@ @@@@@ @ @ @@@@ @@@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @@@@ @ @@@@@ @ @ @ @ @ @@@ @ @ @ @ @ @ @ @ @ @ @@@@@ @@@ @ @ @@@@@ ____________________________________ | FAQ v2.1 | | Billy Sauls (bsauls@usa.net) | |____________________________________| @@@ @@@@ @@@@@ @ @ @ @@@@ @ @ @ @ @ @ @ @@ @@ @ @ @ @@@@ @ @ @ @ @ @ @ @@@ @ @ @ @ @@@ @@@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @@@ @ @ @@@@@ @ @ @ @ @@@@ ____________________________________ | | | Updated on: 01/02/99 | | The latest version is available at | |www.citynet.net/personal/billy/azure| |____________________________________| ================================================================ REVISION HISTORY ================================================================ v2.1 - Monster book is finally done. It includes an opinion on each, each monster's starting stats, and the story about each one in the monster book. Enjoy. - I dared to spell check it :) v2.01 - Very quick update. I forgot to finish Mia's strategy on the girls section. That's all. v2.0 - I changed it around totally, so this is pretty much a brand new FAQ. I'm not going to list all the changes, so just act like you never even read my last version (if you have read it that is). - Line width is now set to a max 65, and the FAQ has been reformatted to fit it. - I feel I should tell you that I'm 17, not 11 like my last version of this FAQ made me feel after I re-read it :( - I had a few bad words in there, but hopefully they are all gone. If anyone finds anymore mail me. - Check for v2.1 every so often, because it shouldn't be too long before I finish the monster book. v1.0 - The first official release. Kind of remedial because it is my very first FAQ. I will fix it to be better! ================================================================ AUTHOR NOTES/INTRODUCTION ================================================================ Make sure to use a fixed width font. If you can't read the title above that says "Azure Dreams" in @ signs, then you need to switch fonts to something like Courier. At first, I thought Azure Dreams really sucked. The battle system seemed too hard to use. After I died I thought the game made me restart all over again. When my only familiar died, I thought he was dead for good. Well, I didn't even play it for two or three months except for here and there when I got bored always to come to the same conclusion, it sucked. Then, one day I took some time to play it a little more than usual. Now, I know that I was definitely wrong about it sucking :). This game is now one of my favorites and I can recommend it to anyone for a good 30 hours of play, at least, before you should become tired of it. If you are just having trouble playing the game, then you should just take a look at I. GETTING STARTED unless you don't care to ruin the plot of the game. In closing, I'm not perfect. So, if I am making a mistake (big or small), please e-mail me. Contributions are always welcome and enjoyed. Thanks for reading and hope I helped (if you still have questions, just e-mail me and ask). Also, I've put a lot of work into this thing. Please don't go and rip if off. You can post it anywhere you'd like, but please don't put your name on it. ================================================================ Table of Contents ================================================================ 1. GETTING STARTED 2. THE TOWN 2.A Gaining Respect 2.B Building Buildings And Upgrading Your House 2.C Getting Girlfriends 3. THE TOWER 3.A Navigating Around 3.B Leaving The Tower Alive 3.C Traps 3.D The Most Dangerous Monsters On Each Floor 4. ITEMS 4.A Edible Items (Fruits, Seeds, and Herbs) 4.B Weapons (Swords, Wands, Shields, and Troll Weapons) 4.C Useable (Bells, Scrolls, Sands, Crystals, Glasses, and Loupes) 4.D Balls 4.E Special/Quest Items 4.F Obtaining Rare Items/Barong Guide 5. FAMILIARS 5.A Finding And Raising A Familiar 5.B Finding Another Collar (Having Two Familiars Out At Once) 5.C Fusing Monsters 5.D (Fire) Page 1 of Monster Book 5.E (Water) Page 2 of Monster Book 5.F (Wind) Page 3 of Monster Book 5.G (Other) Page 4 of Monster Book 5.H Familiar Magic 6. MAKING IT TO THE TOP 6.A Getting A Good Weapon 6.B Getting A Good Shield 6.C Raising A Good Familiar 6.D Keeping Yourself And Familiars Alive 7. PROGRAMMING BUGS 8. COPYRIGHTS AND DISCLAIMER 9. CREDITS 10. PLANNED FUTURE ADDITIONS ================================================================ 1. GETTING STARTED ================================================================ When you start off, an angle will ask you for your name before you fall from the heavens on your parents. After that, a sequence of events will be shown in which you'll see some of your childhood and your father disappearing. After that, it's time to head to the tower. Along the way, you'll meet Kenwe, whom happens to be a talking monster. He'll be your first familiar and your best one for a while. The first time you enter the tower, Kenwe will take you through a training session. Be sure to listen, because this will never happen again. Here is a list of things that you should know. 1) At first, you will die very frequently. This is very normal. However, you may get lucky and find a wind crystal, but not likely. 2) Every time your familiar and you gain experience, he keeps it after leaving the tower, even though you don't. So, even with you dieing all the time, his levels is going up. 3) When your familiars keep gaining experience, you will be able to climb to higher levels with them every time you enter. 4) For a free Pita Fruit, always talk to your mom before leaving. 5) Make sure to save often with your mom in one save slot, and use another for saving in the tower only. Do this because if you die in the tower you'll restart without your items. This makes no difference if didn't bring any good items in, but once you start working on a sword and shield this will be good. 6) The most important thing to remember is, the more you play the more addicted you will become. You'll start to want to know what in the world happened to your father and what in the world do all those high level monsters look like. ================================================================ 2. THE TOWN ================================================================ The town is where you'll spend hardly any time at first, but more and more as the game progresses. You'll later be able to play games and meet girls, but at first don't worry about it because you need gold from the tower first. ****************************************** 2.A Gaining Respect ****************************************** At first, everyone in town will act like you are just a little spoiled brat. Later on, you'll work your status up to being almost as admired as your dad was. It takes time to do it all, but remember to be nice to everyone except Gosh. The three ways to get respect are to: Build buildings Get to a higher level in the tower Return the special quest items A good point to start trying to get girls (except of Selfi, because you see her in the tower all the time) is after you've built the temple upgrade. ****************************************** 2.B Building Buildings And Upgrading Your House ****************************************** To gain respect (and easy ways to get gold), you have to start building some places. I've listed them in order from what I felt was most important, to least important. ===Temple=== Cost: 4000g Suggested by: Your Mom Purpose: Gain respect and get new building ideas from Jorda in the future. The temple should be built first because it is cheap and it will give you enough respect to start finding some girls. Also, it is the only way to get a Casino later. ===House Expand=== Cost: 6000g Suggested by: No One Purpose: More room for furniture and safe now holds 30 items. This should be the first thing on your mind to build, because you need the extra items in your safe at home. ===Hut Expand=== Cost: 4000g Suggested by: No One Purpose: Room for 10 familiars You may not need this yet, but you will later. When you start climbing to higher floors, you'll find a lot of eggs along the way. ===Hut Expand 2=== Cost: 6000g Suggested by: No One Purpose: Room for 17 familiars Since this expansion is still cheap, go ahead and build it. You will need it later. ===Racing Circuit=== Cost: 30000g Suggested by: Silver (guy who lives in the NW corner of town and has Nyuels in his house) Purpose: Race on Nyuels This will be your first way of gaining gold. Look at the odds of winning and bet on the highest numbers (excluding the ones involving Jockey 1, because that is you). When you make your bet, go out and just loose the race. Hopefully the two you bet on will win. Another way to make sure of it is to try and get in front of the other Jockey that you didn't bet on. This will make him and yourself loose the race for sure. The only downfall to doing this, is that sometimes you get in front of the wrong one. You can earn up to 60000g from this place each race. ===Fountain=== Cost: 2000g Suggested by: Nico (she will take donations for it) Purpose: Become more "cultured". (Win over Nico) You may not be able to do this yet, but do it as soon as you can. Unless you don't want Nico as a girlfriend. ===Library=== Cost: 8000g Suggested by: Dr. Hal (Lives in NE corner of town in a house with a bunch of books) Purpose: Meet Mia. You will have to talk to Dr. Hal several times before he asks you to build it. Don't worry about it if you don't want to meet Mia. ====Bowling Alley=== Cost: 40000g Suggested by: Jorda (after you build his temple upgrade) Purpose: You can bowl. Bowling is "ok", but I don't' care for it. Just build this mainly so you can build a Casino. And try it out, because you may like it. ===Hospital=== Cost: 4000g Suggested by: The doctor in the Western side of town. Purpose: Meet Cherrl If you don't want to meet Cherrl or are no were near making it to the 28th floor, don't worry about this yet. ===Theater=== Cost: 8000g Suggested by: Fon (the guy outside the carpenters house) Purpose: Do stand-up comedy and watch Vivian dance. I don't like stand-up comedy, so here are the answers: O, X, O, O, X, O, O, O, X, X, O, X, O I wouldn't even build it if you don't care about meeting Vivian. ===Casino=== Cost: 100000g Suggested by: Jorda (after you build the Bowling Alley) Purpose: Gamble, gamble, gamble This is where you win the money at. Once you build this thing, don't worry about money ever again. Just practice on the slot machine until you get its timing down a little. After that, just keep trying for lucky 7s. Here is a list of what you get for lining each one up: Picket Face - 3 Copper (300g) Pulpuna - 9 Copper (900g) Troll - 12 Copper (1200g) Dog With Hat - 1 Silver & 14 Copper (2400g) Kiwi - 5 Silver & 10 Copper (6000g) Bell - 15 Silver (15000g) 7s - 5 Gold & 10 Silver (60000g) The roulette game isn't that fun, but it is an easy way to win 2x your money if you can play it good. I prefer the slot machine though. ===Hut Expand 3=== Cost: 20000g Suggested by: No One Purpose: Room for 37 familiars If you haven't already done this out of necessity, do it now. You will need the room. ===House Expand 2 (optional)=== Cost: 60000g Suggested by: No One Purpose: More room for furniture, multiple girls at once, and the safe now holds 60 items. This one is totally optional. I personally wish I didn't build it because more than one girls at once is annoying every morning because they ALL have to kiss you good-bye. If you like furniture, do it. It holds a lot more. ===Hut Expand 4 (optional)=== Cost: 60000g Suggested by: No One Purpose: Room for 65 familiars. If you don't plan on trying to collect one of every familiar, don't worry about this. Otherwise, you'll have to have it because there are lots of familiars out there to find. ===Amusement Center=== Cost: 30000g Suggested by: Carpenter's assistant (He don't suggest it until later in the game) Purpose: Play a few games with no prizes. There is a mole hitting game and a batting game. They could be fun, but I don't think so. Defiantly better than a gym though! ===Gym=== Cost: 30000g Suggested by: Barry The Blacksmith (He don't suggest it until later in the game) Purpose: Weight lifting contest (more like weight throwing) This place is pretty much useless. You don't win anything for tossing weights back and forth and it isn't that fun. Don't build it unless you have extra gold. ===Swimming Pool=== Opened by: Find the water medal on floor 25 and give it to the guy who runs the pool. Purpose: To see your girlfriends in bathing suits. Plain and simple, the pool is just to see your girlfriends in bathing suits. Unless you like swimming around the pool for no apparent reason. ===Octopus Ball Stand=== Opened by: It opens up after you return Guru's Pot Purpose: To buy Octopus Balls They will restore HPs in the tower and everyone will eat them if you give them to someone. Fur loves them, so if you want her as a girlfriend, be sure to give these to her. ===T-shirt Stand=== Opened by: I think it opens when you reach level 20 or 25 in the tower. Purpose: Just to know that people like you enough to buy a T-shirt with your face on it. You can't do anything here, I just thought it was neat that people liked you this much. ****************************************** 2.C Getting Girlfriends ****************************************** Girls are a cool feature of this game. There are 7 you can get along your adventure. Each one occupies one of the 8 ? marks in your save game. The 8th you will get when you beat the game. I've number the steps you need to take. I'm writing these from memory, so correct me if I'm wrong. ===Nico=== Your childhood friend. She'll wake you up every morning with a smack to the head until you win her over or get another girlfriend. 1. Whenever she starts taking donations for the fountain, donate 1000g twice. 2. After it is built, she'll go for Ghosh because he talks about culture. 3. After a little while longer, a person in a green hood & cape will be at the fountain, ask him to play some music. 4. Ghosh will try to drive him away because he is ruining the fountain, so protect him. 5. Nico will finally realize you are cultured after all and starts to love you. ===Fur Gots=== She runs the general store in town. She likes the finer things in life and constantly wants money. 1. Buy some furniture from her store. I suggest something fun like an Aura Bike. 2. After a while, Ghosh will be there trying to impress Fur. She will then get annoyed and embarrass him. 3. Talk to her and choose the option to forget it and she'll act mean towards you. 4. The next day, go around the side of the counter to talk to her. Choose the option saying you don't like her anymore and tell her it's because you hurt me. 5. She'll feel sorry (and probably realize you have lots of money) and start to love you. ===Selfi Rhodes=== She is Ghosh's younger sister, whom he doesn't want talking to you. She seems a little spoiled, but her true feelings will show later on. 1. Sometimes in the tower you'll see Selfi instead of Ghosh. When you do, always make her feel good by answering yes or tell her it's true, no matter how dumb the question. 2. One day you'll save her from a Pulpuna monster, then she'll run off like usual. 3. On another visit, she'll save you from a U-Boat (how did she manage to kill a U-Boat, but not a Pulpuna?). 4. Visit her back in town and she'll ask why she would risk her life for Koh. Tell her it's because she loves you and then she will laugh and run off. 5. The next time you come back to town, she'll ask the same thing, and you should answer the same. She will then realize that she does love you. ===Patty Pan=== Patty is the restaurant owner's daughter, whom enjoys cooking. She thinks it is the only thing she does good. 1. Try to order everything on the menu at least once. You'll know if it is something new, because Koh will describe each item the first time you order it. 2. One day you'll come in and Patty will say the restaurant is closed. Accept her offer to fix you a dish of something. Order what you'd like and tell her it is good. 3. The next day when you go in, Patty asks you not to tell any- one about the other day. Ghosh overhears and then insults Patty. Tell Patty it's your and her secret. Order Shining Prawn (her specialty). 4. The next visit, Ghosh will insult her again and she'll want to prepare your order. Answer yes, and order Shining Prawn again. Ghosh will walk out without paying. Tell Patty he left when she comes back, and that the food looks good. 5. The next visit Ghosh will want Patty to fix him something, but she refuses. She now knows she loves you. ===Vivian=== Vivian looks like the more mature type. She dreams of nothing more than being a dancer. Note: You need a Casino and Theater built 1. Get the Blue Cloak on Floor 20 and enter the bar with it in your inventory. The bar owner closes the bar because she thinks she has no reason to keep it open. 2. Keep visiting until one day you can get something to drink. You will humor the bar owner, and she'll re-open. 3. When you come back, you'll see Vivian dancing on stage. Talk to her for a while until one day she isn't there when you come in. 4. Go to the Casino and she'll be there. Talk with her. 5. Keep visiting the theater until you see her dancing on the stage when you enter. Choose the 1st option, then the 2nd. 6. Then, one time you will see her without the group. Talk to her to try to cheer her up, and then ask to take a walk with her. Along the way Ghosh will appear and talk. Ask her to dance at the bar and (for the only time) be nice to Ghosh and ask him to join you. 7. Vivian then dances and you agree with Ghosh and then agree it's not so bad. You and Ghosh have a small bonding moment. Vivian then decides she wants to dance at the theater. 8. The next day at the Theater, Vivian will be dancing like she was except this time she won't make a mistake. Talk to her and tell her she did great and tell her you look forward to her next show. Ghosh will show up and give Vivian flowers. 9. Visit two more times to see her move up a row each time. 10. Talk to her after she makes it to the front row and she'll now be yours. ===Mia Myria=== Uh, er, hmm. This girl isn't the prettiest, but hey you may like her. Find her at the pool one day for a better look. Note: You need a Library built 1. Keep visiting her in the library and talking to her. Make sure to act like you like hearing her mumble over and over. 2. One day Ghosh will come in and knock her over then insult her. Pick up her glasses and talk to her. You get a small glimpse of what she really looks like. Then she is mad and mumbles some more. 3. Come and talk to her again and choose the 2nd option both times. 4. The next time you come in she should ask you to go to the pool with her. Agree and you'll see what she looks like without her glasses. A big improvement. Ghosh will then show up and ruin it, she leaves. Get dressed and go to the library and talk with her. 5. Keep talking to her every time you exit the tower, until one day she won't be in the library. Then keep exiting and entering (you'll notice she'll be on the right side and then just run away) until you catch her. Then ask why she is following you and tell her it's not okay. You now know she loves you, have fun (too bad she has to wear those stupid glasses all the time). ===Cherrl Child=== This one is my favorite, I guess because I felt sorry for her. She is very sick and can't do much without getting tired. Note: You need an upgraded Hospital built 1. Walk by her house (it's behind the hospital) and you'll see a bear flying out the window. Pick it up and return it. 2. She'll talk with you some. Talk with her mom. Now, visit her frequently. 3. One day, she'll ask you to go for a walk. Ghosh shows up and she faints. You then take her to the hospital. 4. The next visit, Cherrl's mom has to go out and asks you to look after Cherrl. Agree to do so and talk to Cherrl. 5. Get the Healing Herb off Floor 28 and bring it to the doctor. Make sure you ask him to remain anonymous. 6. After some time, Cherrl finally returns home from the hospital and tells you she wants to become a nurse. Tell her she should do it. 7. Visit her at the hospital until one day when she is off getting supplies for the doctor. Talk to him about Cherrl, and then of course Cherrl happens to hear everything and now knows that it was you that got the herb. 8. She'll then wake you up the next morning, but you will need to visit the Hospital to see Cherrl before she falls in love with you. ================================================================ 3. THE TOWER ================================================================ The tower is where you will spend most of your adventure. Be careful, because it isn't an easy track to the top. ****************************************** 3.A Navigating Around ****************************************** The biggest thing people don't know is that getting to a higher floor takes time. Finding a good familiar takes time. And of course making it to the very top takes a lot of time. Remember that making it to a high floor isn't worth dying for, so don't try to take on something you can't handle. If you get into a situation you can't handle and you have a wind crystal, don't take a chance. Use it! I've lost many good items that way, when I could have had them with me if I had just used that wind crystal instead of being brave. To go up a floor, just look for the elevator (sometimes a level will have 2 of them, but either will take you to the same place). It's a green dot on your map and a green dot on the ground. I recommend you find all the items on the level before you move up one, because even on Floor 1 there can be some great items. ****************************************** 3.B Leaving The Tower Alive ****************************************** There are two ways to leave the tower, other than getting killed. One way, and the best way, is to find a wind crystal. Use it anytime for immediate transportation back to town. The second way is to use a Oleem fruit on one of your familiars. Use this only as a LAST resort, because once you give them one, you'll never see that familiar again. If you have one that you hatched in the tower, this is great though because once you leave you won't see it again anyways. ****************************************** 3.C Traps ****************************************** Traps are certain tiles on a Floor that will react certain ways when stepped on. You, your familiar, or an enemy monster can activate a trap. Name Description Bomb 4-way damage that destroys any items it hits Slam Drops a large spiked ball on the target for medium to low damage Poison Causes target to have a poison status Blinder Causes target to have blind status Chaos Causes target to become confused Prison Causes target to become paralyzed Sleep Induces sleep on the target Slow Causes target to slow to half speed Seal Makes target unable to use magic Frog Turns target into a frog Reversal Flips the room upside down Rust Weakens (adds -1) to equipment, unless it is rust proof Bump Wakes up any sleeping enemies in the room Crack Causes a certain area of the floor to do random lowering Upheaval Causes a certain area of the floor to do random raising Warp Warps target to a random room on that floor Go Up Sends the target to the next level up Monster Den Drops a huge amount of monsters into a room when you walk in. Kiss your butt good- bye on higher levels. ****************************************** 3.D The Most Dangerous Monsters On Each Floor ****************************************** Along your journey, there are plenty of monsters waiting to kill you. Here is a list of the most dangerous on each floor. ===Floor(s) 1 - 2=== Troll - These guys are pretty strong against a brand new monster tamer. Make sure you fight with your familiar by your side until you get a sword and a shield. Ghosh - This guy is annoying. He'll be hard until you get a descent sword and shield. Then beat him for a free Medicinal Herb and sometime a Wind Crystal. ===Floor(s) 3=== Balloon - These guys are hard at first, but once you get past level 3 you shouldn't have much problem. ===Floor(s) 4 - 7=== Blume - This guy isn't so much a threat, but his skill can hurt. He will brainwash your familiar and turn it against you. Can be deadly if you have a strong familiar. ===Floor(s) 8 - 9=== U-Boat - This guy will almost always get first attack and will hit pretty hard until you get some good equipment. Clown - These guys are annoying. They lower your level, but also hit for a lot. ===Floor(s) 10 - 11=== U-Boat - (see above) Clown - (see above) Griffon - Now you will start seeing a strong monster. These guys will kill you quickly unless you take them out. They won't be as hard if you put a water familiar up against them. ===Floor(s) 12 - 13=== Griffon - (see above) Kraken - These guys are tough. No matter how strong you are, you will always need the help of a familiar when battling more than one in a row. The more damage you deal to them, the more they deal in return. ===Floor(s) 14 - 15=== Gardua - They will hit hard at first and steal your familiars with their abduct ability. ===Floor(s) 16-17=== Picket - They will almost always hit for 1 damage, but they will steal random items from your inventory. You must find them and kill them to get it back. ===Floor(s) 18 - 19=== Picket - (see above) Arachne - These little guys will pack a big amount damage. They have the Double Attack ability, so be prepared for a heavy hit from them. ===Floor(s) 20 - 21=== Arachne - (see above) Viper - These guys always hit for a good bit, and will sometimes lower your attacking power (even if they miss you!). ===Floor(s) 22-23=== Viper - (see above) Pulpuna - The darker colored ones only. You'll notice that they won't attack you. If they get close to your familiar they will collar jack it. This just puts your familiar back in the bag and your collar is lost until you kill the Pulpuna. This is deadly when facing hard monsters and you need your familiar's help. ===Floor(s) 24 - 25=== Viper - (see above) Zu - These guys are pretty strong, but have a paralyze attack too. So, be careful. ===Floor(s) 26-29=== Zu - (see above) Naplass - These guys have a fair amount of strength and a lot of HP due to their HP Doubled trait. If you see one sleeping, try to kill it ASAP. Snowman - These guys may be small, but they pack a lot of strength and a good bit of HP as well. ===Floor(s) 30 - 31=== Naplass - (see above) Killer - When you see these guys, you know you are around the big bad guys. These guys will kill you in a few hits Dragon - Just hope you can kill them in one hit, because it will only take 2 or 3 at most to kill you. ===Floor(s) 32 - 39=== Killer - (see above) Dragon - (see above) Glacier - They will create ice rocks that knock you back and have a pretty good defense. Golem - These guys are bad. Probably the hardest. Maximum - If Golem isn't the hardest, these bad boys sure are. ===Floor(s) 40=== The Last Boss - nearly impossible it seems ================================================================ 2. ITEMS ================================================================ Along your journey, you will run into a lot of items. Each one has a practical use, even if they don't look like it. I've put a description after the items that I think need further explaining. As of now, I've found every item in the game at least once, but most several times. It seems like the Dark Sword, Holy Sword, and Training Wand were really easy to find after I didn't need them anymore :). Even still, consider yourself blessed if you find a Roche Fruit. I've only seen one. Items that have special uses that are not obviously shown, I have put a reference to a certain section which explains it's special use. NOTE: * - Denotes rare item. ****************************************** 4.A Edibles ****************************************** ====Fruits==== Fruits generally deal with monsters, so they work best when you feed them to your familiars or enemy monsters. Name Usage Sell Price Pita Restores 50 MP to your monster (see 6.C) 5g Big Pita Restores 100 MP to your monster 10g Limit Become angry and raise critical hit % 100g Laev MP of user decreases faster 20g Leva Familiar will not change form after 20g next fusion Oleem Vanishes monster and returns player to 100g town (later only if used on your familiar) Tumna Turns user into a frog 20g Leolam MP will not decrease for a while 100g Geropita* Reduces user's MP to 0 100g Roche* Causes monster to revert back to an egg 5000g ====Seeds==== It's pretty pointless to use any seeds on yourself because your stats reset every time you enter the tower. Use them on your familiar or enemy monsters. Name Usage Sell Price Light Changes genus to fire 150g Wind Changes genus to wind 150g Sea Changes genus to water 150g Mahell Increase speed temporarily 50g Lar* Lowers level 50g Slow* Decrease speed temporarily 50g Hazak Increases attack power 500g Shomuro Increase defense power 500g Mazarr Increase level 200g Tovar* Increase luck (I have no idea) 1000g ====Herbs==== These are good to use on yourself or familiar or use them on enemy monsters. Name Usage Sell Price Wake-up Wakes up sleeping monster/familiar 20g Medicinal Restores HP (see 6.C) 7g Roeam Restores sight when blinded 20g Antidote Restores normal status when poisoned 15g Antichaos Unconfuses target 20g Hazak Recovers weakened attack power 80g Cure-all Recovers all status 200g Shomuro* Recovers weakened defense power 80g Horrey* Weakens defense 10g Harash* Weakens attack power 10g Poison Causes poison effect 5g Paralyze Causes paralyze effect 10g ****************************************** 4.B Weapons ****************************************** ====Swords==== Swords provide raw attack power. They work pretty good with mixture magic, but have to great effect, so expect within 15 to 20 points of damage maximum. Name Power Attributes Sell Price Gold 1 Don't rust 1000g Copper 2 50g Iron 3 100g Steel 4 150g Gulfwind 5 Wind genus 400g Blizzard 5 Water genus 400g Fire 5 Fire genus 400g Vital 5 Prevents Manovea from splitting 800g Holy* 7 Holy sword with divine protection 10000g (I have no idea) Seraphim 8 Guy's keepsake sword (Appears to 1000g be a plain, normal sword) Dark* 10 A cursed sword (I have no idea) 10000g ====Wands==== Wands have one purpose, mixture magic. Don't use a wand unless you plan on using mixture magic with it, because 1 attack is really low. However, the exception to this is the Training Wand which can be tempered. Name Power Attributes Sell Price Wooden 1 10g Paralyze 1 Randomly paralyzes an enemy when 100g you attack Seal 1 Randomly seals an enemy's magic 500g enemy's magic when you attack Scarlet 1 Fire genus 150g Stream 1 Water genus 150g Gulf 1 Wind genus 150g Life 1 Gain 1-4 HP when you attack an 1000g enemy Money 1 Randomly turns a killed enemy into 1000g copper coins Trained* 1 Can be tempered with red sand 5000g ====Shields==== Shields are your only means of defense. You'll need a good one if you plan to beat this game. I recommend Diamond Shield, but some people like the Mirror Shield. Either would be fine. Name Power Attributes Sell Price Leather 1 Don't rust 30g Wood 2 Don't rust 50g Mirror 3 Don't rust, sometimes reflects 1000g spells Copper 4 100g Iron 5 150g Scorch 5 Fire genus 600g Ice 5 Water genus 600g Earth 5 Wind genus 600g Live 5 Sometimes retaliates when 600g you are attacked Steel 6 300g Diamond 7 Don't rust 1500g ====Troll Weapons==== Troll Weapons should be sold for money, unless you plan on using a troll familiar. Trolls aren't that good though. Name Attributes Sell Price Hammer 1000g Sword Can't be blocked by shields 1000g Bow Gun Range weapon 4000g ****************************************** 4.C Usables ****************************************** ====Bells==== Bells have no real practical use most of the time, but are great when you have them at the right times. If you need item space, I'd just trash them. Name Usage Sell Price Familiar Calls all familiars back to you 400g Holy Forces enemies out of a room 100g Malicious Increases level of enemy monsters 800g (see 6.C) ====Scrolls==== Scrolls can be good if used correctly. I never really worried about them too much myself, but the Holy Scroll is great on high levels. However, if your familiar is Brainwashed, they can still attack you. Name Usage Sell Price Holy Creates a field around user that 150g prevents enemy attack Malicious Causes confusion (throw it at an enemy) 150g Restore Revives a fainted familiar 400g De-curse Removes curse from cursed equipment 100g Trap Resets all used traps and makes them 400g visible to you Flat* Makes a floor terrain all the same 100g height Alchemic* Turns all items on the current floor 80g into gold coins ====Sands==== Sands should be cherished. Keep your Red and Blue sands in your safe until you find a good weapon and shield. White sands should be used on a ball that you plan to sell, so that its value increases. Name Usage Sell Price Red Increase weapon power +1 100g Blue Increase shield power +1 100g White Increase ball uses +1 100g ====Crystals==== Crystals are great. I recommend picking up any of them until later in the game when you are really strong. Save extra wind crystals in your safe at home. Fire crystals are good on lower levels but don't do enough damage on higher ones. Water crystals are great to have when you are in the tower. Name Usage Sell Price Wind Allows you to exit the tower 200g Water Restores collard familiars hp and mp and 400g returns status to normal Fire Summons a salamander to attack enemies 400g ====Glasses==== Glasses should always be picked up. Use them whenever you think they'll be handy. Name Usage Sell Price Star Reveals entire level, including items 50g Truth Identifies items in green lettering 100g (eggs, weapons, shields, balls) ====Loupes==== Loupes are really a waste of space. Unless you are really anxious to leave a level quickly, don't bother picking them up. Name Usage Sell Price Trap Reveals location of all traps 100g Exit Reveals elevator location of current 50g level Monster Reveals location of all monsters on 50g current level Treasure Reveals location of all treasure on 50g current level ****************************************** 4.D Balls ****************************************** Considering this is the only magic you can get in the game for yourself, balls are neat. Use them up, but keeping one around is pretty pointless unless it's an Acid Rain with a lot of charges. Name Usage Sell Price (0 charges) Acid Rain Rain hits all enemies in room for 800g heavy water damage Binding Lightning causes paralysis 400g Blinder Causes blindness on target 500g Poison Chance of poisoning all enemies in 800g current room Blaze Mild fire damage 500g Fire Medium fire damage 300g Flame Medium fire damage 800g Pillar Heavy fire damage 1000g Ice Rock Water creates heavy ice barrier 800g Recovery Water healing 800g Repel Water causes magic reflection 500g Water Water creates water barrier 500g Sleep Wind induces sleep 800g Weak Wind causes target to go down 1 level 500g ****************************************** 4.E Special/Quest Items ****************************************** Special items aren't necessary to get, but play a role in the story somehow (with the exception of "Meat"). Name Found From Usage Blue Collar Level 12 Allows 2 familiars at once and allows fusion Guru's Pot Level 15 Allows restarting of windmills Meat Weadog It throws them to distract your familiars and will restore mp Octopus Stand in Dumplings Town Restores hp and Fur loves them Blue Cape Level 20 The cape of the bar owner's lost lover Water Medal Level 25 Allows the pool to re-open (kill the white picket to get it) Healing Herb Level 28 Heals Cherrl's illness Ultimate Egg Level 40 Contains the most powerful monster Seraphim Sword Level 40 Your father's keepsake sword ****************************************** 4.F Obtaining Rare Items/Barong Guide ****************************************** Rare items are very rare :). The rarest seems to be a Roche fruit, but of course it is the most useful too. Who wouldn't want to be able to turn any monster they wanted back into an egg. Most people spend their time walking around just hoping to run across these items. Well, I've been in the tower over 150 times, and rare items haven't showed up hardly any! I've seen a Dark Sword and Roche Fruit out of all those times. So, I'll explain a way easier way to come across them. An easier way than waiting around hoping to find one of these is to find a monster called Barong. He is located on floors 16, 26, and 36, but doesn't always show up. My advice is to wait around until an Earthquake happens, because sometimes you'll find 4 or 5 of them in the same level if you get lucky (but, again you may find 0 in that time). When you successfully find one, just throw any item you don't want at it (Put HAVE command in, then press X + Circle) and he'll spit up a totally new one (85% of the time it is a better one). You can do this about 4 or 5 times until his mp is depleted. But, if you have any extra herbs just throw it at him when his mp is gone and bam, he'll have enough mp to spit up another item. Repeat this for as many herbs as you have. If he happens to spit up a Roche fruit (which would be nice), you could use it on him to have your own Barong. If you get one, fuse him with a Cyclone for a MP Consumption Halving, and make twice the items. Also, there is more to him than it seems. He is the only monster in the game with the poison spell and he also has the trait "Growth Promoted". From what I can tell, this trait just gives a massive amount of HPs each level gained. I've notice that it gives around 7 to 8 each time. If you get an extra one of these, fuse it with a Naplass for some seriously high HPs! Also, save four of those Manovea eggs for when you get your Barong. Take them all and have each transform into Barong after its MP runs out. Using this technique, each Manovea will be able to spit out items until its MP runs out. ================================================================ 5. FAMILIARS ================================================================ Familiars (or your monsters) are the whole purpose of this game. You raise them and they help you climb the tower. Hopefully, you'll eventually find one that you really like. ****************************************** 5.A Finding And Raising A Familiar ****************************************** Throughout the tower you'll run across eggs. Each egg will contain a monster, which you can hatch at any time. However, if it you don't hatch it at your home in your monster hut, the monster will leave you once you exit the tower. This makes it impossible to raise a good one by hatching it in the tower. Thus, the best thing to do is always hatch them in your hut at home. At first, you won't be able to find any good eggs. You will need to give yourself some time, because you got to face it. The monsters on lower levels suck, so owning one will suck too. Just stick with your Kewne for a while. Some good monsters to have with you at the beginning are a Manoeva or Flame. A Manoeva will be great all through the game (I personally used one all the way) and a Flame is good because at level 20, it'll transform. In my opinion, you should try to steer clear of Wind Genus monsters, because there are way too many Fire Genus monsters in the tower to make them effective. If you really find one you want, try to give it a good Magic spell (see below on fusion) and change it to a Fire or Water Genus. The best monsters to look out for would be a Griffon, Naplass, Killer, Dragon, Maximum, Arachne, Block, or Golem. ****************************************** 5.B Finding Another Collar (Having Two Familiars Out At Once) ****************************************** Having two familiars sounds really good, but it's not that great of a thing. The only time that it would be good is on the higher levels when you need the extra help. Having two out takes away your experience even more, because it is now divided among 3 things, instead of 1 or 2. Use two familiars at once only when you have to. ****************************************** 5.C Fusing Monsters ****************************************** Fusing monsters is a very nice feature of this game. In order to fuse you must have two familiars out at once, then choose fuse under your main menu. The two monsters being fused will be on the left and the result will show up on the right. The only thing that fusion is good for is making hidden spells available, transferring spells to another monster, or transferring special traits. When you fuse, certain rules are followed. The monster with on the highest level will always absorb the lower leveled one. The only exception to this is if the lower leveled has eaten a Leva fruit, which prevents any monster that eats it from changing form after it's next fusion. The resulting genus is just like the rule for attacking; fire beats wind, water beats fire, and wind beats water. The only unusable monster is Hikewne. Any time you try to fuse it with any other monster, it will always be absorbed. I guess this is because he is already extremely powerful. Every monster has a magic spell waiting to be unlocked. To make it usable, you must fuse some other monster that has no magic spell available with your original one. The resulting monster will have a spell. If you fuse two monsters that both have spells already, the resulting monster will have two spells. However, each monster can have a maximum of two spells. When fusing this way, the spells will keep any levels they have on them. So, if you were to feed a Leva fruit to a level 1 monster with a level 1 spell, and fuse him with a level 20 monster with a level 20 spell, the resulting monster will be a level 1 monster with a level 1 spell and a level 20 spell. Another part of fusion is special traits. Certain monsters you will come across contain these and can be passed onto your other monsters. However, your other monsters can only have one trait at a time. Monsters that already have a special trait can inherit one to have two traits though. Also, once that trait is passed on, you can't fuse the resulting monster with another and expect to pass it on again. It won't work. A good example would be fusing a level 12 Manoeva with a level 2 Arachne. The resulting monster would be a level 12 Manoeva with the Double Attack trait. However, if I fused that same level 12 Manoeva with a level 1 Block, it would result in a level 12 Manoeva with the Hard trait, and the Double Attack trait would be lost. A common misunderstanding is about the doubling traits. Some people think you must fuse them on a low level, because the trait only works when you level up. In reality, as soon as you inherit the trait, the item(s) are doubled immediately. So, if you are saving a familiar because you want him to have double strength, go ahead and level him up some until you find an Arachne egg (this is just an example). Here is a chart of traits and the monsters that contain them. I've included a short description for each, unless of course I don't know what it does. Please e-mail me if you know what one of them does and I don't. Monster Name Trait Arachne/Ashrua Attack Doubled Barong Growth Promoted (I think it just gives you a bunch of HP each level up) Block/Metal Hard (Defense Doubled) Clown/Death Magic Increased (all spell levels are doubled) Cyclone MP Consumption Reduced (MP used is halved) Dreamin Sleep-Proof Kewne Unbrainwashable Killer Atrocious (don't know what it is) Kraken Electric Shock Body (Fight a Kraken and you'll see :) Naplass Hit Points Doubled Noise Spell-Proof Nyuel/Battnel Poison-Proof Pickett Quick (Like eating a Mahell seed, your monster gets 2 turns for each 1 turn other monsters get) Stealth Rust-Proof (don't know what it does) Unicorn/Univern Blind-Proof Viper Attack Lowering Attack (Fight a Viper to see an example) Zu Paralysis-Proof Here is some of the best fusion combinations in my opinion. If you have any, send them in and I'll put them up here. Naplass + Dreamin Naplass tend to sleep, so fuse them with a Dreamin to make them sleep proof. Killer + Arachne Killers are already extremely strong, but fuse it with a Arachne for double strength and it will literally kill everything! Block + Naplass Blocks have a double defense, but fuse them with a Naplass to give them double hit points and they can walk through a mine field it seems. Block + Arachne (make it water genus) This is probably the best combination ever. At around level 30 or so, this monster will kill anything in one hit and will not receive over 1 damage from anything. Barong + Cyclone Barong and a Cyclone for Reduced MP Consumption so you can make twice the items. ****************************************** 5.D (Fire) Page 1 of Monster Book ****************************************** Fire monsters are basically for attacking. Their magic is made to inflict damage to the enemy and most of the monsters in this category are pretty strong. NOTE: Transformations take place when your familiar is on level 20. ===1. Kewne=== Starting Stats: HP 12 MP 100 ATK 6 DEF 6 Magic Spell: Brid (Natural) Habitat: Monsbaiya Fusion Traits: Unbrainwashable Command(s)/Ability: None A KEWNE is a dragon which was popular several hundred years ago for personal protection. However, it became extinct due to its poor reproductive ability. The name comes from their cry that sounds like "KEWNE." **My Opinion** Well, not much to be said about this guy. He will be your faithful follower no matter what you try to do to him. He will be your first monster, so use him until you find what could be called a better one. ===2. Dragon=== Starting Stats: (see KID) Magic Spell: Breath (Natural) Habitat: Cave Fusion Traits: None Command(s)/Ability: Eats Metal Its fame and strength won the name, "King of the Monsters." A wild dragon usually lives deep in a cave. Its intensely hot breath and hard scales distinguish it. It is extremely difficult for a human to raise one. **My Opinion** (see KID) ===3. Kid=== Starting Stats: HP 12 MP 60 ATK 7 DEF 5 Magic Spell: Breath (Natural) Habitat: Cave Fusion Traits: None Command(s)/Ability: Eats Metal The word "KID" in the Monsbaiya Region means an infant dragon. Compared to a dragon, a Kid's magical power is weaker. Although it can be tamed by the person who hatched its egg, it is still difficult to raise one since it has a severe temper and it only eats metals. **My Opinion** Contrary to what the game says, this monster is the easiest to raise and is one of the best in the game. Fuse this guy with an Arachne and you got yourself about the best. You'll NEVER run out of MP with this guy because all you have to do is feed him any sword or metal shield, or even some Copper coins to give him full MP again. Also, his Stats will level up weirdly. Sometimes each will level up by 2 or 3, other times only 1 but instead the rest goes to his MP which also levels up. So, if you find one of these guys, consider yourself lucky :) ===4. Ifrit=== Starting Stats: (see FLAME) Magic Spell: Sled (Natural) Habitat: Volcanic Crater Fusion Traits: None Command(s)/Ability: None This is a malevolent deity that fules fire. It is a spirit of fire when it obtains a high magical power. In its body is a compressed flame, and its punch is said to melt even steel. It is highly loyal, absolutely obedient to its master, but will never listen to others. **My Opinion** (see FLAME) ===5. Flame=== Starting Stats: HP 9 MP 80 ATK 5 DEF 5 Magic Spell: Sled (Natural) Habitat: Volcanic Crater Fusion Traits: None Command(s)/Ability: None A kind of a spirit of fire born from sparks. It is a common monster which can be spotted anywhere, and is used to build a fire in the Monsbaiya Region. Its appearance looks like a fire dressed in armor. Its knight-like appearance represents its loyalty to its master. **My Opinion** Well, this guy isn't terrible. He would make a really nice guy to have in the beginning if you could just find one. I only have been able to find one of these eggs, but if you get lucky, that would be great. Use him away until you start climbing higher and find another better one. ===6. Grineut=== Starting Stats: (see GRIFFON) Magic Spell: Rise (Hidden) Habitat: Rocky Mountain Fusion Traits: None Command(s)/Ability: None A GRINEUT is a transformed GRIFFON which has lived with humans for an extended period of time. It is sometimes called a GRIFONUTE. Its wings are metamorphosed into arms, and therefore it cannot fly anymore. Still, its strength and courage remain strong. **My Opinion** (see GRIFFON) ===7. Griffon=== Starting Stats: HP 9 MP 80 ATK 6 DEF 5 Magic Spell: Rise (Hidden) Habitat: Rocky Mountain Fusion Traits: None Command(s)/Ability: None This is a monster that originally lived in nests in a rocky mountain area. It looks down from the top of a cliff for its prey. It will dive and attack with its sharp claws even if its prey is several times larger that itself. It has both strength and courage. **My Opinion** A Griffon seems like a great monster to have, but it could fall short in the upper floors if you didn't fuse it with an Arachne or Block. It has good mixture magic you could use on the upper floors however without that fusion. ===8. Troll=== Starting Stats: HP 6 MP 60 ATK 4 DEF 5 Magic Spell: Brid (Hidden) Habitat: Mountains Fusion Traits: None Command(s)/Ability: Equips Troll Weapons This is a monster, curious about everything, and is very quick to learn how to use the tools humans use just by observing them. However, they can be a threat to travelers going over the mountains. **My Opinion** Trolls are cute and I wanted one at the beginning, but it didn't live up to my expectations. Maybe if you fused it with a Arachne it would be ok though. ===9. Balloon=== Starting Stats: HP 8 MP 70 ATK 6 DEF 5 Magic Spell: Breath (Hidden) Habitat: In the Air Fusion Traits: None Command(s)/Ability: Fly Command (Flies up to the next floor) A monster which floats in the air without its own nest. Its shape resembles a balloon. A balloon-like portion is its exposed lung which enables it to elevate by inhaling air. It is sturdier than it looks, and is difficult to be penetrated. **My Opinion** Balloons aren't even worth the trouble. The only reason to keep them would to transfer their Breath spell to another monster or if you wanted to try climbing the tower a little faster with their command. ===10. Volcano=== Starting Stats: HP 9 MP 80 ATK 4 DEF 5 Magic Spell: Sled (Hidden) Habitat: Volcano Fusion Traits: None Command(s)/Ability: Create Rock (creates a barrier blocking the path) This monster lives on a volcano in a group. It is basically omnivorous, but favors lava. Once the lava is all consumed, the entire group moves onto another volcano. It excretes the stored lava from its behind to build a nest. Its temper is violent, and is considered to be dangerous. **My Opinion** Volcanos are another one of those monsters that you probably don't want to even worry about. Use it for bringing out hidden spells only, there are better monsters to use. ===11. Barong=== Starting Stats: HP 6 MP 60 ATK 5 DEF 4 Magic Spell: Poison (Hidden) Habitat: Prairie Fusion Traits: Growth Promoted (A lot of HP is added each level up instead of only a few) Command(s)/Ability: Regurgitate Items A strange monster consumes any substance, transforms it inside its body after ingesting enough nutrients, and then vomits out a new substance. Its internal constitution is currently unknown. It does not live in a pack, and is a loner. **My Opinion** This is a MUST have monster. Consider yourself lucky if you happen to find one (I found an Egg on floor 18). With this monster, throw any item you don't want at it and it will spit up a completely new one (usually better than what you gave it). If you find one, be sure to Fuse it with a CYCLONE in order to give it Half MP Consumption. ===12. Weadog=== Starting Stats: HP 9 MP 80 ATK 6 DEF 5 Magic Spell: Brid (Hidden) Habitat: Monster Tower Fusion Traits: None Command(s)/Ability: Throw Meat (throws out some meat that attracts all monsters to it) A kind of monster that has been protecting the Monster Tower since the days of antiquity. Why it protects the tower is unknown. It is skilled in taming other monsters, and is said to be capable of pacifying even the most atrocious monsters at once. Some people say that is a "Servant of the God of Monsters." **My Opinion** Don't bother with it. Unless you like Dogs, this monster is nothing special. I guess you could fuse it with something to make it a little better if you wanted to use it. ===13. Naplass=== Starting Stats: HP 22 MP 80 ATK 6 DEF 6 Magic Spell: Rise (Hidden) Habitat: Wetland Fusion Traits: HP Doubled Command(s)/Ability: Sleep (sleeps to regain HPs) This monster loves to nap, and spends most of each day dozing. It is, however, very sensitive to the slightest noise, and will attack angrily if it hears a loud noise. A NAPLASS deprived of sleep is the most powerful weapon. It butts with its head which is harder than steel. **My Opinion** If you find one, great. They will make a good companion on your journey because they have good stats. Use it if you manage to run across one. ===14. Killer=== Starting Stats: HP 10 MP 60 ATK 8 DEF 5 Magic Spell: Sled (Hidden) Habitat: Tropics Fusion Traits: Atrocious (Don't know what it does) Command(s)/Ability: Get Serious (just like eating a limit fruit I think) This monster has a giant axe-like hump on each arm. The humps used to be nails in ancient times, but are thought to have evolved to their present shape to cope with their fighting nature and environment. It can smack rocks with awesome destructive power. **My Opinion** If you are looking at power, this is your guy. He has low defense, but what good is defense if he can kill in one hit :). Fuse him with an Arachne for a real Killer. ===15. Tyrant=== Starting Stats: HP 10 MP 70 ATK 6 DEF 6 Magic Spell: Rise (Hidden) Habitat: Desert Fusion Traits: None Command(s)/Ability: Berserk (I'm not sure what it is good for, but when he does this he attacks anything it can, including your familiars and you) A violent monster also known as a "Desert Ruffian." It is extremely greedy, and is quick to jump to any feed given it. Male TYRANT fight duels over females. Once this monster starts rampaging, even the most famous tamer cannot stop it. **My Opinion** Tyrants seem like they would be a fun monster to have. Give them a try before you decide you don't like them. Just because they are little doesn't mean they aren't strong. ===16. Maximum=== Starting Stats: HP 16 MP 80 ATK 8 DEF 9 Magic Spell: Breath (Hidden) Habitat: Monster Tower Fusion Traits: None Command(s)/Ability: None A MAXIMUM was born in the Monster Tower, the strongest of a completely new species. Since it lives near the top floor of the tower, no one has seen it in the past except the famous Beastmaster "Guy" from Monsbaiya. **My Opinion** I think the name says it all. If that's not enough to convince you this guy is probably the best, his stats go up pretty rapidly. Fuse him with something else just for the heck of it to get his spell, unless you want to fuse him with an Arachne or Block to boost his stats even more. ****************************************** 5.E (Water) Page 2 of Monster Book ****************************************** Water monsters tend to be the best fighters, but the only magic that is useful is DeForth and DeHeal. NOTE: Transformations take place when your familiar is on level 20. ===17.Saber=== Starting Stats: (see SNOWMAN) Magic Spell: DeWall (Natural) Habitat: Snowy Mountain Fusion Traits: None Command(s)/Ability: Break Obstacle (Will break something laying in your path like a volcano rock) A grown up SNOWMAN is called a SABER. Its name comes from its long sword-like canines. The teeth, however, don't seem to give much edge in hunting prey, and SABERS mostly use their strength for hunting. **My Opinion** (see SNOWMAN) ===18. Snowman=== Starting Stats: HP 10 MP 90 ATK 5 DEF 5 Magic Spell: DeWall (Natural) Habitat: Snowy Mountain Fusion Traits: None Command(s)/Ability: Break Obstacle (Will break something laying in your path like a volcano rock) This monster lives in the coldest and snowiest of mountains. Its body is covered with hair, protecting it from the cold. The monster is easily tamed, but has a tough life force that allows it to survive in the severe weather condition, as well as the power of a wild monster. **My Opinion** Although when you fight a Snowman in the monster tower, they seem good, in reality they aren't that great. I wouldn't even bother with them unless you are collecting monsters. ===19. Ashra=== Starting Stats: (see ARACHNE) Magic Spell: DeMirror (Natural) Habitat: Water's Edge Fusion Traits: Attack Doubled Command(s)/Ability: None An ARACHNE metamorphoses into this figure over a long period of time. It has 3 faces and 6 arms, and has a powerful attacking force. Because of its belligerent nature, it is often worshiped among warriors as a god of war. It only appears to brave boys. **My Opinion** (see ARACHNE) ===20. Arachne=== Starting Stats: HP 9 MP 70 ATK 12 DEF 5 Magic Spell: DeMirror (Natural) Habitat: Water's Edge Fusion Traits: Attack Doubled Command(s)/Ability: None ARACHNE is a monster which has 8 limbs, resembling a spider. At water's edge, a typical habitat of ARACHNES, one can often see an ARACHNE weaving a spider's web on a tree to hunt prey. It eats prey that are larger than itself, but seldom attacks humans. **My Opinion** This little guy may not look it, but he is extremely strong. Whenever you fight one you'll see. His Double Attack trait is extremely useful, so don't waste him by fusing him with something not that great. Although, he himself, is a great familiar to have if you don't want to fuse him. ===21. Battnel=== Starting Stats: (see Nyuel) Magic Spell: DeHeal (Natural) Habitat: Plain Fusion Traits: Poison-Proof Command(s)/Ability: None A BATTNEL is a NYUEL raised for battles. Since a NYUEL has superior adaptability, it will transform into this figure as long as it keeps fighting. However, as its natural fighting power is poor, it is difficult to raise one without it being killed in battle. **My Opinion** (see Nyuel) ===22. Nyuel=== Starting Stats: HP 10 MP 80 ATK 4 DEF 5 Magic Spell: DeHeal (Natural) Habitat: Plain Fusion Traits: Poison-Proof Command(s)/Ability: None A domestic monster used for traveling through deserts and for pulling carriages. It is very friendly to people, and even a wild one is not much of a threat. It can adapt to almost any environment, and transforms differently depending on how it is raised. The monster represents the personality of its master. **My Opinion** Forget it. This monster isn't worth taking with you. He won't live long enough to be useful. ===23. Pulunpa=== Starting Stats: HP 8 MP 40 ATK 4 DEF 4 Magic Spell: DeHeal (Hidden) Habitat: Streets Fusion Traits: None Command(s)/Ability: Collar Jack (Certain ones you meet in the tower on around floor 25 will use this to force your familiar back into the bag) The weakest and most timid kind of monster. It used to live on prairies and in deserts a long time ago, but now lives in a city since it is such easy prey for other monsters. One can be sometimes seen in a back alley. **My Opinion** Basically, all I can see a use for is making Hidden spells available through fusion. This guy is the weakest as the description says. ===24. U-Boat=== Starting Stats: HP 9 MP 80 ATK 6 DEF 5 Magic Spell: DeRock (Hidden) Habitat: In the Sea Fusion Traits: None Command(s)/Ability: Submerge (Hides underground, fight a U-Boat to see it for yourself) Scout (Performs the same action as Star glasses) A monster submerged in water like a submarine. The periscope-like part is an eye, and it also has countless small holes from which it inhales air from above the water. It mainly feeds on small fish. In the Monster Tower, it can also go underground because the ground has some magical properties. **My Opinion** This guy is a good one to have. Use him for a while if you get lucky and find one. Be sure to unlock his Hidden magic though, because its pretty cool. ===25. Blume=== Starting Stats: HP 9 MP 80 ATK 5 DEF 4 Magic Spell: DeWall (Hidden) Habitat: Plateau Fusion Traits: None Command(s)/Ability: Brainwash Although it is a insectivorous plant, it lays eggs. Its male flowers release pollen, and the pollinated female flowers lay eggs. The pollen have a special scent that control monsters as they wish. The purpose probably is to make the monsters carry the pollen. Its flower language is "indiscretion of youth." **My Opinion** Nothing much to say about this guy. Brainwash would be cool if you wanted to take the time to play with it, but I sure don't. Don't use him unless you are desperate. ===26. Manoeva=== Starting Stats: HP 10 MP 70 ATK 5 DEF 6 Magic Spell: DeForth (Hidden) Habitat: Marshland Fusion Traits: None Command(s)/Ability: Transform (changes its shape into anything it sees, except Koh) An amoeba-like single cell life, the MANOEVA behaves as its instincts command. It is capable of transforming into the shape of what it has seen and is capable of dividing. It attacks animals that approach marshes by pulling them into the marsh, and absorbing them. **My Opinion** This was my first monster, and he stuck with me to the very end of it all. He has pretty good stats when you level him up and his mixture magic can help kill anything on the higher floors. Give him a try unless you just plain don't like him. ===27. Kraken=== Starting Stats: HP 8 MP 70 ATK 6 DEF 6 Magic Spell: DeWall (Hidden) Habitat: Deep Sea Fusion Traits: Electric Shock Command(s)/Ability: None A mollusk-like monster, resembling a squid. It surfaces in the sea, and occasionally attacks ships. Its entire body is electrically charged and generates intense electricity when it senses danger. Since the electric current amplifies as it travels through metals, use of weapons resistant to electricity, or attack from a long distance is recommended when fighting against one. **My Opinion** The trait is cool. I'd use one of these guys if you run across one. The more the enemies hit him, the more he electrocutes them back. ===28. Viper=== Starting Stats: HP 9 MP 80 ATK 6 DEF 5 Magic Spell: DeMirror (Hidden) Habitat: Jungle Fusion Traits: Attack Lowering Attack (Sometimes lowers an enemy's attack power) Command(s)/Ability: None A monster shaped like a viper and human combined. It hides in a dense forest, and attacks invaders. Its claws and fangs have poisons that paralyze nerves, and the power of the attacker is weakened by it. This poison cannot be neutralized with the common Antidote Herb. Its favorite food is eggs, gulping them down no matter how big they may be. **My Opinion** These guys have no real purpose. Their stats are ok, but their trait sucks. Who cares about lowering a monster's attack power when it'll be dead in a few hits? ===29. Mandara=== Starting Stats: HP 11 MP 85 ATK 6 DEF 6 Magic Spell: DeForth (Hidden) Habitat: Ruins Fusion Traits: None Command(s)/Ability: Spin (confuses nearby enemies) Incredible monsters that attack villages and cities in a group, and then live in the ruins. And yet, they are very territorial. They have their own language, incomprehensible to humans. Spotted patterns on their body can make humans go dizzy and fall over. **My Opinion** These guys are cool. They have good stats and their little Spin can be useful when you are in a group of enemies. Try one out if you can find one. ===30. Glacier=== 10 80 5 6 Starting Stats: HP 10 MP 80 ATK 5 DEF 6 Magic Spell: DeMirror (Hidden) Habitat: Iceberg Fusion Traits: None Command(s)/Ability: Create Ice (creates a giant ice berg that hits an enemy for damage and propels them backwards until they hit a solid object) Its characteristics is the crystal shaped wart on its back, which helps to camouflage itself in its habitat: icebergs. Despite its frightful appearance, it is timid. Its exhales air that is chilled inside its body, and creates ice walls to protect itself. **My Opinion** I don't like these guys too well. Their command is a pretty good one, but I'd pass them up any day for one of their more powerful buddies from the top (Maximum, Killer, Golem). ===31. Takopoo=== Habitat: Tidal Pool Note: You cannot obtain this monster as a familiar. It is often seen in a tidal pool on a beach, or hanging along rocks in shallow waters. What differentiates it from an ordinary octopus is that its ink comes out as a ball rather than liquid, as it tightly compresses the ink inside its body. It is edible. ===32. Mushroom=== Habitat: Pond Note: You cannot obtain this monster as a familiar. A stationary monster clinging onto a decayed tree trunk with radiating foot-shaped roots. It does not harm people, or harbor any malicious intent. Still, it is hated as it glares at anything that comes close to them. It is used as pins in bowling alleys. ****************************************** 5.F (Wind) Page 3 of Monster Book ****************************************** Wind monsters defiantly contain the most fusion traits and the most natural spells. However, they don't hold up all that great in the tower due to all the fire genus monsters. NOTE: Transformations take place when your familiar is on level 20. ===33. Death=== Starting Stats: (see CLOWN) Magic Spell: LoDown (Natural) Habitat: Ravine Fusion Traits: Magic Increased (All the spell levels are doubled) Command(s)/Ability: None An adult CLOWN turns into this shape. Its cruelty does not change, and is feared by travelers. Despite its doll-like appearance, swinging a sickle with an expressionless face gives it an eerie aura. **My Opinion** (see CLOWN) ===34. Clown=== Starting Stats: HP 8 MP 80 ATK 6 DEF 5 Magic Spell: LoDown (Natural) Habitat: Ravine Fusion Traits: Magic Increased (All the spell levels are doubled) Command(s)/Ability: None A monster that lives in a windy place, mainly in ravines. It hovers in the air in high speed, and cuts off the neck of a prey with a large sickle. Its rather innocent look conceals its cruelty. It is also called "Devil of the Wind," and is feared by people who travel through the valley. **My Opinion** Clowns are pretty cool. If you find one, they are great to play with. I would recommend changing them to fire genus and giving them a fire spell, then using mixture magic. ===35. Univern=== Starting Stats: (see UNICORN) Magic Spell: LoBlind (Natural) Habitat: Tree Top Fusion Traits: Blind-Proof Command(s)/Ability: None A grown UNICORN is called a UNIVERN. Its wings are solid enough to support its body weight, and it can fly freely in the sky. The bond between parent and offspring is strong, and the parent will be protective to the death. **My Opinion** (see UNICORN) ===36. Unicorn=== Starting Stats: HP 9 MP 80 ATK 5 DEF 5 Magic Spell: LoBlind (Natural) Habitat: Tree Top Fusion Traits: Blind-Proof Command(s)/Ability: None This monster has horizontal stripes all over its body. It spends its childhood in a nest built by its parents on a tall tree. Since its wings are too weak to fly, it is fed by the parents. It lives exactly like a bird chick, but it fights bravely against invaders. **My Opinion** Unicorns pretty much suck. Too bad though, because Univerns, in my opinion, look pretty cool. If you find one, you may just want to use it to see a Univern. ===37. Metal=== Starting Stats: (see BLOCK) Magic Spell: LoBind (Natural) Habitat: Mine Fusion Traits: Hard (Defense is doubled) Command(s)/Ability: None This is an aggressive BLOCK monster. It is tempered in battles, and its guarded body is like a sharpened blade. It is a little more belligerent than BLOCK, but still remains friendly to humans. It will be a reliable comrade in battle. **My Opinion** (see BLOCK) ===38. Block=== Starting Stats: HP 10 MP 80 ATK 6 DEF 16 Magic Spell: LoBind (Natural) Habitat: Mine Fusion Traits: Hard (Defense is doubled) Command(s)/Ability: None This monster is a kind of magical one with a body made of metal. Although its movements are slow and heavy, its body is extremely hard and resistant to conventional attack. It is also very friendly to humans, and is indispensable for tasks requiring physical strength such as construction work. **My Opinion** This guy has the potential to be the most overpowering character in the game! Fuse him with an Arachne, and then you'll see what his true power is. Just be careful if he gets confused though, because you won't be able to stop him either, especially when he gains up to about level 30. An example is this, mine is on level 45 or so and gets confused. I have a Diamond Shield +78, but still get whacked for about 150 damage. Needless to say, he kills anything in one hit :) ===39. Noise=== Starting Stats: HP 9 MP 70 ATK 6 DEF 5 Magic Spell: LoSleep (Hidden) Habitat: Forest Fusion Traits: Spell-Proof (I guess it protects against magic, not useful at all) Command(s)/Ability: Play Flute (Seals an enemy's magic from being used) A music-loving cheerful monster. The sound of the flute it plays can block the magic of veteran magicians. However, even if you run to their recital in a forest, you should not be deceived by the cheerful music and approach carefully. **My Opinion** Uhh, no. This guy just totally sucks. Finding him ONLY on floor 1 of the tower and no where else should help you realize that. Keep one only if you are collecting all the monsters. ===40. Dreamin=== 8 70 3 5 Starting Stats: HP 8 MP 70 ATK 3 DEF 5 Magic Spell: LoSleep (Hidden) Habitat: Monster World Fusion Traits: Sleep-Proof Command(s)/Ability: Hypnotize (Puts an enemy to sleep) This monster used to be a devil that gave nightmares to humans, but its magic is not as potent anymore and is just enough to put people to sleep. It is mainly nocturnal and active in the darkness. It is so dazed in the daytime that it is difficult to believe it is a devil. **My Opinion** They are ok monsters. Just don't use them for attacking directly. Their mixture magic hits multiple enemies and if you find yourself against hard enemies, this little guy could put them to sleep for you. ===41. Cyclone=== Starting Stats: HP 9 MP 80 ATK 5 DEF 5 Magic Spell: LoGrave (Hidden) Habitat: Wasteland Fusion Traits: MP Consumption Reduced (Halves the amount of MP that is used) Command(s)/Ability: Cure Anorexia This monster has a large eye. It is well known that anybody who meets its eyes cannot swallow any food. However, 12 years ago, it was discovered that if an anorexic person looks at the eye of a CYCLONE, the disease is cured. Since then, its eggs have sold like hot cakes to women on diets or to anorexic people. **My Opinion** Cyclones don't make much of a familiar. I mean, their command is totally useless. How many times has a Cyclone monster actually caused Anorexia on you or your familiars? Just keep them around because their trait is very useful, especially in the beginning when you need your familiar's help constantly. ===42. Picket=== Starting Stats: HP 8 MP 65 ATK 3 DEF 4 Magic Spell: LoDown (Hidden) Habitat: Bush Fusion Traits: Quick (just like eating a Mahell seed, movements are increased by 2x) Command(s)/Ability: Steal Item Vomit Item A monster that loves to steal. It steals anything whether it be money or other objects. It often hides in an ordinary bush, and if you step on it, your belongings could be stolen. **My Opinion** While a Picket seems like it's useless, I love mine! I fused him with a Clown to give him descent magic for mixture magic and I take him with me every time. Why you ask? Because of his commands. If I have an important item, I lay it down and use his Steal Item on it. Now, until he Vomits it back up (lovely word by the way), he keeps it. Even if I die, I'll still have it in his Stomach. Not to mention, other Pickets can't steal it now. Give him a chance before you disown him :) ===43. Stealth=== Starting Stats: HP 8 MP 80 ATK 4 DEF 5 Magic Spell: LoBlind (Hidden) Habitat: Subterranean Fusion Traits: Rust-Proof (I have no clue) Command(s)/Ability: Disappear (Makes him invisible) This monster has a hard shell and a powerful pair of scissors. It uses the scissors like a drill and moves by drilling holes in the ground. Since it lives underground, its eyes have atrophied. Its shell acts like the skin of a chameleon, which can protect itself with its changing color. **My Opinion** This is a weird one. I wouldn't personally use him, but his Disappear could be useful. Maybe his trait is really useful if I could just figure it out. It's up to you on this guy. ===44. Zu=== Starting Stats: HP 10 MP 80 ATK 6 DEF 5 Magic Spell: LoGrave (Hidden) Habitat: Marshy District Fusion Traits: Paralysis-Proof Command(s)/Ability: Bark Loudly (Paralyzes the enemy) This monster is like a mix of lion and bird. It threatens its enemies with loud barking. Its barking seems to make the air tremble. It usually flies over wetlands like a dragonfly, but will persistently pursue prey, and expose its violent nature. **My Opinion** My thoughts on this guy are about like Dreamins, except he can handle some direct attacking. Take him along if you think you want to Paralyze some enemies. ===45. Garuda=== Starting Stats: HP 10 MP 80 ATK 5 DEF 5 Magic Spell: LoDown (Hidden) Habitat: Monster Tower Fusion Traits: None Command(s)/Ability: Abduct (Takes an enemy to a random location) This is a kind of monster that has been protecting the Monster Tower since ancient times. Why they protect the tower is unknown. Its body is half machine and is thought to be a magical life form created by a magician. Once it detects danger, it attempts to divide the enemy. **My Opinion** This guy would be your best familiar up until around level 25 or so. He is pretty strong, but his only downfall is the wind genus. Change him to another one for maximum effect. ===46. Golem=== Starting Stats: HP 15 MP 70 ATK 7 DEF 20 Magic Spell: LoBind (Hidden) Habitat: Monster Tower Fusion Traits: None Command(s)/Ability: A Charged Punch This has been protecting the Monster Tower since ancient times. Why they protect the tower is unknown. It is a magical life form created by a magician, has no emotion, and it executes commands of its creator alone. Its movements are slow and heavy, but it has a powerful defensive force and endures well. **My Opinion** These guys are the next best thing to a Maximum. They could even be better with that ranged attack of theirs. Consider yourself lucky if you find one and definitely use it (which I'm sure you will after you see how good it fights against you). ===47. Maliling=== Habitat: Monsbaiya Note: You cannot obtain this monster as a familiar. A quiet monster which likes to change into a ball and roll around. Since it cannot roll by itself once it is in the ball shape, it is often spotted at a top of a hill waiting for a wind to blow. As it generates electricity inside its body from rolling, it is also used as a generator. ===48. Soil Claw=== Habitat: Subterranean Note: You cannot obtain this monster as a familiar. This is a subfamily of the monster, STEALTH. Since it eats garbage in the soil and converts it into energy within its body, this monster is often used in vacuum machines. Since it is gentle, it does not get angry even if it is hit in a "Hit-A-Mole" game. ****************************************** 5.G (Other) Page 4 of Monster Book ****************************************** I guess this page is just the leftover Frog from water and the ultimate monster of all three geneses. ===49. Hikewne=== Starting Stats: HP 15 MP 120 ATK 7 DEF 7 Magic Spell: Dark Wave (Natural) Habitat: Monsbaiya Fusion Traits: None Command(s)/Ability: None This monster used to be an egg of KEWNE which was laid and left on the highest floor of the Monster Tower where the magical power is strongest. Over time, it has become "the Ultimate Egg." The legend of "The Ultimate Egg" which is said to be capable of ruling the world, has now been unveiled in Monsbaiya. **My Opinion** Well, what can I say. I believe the name Ultimate Egg says it all. I don't play as this guy much because its no fun killing everything in one hit (his mixture magic does) or being invincible all the time (which his Dark Wave magic does). What really sucks though is this guy can't be fused with anything, if you try he will always be absorbed by whatever else you are trying to fuse him with. ===50. Lazy Frog=== Habitat: Pond Note: You cannot obtain this monster as a familiar. The academic name is Monsbaiya Lazy Frog. Just like the name, it is a new species of frog discovered in Monsbaiya. Since it does not protect itself from enemies, it has earned this name. The frogs are traded frequently as an ingredient for magic. ****************************************** 5.H Familiar Magic ****************************************** Every monster has a spell, most of them are hidden though. To unlock a monsters spell, just fuse it with any other monster. However, it always starts on level 1, but it will usually catch up quickly to your level until it is one below it and it will stay that way. Also, spells are genus specific to leveling up. If a spell icon has a white box around it, it will level up for that genus. If the icon has nothing there, it will not level up because you are the wrong genus. ====Magic List==== Spells only level up when they are with their natural genus. Here is a list of the base spells (natural spells): ---Fire (Attack)--- Name Effect Mixture Magic Breath Flame Shower Attack Flame Sword Brid Fire Bullet Flame Sword Poison Causes Poison Heat Wave Rise Fire Pillar Attack Flame Sword Sled Fire Runs Over Enemy Flame Sword ---Wind (Status Changing)--- Name Effect Mixture Magic LoBind Thunder causes paralysis Earth Shaker LoBlind Blind target with darkness Earth Shaker LoDown Causes target's level to Thunder Wave decrease by 1. LoGrave Tornado Attack Thunder Wave LoSleep Wind Induced Sleep Earth Shaker ---Water (Heal/Protect)--- Name Effect Mixture Magic DeHeal Bubble Charged Healing Blizzard Sword DeForth Water Charged Healing Blizzard Sword DeMirror Anti-Magic Shield Aqua Blade DeRock Ice Obstacle Snow Shoot DeWall Water Protection Aqua Blade When you change to a non-natural genus, the spell will have a similar effect, as will the mixture magic. ================================================================ 6. MAKING IT TO THE TOP ================================================================ ****************************************** 6.A Getting A Good Weapon ****************************************** If you are going to start adventuring into higher levels, you need build a good weapon up. I recommend a gold sword (unless you have been lucky and found a training wand). Even though either of them have only 1 attack, they don't rust. Rust traps are everywhere, and they suck. Just keep all those nice Red Sands in your safe at home until you find which ever of those you want to use (I wouldn't wait too long for a training wand though, they are extremely rare), then temper it with them all. Each time you add +1, your weapon will hit for more. A +40 or so can kill anything in one shot (on higher floors, only if you with mixture magic with it though). ****************************************** 6.B Getting A Good Shield ****************************************** A shield is the most important thing to have. I recommend a diamond shield, but you could use a mirror shield. Diamond shields are already 7 defense, while mirror is only 3 but reflects spells. But, not many enemies use spells that often, and if you have a diamond shield built up they won't take off hardly any damage at all, so mirror isn't worth it in my opinion. But use one or the other because they are both rust proof. Save all your blue sands at home until you find the one you want. Having a +30 to +40 and a decent sword will easily allow you to travel to around level 28 without using a familiar at all. ****************************************** 6.C Raising A Good Familiar ****************************************** To make your familiar better there are a few tricks you can do. The first is increasing its MP. To do so, just feed it a Pita Fruit whenever it has FULL MP, it's max MP will increase by 1 permanently. Another neat thing is to give it extra HP by giving it a Medicinal Herb (it must be found in the tower) when it has full HP. Its max HP will increase by one permanently. The third thing you can do is find a Malicious bell and use it whenever your familiar is confused to give it a level up. ****************************************** 6.D Keeping Yourself And Familiars Alive ****************************************** The best way to keep yourself and your familiars alive is to not take any chances. If your familiar is getting rocked by a monster you are fighting, don't let it stand there and die. Make it move out of the way so you and it can both get a hit in before the enemy can attack. The only exception to this is when you will get killed. Never let yourself get killed just to save your familiar, unless you don't care about your items. ================================================================ 7. PROGRAMMING BUGS ================================================================ Along the way, I've got pretty pissed off when my game crashed and I lost that Dark Sword or when I really wanted that Clown familiar and it locked up on me after I had an egg. Here is a few tips of what not to do so maybe you won't have the same problem. If someone else knows of a bug, send it in. ===#1=== When you transform your Manoeva into an item, don't try to put it back into the bag until it is no longer an item or you will be stuck in an infinite waiting time for him to get in your bag. ===#2=== If you have two familiars out and one can heal, you could be in trouble. If for some reason one has very low life and it gets killed in the same turn the other was going to heal it, kiss your current game good-bye. It's locked up big time, even the music is frozen.