02 [4:18] Dig Limit: 200 - Everyday Magician Grandolf Level 63 [495/999] No resources at all. How is this fun or even possible? Well, you're going to use the heroes' own wasteful arsenal against them in the name of going green. All without becoming an ecoterrorist! Completion Strategy ------------------- Make a T or O-Junction for him to wander around in, and increase the likelyhood of him casting spells in the desired area. Once you get about two or three Dragon squares and a lot of Lilith ones around them, unleash them! He will begin to cast his magic, making more Dragon squares, so open those up too. If he kills them, that's more Dragons from the eggs. Stick Badman wherever - as long as the hero is preoccupied with other Dragons... If you keep running out of time, you can try something sneaky like this. ||============0=====|| ||########## ###|| ||########## ###|| || ####### ###|| || ####### ###|| ||## ######### #####|| || # ######### #####|| ||## ###### ##|| || ######### #####|| || ######### #####|| ||## ###### ##|| ||## ###############|| ||# #|| ||##################|| ||------------------|| Make sure you can make some Spirits in a place he can't reach them, and build a tunnel for them below. Occasionally, he will go berserk and try to attack the Spirits from behind the wall. The Spirits themselves should also be able to help the cause a little...hopefully. If the Dragons keep dying, try to get a lot of them all in a row so some of them use their flames instead (he is physically resistant) S-Strategy ---------- The above should get you the S. Additional Info --------------- Time: Sunset Init. Mana: None Layout: Fixed Init. Upgrades: Fire Spirit, Vampire, Chaos Dragon Depth: 32 Again, you can see a neat little easter egg if you zoom out with Triangle. ========================================== Challenge 29: Slimemosses Ate My Neighbors ========================================== Objectives: Create 10 Slimemoss. Time Limit: 7:00 Heroes: 0:45 [6:15] Dig Limit: 600 - Oops Cletus Level 42 [520/470] - Wife Mary Jo Level 33 [450/800] The final challenge sticks you in a mana-only area, and makes you attempt to kill a couple of heroes and harvest their resources for Slimemoss. Completion Strategy ------------------- One or two Dragons should be able to do them in. Just make sure they will approach it from a vertical. After that, you can use Spirits to unclog stuff if you have to, and make some Slimemoss. Remember, killing them with the pickaxe can be immensely useful, as if they die anywhere near a wall (preferably one without any mana), you'll be able to create another right away. You can also try Vampires, but these folks are fairly magically resistant. S-Strategy ---------- Just do it quickly enough and you should get the S. Additional Info --------------- Time: Day Init. Mana: 1196 Layout: Fixed Init. Upgrades: Vampire, Black Dragon Depth: 40 Nothing to write. Kind of anti-climactic, don't you think? ######################## 7: Main Game Walkthrough ######################## The story mode of the game consists of a sequence of eight levels that you must complete. The objective in every level is simple - kill the hero or heroes who arrive. If you're used to the wildness of the previous mode, get ready for something different. You will keep the same maze between levels in this mode, so planning ahead is required. You don't want to overdevelop too early, lest you waste your resources all at once. The last guy especially will destroy you if you do that. Your dig power also transfers between levels. You begin with 550, and will get more at the end of a level, depending on your score. If you remember Challenge Mode, score is determined by your completion time and remaining dig power. However, in this mode, your army's strength also plays a factor in your score. Furthermore, dig power is used to buy upgrades for your monsters. You'll need to be careful with this - you may end up with too little dig to complete a level if you spend too much on upgrades! The trick is not to spend a lot on the first couple levels, so that you can bust out the more powerful monsters sooner. Pick a strategy, and only upgrade when you need. It's best to set out to beat story mode with a general plan in mind. Here are a couple good ideas. Notice how they're all based around one monster, which is probably what you'll need to succeed. Upgrading your nutrient gatherers is always welcome if you can spare some dig, of course. Balance is also entirely possible. - Poisomnom Rush: This takes advantage of the ridiculous power of Poisomnoms. Upgrade to the Poisomnoms as soon as you can, and you can pretty much swarm any opponent. Feeding them shouldn't be a problem either - even if you open the dungeon wide up. This works best with the Linerow/Turnrow dungeon setups, and you get the additional bonus of it eventually opening up, allowing you to surround and gangrape enemies. You may need Lizard Masters at the last level, but with what little upgrades you need to pull this off, you should be able to afford it. One thing to keep in mind with this strategy - don't waste time if you're already set to kill the heroes. Though you can easily feed them, there is a line to be drawn, and using the full amount of time every time will invariably starve them out. - Lizard Men: Just like the title implies. You'll be focusing on Lizardmen. Enough Lizard Masters can decimate any adversary. - Moss Hell: A strategy found on a Japanese site. This consists of upgrading to Slimmando Moss as soon as possible. You upgrade to Hyacin Slimemoss on Stage 3, then to Slimmandos on Stage 4. See the monsters section for more details on this. - Lilith Firing Squad: Not an easy archtype, but certaily an effective one. You combine Liliths with Omnoms to create Firm-Ons, and let loose. A little more care in your dungeon design is necessary here. - Dragons: Try looking on YouTube for this strategy. It's hard to make work, but once you do, it's pretty funny. This is a strategy to use solely for unleashing 30+ Dragons upon the final boss. Here's one video of it: http://www.youtube.com/watch?v=K9pVZgnSV50 Here's another: http://www.youtube.com/watch?v=dk8FfyGp_So The idea is to try to get a Dragon by Stage 2, and use it to kill everything. It's one of the easier ways to get a really, really high score, thanks to all the dig you save. I wouldn't recommend it as a strategy for beginners, though. It does take a bit of setup to get done right. And without further ado, here is a stage-by-stage guide. The stats of all the heroes (according to the Almanac), and how long you have until they arrive will be provided to you. ====================================== Stage 1: Dirty Jobs and Clean Getaways ====================================== Heroes: HP MP ATK DEF RES AGI CLS Fresh Meat Shota Level 2 030 026 6 9 0 VL Kni Hero's Arrival: 0:25 Even if you don't know anything at all about the game except what is written in this sentence, you still won't be in enough trouble that this guy will give you any problems. Your Slimemosses will probably maul him on their own. If you manage to make a Lizardman, one or two thrusts of its blade will instantly kill this whelp. ===================================== Stage 2: Slimemosses and Crime Bosses ===================================== Heroes: HP MP ATK DEF RES AGI CLS The Biggest Little Loser Chimli Level 8 088 080 38 16 0 VL War Hero's Arrival: 1:30 Only a little tougher. If you've upgraded (and you really shouldn't at this point), you should be able to handle him with a couple Omnomnoms. And once again, a lone Lizardman should be able to take this guy out no sweat. Worst case - raise the Skeleton, maybe put in some Spirits beforehand, and that should take off most (if not all) of his HP. Note that you'll always be called "pretty sloppy" at the end. Like once, he died within three seconds of entering the level (two Lizardmen), but I was still called pretty sloppy. ============================== Stage 3: Hate is a Battlefield ============================== Heroes: HP MP ATK DEF RES AGI CLS The Up and Comer Shota Level 10 144 48 68 32 0 ?? Kni The Pretty (Skanky) Woman Sukisuki Level 14 132 140 72 29 20 ?? Mag Heroes' Arrival: 2:00 This is the first level to have two heroes, and also the first to have heroes with Healing Magic. Still nothing too difficult if you're prepared. This is around the point where you should begin upgrading. If you didn't upgrade at all for the first two levels (Lizardmen do it easily), you should have around 800-1000 points of dig to spend. Poisomnoms are purchasable with just 700 dig, and will make mincemeat out of the two heroes (and everything else). Sukisuki is the wielder of the Healing Magic, so if you're planning to make a Splitpath Dungeon, lead her into a trap. She has no spells besides this, so go crazy on her. If you're planning a Moss Hell strategy, you'll need to find a clever way to beat this stage. Attempt to make an Undeadly with at least 50 Mana in it. Use a Guiding Spirit strategy. for this. Luckily, the time before the heroes' arrival is quite generous. This Skeleslave should have no problem taking down both heroes, but ones with less Mana will be iffy. ======================== Stage 4: Daikinis "R" Us ======================== Heroes: HP MP ATK DEF RES AGI CLS Beard Brother 1 Chavez Level 17 300 100 100 28 10 ?? War Beard Brother 2 Jacob Level 17 300 100 100 28 10 ?? War Heroes' Arrival: 1:40 The difficulty is going to take a turn upwards at this point. This is the first level where you will be dealing with heroes with the Charge-Up move, which will boost their power dramatically. And their attack on their own is still pretty nasty... This stage is merely a matter of who can do more damage. If you have Liliths, a lot of Poisomnoms, or tougher monsters, they won't stand a chance. With weaker monsters, it will be tight, but you should hopefully be able to manage. ===================================== Stage 5: By the Power of Excaliskull! ===================================== Heroes: HP MP ATK DEF RES AGI CLS Amorrior Belmondo Level 22 310 170 92 68 0 ?? Kni Brave Scarlet Charlett Level 21 290 170 90 67 0 ?? Kni Blue Witch of Destiny Natalie Level 26 240 220 110 62 14 ?? Mag Heroes' Arrival: 2:15 Given DoG2, I assume this is supposed to be a major annoyance for the casual player. We're up to three opponents now, and if you're not prepared, you're definitely going down on this level (short of a miracle). As you were informed in the previous stage, these heroes have a weakness to mana attacks. You can generate some Liliths, try for some Firm-Ons and have them attempt to go to town on the enemies. Strong enough Skeleslaves may also help a bit. However, if you don't have anything magical, not all is lost. A Poisomnom rush should prove effective if you have enough. Speaking of which, if you've been going with that, you probably have a few Herculomnoms by now. They attack magically, and thus will be amazing assets here. If you've got Lizard Masters, you can have them surround and gang up on them. The heroes' AI in this stage usually causes two to turn back towards the entrance after a while, so take advantage when it happens! With Moss Hell, you may want to start making Wookiemons around this time. Finally, all three heroes in this stage cast magic themselves. Belmondo and Charlett both have Fire Magic. Natalie and Charlett have Wind Magic. Natalie also has Healing Magic. Just stuff to keep in mind. ======================================== Stage 6: Fierce Times at Grudgemont High ======================================== Heroes: HP MP ATK DEF RES AGI CLS S-A-G-E Garbonzo Level 36 380 330 148 56 26 ?? Mag Peachy Keen Crush Sinead Level 26 330 140 170 60 21 ?? War Heroes' Arrival: 1:30 A nice little break. These two aren't as big a threat as some of your previous adversaries, despite arriving "early". Both like to cast magic on the monsters in your dungeon. Really, there isn't much to write about these later stages. Just try not to go overboard on expanding the dungeon, or you'll regret it later. By now, you should know what works and what doesn't, and should have a general idea of where you're going with your dungeon. ===================== Stage 7: Night Blight ===================== Heroes: HP MP ATK DEF RES AGI CLS Everlasting Rookie Shota Level 40 400 210 220 64 32 ?? War The Pretty (Skanky) Woman Sukisuki Level 38 360 250 138 57 41 ?? Mag Blue Witch of Destiny Natalie Level 38 350 250 120 61 42 ?? Mag Heroes' Arrival: 2:15 Shota and his ho are back. And Natalie is back too for whatever reason. If you've gotten this far with ease, this is just going to be just another bump in the road for you. Otherwise, prepare for a nasty fight. You will begin to see some of the advanced magic here. Be careful of the Purple Wind Magic if you're using a Turnrow or long Linerows. If you've played through the Challenges, you already should know how this spells death for many of your monsters. The Blue Fire Magic is also thrown around here, but it shouldn't be as big of a threat. All in all, this level isn't too bad if you've known what you've been doing (and it isn't a Slimmando Moss strategy). Just clear out those heroes, and once again, try not to go overboard on digging and development. It may make all the difference on the final stage... ================================== Stage 8: You'll Go Down in History ================================== Heroes: HP MP ATK DEF RES AGI CLS Superduperhero Heroman Level 46 500 500 ??? ??? ??? VF Kni Hero's Arrival: 1:10 -- If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. (Peter's Evil Overlord List, #46) That pretty much sums up this level perfectly. You might just look at this guy's HP and MP, and think he is slightly tougher than Shota in the previous level. And since he doesn't have any allies, he doesn't seem too hard to beat at all. But that is anything but the case. Heroman is ridiculously fast. He hits hard too. Furthermore, he has Blue Fire Magic, Purple Wind Magic, and Charge-Up, making your life that much more miserable. If you have some runes lying in the wait for activation, now's the time to bust them out (but only AFTER he walks by them). Lizard Masters are highly recommended for dealing with this nuisance. Before you jump in, take note: do not spend too much on last minute upgrades, lest you lock yourself out of useful dig power! If you can get Lizard Masters or even Mages without wasting too much, do so. Upgrade enough, but don't overupgrade...it's a decision you'll have to judge yourself. You do get more dig after the upgrade phase, so it's not like you need to leave every point that you may need. Just enough to get what you want, and let the bonus get your dig back up to speed. The easiest way to start this level out is to make a long winding tunnel to make a lot of new monsters. Preferably turnrows, though don't be too picky with the amount of blocks between them (two should be perfect). I hope you at least have some American Slimemoss - the more Lizardmen you can create, the better. Don't open up the tunnel, and don't worry about letting them make nests. Heroman will enter before you know it, and the struggle will begin. He'll probably wipe whatever you currently have going on off the map with ease, which is why you need to make those turnrows with fresh monsters. There's no time to carefully create new ones before he enters. Try to waste his magic with the lesser creatures as much as you can before he can go by them. Make runes in his wake if possible as well. If you recall in some of the Challenges how some heroes always ignored paths dug after they enter, you may be pleased to know Heroman is much the same. Therefore, feel free to open things up as long as you don't expose Badman. It's the final level after all - you may as well go all out. ######################### 8: Extra Game Walkthrough ######################### To access the extra mode, What Did I Not Do To Deserve This My Lord!? (aka "Holy Home Invasion Robbery, Badman! Why Does this Always Happen to Me?"), press L and R five times on the title screen. This mode has different heroes and is a hell of a lot harder. The main problem is the inability to upgrade your units for most of this. I've had runs where reaching Lizard Master was impossible. In addition, you only start with 360 dig here. So you'll need to be very careful about how you upgrade. For this reason, I highly recommend a Poisomnom rush strategy. It has the potential to get you all the dig you need. Things will be tight early on, but it thankfully gets easier. One thing to note about these dungeons is that a lot more enemies use magic, making some of the magical strategies a little more viable. ============================ Stage 1: Gotta Smash 'Em All ============================ Heroes: HP MP ATK DEF RES AGI CLS Good Samaronkey Gokuilla Level 6 056 060 8 12 1 ?? Kni Hungry Hungry Hero Homer Level 9 062 060 10 15 0 ?? War Prodigal Son Penguin Level 6 048 080 7 10 5 ?? Mag Heroes' Arrival: 0:40 Wow, the first level, and we're already up against three opponents. And they have access to Charge-Up too. It's already looking grim here... Some things never change, though. A lone Lizardman still has like a 95% shot at killing every one of these heroes. Even if all three try to gang up on him while powered up, he should still win. In fact, it's about the only thing that has a good shot here. A bunch of Omnoms might be able to do it if you're desperate. Still, if you don't get a Lizardman by the time they arrive, you may as well restart. Once you have one though, you can freely invite them in. ===================================== Stage 2: Thank You for Being a Friend ===================================== Heroes: HP MP ATK DEF RES AGI CLS Wannabeginner Butch Level 16 255 120 57 22 0 ?? War Hero's Arrival: 1:30 The easiest way to kill him is to have some Spirits enter the corpses of the fallen heroes from the previous Stage. If you can make a Skeleslave, sic it on him, and that should be the end of that. Upgrading is not recommended at this point. ======================================= Stage 3: And Heroes are Half the Battle ======================================= Heroes: HP MP ATK DEF RES AGI CLS One Man Gang Corps Akeem Level 16 165 070 76 33 16 ?? Kni Shrine Maiden Orica Level 19 148 100 65 17 78 ?? Mag Heroes' Arrival: 2:00 Things aren't getting any easier. This is the first example of a story level where you'll probably need both physical and magical attackers, and by extension you need to split the two apart. Easily the toughest hurdle in the mode, except maybe the final stage. Get by this though, and it should be smooth sailing from here on out. The problem is, with how the last two levels should've gone, there's simply no way to split them apart. The best you can do is try to create a temporary path for Akeem, and send Orica to your powerhouses. You just might get lucky enough to create some Liliths before he can return. The best way is probably with Poisomnoms, but actually getting them at this stage requires a bit of luck. Upgrading on this stage is almost necessary, but upgrading on this stage will also probably screw you over later. You can just barely make Poisomnoms. Otherwise, you'll just have to pray. ========================================== Stage 4: I Can't Believe It's Not Solstice ========================================== Heroes: HP MP ATK DEF RES AGI CLS Turbo Hero Ranger Shota Level 26 220 120 52 23 24 ?? Mag Slob Fighter Shoya Level 25 230 130 49 21 21 ?? Mag The First Hero Shouta Level 26 180 150 62 22 18 ?? Mag Heroes' Arrival: 1:40 Shota apparently finally bit the dust for reals after your last encounter, but now, his son has come with two guys who are named kind of like him. If you made it past the previous level in one piece, you should be ready for this one, no problem. Unless it was a massive struggle that killed off almost all of your army and dig, in which case, you probably knew you were screwed anyway. Besides that, these three mages pose little threat. =================================== Stage 5: Don't Go Deleting My Heart =================================== Heroes: HP MP ATK DEF RES AGI CLS Shogun Shonuff Level 29 220 150 59 57 44 ?? Kni Ninja Riki-oh Level 38 300 250 110 32 55 ?? Mag Samurai Kimberly Level 34 210 100 98 65 30 ?? Kni Heroes' Arrival: 1:30 These are apparently the developers' favorites, according to Badman, but if that's the case, then why do they have such generic descriptions in the Almanac? I sure wouldn't leave my favorite characters I created undeveloped with a generic description! Check them defense scores out. Yeah. It just spells trouble. If you have some demons in your dungeon in a safe spot, now may be the time you'll want to bust them out to even the odds. Otherwise, sheer numbers will be the deciding factor. Strangely, although the third character is known as "Kimberly" in this level, if you check the Almanac, she will be called "Splinter" instead. ============================== Stage 6: Flowers for Algermoss ============================== Heroes: HP MP ATK DEF RES AGI CLS Assaulting Captain Duke Level 44 180 100 300 20 24 ?? Kni Scroungineer Rand Level 35 500 100 390 13 13 ?? War Heroes' Arrival: 1:30 Another wacky level. These two have insane physical power - possibly even exceeding that of the final heroes - but they have no defense to speak of. There are two ways to go about this. First, use ranged attackers such as Liliths. Pray they have good coverage and/or some Firm-Ons about. The alternative is to just surround them (Poisomnom Rush?). Since they can only attack from one direction at a time, they are highly susceptable to a rush. ========================= Stage 7: 7:00 Underground ========================= Heroes: HP MP ATK DEF RES AGI CLS Tailor Mugatu Level 50 380 80 108 50 40 ?? Kni Avatar Brittany Level 48 410 700 110 39 52 ?? Mag Early Retiree Kelli Level 33 360 150 90 40 38 ?? War Heroes' Arrival: 1:15 Wow. God damn. This is not easy at all. Try to get Brittany killed early on, unless you want to be hassled with nasty Healing Magic. Draining MP via runes, let alone this woman's 700, is simply out of the question. There's no real other strategy besides bringing your A-game, and preparing for the worst. ================================================== Stage 8: I Regret that Your Saved Data was Erased. ================================================== Heroes: HP MP ATK DEF RES AGI CLS Hero AAA Level 70 999 999 ??? ??? ??? VF Kni Hero's Arrival: 1:40 This is it. The big cheese. The goodiest two-shoes. The grand-duke of demon slaying. The final battle. This strangely named shadowy knight is all that stands between you and conquest of the world for the second time. Think you have what it takes to defeat him? Just about everything that applied to the Stage 8 of normal mode applies to this stage. The only difference is, the hero is just that much tougher. Having him waste his magic is almost necessary. Again, creating a long winding tunnel will benefit your cause greatly, and again, don't be afraid to upgrade a lot (again as long as you leave enough dig for later use). AAA has nearly double the HP and MP of Heroman, so do not be surprised if you lose even if you do everything right. Sometimes, the AI is just that much better. I'd mention not being prepared as well, but it you've made it this far, you should be. Again, as long as you have not overdeveloped, and balance out the dig power between upgrading and construction, you should be good to go. With any amount of luck, skill, and strategy, AAA will drop dead. With that, congratulations! You have completed both story modes! Two final challenges stand between you and 100% completion of the game. ################### 9: Bonus Mode Guide ################### The two bonus levels are actually another extension of the Training Mode, unlocked by doing a set number of them. You should get Bonus 1 after completing around 22 challenges. You get Bonus 2 after you complete every training, every challenge, the normal mode of the story (hard is not required), and the first bonus. In these are levels, you have the freedom to develop a dungeon as you see fit. There's a 20 minute time limit, and the hero you are tasked with killing will only arrive if you invite him. You do not get graded in Bonus Mode. ============================== Bonus 1: Final Fantast-icky 13 ============================== Objectives: Do whatever you please, and kill the hero. Heroes: Invite only - Secret Identity Omegan Level ? [500/390] Time Limit: 20:00 Dig Limit: 999 This and the second bonus are as close to a free mode you're going to get. But for completion to count, you'll need to take out the hero, and despite the potential for preparation, it's not going to be easy... Strategy -------- Omegan is no joke. You can prepare perfectly, and you still might not be ready for him. The reason being is that while this mode does give you an (otherwise) peaceful way to develop monsters, there is absolutely no mana in the dungeon. And, he is extremely resiliant against physical attacks. Even 8+ Wookiemons and all the Lizardmen you can muster aren't going to leave as much as a dent on him. Your only hope is to construct a long (but not too long!) dungeon. Preferably a Double Linerow or Turnrow, so you can do things like this. ||------------------|| ||##################|| || ####|| ||###``#`###### ####|| ||### `##### ####|| || ####|| ||### `##########|| ||####`#############|| ||------------------|| While physical strikers may not be able to do much, magical strikers just decimate him. So by making such a dungeon, he will waste all his MP on your weaker monsters, allowing you to create tough mana ones in his wake. If you can manage to breed a Black Dragon or better, he's pretty much dead meat. I wouldn't rely on Dragons though, since he will more than likely get physical with it. So otherwise, you'll just have to hope your Liliths can get enough cover to destroy him. Firm-Ons help. If you get lucky enough to get a huge cache of magic near a corner, you can mail it in. Mine a circle around it so the Spirits can (hopefully - if you've gotten this far you know they can be complete bastards at times) create a lot of Liliths. My winning run looked something like this. Though it may have been wider - the piece in the middle was mostly gone too by the time he had arrived, both from creating Liliths and giving them firing room. Whatever, this is the general idea. ||-------------------|| ||###################|| ||#### ######## #|| ||### || ||### ##### #### #|| ||### ##### ########|| ||### || ||### ########|| ||###################|| ||-------------------|| Remember, if you're going for Liliths, be sure to get some Firm-Ons going too. If you can build up a large amount like I did, they will just gangrape him. And yes - don't be surprised if this takes plenty of tries. Additional Info --------------- Time: Day Init. Mana: None Layout: Random Init. Upgrades: None Depth: 72 Strange how there is no initial mana in the presumed free mode. ====================================== Bonus 2: What I Done to Deserve This!? ====================================== Objectives: Do whatever you please, and kill the hero. Heroes: Invite only - Rock Star Guitar'o Level ? [980/980] Time Limit: 20:00 Dig Limit: 999 This is identical to the previous challenge level, except now, your monsters and the hero are powered up. It also has the ominous music and sky from the final levels of the standard game. But no final boss music. Strategy -------- Almost the same story as in the initial one. Again, you're up against a nasty opponent who resists physical attacks, and can dominate even your Lizard Masters. But this time, he's a mage class instead of a fighter. However, this is a good thing, and not just because he'll cast magic more. Remember Challenge 26? Now's the time to bring that strategy back. Get Guitar'o caught up trying to cast magic on some enemies behind a wall. This should allow you to easily create ungodly amounts of Liliths and/or Dragons, which should be able to take him out no problem. Weird random story - when I beat this, it was because he got caught up fighting my Hyacin Slimemoss. I think there were like countless of them all on each other hitting him, and he couldn't fight back for some reason. He managed to do so at last, with 10HP left, but then a flower got him before he reached Badman a few steps away. I didn't even get a chance to use my Liliths and Dragons. Pretty badass way to finish though, if I do say so myself. Additional Info --------------- Time: Dreary Init. Mana: None Layout: Random Init. Upgrades: Hyacin Slimemoss, Poisomnom, Depth: 72 Lizard Master, Fire Spirit, Vampire, Black Dragon (?) This is the only non-story level with the dreary sky. ################ 10: Monster List ################ This section will provide you with all you need to know about monsters. Exactly how they act, the stats of all their varieties, how and where to obtain them, and so on. A few details to go over first, though. Most monsters get spawned from a block with sufficient nutrients or mana. Under normal circumstances, 1-9 will generate a Slimemoss or Spirit, 10-16 will unleash an Omnom or Lilith, and 17+ gives out Lizardmen, Dragons, and if surrounded by nothing, Demons. These numbers may vary in certain Challenges. Sometimes, in Story or Edit Mode, you will unearth a treasure chest during your construction. A variety of monsters - some exclusive to these - will be spawned if you open it. However, if a hero opens a chest, one of two things will happen. Sometimes, their HP will be restored, but more often than not, every hero in the dungeon will be burned by a flame that knocks off around half of their health. Every monster has a semi-finite natural lifespan. Its HP will steadily decrease, the rate and amount of which that varies on the monster, but what you see it decrease by may not be the exact number. For example, if you watch a Hyacin Slimemoss' HP decrease, it will go down every third of a second or so by 2, 2, 2, 2, and then 1. So either the numbers are not intigers but the difference is still there, and/or the game does not refresh the HP constantly. The stats listed in this section are pulled from the game's Almanac. Here is a listing of what they all mean. HP: A monster's health. DST: The power of a physically attacking monster. MGK: The power of a magically attacking monster. FAT: Used by the Dragon to encompass both its magical flame and physical blow. RST: A combination of physical and magical defense. Some monsters may resist one greater than the other. AGI: Movement speed. REP: Reproduction rate. GRO: Growth rate. Used by a couple monster's transitional phases. AFX: Used by the Demon class, and represents their ability to enhance your monster's defenses. =============== 10.1: Slimemoss =============== Slimemoss are the building blocks of every dungeon. Great. Leaving it in the hands of semi-mindless ooze. Slimemoss work by draining the nutrients from one tile and taking it to the next. This can be extremely annoying when you're close to getting a Lizardman, and one of them comes and sucks away your hard work. Behavior -------- Slimemoss only move straight. If they make contact with a block, they will turn and move in another direction. The one exception to this rule is if they have just sucked up nutrients from the block. If the block is mined during their sucking animation, hence clearing their path, they will continue moving in the same direction. Slimemoss will also harvest nutrients. As stated in their introduction, they always work as such: if a Slimemoss' nutrients are equal to 1, it will drain a nutrient from the next block with some. If they have more than 1 nutrient, they will deposit all but 1 of the nutrients it holds into the block. Ordinarily, this will be just 1 nutrient, but with Slimemoss spawned from blocks who hold >2 nutrients, you may get up to 8 nutrients deposited! Normal transfer rates take over from that point. If a Slimemoss finds more than one block with nutrients at once, the block it interacts with will be chosen at random, and the Slimemoss will move on. More advanced Slimes may possibly choose the block slightly more efficiently. It's more than possible for Slimemosses to drain all nearby nutrients, effectively making it impossible for them to gather more. If that was the only factor, this could eventually reach the point where all the nutrients in a level are drained. However, it is possible for Slimemoss to introduce nutrients back to the soil. Like many monsters, Slimemoss have a semi-finite natural lifespan, in the form of their HP steadily decreasing over time. They will get a slight HP restoration if they absorb nutrients from the soil. Depositing nutrients into it has no effect other than temporarily pausing the HP reduction. If a Slimemoss has at least 2 nutrients at the time of its HP running out from natural causes, it will become a bud. Slimebuds are stationary, but will suck up nutrients from several blocks away. They will shortly after bloom into flowers, putting nutrients back into the soil. Also, if they have sufficient nutrients, they will finally then split apart into more Slimemoss, and the cycle repeats itself. Slimemoss will rarely seek out a fight, but will attack any hero who comes near if necessary. Also, Slimeflowers will shoot pellets at any Hero or Omnom aligned horozontally or vertically with them. These pellets temporarily stun the victim as well. They do not hit or otherwise affect other Slimemoss, Lizardmen, etc. Strategies ---------- - Fit to a T With the movement of Slimemoss in mind, designing a T-shape in the dungeon may be ideal. The Slimemoss will enter in, and if they turn into it, will remain in the hat of the T until freed. The basis for the Linerow Dungeon is several Ts all in a row (also known as an H, even if it's an I, etc) ||-----------|| ||-----------|| ||###########|| ||##### #####|| ||# #|| ||# #|| ||##### #####|| ||##### #####|| ||##### #####|| ||# #|| ||##### #####|| ||##### #####|| ||##### #####|| ||# #|| ||-----------|| ||-----------|| - O My Lord O-shapes are also good ways to work with Slimemoss. They will encircle the middle block(s) indefinitely. If there is only one block, it can be made into a rune without too much fuss. The corner blocks can also be shared by several O shapes in a row. This is the basis for the Looproom Dungeon. ||-----------|| ||###########|| ||## # ##|| || # # || ||## # ##|| ||###########|| ||-----------|| - MarkS of the Z An unmentioned Slimemoss pattern is the S or Z. This has the advantage of not requiring too much finesse or time to set up, which can be critical in a few stages. It's the basis for the Turnrow Dungeon. ||-------------|| ||# ###########|| ||# #|| ||########### #|| ||# #|| ||# ###########|| ||# #|| ||########### #|| ||-------------|| - Tap Limitation Method Slimemoss will only drain and insert nutrients into a block that has at least one in it already. With that in mind, you can limit the amount of these available to the Slimemoss to have them behave a little better. - Paying In Blood Too many Slimemoss? Try killing some of them with your pickaxe. If you can get a whole group of them near a fuzzy nutrient block, you may be able to get it up to solid white, and therefore a Lizardman. In more extreme cases, you can get more than one block up to speed, or even several blocks up from nothing. - Going Slimmando Slimmando Moss may seem like they're the cream of the crop, but they really can't help you as much as they should, even in close quarters. Still, the fact that it's possible to beat a group of 3 Edit heroes with 16 points in all their stats in Stage 3 with just Slimmando Moss says something about both of those. They can also beat any hero on a Stage 3 with maxed stats, except a Warrior class (who's just too defensive). If you can get them by Stage 3 in Story Mode, which requires some luck and using almost no Dig, you might be amused, though. - Really Going Slimmando (aka Moss Hell) A strategy consisting of getting hundreds of Slimmando Moss all moving around in one place and watching as heroes drop dead in less than a second. ||------------------------|| ||## #####################|| ||## ### #################|| ||## ### #####|| ||## ### ########## ######|| ||## ### #B######## ######|| ||## ## ##### ##|| ||=====0=====|| ||## ##### ######## ### ##|| ||### B ###|| ||## ########## ##|| ||##### #####|| ||######## #### ##|| ||##### ####|| ||############## ###### ##|| ||##### #####|| ||############## #########|| ||##### #####|| ||------------------------|| ||-----------|| The idea is to make like a choke point where countless Slimemoss will wander around in. By making the tunnels as such, Slimemoss will never turn backwards, and eventually reach the choke point. Any hero that steps into this little death zone is going to be hit by a ridiculous amount of Slimemoss at once. The only weakness this strategy has is multi-hit attacks. You can also try putting the choke point literally at the entrance. A Japanese wiki stats that this strategy "will destroy the game balance so dramatically"...and then Google Translate makes it not so clear. But know this: it's damn good, and has beaten Heroman in a second. Additional insurance in the form of some Wookiemons couldn't hurt either. Check out this Youtube video to see an example of the strategy (it's in Japanese, but you should be able to tell what's going on from the gameplay): http://www.youtube.com/watch?v=yiIFMYTvJ3E Varieties --------- Slimemoss: The standard green Slimemoss absorbs and injects a single nutrient at a time, like all of its brethren. American Slimemoss: These orange for whatever reason creatures improve a little upon the Slimemoss stat-wise. Text in the game suggests that they may be a little more intelligent when it comes to transfering nutrients between multiple blocks, but that's about it. Hyacin Slimemoss: The blue Hyacin Slimemoss have the highest reproduction rate amongst their brethren, and improve upon the American Slimemoss even more. Slimmando Moss: These black bad boys sacrifice reproduction power for vast improvements in all stats, especially their speed and defense. They were supposedly engineered as bioweapons, which seems to have some truth to it, as they can do decent damage, and take a couple hits against moderately strong opponents. They're not to be relied on, but rather, used as possible supporting muscle in addition to their speedy nutrient gathering. Slimederella Moss: To create this, you need a Slimemoss with 7 or more mana to reproduce. They're more a cute gimmick than anything else. Their defenses are all right, but their reproduction rate is the lowest. Stats ----- Slimemoss: HP: E DST: E RST: E AGI: C REP: A- American Slimemoss: HP: E DST: E RST: E AGI: B REP: A Hyacin Slimemoss: HP: E DST: D RST: E AGI: A REP: A+ Slimmando Moss: HP: D DST: C+ RST: A AGI: S REP: B+ Slimederella Moss: HP: E DST: E RST: C AGI: A REP: C Slimebud: HP: E GRO: C+ American Slimebud: HP: E GRO: A Hyacin Slimebud: HP: E GRO: A+ Slimmando Bud: HP: E GRO: C- Slimederella Bud: HP: E GRO: C Slimeblossom: HP: E DST: E- RST: E+ REP: A- Slimepetal: HP: E DST: E+ RST: E+ REP: A Hyacin Slimeblossom: HP: E DST: D RST: D REP: A Slimmando Flower: HP: E DST: B RST: A REP: B+ Slimederella Flower: HP: E DST: E+ RST: B REP: B Locations --------- Slimemoss: - Default in Story/Edit mode, and many challenges. American Slimemoss: - Story/Edit mode, upgrade from Slimemoss for 100 Dig - Training 7 - Challenges 13, 16, 19, 21, and 25. - Randomly in treasure chests. Hyacin Slimemoss: - Story/Edit mode, upgrade from American Slimemoss for 300 Dig - Challenge 12 - Bonus 2 Slimmando Moss: - Story/Edit mode, upgrade from Hyacin Slimemoss for 500 Dig - Challenges 6 and 22 Slimederella Moss: - Try Challenge 25. All the hidden mana there is sure to give you a Slimederella Moss. Mine out the highest mana/nutrient block that you can find (max of 9), and if it reproduces, it will drop Slimederella Moss when it does so. - Randomly in treasure chests. =========== 10.2: Omnom =========== Omnoms are strange worm-like creatures. They go through an evolutionary process, like a caterpillar, to reach a fly or beetle form. They are preyed upon by both Lizardmen and Liliths, and they themselves eat Slimemoss. Under normal circumstances, they are spawned from a block with 10-16 nutrients inside them. Behavior -------- Omnoms wander the maze at semi-random. As a larva, they tend to just squirm around. If their HP gets low, they will attempt to eat Slimemoss they come across, but won't actively seek them out. The worm form of Omnoms will also consume Lizardmen and Dragon eggs, as well as Dragon Guano and Firm-Ons. However, they will not attempt to eat Slimebuds or flowers. After eating enough, they will transform into a pupae form. They are completely immobile during this time. If they are not killed at this time, they will sprout forth as a fly or beetle, depending on the variety, but these differ only in name. These flies are much more active hunters, seeking out the heroes and Slimemoss alike. They will also eat the flower forms of Slimemoss, though will not eat eggs, guano, and Firm-Ons. Should a fly eat enough Slimemoss in this form, it will release larvae of the same variety. The special Omnoms are the exception to this rule - the Herculomnom may be spawned from any Omnom that has absorbed enough mana, and the treasure-chest dwelling Auromnom cannot reproduce at all. The parent Omnom will lose some of its mana and nutrients upon reproduction, being given to its offspring. One strange occurance you may see when an Omnom reproduces is that it spawns a large amount of them at once (more than it should for that amount of nutrients absorbed, and proceeds to attack them immediately afterwards. The cause of this is unknown. Strategies ---------- - OMNOM RUSH A simple strategy for anyone who gets severely annoyed at the Slimemoss' ineptitude even when set up "perfectly". Like me. Upgrade to the Poisomnoms as soon as you can, and just go wild. Even the most stubborn hero in both modes will fall to these guys, eventually. Just be sure to keep them well fed, which shouldn't be too hard. - Babysitting Be careful when starting your Omnom army out. Slimemoss Flowers will attack any Omnom that lines up with it, which may actually kill the little bugs or allow a hero to gain the upper hand! The less of them around your Omnoms, the better, as counter-productive as it sounds (you can free some for eating as necessary). Varieties --------- Omnom: The basic white Omnom isn't much to write home about. They seem to become pupae quickest of all its species, though. Omnomnom: Not too big an improvement over the Omnom until their Beetle form, where they benefit from better defense. These red creatures are just a small stop in the road compared to the power of Poisomnoms. They only cost 200 Dig to upgrade, so you may as well. You can sometimes find them in treasure chests as well. Poisomnom: The final Omnom upgrade is no joke. A large amount of these blue beetles will decimate anything that dares enter your dungeon. You can get them if you upgrade the Omnomnom for 500 Dig, for a total of 700 spent on these guys. A definite steal for sure. Herculomnom: Any Omnom that has absorbed sufficient mana will release Herculomnoms upon reproduction. These guys are great. They're only slightly weaker than the Poisomnom, but the main selling point is their magical attack. Even though the game doesn't say the Herculomnom Fly has a MGK attack, it does. Furthermore, they also resist magic fairly well, all while not badly compromising their physical defense too terribly. Definitely the best rare monster when ease of obtaining is considered. Auromnom: You can only find these golden bugs from treasure chests. They sport extreme defenses, but have little HP to speak of, and are incapable of reproduction, thus limiting their usefulness. Stats ----- Omnom: HP: E DST: D- RST: E AGI: B REP: C+ Omnomnom: HP: C DST: D+ RST: E AGI: B REP: B Poisomnom: HP: B DST: B RST: E+ AGI: B REP: B+ Herculomnom: HP: C MGK: C RST: D AGI: B REP: C- Auromnom: HP: E DST: D- RST: A AGI: B REP: C- Omnom Pupa: GRO: C Omnomnom Pupa: GRO: B Poisomnom Pupa: GRO: A+ Herculomnom Pupa: GRO: B Auromnom Pupa: GRO: D- Omnom Fly: HP: E DST: D- RST: E+ AGI: A REP: B- Omnomnom Beetle: HP: C DST: D+ RST: C+ AGI: A REP: B Poisomnom Beetle: HP: B DST: B RST: B AGI: A REP: B+ Herculomnom Fly: HP: C *MGK: B- RST: C+ AGI: A REP: B Auromnom Beetle: HP: E DST: D+ RST: SS AGI: A REP: - *Listed as DST in the Almanac Locations --------- Omnom: - Default in Story/Edit mode, and many challenges. Omnomnom: - Story/Edit mode, upgrade from Omnom for 200 Dig. - Challenge 8. Growing a Beetle is a requirement here. - In Challenges 13, 21, and 26. - Randomly in treasure chests. Poisomnom: - Story/Edit mode, upgrade from Omnomnom for 500 Dig. - Challenge 24. Creating Beetles is possible here. - Challenges 12, 19, 22, and 25. - Bonus 2. Herculomnom: - Try a Poisomnom Rush strategy, and you're bound to get a few eventually when one kills a mage. - Challenge 25 should spawn them without too much fuss. Auromnom: - Randomly in treasure chests. =============== 10.3: Lizardmen =============== These reptilian soldiers are very powerful. They are a backbone of many a demon army, and are one of the few monsters to actively hunt heroes. Behavior -------- When a Lizardman is spawned, it will materialize, look around, and immediately spawn a lair if possible. The only prerequesite for this is sufficient space. Though a 3x2 space is seemingly necessary, a tiny T shape, or in some cases, just an L, is all that is necessary. Besides this, a Lizardman may also make a lair at random, if they are not tied to one already. Lizardmen wander the dungeon randomly, but tend to stay near their lair if one exists. If an Omnom of any state or variety is near, and the Lizardman has low HP, it may eat the Omnom. They are also quick to attack any hero who draws near. Periodically, Lizardmen may return to their lair, sit down in or horozontally, next to it, and fall asleep. Multiple Lizardmen may occupy the same spot. During this time, the Lizardman is immobile, but will get up and fight back if attacked. If undisturbed for 18 seconds, the Lizardman will lay an egg, get up, and continue on with its activities. The egg is nearly always of the same variety as the Lizardman itself, but it may end up as a Lizard Geisha under certain circumstances. If the egg is left alone for 20 seconds, it will hatch into a new Lizardman. Lizardmen have alternate stats listed in the Almanac - namely in their agility stat. They will speed up dramatically when a hero is nearby. The hero does not necessarily have to have been in the Lizardman's line of sight. Strategies ---------- - Lizardmen Lairs The creation of Lizardman Lairs is a process worth writing about. Enough space needs to exist for a lair to be dug, but the 3x2 space that it seems to take up isn't necessary in the slightest. ||---------|| ||---------|| || || ||## ## || || ##n## || || .n. || || #/_\# || || #_\ || || ##### || || # ###|| || || || # || ||---------|| ||---------|| The upside-down T is the easiest to work with, but a few other weird methods can work. It seems that as long as enough blocks around the lair are free, it will allow it to go through. - Breeding Frenzy Make as many Lizardman lairs as possible to maximize the number of outputted Lizardmen. I'd only recommend this in short to medium term circumstances, however, as it will mean a lack of Omnoms to feed them. - Freedom Flies If you don't allow a Lizardman to make a lair, it will wander nearly the whole level instead of patrolling near its nest. This has the added advantage of allowing it to eat flies from anywhere, rather than just the ones near its nest or those from afar who wander in close. Varieties --------- Lizardman: The basic blue Lizardman is very good. In the very early levels, they can defeat any heroes who come their way. You'll probably need better ones as time goes on though, so either do that, or switch to another strategy. Lizard Knight: The yellow Lizard Knight is a step up from the Lizardman. Like just about all of the upgrades in the game, the stats all improve. Still nothing too special, but it's a welcome stop on the road nonetheless. Lizard Mage: Despite their name, these purple warriors do not attack magically, or have any special resistance against magic. Lizard Master: This is where it's at. The nasty red Lizard Master can take down all but the most physically defensive foe. Once you have them, there's no need to look back at all. Lizard Geisha: Any Lizardman may possibly lay the egg of a Lizard Geisha, as opposed to an egg matching its own variety. This is not random - it always happens when a Lizard with a specific amount of HP goes to lay an egg. One known instance is when a Lizard Knight with 401 HP lays an egg. Given the nature of egg-laying, however, this may as well be random anyway. Their stats are probably the second best, despite their lack of breeding time. Stats ----- Lizardman: HP: C DST: D+ RST: E+ AGI: D/A REP: D- Lizard Knight: HP: B DST: C RST: D AGI: C/A REP: D+ Lizard Mage: HP: B DST: B RST: C+ AGI: C/A REP: C- Lizard Master: HP: A DST: A RST: B+ AGI: B/S REP: C Lizard Geisha: HP: B DST: B RST: B+ AGI: B/A REP: E Lizardman Egg: Hatching Time: B Lizard Knight Egg: Hatching Time: B Lizard Mage Egg: Hatching Time: B Lizard Master Egg: Hatching Time: B Lizard Geisha Egg: Hatching Time: B Locations --------- Lizardman: - Default in Story/Edit mode, and many challenges. - Creating is a requirement on Training 4. - Creating is a requirment on Challenges 1 and 12. Lizard Knight: - Story/Edit mode, upgrade from Lizardman for 400 Dig. - Challenges 2, 21, and 26. Lizard Mage: - Story/Edit mode, upgrade from Lizard Knight for 400 Dig. - Creating is a requirement on Training 8. - Challenges 10, 13, 19, and 22. Lizard Master: - Story/Edit mode, upgrade from Lizard Mage for 500 Dig. - Challenge 25. - Bonus 2. Lizard Geisha: - Unknown. I obtained mine on Challenge 2, when the Lizard Knight was the only one there, and near-death. ============= 10.4: Spirits ============= Spirits are much the same as Slimemoss, except they transfer mana instead. They appear to be little ghosts or flames. Behavior -------- Spirits, like Slimemoss, will only move in a straight line until they make contact with a block, whereupon they will be able to turn. And just like the Slimemoss, if they are draining mana from the block they made contact with and you mine it, they will keep moving forward in the same direction. Another exception for the usual movement also exists for Spirits - if they come within 1 block of a rune or Undeadly, they will move into it and be absorbed, regardless of which direction they were moving in prior. Spirits and Slimemoss transfer their materials in the same fashion. The Spirits too, suck mana from the first block they come across that has it if their mana is equal to 1, and will deposit it in the next block with mana they come across. If they run into more than one at once, they will choose at random. The only difference is the Spirits drain and deposit much more mana than the Slimemoss do initially: transfering 3 at a time instead of just 1. Reproduction is where the two greatly differ from one another. If a Spirit has sufficient mana at the end of its natural lifespan, it will split into two instead of disintegrating away. This alongside their enhanced capabilities for draining and depositing makes it much more possible for Spirits to exhaust the mana in their area. Just like Slimemoss, Spirits will rarely fight unless necessary. When they do attack, it counts as magical as opposed to physical. A successful attack by a Spirit will also sap a hero's MP slightly, it being directly converted to the mana of the Spirit as well as automatically putting some in nearby blocks. If the Spirit absorbs an excessive amount of mana like this, it will still deposit all but one into the next block with mana it comes across. Strategies ---------- - Guiding Spirit If you want or need a certain monster, careful manipulation of Spirits may help you greatly. Only release one or two Spirits at a time, and try to guide them to the destination as best as possible. A few examples of this are pending. - Doubling Up In a situation where you want to use mana (many challenges), but still want to retain Slimemoss capabilities, you can try thickening lines up (have walls be 2+ blocks thick instead of 1). This allows you to mine out a circle when the heroes cast their magic, giving them a place to run around. ||-------------|| ||#####*#``####|| ||###` `###|| || || ||#### `###|| ||#####``######|| ||-------------|| - Overruled! (or, Nutrients Suck) An equal amount of or more nutrients will overrule any mana that happens to be in a block. Slimemoss can sometimes separate this for you, but it's something to be aware of, since checking every block gets really annoying really quickly. If you are going for mana creatures, be sure the heroes die in areas with little nutrients, to prevent this issue. Extreme cases can make it impossible to get any mana, period, due to having way too many nutrients around. - Covering Fire If you wish to take advantage of the Spirit's ability to drain heroes' MP, try occupying the hero with other monsters, so the Spirits are ignored. Varieties --------- Spirit: The basic blue Spirit can transfer up to 3 mana at a time. Ice Spirit: Unlike Slimemoss, Spirits really don't get any real benefit from upgrading, which is a shame, as their MP sapping ability could have been useful. Fire Spirit: They're a touch quicker than their predecessors, but that's about it. However, that purported efficiency increase might make a significant difference here, thanks to mana being so limited in this game. Stats ----- Spirit: HP: E MGK: E- RST: E+ AGI: C REP: E- Ice Spirit: HP: E MGK: E RST: E+ AGI: C REP: E Fire Spirit: HP: E MGK: D- RST: E+ AGI: B REP: D- Locations --------- Spirit: - Default, but mana has to be available in the first place. - Several places, most notably Training 4 Ice Spirit: - Story/Edit, upgrade from Spirit for 200 Dig - Challenges 13, 19, 21, and 25 Fire Spirit: - Story/Edit, upgrade from Ice Spirit for 300 Dig - Challenges 22 and 28 - Bonus 2 ============= 10.5: Liliths ============= Liliths, the only female monster in the game, are your main magical and ranged attackers. They can only fire in a straight line, limiting their usefulness, but are your best bet (aside from Herculomnoms) if you need a magical attack. Their stunning capabilities are always nice too. Behavior -------- Liliths will wander the maze at random. If their HP runs low, they will eat either a Spirit or Omnom, gaining their materials as they do. If a Lilith consumes sufficient Spirits, it will split apart into two the same variety, unless it has sufficient nutrients, whereupon it will split into one of the same and one Bout Lilith. When an Omnom is eaten by a Lilith, a Firm-On will usually be spawned. Any hero who walks over this web will be stopped in place temporarily. If a monster walks over it, up to 30 of their HP will be recovered. Liliths won't actively seek out fights, but will attack the heroes in one of two ways when they do. If the hero is distant and in their horozontal or vertical line of sight (9 blocks), they will fire their magic repeatedly until the hero either dies or moves out of the attack. If the hero is nearby, usually if it is attacking the Lilith, its far weaker physical attack will be used instead. Strategies ---------- - Apply directly to the feet Firm-Ons are a spectacular benefit to any dungeon. If you can create several of them, and guard the place with a couple Lizardmen, you'll be able to laugh at anything and everything that comes through. - Tunnels of Death Liliths function best in narrow tunnels, but actually making them there can be difficult. Unless you can get a tile at the end of a tunnel, there will still be a small big space where they can get stuck in. Also, if they are near a bend when a hero approaches, that's also a bad thing. And with how getting mana into your dungeon works, along with needing to feed them, the odds of actually being able to use them the "proper" way are slim and none. - Firing Squad Instead of trying to bother with narrow tunnels, try making a somewhat open space littered with Firm-Ons and Liliths. Any hero who walks over one is going to be in a world of pain by the time they get out, if not, the world of the dead. Varieties --------- Lilith: The standard Lilith. Not much else to say about it. Vampire: This upgrade is just a stop on the highway. All stats except AGI get improved upon, so they have that much. Succubus: This is where it's at, and is probably the best magic attacker in the game short of a Herculomnom Fly rush. No magically vulnerable hero wants to be on the recieving end of a Succubi Firing Squad. Ahh, if it were only easy to keep them fed... Bout Lilith: This rare Lilith can only be obtained when any Lilith with 39 or more nutrients absorbed splits. It's got the highest HP amongst its kind, but only the second best defense, and little power. Channel Lilith: This rare monster may only be found in treasure chests. It usually almost immediately splits twice into four. They breed like rabbits like that, but they drop like flies after just time passes. Still, the have the lovely benefit of usually ending up in a narrow passage if you're using turnrows or linerows, so you may be able to mail it in on the heroes if you're really lucky. Stats ----- Lilith: HP: D MGK: C RST: E+ AGI: C REP: C+ Vampire: HP: C MGK: C+ RST: D+ AGI: C REP: B- Succubus: HP: B MGK: B+ RST: C+ AGI: B REP: B Bout Lilith: HP: A MGK: C- RST: C AGI: B REP: B- Channel Lilith: HP: C MGK: C+ RST: D+ AGI: B REP: A- Locations --------- Lilith: - Default, but mana has to be available in the first place. Vampire: - Story/Edit, upgrade from Lilith for 300 Dig. - Challenges 13, 19, 21, 26, 28, and 29 - Bonus 2 Succubus: - Story/Edit, upgrade from Vampire for 700 Dig. - Challenges 22 and 25 Bout Lilith: - Spawns when a Lilith with 39 or more nutrients splits. - Challenge 15. Creating one is a requirement. Channel Lilith: - Randomly in treasure chests. ============= 10.6: Dragons ============= The granddaddy of all RPG monsters. The Dragon is a tough opponent that no hero will want to tangle with face to face. Behavior -------- Dragons wander around horozontally. They are completely incapable of vertical movement or attack, giving them a fairly large weakness. If a hero approaches from the horozontal, the Dragon will waste no time in attacking with either its physical attack (if close range) or its fiery breath (if far away). Unlike other monsters, two Dragons cannot occupy the same space. The Dragon's fire breath has a range of x tiles. It takes a moment for it to be expelled and retracted all the way. If a wall blocks it, the flames will stop there. The duration of the attack is around x seconds, and the Dragon is unable to do anything else until it is done. If a Dragon is low on HP, it will attack any other species of monster, usually with its breath. Fellow Dragons will not only not be attacked, but are also immune to the flames. Everything else from Slimemoss to Demons will be considered fair game by the Dragon, and will probably die really quickly. This aggressiveness is to the point of where the Dragon will even turn away from a hero to attack another monster next to it. Randomly after eating, a Dragon will defecate on the tile they are standing. This "Dragon Guano" will temporarily stun any hero unfortunate enough to step on it. Dragons reproduce by laying an egg (and dying) when its HP runs low. The variety depends on the amount of mana the Dragon has at the time, as well as the variety of Dragon itself. A Dvagon will only lay more Dvagon eggs. The Chaos Dragon can lay an egg of itself or a Shin Dragon, and the Shin Dragon will only lay more Shin Dragon eggs. The egg will eventually hatch if left undisturbed. Strategies ---------- - Flame Be Gone Dragons have flames and high physical power, but sometimes the latter is better. To prevent a Dragon from spewing flame, try a setup like this. Any intruders will be forced to go down this path and meet the Dragon head-on. ||-------|| ||#######|| || # || ||## D ##|| ||#######|| ||-------|| - Think Backwards If you want to use Linerows or Turnrows along with Dragons, be sure to make them vertical. That way, no heroes will be able to attack the Dragon from above or below, where it is helpless. - Total Flamers Getting a Dragon to use its flame isn't always easy. Linerows and Turnrows either make the heroes come too close (if vertical) or let them assault the helpless Dragon from above (if horozontal). The two ways around it are to either try to make several Dragons in a row, or, try to get one in the end of a narrow tunnel. If you're fortunate enough to get a Dvagon in a treasure chest, that can work too. Varieties --------- Dragon: The standard green Dragon. Like many first form monsters, there is little to write about it. Black Dragon: The Black Dragon, who's actually purple, is fairly resiliant against physical attacks. Chaos Dragon: The Chaos Dragon is just plain ludicrous. Not only is it even stronger than the Black Dragon, but when it reproduces, you will always get either a Chaos Dragon egg or a Shin Dragon egg. If you can get a couple of these in an advantageous position, the heroes may as well kiss their asses goodbye. Dvagon: This pale pink thing, which may or may not be an actual Dragon, according to the Almanac, is the weakest of its class. They have the highest Agility, but that's nothing special. You may sometimes get them from treasure chests, however, they most commonly are spawned from a Dragon with little mana. Shin Dragon: The opposite of the Dvagon. This pure white demon of a monster is only spawed from Dragons who absorbed a large amount of mana. They have stats so high it's a sick joke. Stats ----- Dragon: HP: A FAT: B RST: C+ AGL: E Black Dragon: HP: S FAT: A+ RST: A AGL: E Chaos Dragon: HP: S FAT: S RST: S AGL: D Dvagon: HP: B FAT: C RST: D+ AGL: C Shin Dragon: HP: SS FAT: SS RST: S AGL: D Dragon Egg: Hatching Time: C Black Egg: Hatching Time: C Chaos Egg: Hatching Time: C Dvagon Egg: Hatching Time: C Shin Egg: Hatching Time: C Locations --------- Dragon: - Default, but mana has to be available in the first place. - When a Dragon or Black Dragon with sufficient mana, but not so much as to make it a Black Dragon or greater, lays an egg. - Training 7. Black Dragon: - Story/Edit, upgrade from Dragon for 400 Dig. - When a Dragon or Black Dragon with sufficient mana, but not so much as to make it a Chaos Dragon, lays an egg. - Challenges 11 and 26 require their creation. - Challenge 29. - Bonus 2. Chaos Dragon: - Story/Edit, upgrade from Black Dragon for 800 Dig. - When a Black Dragon or Chaos Dragon with sufficient mana, but not so much as to make it a Shin Dragon, lays an egg. - Challenge 28. Creating 12 is a requirement. - Challenge 22. Dvagon: - When a Dvagon lays an egg. - When a Dragon with little mana lays an egg. - Randomly found in treasure chests. Shin Dragon: - When a Chaos Dragon with a lot of mana lays an egg. - Try Challenge 26. =============== 10.7: Skeletons =============== Skeletons are not spawned from nutrients or mana, but rather, come from fallen heroes. They're nothing special really, but do attack magically. Behavior -------- When a hero is killed, a pile of bones known as an Undeadly is spawned. If the pickaxe is used on these bones, they will reanimate as a Skeleton. Their power is increasable if Spirits are absorbed into the Undeadly, and if enough are absorbed, it will turn red, and become a Skeleslave when reanimated. The Undeadly's initial mana depends solely upon the hero's at the time of death. It is possible for more than one Skeleton to fall in a single spot. If this happens, pressing X over them will show only the bottommost's stats (or another monster if it is on top). Spirits will only enter the bottommost Undeadly. Skeletons simply wander the dungeon. They do not have prey, so their HP will consistantly decrease over time. If they die of "starvation" in this fashion, the Skeleton will drop to the ground as an Undeadly, ready to be raised again, though will lose all its mana in the process. Strategies ---------- - Going Boneless Mana monsters and Skeletons do not get along well. You could easily find your Undeadly absorbing all the mana around before it can go into blocks. If you're going to use Liliths, Dragons or Demons, get these guys out of the way first. - Meatless Meat Shields If you kill a lot of heroes without reviving them in Story mode, raising the bones might give you a little bit of time while the heroes deal with them. - Just Like Magic As strange as it sounds, Skeletons attack magically. However, Skeletons have atrocious physical defense. Still, send a Skeleslave up against the Stage 2 heroes in both difficulties of story mode, and you should get the kill anyway. If you want to use them in stages beyond... - Packing It In Skeleslaves actually gain much higher stats the more mana you put into them. As an example, try beating the heroes in Stage 3 of normal mode with a Skeleslave that has only around the minimum 33 mana, then try beating them with one that has 50-ish. Varieties --------- Skeleman: The standard Skeleton will appear when a hero dies. There's nothing really special about it, but if you let enough Spirits enter into it... Skeleslave: Talk about a massive improvement! These blood-red bones hit a LOT harder than their predecessors, and the rest of their stats are higher as well. An Undeadly with 33 or more mana will become one of these. Skelebond: These strange blue bones are only found in treasure chests, where they are quite common. Their stats are listed as unknown, but are consistant: really fast with good defenses, but low HP and subpar attack power. Stats ----- Skeleton: HP: C-E MGK: D RST: A-D AGL: C Skeleslave: HP: A-C MGK: A RST: A-D AGL: B Skelebond: HP: ? MGK: ? RST: ? AGL: ? Locations --------- Skeleman: - From fallen heroes. Skeleslave: - From fallen heroes after they've absorbed enough mana. - Challenge 18 suggests for you to make one. Skelebond: - Randomly in treasure chests. ============ 10.8: Demons ============ Demons are bizarre cyclops creatures with massive jaws and tongues. They too, have a unique method of entering the dungeon. If a block with enough mana for a Lizardman or a Dragon is present, and all eight blocks around it are clear, digging it up will create a rune. Their main purpose is powering up the other monsters within. Behavior -------- When a rune is generated, it will simply stay there on the ground, waiting to be opened. Provided that it has some mana in it to begin with, any heroes that walk over the rune will have some of their MP sapped, but this reduces the rune's mana as well. Runes can be upgraded by allowing Spirits to enter into them. Digging on the rune will allow the demon matching the variety of rune to enter the dungeon. Opening runes consumes no dig power. The mere presence of a Demon in a dungeon will enchance the defenses of all other monsters within. How much it is raised depends on the variety. Demons wander the dungeon, _usually_ staying near one spot. If they are hungry, they will eat Spirits or Skeletons, but if none are available, they may eat other monsters. Most Demons will fall asleep after eating. This has no ill effects other than making it a little slower to fight back if attacked. Demons are prone to fighting heroes, but all but the Mara are bad at it. Whether the attack is physical or magical depends on the variety. Demons also do not take kindly to Demons of another variety, and will attempt to kill one another on sight. Strategies ---------- - The Road Not Traveled Anymore If you want to use a lot of demons in your dungeon, try this. When you start your dungeon, make a path leading in one direction, going for a bit, then twisting in the other direction. Get the runes and whatever you need to kill the heroes going, then later, make another path leading in the other direction at the first junction, and a second similar path. It may just be crazy enough to work! Additional insurance, such as guards for the demons, couldn't hurt. A supercondensed version of this is below. ||======0===========|| ||###### ###########|| ||###### ###########|| || ###|| ||############## ###|| ||########## || ||## D ### #######|| ||## #######|| ||## D # #########|| ||------------------|| - Opening Doors Behind You If the above is out of the question, and you realize that there's no real way to both protect your demons and get them mana, the only option remaining is to open the portals as the heroes pass by. Be careful, as some of them like to come back after they've walked by. Varieties --------- Wookiemon: The basic red Wookiemon boarders on worthless, but it's the only one that can be created without mana. It just doesn't raise your monsters' stats enough. They effectively give monsters around +2 DEF. Idle Wookiemon: If you can get enough Spirits into a Wookiemon Rune, it will turn grey, and this thing will come out instead. It's much more worth it - not only does it boost your monsters' stats, but can it can take a few hits if necessary. Not much mind you, but still! Their effect is to give +6 DEF. Diabro: These demons only spawn out of ruins with a ton of mana in them (enough for a Dragon), with little to no nutrients. Unlike the Wookiemon, this guy and his upgraded form attack magically, but they suck at attacking, so it's more of a curiosity than anything else. They give monsters +2 RES. Brahzuzu: Now we're talking. The only downside to these demons is the difficulty of getting them. If you do, though, they'll boost your (magical) defenses like no other demon. They seem to give +6 RES. Mara: If heroes walk over a rune enough times to deplete its mana entirely, and there are no nutrients in it either, this is what you'll get. It's worthless for powering up your monsters, but it is powerful in its own right. Stats ----- Wookiemon: HP: B DST: E RST: D AGL: D AFX: D Idle Wookiemon: HP: A DST: D+ RST: A AGL: D AFX: B Diabro: HP: A MGK: D+ RST: B AGL: D AFX: C Brahzuzu: HP: S MGK: C RST: A AGL: D AFX: A Mara: HP: S DST: A RST: A AGL: B AFX: - Locations --------- Wookiemon: - From a rune with nutrients in it. Idle Wookiemon: - From a rune with a lot of nutrients and mana in it. - Training 6 and 8. They require you to make some. Diabro: - From a rune with only mana in it. - Challenge 10. Brahzuzu: - From a rune with a lot of mana in it. - Challenge 13. Mara: - From a rune with no mana or nutrients in it. - Try leading the heroes in Challenge 13 over the runes for easy results. ############## 11: Hero Guide ############## The main enemies in the game are the heroes who enter the dungeon, seeking to capture Badman and bring him to the surface. The following is a guide with dealing with these whelps and bringing them to their doom. ========= 11.1: Job ========= In Edit Mode, there is the Job option for heroes. This determines the range of spells they are able to cast. This only applies to Edit Mode characters - the available magic and stats on heroes in other modes can be set to whatever. Also, note that the list of spells every hero has is incomplete. It's just too tough to get them to use them at times. Knight Classes: These guys are the average of the classes. Their stats are balanced, and they also get a high rate of attack. - Social Knight: Spin Attack - Paladin: Wind Magic - Holy Knight: Healing Magic, Spin Attack - Dark Swordsman: Fire Magic Warrior Classes: The warrior classes suffer from little MP, but make up for it with high strength, HP, and defense. Their axe attacks will hit all enemies in a space at one time. - Fighter: Charge-Up - Warrior: Charge-Up - Berserker: Charge-Up, Purple Wind Magic - Viking: ??? Magician Classes: Their basic attack is a straight-moving energy ball with unlimited range. It isn't as effective up close. The Magician classes naturally all cast magic. Their defenses and HP tends to be low, but their MP is high. Strangely, only the Magician seems to have healing magic. - Magician: Healing Magic - Wizard: Fire Magic, Wind Magic - Druid: Fire Magic, Wind Magic - Shaman: ??? =========== 11.2: Stats =========== Heroes have six cardinal stats. HP/STR ------ Anyone who's played or seen someone play an RPG before should know what this is. A hero's HP is a representation of their health. When it hits zero, bye-bye hero. Heroes can recover their HP by using Healing Magic or by standing in the light of torches. It's known as "STR" in Edit Mode. MP/MAG ------ A hero's MP represents their ability to cast spells. No MP means no magic. Heroes are unable to recover their MP, and not only does them casting magic reduce it, but so do attacks from Spirits, and walking over a Rune with at least 1 mana in it. It's called "MAG" in Edit Mode. ATK --- A hero's offensive power. The more they have, the harder they will hit. This stat affects both physical and magical offense. AGI --- This stat is not made known to you in the Almanac, but is apparent in-game, and is settable in Edit Mode. The more AGI a hero has, the faster they will move. Rate of attack is unaffected, and is completely dependant on class. DEF --- The more DEF a hero has, the more resistant they will be to physical assaults from your monsters. RES/MDF ------- The RES stat affects a hero's resistance to magical assaults from your monsters. It's more aptly named MDF in Edit Mode. ================= 11.3: Hero Skills ================= Heroes have a small variety of skills and spells available for their use against your monsters. Note that MP cost may vary between different modes. Wind Magic ---------- MP Cost: 16-18 Used by: Paladin, Wizard, Druid (?), some Storyline Heroes Wind Magic is one of the most basic skills. As the name suggests, it uses wind sickles to damage any monsters in the vicinity. There are a couple versions of this spell, but both work more or less the same. The standard wind magic is a pale teal color. I believe it has a range of around 14 tiles. Note that many of the examples in this upcoming massive ASCII dump show longer paths than that. That is due to the second version of the attack, and general ease of explaining. ||-----------|| || || || v-----< || || |v---<| || || ||v-<|| || || |||H^|| || || ||>--^| || || |>----^ || || >------ || || || ||-----------|| When the user is in an open-space, Wind Magic isn't too bad. It simply surrounds the hero with the spell, which travels counterclockwise out from him. However, when it comes into contact with a block, that's where the trouble can start. ||--------------|| ||--------------|| ||## #######|###|| ||##|####### ###|| ||## #######|###|| ||##|####### ###|| ||##H#######|###|| ||##H####### ###|| ||##v#######|###|| ||##v####### ###|| ||##>-------^###|| ||# | ##|| ||##############|| ||##^####### ###|| ||##############|| ||##############|| ||--------------|| ||--------------|| Close-quarters is where it can be devastating. The sickles will go through the maze for a long time, bouncing and turning off walls, cutting a swath of destruction through anything that is unfortunate enough to be in the way. On the other hand, if you've set up something like the example on the right, the mage will instead enter the little alcove, bounce off, and go backwards! ||-----------|| ||-------------|| ||--------------|| ||-------------|| ||###########|| ||######### || ||########### ##|| ||#############|| ||###########|| || >------|| ||########### ##|| ||##########>--|| || v---<###|| || | || ||-->---------<#|| ||##########|##|| || |v-<|###|| ||######|######|| ||##|######## ##|| ||####>--v##|##|| || ||H^|>--|| ||######|######|| ||##|######## ##|| ||####|##|##|##|| || |>--^|##|| || | || ||##| v-< || || H>-^##>--^##|| || >----^##|| ||######| # ###|| ||##^--------v##|| || H>->-v######|| ||######H######|| ||#####|####|##|| ||####|#|######|| ||######v######|| ||#H>--v####|##|| ||####^-<######|| ||######|######|| ||#####| | || ||##### #######|| || |######|| ||#####^####|##|| ||##### #######|| ||######|######|| ||##########|##|| ||##### #######|| ||###>-->--<###|| ||##########|##|| ||##### #######|| ||#############|| ||-------------|| ||-------------|| ||-------------|| So far, so good? Good, because here's where it gets really confusing. First off, if wind is forced backwards, it will still turn clockwise if it reaches another junction. Places where the wind may be caught in an infinite loop are particularly strange. If it's an O-like junction, it's all good. The wind will encircle the area indefinitely. But if you try a T-Junction, the results may not be what you expect. Something like the third example works fine - the sickles will get stuck in that space indefinitely until they wear out. ||-------------|| ||-------------|| ||-----------|| ||-------------|| ||#############|| ||#### ####|###|| ||#######^###|| ||#### ########|| ||#############|| ||# #?###|| ||#######|###|| ||##H# #x# #x#|| ||#############|| ||### ######?##|| ||#######? || ||# v | #|#|| ||##########x##|| ||### ######|##|| ||########## || ||# >---^# #|#|| ||##########|##|| ||### ######|##|| ||##########H|| ||# # #^#|| || H>----v##|| || H>-------v##|| ||#?########v|| ||######## ##H#|| ||## #######|##|| ||##########|##|| ||#^--------<|| ||##x##### ## #|| ||## #######^##|| ||##########^##|| ||# # #######|| ||##^------^ || ||## | ##|| ||## || ||## | ##|| ||############|| ||## #^# ##|| ||### ########|| ||## #H# ##|| || || ||## # # ##|| ||##### ######|| ||## # # ##|| ||------------|| ||-----------|| One last thing - if the magic comes into contact with the sides of the dungeon, it will immediately stop dead instead of turning anywhere. Quite a write-up for something that by all means should've been simple, eh? And especially for the version of the attack that doesn't go far at all. Purple Wind Magic ----------------- MP Cost: Usually 24-26 Used by: Berserker, Storyline Heroes Another version of Wind Magic, used by the Berserker, as well as some storyline heroes. It goes MUCH farther than the regular, dull teal version. It's nearly double - 27 blocks to be exact. A few versions, such as Natalie's in Stage 7 of normal story mode, seem to stick around extra-long, as well. The most notable difference, however, is how the AI uses them. It tends to only use the standard wind magic when it's in an open space, but it loves using the purple variety in close quarters where it can be much more deadly (though is not above a casting in an open space). Definitely a spell to be feared. Fire Magic ---------- MP Cost: 20 Used by: Dark Swordsman, Wizard, Druid Fire Magic shoots flames out in the direction the hero is facing. The spiritual opposite of Wind Magic. Fire Magic is much more useful in open areas than it is in close quarters. When used, it will go forward 6 spaces from the hero while spreading out as such. ||---------------|| ||---------------|| ||# #|| ||###############|| ||# H #|| || || ||# : #|| ||###### ######|| ||# ::: #|| ||###############|| ||# ::::: #|| || H:::::: || ||# ::::::: #|| ||#####:#########|| ||# ::::::::: #|| || || ||# ::::::::::: #|| ||###############|| ||# #|| ||####### || ||---------------|| ||---------------|| As you can see, without walls, a huge area is covered, easily capable of roasting many monsters. However, in close quarters, the attack's range is severely crippled. So far, so good. ||-----------|| ||-----------|| ||-------------|| ||----------|| ||###########|| ||###########|| ||####### # ###|| ||#### #####|| ||###########|| || H###|| || #:###|| ||####H#####|| ||###########|| ||#######:###|| ||#########:###|| ||####:#####|| || H:::::: || || ::###|| || ::: ##|| ||####:: || ||####::#####|| ||#######:###|| ||# H:::### ##|| ||##########|| || ::: || || ::###|| || ::::# ##|| || || ||###########|| ||###########|| ||########:# ##|| ||##########|| ||###########|| ||###########|| ||######## # ##|| || || ||-----------|| ||-----------|| ||-------------|| ||----------|| In more complex cases, the attack can get downright confusing or even plain weird. You may see it split apart and go down more than one path if the holes are wide enough. And just like Wind Magic, you may sometimes see it jump around in strange ways like in the third example (which is a recreation of an actual incident, but may not be exact. It definitely jumped to the top right abnormally). You may also see flames hit the same place twice: the fourth example is one such case (the right tile on the bottom will be hit once, then again a half-second later). Occasionally, a hero with Fire Magic will "go berserk" in close quarters, repeatedly trying to cast it on a monster they will never hit. It always seems to happen when a one-block wide wall is between the hero and the monsters. A hole sometimes makes it happen more often, but isn't necessary. Blue Fire Magic --------------- MP Cost: 26 Used by: Storyline Heroes Exactly the same as Fire Magic, only stronger, and blue. It has a range of up to 10 tiles away, rather than 6. Enemies who are burnt still have normal red flames come off them, however, leading to confusion if a large number of monsters are burnt at once. Healing Magic ------------- MP Cost: Varies, 16 for edit mode characters Used by: Holy Knight, Magician A simple spell. It can heal up to 200 HP on a hero (may vary in Story Mode characters). It can be targetted on the hero's allies, regardless of how far away they are. The easiest way to deal with it is to just kill the heroes quickly before they can heal. Spin Attack ----------- MP Cost: 14 Used by: Paladin (?), Holy Knight, Dark Swordsman (?) Storyline Heroes A basic attack used by a few story characters and the Knight classes. All the spin attack does is do damage to all surrounding enemies, though rarely seems to be used for whatever reason. You may not even notice it was used if you're not paying attention. It graphically appears as almost a helicopter blade over the hero's head. Charge-Up --------- MP Cost: 35 Used by: Fighter, Warrior, Berserker, Storyline Heroes Charge-Up will causes all heroes' attack power to be enhanced for its duration. It will also cause the motivation of the caster to be raised to the max, but it won't be locked there. It's a simple, yet arguably one of the most dangerous skills the heroes may throw at you. If you hear the scream associated with it, get ready for pain. Torch ----- MP Cost: None Used by: All heroes Torches will restore the heroes' HP so long as they are around the 3x3 area that it lights. There's no way to deal with a torch. Destroying it is impossible. Luckily, it doesn't help the heroes' cause much, and ending the Stage will cause all dropped torches to disappear. There is also a limit on how many can be dropped, and they cannot be dropped in close proximity with one another. ============= 11.4: Hero AI ============= The AI of heroes, also known as their Personality, determines how they behave. Everything from whether they like to fight, to how they react to paths you dig after they enter is affected. If you know how the AI works, you can exploit it with your dungeon design. How does turning work? It seems to be partially based off the heroes' position in the party. The first one, on the left, turns left, the second in the middle usually goes straight, and the third one tends to turn right. Groups of less than three may behave differently. I tested the AI options in Edit Mode as best I could. I probably missed a few things here and there, and there's probably some unique to the other modes, so don't rely too much on these. Hard Up ------- I couldn't find any patterns here. Opportunist ----------- An opportunist's motivation tends to be very high at all times. However, after a certain point, this changes so it quickly drops when the hero is not being attacked, but raises to max immediately once they are. For Magician classes, this change seems to happen right away, peters off for a bit, and then starts up again. Warrior classes seem to have it happen soon after being force to turn from a dead end. The requirement for Knight classes doing this is unknown. They will take paths carved after they enter a dungeon if it will prove as a shortcut to Badman. They will not take ones while turning back from a dead end, but will remember them if seen. If you make such a path, they may waste time going back down a path they already took! Naive ----- A naive hero's motivation is normally low, but will start to gradually raise as they take damage. Other factors in the motivation are unknown. Naives don't take paths carved after entering a dungeon, which makes no sense, but that's how it is. They also seem to explore just about every nook and cranny that was there when they entered, at times. Impatient --------- An impatient hero, as you would expect, can't wait to get to the action, and their motivation will drop if they are not fighting or being hit. Sometimes, just being near a lot of strong monsters works. They also seem to like fighting quite a bit. But as you wouldn't expect, Impatient heroes completely ignore tunnels dug after they have entered, to the point of where they'll pointlessly run around a maze of blocks they think is still there there upon returning with Badman. They may also get completely lost in wide-open areas for whatever reason. Impatients do seem to cast magic quite a bit, so be careful against them. Wayward ------- Seems very similar to impatient, except they might wander around a little more. Might be a few differences beyond this. Cautious -------- Motivation will drop sharply when the hero is not fighting. It rises quickly when the hero is fighting. Counter-intuitive, I know. Also counter-intuitively, they will take paths you carve after they have been invited into the dungeon. Laid Back --------- I couldn't find any patterns here. Extravagent ----------- Extravagents tend to have very low motivation the whole way through the dungeon. They rarely seem to turn back before Badman's capture, and will sometimes take a path carved after they enter into your dungeon, but only seem to do it if it leads onto a path dug before they entered, and even then it's not a guarantee. If Badman is picked up, they usually just go straight for the exit if they're not holding him, ignoring any enemies. If the one holding Badman is killed, you may even see them run all the way back to the entrance before they try to return and get him (often getting very confused in the process)! ================================== 11.5: The Big Small List of Heroes ================================== The following is a copy/paste job of every hero's stats from the Almanec. Normal Mode ----------- Shota: HP: 30 MP: 28 ATK: 6 DEF: 9 RES: 0 Chimli: HP: 88 MP: 80 ATK: 38 DEF: 16 RES: 0 Shota: HP: 144 MP: 48 ATK: 68 DEF: 32 RES: 0 Sukisuki: HP: 132 MP: 140 ATK: 72 DEF: 29 RES: 20 Chavez: HP: 300 MP: 100 ATK: 100 DEF: 28 RES: 10 Jacob: HP: 300 MP: 100 ATK: 100 DEF: 28 RES: 10 Belmondo: HP: 310 MP: 170 ATK: 92 DEF: 68 RES: 0 Charlett: HP: 290 MP: 170 ATK: 90 DEF: 67 RES: 0 Natalie: HP: 240 MP: 220 ATK: 110 DEF: 62 RES: 14 Garbonzo: HP: 380 MP: 330 ATK: 148 DEF: 56 RES: 26 Sinead: HP: 330 MP: 140 ATK: 170 DEF: 60 RES: 21 Shota: HP: 400 MP: 210 ATK: 220 DEF: 64 RES: 32 Sukisuki: HP: 360 MP: 250 ATK: 138 DEF: 57 RES: 41 Natalie: HP: 350 MP: 250 ATK: 120 DEF: 61 RES: 42 Heroman: HP: 500 MP: 500 ATK: ??? DEF: ??? RES: ??? Hard Mode --------- Gokuilla: HP: 56 MP: 60 ATK: 8 DEF: 12 RES: 1 Homer: HP: 62 MP: 60 ATK: 10 DEF: 15 RES: 0 Penguin: HP: 48 MP: 80 ATK: 7 DEF: 10 RES: 5 Butch: HP: 255 MP: 120 ATK: 57 DEF: 22 RES: 0 Akeem: HP: 165 MP: 70 ATK: 76 DEF: 33 RES: 16 Orica: HP: 148 MP: 100 ATK: 65 DEF: 17 RES: 78 Shota: HP: 220 MP: 120 ATK: 52 DEF: 23 RES: 24 Shoya: HP: 230 MP: 130 ATK: 49 DEF: 21 RES: 21 Shouta: HP: 180 MP: 150 ATK: 62 DEF: 22 RES: 18 Shonuff: HP: 220 MP: 150 ATK: 59 DEF: 57 RES: 44 Riki-oh: HP: 300 MP: 250 ATK: 110 DEF: 32 RES: 55 Kimberly: HP: 210 MP: 100 ATK: 98 DEF: 65 RES: 30 Duke: HP: 180 MP: 100 ATK: 300 DEF: 20 RES: 24 Rand: HP: 500 MP: 100 ATK: 390 DEF: 13 RES: 13 Mugatu: HP: 380 MP: 80 ATK: 108 DEF: 50 RES: 40 Brittany: HP: 410 MP: 700 ATK: 110 DEF: 39 RES: 52 Kelli: HP: 360 MP: 150 ATK: 90 DEF: 40 RES: 38 AAA: HP: 999 MP: 999 ATK: ??? DEF: ??? RES: ??? ================================ 11.6: The Big Big List of Heroes ================================ I probably am not going to be able to do this, unfortunately (at least not right away). This would be a big list of the stats of all heroes - including Training and Challenge mode heroes. However, finding said stats is difficult, due to the game moving the data around so much. Even the verifiable stats like MP are moved around! Maybe in the next version? We'll see! ################### 12: Dungeon Designs ################### Designing a dungeon is hard work. Why not get some premade stuff going on instead? This section will give you some examples of dungeon design patterns to work with. It's very ASCII heavy, so be prepared. ========================= 12.1: The Linerow Dungeon ========================= The Linerow is a simple dungeon based on the most basic movements of Slimemoss. It's excellent for just about any situation not involving mana. ||-----------------------------|| ||############## ##############|| ||# #|| ||############## ##############|| ||# #|| ||############## ##############|| ||# #|| ||############## ##############|| ||-----------------------------|| It's extremely simple. All you're doing is making rows and rows of Slimemoss, to maximize your chances of getting Lizardmen, without too much gruntwork required. Odds are, a good number of blocks are going to be filled with nutrients. ||-------------------------------|| ||--------------------------|| ||############## ################|| ||#################### ######|| ||# # # # # # #|| ||# #|| ||# # ########## ########## # # #|| ||######### #################|| ||# # # # # # #|| ||# #|| ||# # ########## ########## # # #|| ||##################### #####|| ||# # # # # # #|| ||# #|| || ########## ########## || ||#### ######################|| ||# # # # #|| ||# #|| ||# # ########## ########## # # #|| ||################# #########|| ||# # # # # # #|| ||# #|| ||# # ########## ########## # # #|| ||######## ##################|| ||# # # # # # #|| ||# #|| ||############## ################|| ||#################### ######|| ||-------------------------------|| ||---------------------------|| More complex variations work too. In the example to the left, both horozontal and vertical rows are used, to maximize area and get the end blocks of the other tunnels nutrified as well. On the right, the paths through are not parallel, making like that much more miserable for the heroes. ||----------|| ||----------|| ||----------|| ||##########|| ||# # ######|| ||# # ######|| ||# || ||# # # || ||# # # || ||# #### ###|| ||# ######|| ||# # ######|| ||# || ||# # || || || ||##########|| ||# # ######|| ||# # ######|| ||----------|| ||----------|| ||----------|| One thing you need to be careful of in this dungeon is not to mine out the ends, unless you have a very good reason to. This will make the Slimes go around there in a loop. On the other hand, something like the second diagram is perfectly acceptable, as the Slimemoss will turn onto the vertical part of the dungeon and stay there. However, avoid the third instance, as the Slimemoss will just end up going a long way. ||-----------------------------|| ||############## ##############|| ||############## ##############|| ||# #|| ||### #########################|| ||### #########################|| ||# #|| ||######################### ###|| ||######################### ###|| ||# #|| ||### #########################|| ||### #########################|| ||# #|| ||######################### ###|| ||######################### ###|| ||-----------------------------|| Last, but certainly not least, you can increase the spacing between the rows to two or even three. This allows you to solve the issue of the dungeon opening up as you work with it, at the cost of taking up more room, and also lets you work with mana a little more easily. ========================= 12.2: The Turnrow Dungeon ========================= A variation on the above, that sacrifices Slime functionality for ease of setting up. ||-----------------------------|| ||# ###########################|| ||# #|| ||########################### #|| ||# #|| ||# ###########################|| ||# #|| ||########################### #|| ||-----------------------------|| Remember how I stated that it's a bad idea to open up the ends of your Linerow tunnels? Well, you might see the Turnrows and think they're bad, but do not underestimate the benefits from not having to go back and dig a hole in every spot where you want to make another line. Instead, you can just make one continuous line. ||--------------|| ||--------------|| ||--------------|| ||############ #|| ||############ #|| ||########### ##|| || # # #|| ||############ #|| ||## ##|| ||# # # # ######|| ||# #|| ||## ###########|| ||# # # # #|| ||# ############|| ||# #|| ||# # # ###### #|| ||# ############|| ||########### ##|| ||# # #|| ||# #|| ||## ##|| ||##############|| ||############ #|| ||## ###########|| ||--------------|| ||--------------|| ||--------------|| And just like the Linerow Dungeon, many of the same strategies can be applied, including doubling up on lines, and going both horozontal and vertical. Furthermore, if you need Slimemoss to stay in a certain area, a quick tweek is all it takes to convert a row to a Linerow. Be very careful against Purple Wind Magic wielding heroes with a Turnrow. One casting may annihilate countless monsters if you don't carve a bit to send in backwards. ========================== 12.3: The Looproom Dungeon ========================== A popular one if you watch some YouTube videos. These also use the basic movements of Slimemoss, but also make the hero's lives more miserable. ||-------------|| ||## ##########|| ||# # # #|| ||# # # # || ||# # # #|| ||#############|| ||-------------|| All you're doing in the Looproom Dungeon is making rows or columns of O-Shaped rooms. The Slimemoss will move around in the O-Shaped rooms, ||-----------|| ||--------|| ||----------------|| ||----------------|| ||###########|| ||########|| ||# ## ## ##|| ||################|| ||# ### #|| ||# ####|| ||# # # # || ||# # # #|| || # # || || # ####|| ||# ## ## ##|| ||# ## ## ## || ||# # #|| ||# #|| ||## #############|| ||# # # #|| ||#### ####|| ||#### # || ||## #############|| ||## #############|| ||###########|| ||#### #|| ||# ## ## ##|| ||# # ##|| ||###########|| ||########|| ||# # # # || ||# ####### # || ||###########|| ||########|| ||# ## ## ##|| ||# # ##|| ||-----------|| ||--------|| ||----------------|| ||----------------|| Of course, especially on turns, such design isn't really neccessary, or in some cases, not smart. Joined rooms, like the first and second examples above, are more than possible without getting too screwy. In fact, they work swell on turns sometimes. You can increase the space between them as in the third example here, allowing you to mine more. Lastly, bigger rooms are more than possible. =========================== 12.4: The Splitpath Dungeon =========================== The Splitpath takes the behavior of heroes splitting apart, and tries to implement it into the dungeon design. ||=========0=========|| ||######### #########|| ||######### #########|| ||######### #########|| || || ||######### #########|| ||######### #########|| ||######### #########|| ||######### #########|| ||######### #########|| ||-------------------|| A Splitpath doesn't necessarily need to be split into three - you can go into just two. Careful planning, and knowledge of who goes where is helpful. Obviously, you'll want to use one of the other designs to construct the actual branches. ||====0===========|| ||#### ###########|| ||#### ###########|| ||#### ###########|| || ######|| ||######### ######|| ||######### ######|| ||##### ##|| ||##### ####### ##|| ||##### ####### ##|| ||----------------|| With sneaky design, you can create paths that no hero will walk down for a while, allowing you to put Demons or even Badman in there. In the above example, the left-turning (and middle-turning) hero will go left at the start, and the right-one will go right. He will, however, miss the turn leading left at the next junction. You might also be able to transition into loop abuse, but don't count on anything. The good thing about the Splitpath is that it gives you a feeling of actual strategy. The bad news is, it's very hard to make work, doesn't help too much against single heroes, requires a lot of multi-tasking, and takes up a lot of room with little overall path traversed. ############# 13: Edit Mode ############# One of the more interesting features of the game is the ability to design and fight against heroes you made yourself, in a set of 3 stages. To unlock most of the stuff here, you will need to complete the challenges and the main games. Heroes ------ You will begin with three hero templates available for use, but will eventually gain three more. You can customize any hero using the following settings. Title: The character's title (for instance, "Ammorior"). It can be up to 9 characters. Name: Self-explanatory. A maximum of 6 characters may be used. Comment: The character's quote during the level-intro. Note that to get quotation marks, you must actually put them in. A comment can be up to 20 characters long. Voice: The character's voice. - Boy M - Old Man M - Maid F - Amigo M - Bro M - Warrior Maiden F - Big Sis F - Grand Master M - Kitty Girl F - Mr. Positive M - Emo! F - Overlord? Personality: Determines how the hero acts. See the AI section for more details. - Hard Up - Opportunist - Naive - Impatient - Wayward - Cautious - Laid Back - Extravagent Job: Determines the character's abilities. You will unlock these as you play. - Social Knight - Paladin - Holy Knight - Dark Swordsman - Fighter - Warrior - Berserker - Viking - Magician - Wizard - Druid - Shaman Color: The character's palette. Every class has 30 to choose from. After setting all this, you will be prompted to set the character's stats. See the heroes section for more information. How many points you get seems to depend upon your high scores in both story modes, and possibly by the challenges as well. 400 is the maximum. Note that these only serve as general representations of the stat, rather than the actual numbers. No stat may exceed 20. The character's level goes up by 1 for the first 2 stat points for level 2, then again for every 3-4 stat points invested. The maximum level a hero will reach is 33. Last, but not least, the character's stats will be multiplied by the stage number they are on. This means that a character with stats of 20 across the board on Stage 1 will not be as strong as a character with 10 across the board on Stage 3. Levels are similarily multiplied. Stages ------ Once you've set up your heroes, you can set up and name your stages (with a limit of 17 characters). There are a total of 3. After setting them, you can set the heroes to appear on each stage. There is a maximum of 3 heroes on each stage, and no stage may go heroless. You cannot set when they are to appear - it is preset at 1:15 every time. Testing and Battling -------------------- Once you have your heroes created, you may begin gameplay through either of the options. In this mode, the objective is always to kill the heroes. You have unlimited time, start with 950 dig, and the dungeon has a depth of 36. Besides that, it is just like Story Mode from there on out. The layout of the level is fixed. There will always be around 8200 nutrients, and exactly 243 mana. The mana is in the top left and bottom right. What's the difference between Battle and Test Play? Either will allow you to battle Edit Mode heroes, but the former allows you to load data from a save file. Ergo, you can have more than 6 heroes. Besides that, the modes function identically. ####### 14: FAQ ####### Q. Will you do a guide for My Lord 2? A. Well, I'm stuck on Area 8, but I'm working on it. Q. What does My Lord 2 have over this game? A. More hero classes, more levels, and more monster varieties. I'll fill this in more once I get done with that. Q. What about the third game? A. Naturally. It may have the name "No Heroes Allowed!!", which sounds more like a sign you'd find posted outside a secret clubhouse, but it's all good. Q. What does it bring? A. There's a two-player mode in the game for one. The most interesting feature is going the addition of water. Randomly, you can unearth wells of it, and it will fill up your dungeon. It has its own monster types specific to it. Q. How can I contact you? A. It's probably best to post on the GameFAQs/GameSpot message boards if you've got information. I don't think I've used my email in like, a couple years. What with message boards and social networking and all. If not, use the email address in my contributor profile. ################# 15: Credits, etc. ################# End of the guide credits and whatnot. Thanks to these peeps. System Error: I spent like 48 hours total of my life typing this up. Rough estimate. CJayC: He made GameFAQs. Then he bailed on us, but hey. SBAllen: I guess this is the guy who runs the place now. NIS: Bringing this game here. This guide is Copyright 2010-2011 System Error.