Guide for Phantom Kingdom / Makai Kingdom FAQ/Walkthrough, Version 1.0 Written by Elaine V. elainenara (insert AT mark here) yahoo . c o m Work Begun: March 23rd, 2005 Initial Release: May 5th, 2005 Previous Update: July 1st, 2005 ----------- What's New? ----------- 05/08/01 v1.0 Walkthrough: - Updated Chapter 1 for US release. - Completed Chapter 8-9 Walkthrough. - All of the regular game is now documented - huzzah. Items/Confine Sections: - 90% complete with data - everything but armor stats is now listed, and armor will be in on the next update! There are name errors, so don't get in a tizzy; all names listed are TRANSLATIONS of the Japanese item names. - The English names I have gotten to confirm are listed. - Reformatted so that Japanese text errors do not affect the appearance for the various tables in this section. - Item Ranks have been added. Class Information Section: - Reformatted so that Japanese text errors do not affect the appearance for the various tables in this section. Added Wish Section Added FAQ Section General - Have started through the main guide to make slow updates to English names. ----------------------------------- This guide is encoded in Shift-JIS format. If you don't have Japanese support on your computer, you will still be able to read the important stuff - the English translation. You simply won't be able to see the original Japanese. To switch viewing formats, simply go to View-->Encoding (Character Encoding for you Firefox fans) and switch to Japanese (Shift-JIS). ********************LEGAL NOTICE - PLEASE READ!***************************** This FAQ is for personal use only, and is not to be sold or reintegrated into any other guides for this game without explicit consent from myself. Do not ask for permission to host this guide. I won't even consider it until this guide is complete. I probably won't consider it afterwards. This guide is authorized for posting on the following websites. www.gamefaqs.com www.ign.com www.1up.com This guide is owned and copyrighted by me, C. E. Van Epps, 2005. The games "Phantom Kingdom" and "Makai Kingdom" are copyrighted by Nippon Ichi Software and NIS America. All other copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. ***************************************************************************** Table of Contents I. Introduction II. Menu Translation III. Walkthrough Prologue Combat Basics Chapter 1 - 4 Stages Chapter 2 - 6 Stages Chapter 3 - 6 Stages Chapter 4 - 6 Stages Chapter 5 - 6 Stages Chapter 6 - 6 Stages Chapter 7 - 6 Stages Chapter 8 - 6 Stages Chapter 9 - 10 Stages IV. Extra Dungeons Happy Dungeons V. Bonus Gauge and Point System VI. Facilities VII. Item List A. Topiary B. Weapons C. Armor *Temporarily removed for reformatting. D. Vehicle Parts E. Miscellaneous VIII. Confine Information A. Topiary B. Weapons C. Armor D. Vehicle Parts E. Miscellaneous IX. Class Guide X. Wish Conditions XI. Miscellaneous Notes XII. FAQ XIII. Update History XIV. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Introduction =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Welcome to my unofficial guide to Phantom Kingdom/Makai Kingdom, Nippon Ichi's (NIS) latest Strategy RPG offering for the PlayStation 2. For those of you who were wondering, Makai means Netherworld. Phantom Kingdom is not a direct sequel to any of NIS's previous offerings, but like Disgaea and Phantom Brave, there ARE links to previous games created by NIS. As I complete major sections of this guide, they will be added. Future plans include adding a thorough explanation of the Transmigration system, how to get all the Endings, just how things are calculated in the Free Dungeons, and a guide on how to make your characters as uber as possible. I have tried to organize the explanation of systems to roughly parallel with when the Tutorials should teach you information. Most of my explanation of the battle system is integrated into the first chapter of the walkthrough. Any areas that I felt warranted further attention got (or will get) their own sections. All translations are my own, though I have done my best to try to match up item and class names with what some were in Disgaea and Phantom Brave. I know that most of them will be changed drastically for the US release. (Correction - they HAVE been changed drastically.) If you can think of a better translation for some of these items, send them on by to the above address. Otherwise, if you have the U.S. copy in your hands and see name differences, please be patient; this guide WILL be updated to reflect those changes. Don't e-mail me stupid stuff like "its not a Ronin, its a Samurai!!!!!!" or suchlike. I don't care yet, even if it may be listed as such in the Official Guide. Stuff can still change at the last minute. In the walkthrough itself, all level information is configured as follows: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.1 Clear Condition - 300/Variable Known as: Pram's Ceremonial Stage (プラムの儀式台), Micky's Twilight (ミッキーの黄昏), Babylon's Place of Respite (バビロン憩いの場) Semi-Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-3 Level 3 | Lv 3 Station x 1 4-7 Level 4 | Lv 3 Bomberhead x 2 8-10 Level 5 | Lv 2 Catman x 3 Items: Small Flower Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage lists the stage number. Clear condition is listed as Minimum Points to Clear the Stage/Maximum Possible Points. In truth, you may get a final score higher than the max I have listed if you combo your attacks. "Known as" lists all possible titles for the stage. From chapter 2 on, most of the stages get different names depending on which Overlord you select at the beginning of the chapter to reconstruct your Makai. The final line in the upper section notes whether or not the stage set-up is stable or not. I put Stable if there's only one possible physical configuration for the stage, Semi-stable if there are stable elements in the stage, Random if there's no rhyme or reason to the stage, and Stable or Semi-Stable--->Random if the stage layout changes after you beat it once. This line has NO bearing on whether or not the enemies vary when you start a stage. The Bonus Gauge lists out what prizes you can get from the Bonus Gauge. You get better rewards for beating a stage depending on your final score for a stage. Once you get past 1000 points, you get no more prizes, so unless you're building experience, you might as well ask Zetta to end the stage. For full details on how that little chart works, refer to the Bonus Gauge and Point System section of this guide. Initial Region discusses what enemies, buildings, and items you'll see on the initial map on your screen. In our above example, the stage mentioned has no set point value for its initial region, but most do, and I note how many points that region has. Additional Regions, or Extensions, may or may not exist for a given stage. I will describe these in as much detail as possible if the extensions are stable, but usually their number, size, enemy types, and items will vary drastically between playthroughs. Levels for monsters can and WILL vary from what I've listed, but no more than 1 or two levels in either direction. I have yet to pin down any one factor that determines what an enemy's level will be in these cases; my guess is that there is a randomizer stuck in there and there's nothing I can do to give out a definitive answer. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- II. Menu Translation/ Control Explanation =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================================================================= Battle Screen ============================================================================= Screen appearance: |----------------------------------------------------| |Area Information | | |Points: XX | POP X/X | |Danger Level: XX | | |------------------- | | | | | |Ally/Enemy | |------------- | |Characters | Square: Nearest Unit | |Weapons | R2: Friendly Unit | |Mechs | SCORE | |Buildings | XXX/XXX | |----------------------------------------------------| Danger Level - how dangerous the area is, more or less. Control Pad: Move around. Left Analog Pad: Move around. Right Analog Pad: Not used. Start/Select: Not used. L1: Rotate screen counterclockwise R1: Rotate screen clockwise. L2: Toggles view. R2: Moves you back to Zetta. Square: Moves you to the nearest unit. Triangle: Brings up the Triangle menu. Circle: Confirm (Cancel in US) X: Cancel (Confirm in US) ******************************************************* Triangle Button Menu: ******************************************************* 戦闘開始 - Begin Battle ターン終了 - End Turn キャラ一覧 - View Characters ボーナス一覧 - View Bonus Gauge 戦闘知識 - Battle Knowledge リセット - Reset 設定 - Settings (see below explanation in castle screen) ============================================================================= Castle Screen ============================================================================= In general, Confirm will get you deeper into a menu; Cancel will get you out of a menu. For the Japanese version, Confirm is Circle, Cancel is X. For the US version, Confirm is X, Cancel is Circle. Control Pad: Move around. Left Analog Pad: Move around. Right Analog Pad: Not used. Start/Select: Not used. L1: Rotate screen counterclockwise R1: Rotate screen clockwise. L2: Zoom in/out. R2: Attack your allies. Square: Not used. Triangle: Brings up the Triangle menu. Circle: Talk to characters. (Jump in US) X: Jump. (Talk in US) ******************************************************* Triangle Button Menu: ******************************************************* 装備・編成 Equip/Organization - see below. ステータス Status - see below. 並び替え Order - see below. 戦闘知識 Battle Knowledge - Nothing special here. 設定 Settings - see below. リセット Reset - Resets your game. セーブ Save - Saves your game. ------------------------ Equip/Formation Commands ------------------------ Equipping People: 人の装備 Building Formation: 建物の編成 Mech Formation: 戦車の編成 For all these submenus, Confirm is selecting a unit, Cancel is just that, Triangle is removal of a unit, and L1/R1 allow you to scroll up/down through a given list. ------------------------ Status ------------------------ This screen allows you to see the status of all your units. Going from left to right, you'll first see your characters, followed by items, vehicles, and finally buildings. Square allows you to toggle between HP display and possession display. Confirm allows you to look at an individual unit. After you confirm on a unit, you can see their equipment. Pressing Square will change you to a listing of that unit's skills. Finally, one last press will take you to that unit's full stat listing. You can press L1/R1 to cycle through characters while on this screen as well. ------------------------ Order ------------------------ Allows you to reorder your characters. Just like Status, Square allows you to toggle between HP and possession display. Pressing L/R on your control pad allows you to switch between characters, items, vehicles, and buildings. On the side, there are a listing of filters. Press Confirm on any of these filters to reorder your characters. For Characters: 自分で - On my own (manual) レベル順 - Level Order HP順 - HP Order 物理攻撃力順 - Physical Attack Order 魔法攻撃力順 - Magic Attack Order 人型優先 - Priority Humans 魔物型優先 - Priority Monsters ランダム - Random For Items: 自分で - On my own (manual) 装備順 - Equip Order 種類順 - Item Type Order 物理攻撃力順 - Physical Attack Order 魔法攻撃力順 - Magic Attack Order 物理防御力順 - Physical Defense Order 魔法防御力順 - Magical Defense Order ランダム - Random For Mechs: 自分で - On my own (manual) レベル順 - Level Order HP順 - HP Order 物理攻撃力順 - Physical Attack Order 魔法攻撃力順 - Magic Attack Order 物理防御力順 - Physical Defense Order 魔法防御力順 - Magical Defense Order ランダム - Random For Buildings: 自分で - On my own (manual) レベル順 - Level Order HP順 - HP Order 収容数順 - Present Occupancy Order 収容最大数順 - Max Occupancy Order 物理防御力順 - Physical Defense Order 魔法防御力順 - Magical Defense Order ランダム - Random ------------------------ Settings ------------------------ ステレオ・モノラル - Stereo/Monaural BGM - Background Music デモ音声 - Demo Volume 戦闘音声 - Battle Volume 効果音 - SFX Volume ******************************************************* Zetta Conversation Menu: ******************************************************* 召喚 - Summon 場外に送る - Unsummon 名前の変更 - Modify Name ユニット消除 - Delete Character 願いを書き込む - Write a Wish ゼタ様Q&A - Lord Zeta's Q&A なんでもない - Nothing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- III. Walkthrough =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================================================================= Chapter 0: Prologue + Combat Basics. ============================================================================= Once you get past the initial cutscene, you'll be presented with two options asking whether or not you wish to see the first of many tutorials. Choose the first option (もちろん見る - Definitely wanna see it! - Yes in the US) if you wish to watch it. If you know what you're doing, and if you've played both Phantom Brave and Disgaea, you will, choose the second option (見たくない - Don't wanna see it - Hell no for US version) to just skip straight to the first battle. To control any one of your characters, select that character and press the Confirm button. If for some reason there are multiple characters in one spot, press the Select button to cycle through them. Once you select a character, you'll see a red circle extend around them. That display is the range which your character can move. You will also see a listing of possible moves. In the tutorial, you'll see four options: 移動 - Move 攻撃 - Attack アイテム - Item ステータス - Status Choose Move. You'll see another window open up on the right side of your screen: Move: 50 dm ○ 移動決定 - Movement Confirm (will be X in US version) △ 攻撃選択 - Attack Selection X キャンセル - Cancel (will be circle in US version) As you move around, the little number next to Move (which I'll refer to as Move dm) will decrease the further you move away from your original position. If it drops to 0, you can no longer move that character on that particular combat turn. As long as it STAYS above 0, however, you are free to continue moving that character. To attack, reopen that first menu, and you'll see a list of your attack moves. Zetta's moves are: スラッシュ - Slash - 0SP 大空宙戦 - Heavenly Battle - 98SP ダークネスアーク - Darkness Arc - 96SP ゾディアック - Zodiac - 160SP Select your favorite move. Reposition Zetta so that he attacks whatever characters you want dead first. For the move the tutorial demonstrates, Zodiac, holding the Square button while you move the left analog stick allows you to focus your aim at the cost of some Move dm. Once you've done that, your character will not immediately attack as they would have in Phantom Brave. Instead, they will be on standby to attack like they would have been in Disgaea. Press the Triangle button, select the first option 『戦闘開始』 (Begin Battle), and watch the mayhem. Attack can ONLY be used once per turn, no matter what, so be careful. When you've done all the damage you can one turn, select the second option from the Triangle menu 『ターン終了』 (Turn End) to finish up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 0 - Prologue Clear Condition - Defeat all Enemies Known as: Nothing in particular. It's the PROLOGUE. Stable ----------------------------------------------------------------------------- Bonus Gauge | Initial Region: N/A | Level 100 Incubus x 4 | Level 1000 Raiden x 1 Additional Regions: None. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Enjoy the absolute ridiculousness of Zetta's HP and SP - you'll wave bye-bye to them momentarily. Start off the battle with one of his Zodiac moves to target all the enemies ahead of him, then hack and slash at Raiden with whatever moves you like to end the fight. You are in utterly no danger of dying unless you just keep ending your turns without attacking. Raiden will NOT attack unless you attack him first. After this battle you'll be given the option to be sucked into a goodly length CS, witnessing Zeta's...transformation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Starting From Scratch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When you're done with that, you'll find yourself at Zetta's castle, where Zetta will explain the basics of the Confine system. What Confining does is allow you to affix the soul of one of Zetta's former slaves into some object, taking on its characteristics. For instance, if you confine an ally in something like a rock, you'll raise that character's defense. Putting an ally's soul into a flower will make them smarter, but lower their initial basic attack, and so forth. In general, any natural-type item like trees and flowers will keep your stats higher than stuffing your allies' souls into weaponry and armor, though there are exceptions. Zetta will demonstrate Confining with one of these exceptions, glancing at a stray Allied Symbol (Covenant Pendant - 盟約のペンダント) south of him. The first thing you'll create is your leader character. You have seven possible options for class type - Healer, Male/Female Magician, Male/Female Warrior, Thief, and finally Merchant. Don't fret TOO much about what class you choose to make him/her, since you can change your leader at any time after this, but I would highly recommend making your leader a Warrior. This character will get a 20% stat boost, which will add up big time later in your leader character's initial incarnation. After you're done with that, you'll get to choose your name. For Japanese players, you can flip through kana/English characters as usual. English players will be stuck with English character names only, which I'm sure will suit most of you just fine. You will get to conclude with distributing 3 bonus points onto your stats. Go for lopsided or balanced - it doesn't matter. For you lopsided folks who want your characters to do as much damage as possible, Healers should focus on Resistance, Magicians on Intelligence, Merchants and Thieves on Tech, and Warriors on Attack. Below your base stats, you will also see Fire/Wind/Ice listed, with some random percentage next to each. This is your starting resistance to each of those elements. Note that these percentages add up to 0. You can alter that by +10% for each bonus point you siphon off into those resistances. After you're done with that, Zetta charges you with creating MORE hapless minions for him to order around. Make at least two. Make more if you like. When you're done, Zetta will summon a store. Buy stuff from the store. When you talk to Zetta again, he will throw you into another cutscene. Finish that up, save your game by pressing the Triangle button and choosing the last option, then walk to the Gateway that appears. To overlord dungeon - 魔王ダンジョンへ出撃 To free dungeon - フリーダンジョンへ出撃 Select the first option, then the first (and only option) again, which looks like this: 初心の冒険者 - Beginner's Lounge Then press confirm one FINAL time to get on with the reason you're really playing this game, the fighting! ============================================================================= Chapter 1: Pages of Tragedy - Demon Lord Zetta's Calamity 魔王ゼタの災難 ============================================================================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 1.1 Clear Condition - 200/400 Known as: Meet Micky (Beloved Micky - 親愛なるミッキー) Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 400 PTs 1 Level 1 | Lv 1 M. Apprentice x 2 2-5 Level 2 | Lv 1 M. Ronin x 1 6-9 Level 3 | 10 Level 4 | Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hurray for slaves! If you move your cursor on Zetta and press Confirm, you will see two commands: Invite - インバイト End Action - 攻略終了 Finish Plunder (grayed out at the start of the battle) Choose Invite, and watch your leader character come hurtling out of the sky. In the corner of your screen, you will see a listing - 'POP', which should read 1/8. As you've surely surmised, this stands for population, so now you have one character out, and your max number of characters you can have on screen running around at any given time is 8. "Okay," you think, "Kill all enemies, win stage." Almost. Each enemy on screen has a point value, a preassigned score, which you can see by moving your cursor on top of that enemy and clicking to see that enemy's status. On your screen at all times is your present score followed by a hash and another number. If your score exceeds that last number, you can quit the stage. If you kill all the enemies in a stage, also, you will automatically end the stage. Also, if you hover your cursor above the ground, you can see the point value for the enemies on that section of land. Note that this does not count weapons. Keep the death count rising. - まだまだ屍を築き上がる I think I'm done for now. - この辺にしておいてやる Upon finishing the battle, you will get items, experience, and some HL, and Zetta will plop down a Hospital where you can heal your wounds. If you go to the Gateway, you will also see the Happy Dungeon areas are now accessible. To read about those, refer to the bottom of this guide. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 1.2 Clear Condition - 200/400 PTs Known as: Micky's Celebration (Micky's Blessings - ミッキーの祝福) Stable - Demo Beforehand and Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs 1 Level 1 | Lv 1 M. Apprentice x 2 2-5 Level 2 | Lv 1 M. Ronin x 1 KEY 6-9 Level 3 | Flat Rock, Weed, Flower 10 Level 4 | Additional Regions: 1 Region A: 300 PTs, Stable Lv 1 Errant Pumpkin x 3 Rock ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you choose to view the cutscene, you'll get a full explanation behind throwing and lifting things, as well as the Extension System. First off, now you have access to another command - Throw (持ち上がる). You can pick up anything that isn't nailed down to the scenery or someone holding something else. If you pick up an item, two things happen. First, items have point values as well, so as long as you hold that item, or if you put that item into your inventory, you have those points added to your score. Second, if you keep hold of that item until you leave the map, you get to bring that item back to the castle with you. Superb! (Too bad you can't do that with enemies...) After that, the game will introduce to you the concept of Extensions. For most stages of the game, part of the area will be hidden away, visible only if you move your cursor out of bounds, and then only in grid form. The enemies and items there remain dormant, unless you trigger them and spawn the extensions into existence. There are two ways to do so. One is by killing a Key Unit, identified by the word KEY ominously floating above said unit's head. It could be a character, an item, a vehicle, or a building. The death/destruction of the Key Unit will automatically trigger an Extension appearing. The other method is far more direct: throw a unit out of bounds. If an item thrown out of bounds triggers an Extension, it's lost forever. Characters, however, are only gone for the remainder of the map. Be careful about what units you throw out of bounds, though. If you throw an enemy unit out, your enemies will get a sudden level boost. Okay, to the fighting. First, kill off the Squires. When they're dead, kill the Ronin, the Key Unit on that region. Head over and kill the Pumpkinheads, taking an extra turn or two to grab the topiary for sale at the store or for character creation. Upon finishing this stage, Pumpkinheads will be available for recruitment. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 1.3 Clear Condition - 300/Variable Known as: Micky's Anthem (ミッキーの讃美歌) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 300 PTs 1 Level 1 | RANDOM LAYOUT 2-5 Level 2 | 6-9 Level 3 | 10 Level 4 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I love stages like this. You want to know why? I don't have to write ANYTHING about strategy, because the layout is RANDOM!!! For the remainder of this guide, any time there's a pure random stage, there will be no notes. Just exercise common sense when going through that particular stage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 1.4 Clear Condition - 300/700 Known as: Micky's Blessing (Amaterasu Micky - 天照すミッキー) Stable-->Random - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 300 PTs 1-2 Level 2 | Lv 1 Evil Carrots x 4 3-6 Level 3 | Items: Rock x 2 7-10 Level 4 | Additional Regions: Two Region A: 100 PTs Layout/Enemies/Items Variable Region B: 300 PTs Lv 1 Errant Pumpkin x 3 Lv 2 Station x 1 Lv 2 M. Working Samurai x 1 Items: Skinny Weed, Flat Rock, Weed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kill off whatever Carrots are not Keys in your initial region. If none of them are, more the better. Circle around the map and see where the key region is, then try to move your units there before you kill off the Key unit. Plow through Region A, trigger that region's key. Once you open up Region B, the Pumpkinheads have a bad habit of heading straight for the topiary to pick them up. As if those items would do anything... The Male Ronin will come straight for you, and he's the only thing you have even to remotely worry about. Finish him off, lay into the Pumpkins, and celebrate; you've finished chapter 1. ============================================================================= Chapter 2: Arch Nemesis - A Rival Overlord Appears! ライバル魔王登場! ============================================================================= After you view the initial cutscene for this chapter, the other Overlords will volunteer to help you rebuild more of your Makai/Netherworld, in exchange for some amusement watching you clear out the area with your minions. Depending on which one you choose to have help you, you'll see some variation in the size and enemy composition of your Extension areas. Choose whoever you so desire; it won't have an effect on what ending you get. In order of appearance, this is what each Overlord's effect is on your Extension areas: Pram Micky Babylon Scale Small Normal Large Enemy Type Mages HP Heavy Mystery Enemy Number Few Normal Many Also, at this time Zetta will explain about the wonders of buildings and how you can invite them down into the battlefield. To stick a character in one, press the Triangle button and select Equip/Organization. 『装備・編制』 When you're ready, go to the magic gate, select Stage 2: The World in Ruins (荒廃する世界), and good luck! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.1 Clear Condition - 300/Variable Known as: Pram's Ceremonial Stage (プラムの儀式台), Micky's Twilight (ミッキーの黄昏), Babylon's Place of Respite (バビロン憩いの場) Semi-Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-3 Level 3 | Lv 3 Station x 1 4-7 Level 4 | Lv 3 Bomberhead x 2 8-10 Level 5 | Lv 2 Catman x 3 Items: Small Flower Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a fairly straightforward stage. Send up a few units to take out the bomberheads in the top region, then pick off the Catmen and whatever unit is the key before continuing on into the random areas. What enemies will be in those random areas will depend on which Overlord you chose to have help Zetta rebuild his Makai in this chapter. After this stage, Bomberheads and Catmans will be unlocked for character creation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.2 Clear Condition - 300/1000 Known as: Devilish Pram (魔性のプラム), Hellacious Micky (奈落のミッキー), Babylon's Ruined Castle (バビロンの荒城) Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 PTs 1-3 Level 3 | Lv 3 Catman x 4 (two keys) 4-7 Level 4 | 8-10 Level 5 | Additional Regions: Region A: 100 PTs Enemies Random Region B: 400 PTs Enemies Random Region C: 100 PTs Enemies Random Region D: 400 PTs Enemies Random ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage is rather cute. The initial region has two Catmen with Key indicators above them. If you kill one of them, an area identical in layout with the initial region worth 100 points, will appear adjacent to it, with another Key enemy/item somewhere within it. Kill THAT enemy/item and yet another identical region will appear next to the main land mass, worth 400 points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.3 Clear Condition - 300/Variable Known as: Pram's Mountain of Corpses (プラムの屍山), Micky Corps (ミッキー部隊), Sleeping Babylon (眠れるバビロン) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 300 PTs 1-4 Level 4 | RANDOM LAYOUT 5-8 Level 5 | 9-10 Level 6 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.4 Clear Condition - 300/1000 Known as: Darkness Pram (闇黒のプラム) Micky's Worry (ミッキーの気配), Babylon's Molting (バビロンの抜け殻) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 200 PTs - All Enemies Keys 1-4 Level 4 | Lv 6 Surprise Box x 4 (PTs = 50) 5-8 Level 5 | 9-10 Level 6 | Additional Regions: Region A: 200 PTs Enemies Random Region B: 200 PTs Enemies Random Region C: 200 PTs Enemies Random Region D: 200 PTs Enemies Random ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Do NOT kill off all the boxes at once; unless you get close to them, they will not move towards you. After you kill one box, clear out the extension triggered from it. If you kill all four at once and trigger all four extensions, expect a monster fest at your feet. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.5 Clear Condition - 300/1000 Known as: Pram's Storm (プラムの嵐) Micky's Rampart Ruins (ミッキー城壁跡) Ancient Babylon (老いたるバビロン) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable 1 Level 4 | RANDOM LAYOUT 2-5 Level 5 | 6-9 Level 6 | 10 Level 7 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 2.6 Clear Condition - 800/1000 Known as: Pram's Coffin (プラムの棺おけ), Micky's Sacred Castle (ミッキーの聖城), Babylon of Destruction (破滅のバビロン) Semi-Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs - Key Location Variable 1 Level 4 | 3 Lv. 5 Catman 2-5 Level 5 | Lv 5 Lookout Tent with: 6-9 Level 6 | Lv 5 Deathsaber 10 Level 7 | 1 Stone Pillar, 1 Boulder Additional Regions: Region A: Pure Random, Point Value 0 Region B: FIXED, Point Value 900 Lv 7 F. Shiganhei (Reservist) x 1 Lv 7 M. Shiganhei x 1 Lv 7 Orderly x 1 Rubbles x 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Similar to as you did in stage 1.4, you'll want to hold off on killing the Key Unit in your Initial Region until last, and preferably at the start of a turn so that you can maximize your unit movement. Press on through region A as quick as possible, again holding off on killing off the final Key Unit until you move your characters over by where Region B will appear. This stage also has the introduction of your Infantry units - gun-toting modern soldiers. You will have to charge at them, or otherwise they'll have fun shooting your characters to death one by one at a distance. ============================================================================= Chapter 3: The Mysterious Girl, Trenia 謎の少女トレニア ============================================================================= Following the introductory cutscene, you will get the opportunity to again choose an Overlord to help you create this chapter's Makai. In addition to the three for chapter 2, the Demon Overlord Seedle will offer his services for area creation. He creates normal-sized, normal populated areas, with an emphasis on High Attack enemies. Choose who you wish. At this time, you can now create three more types of characters: male Infantry, female Infantry, and Orderlies, which are male versions of Healers. Also, guns are unlocked for sale at both the Shop and/or from your friendly neighborhood Merchant. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.1 Clear Condition - 400/500 Known as: Pram's Prophecy (プラムの予言), Micky's Forecast (ミッキー未来予想図), Babylon's Treasure (バビロンの秘宝), Seedle's Retribution (シードルの報復) Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs 1-2 Level 5 | Enemies Variable 3-6 Level 6 | 7-10 Level 7 | Additional Regions: 100 PTs each - Enemies Variable Region A - Stable Map, appears after 3 turns or after key. Region B - Stable Map, appears after 5 turns. Region C - Stable Map, appears after 7 turns. Region D - Stable Map, appears after 9 turns. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the first of two or three stages in the entire game where the Extensions appear on their own after a certain number of turns elapse (see above). Try to avoid killing any of the key enemies - you will have your hands very full just handling the enemies at the rate they pop from the auto-pops. Keep your party members on the center region to maximize your maneuverability. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.2 Clear Condition - 400/Variable Known as: Pram's Aura (プラムのオーラ), Sci-Fi Micky (SFミッキー), West Wind Babylon (西風のバビロン), Obstinate Seedle (執拗なるシードル) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable 1-2 Level 5 | RANDOM LAYOUT 3-6 Level 6 | 7-10 Level 7 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.3 Clear Condition - 400/900 Known as: Immortal Pram (不滅のプラム), Micky Universe (ミッキーユニバース), Lost Babylon (迷えるバビロン), Infectious Seedle (疫病シードル) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 1-3 Level 6 | Surprise Boxes x 2 4-7 Level 7 | 8-10 Level 8 | Additional Regions: Two Region A: 400 PTs Lv. 6 Control Tower x 1 Lv. 11 Steel Titan x 1 Other Enemies - Variable Region B: 400 PTs Lv. 6 Control Tower x 1 Lv. 11 Steel Titan x 1 Other Enemies - Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you begin this stage, unequip the weapons off of two of your weak characters. Once you enter the stage, all of the extensions will be immediately visible - Zetta will be plopped on top of a small island, and there will be a cross-shaped island immediately adjacent to that. Off in either direction from that will be two additional islands, each sporting a Control Tower with a very strong Steel Titan. Each of those Titans will give you 400 PTs - the trick is to actually get your units to them! This is where your weaponless characters come into play. Invite them, then have them toss your strongest characters onto one of the other islands after defeating the Surprise Boxes. Since the enemies besides the Titan are variable, it is highly advised you throw your characters onto whichever island has the fewest units. Kill your Steel Titan, talk to Zetta, and get out of this stage - it's not worth dallying in for experience. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.4 Clear Condition - 800/1000 Known as: Pram's Offering (プラムの捧げ物), Space Micky (スペースミッキー), Babylon the Messenger (バビロンの使者), Evil Seedle (邪悪なシードル) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 1-3 Level 6 | Level 119 Stronghold 4-7 Level 7 | Lv. 10 M. Trooper, Lv. 9 Watchman, 2 Lv. 8 F. Infantry 8-10 Level 8 | Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage requires you to jump right into the fray with the enemy - literally! The Stronghold itself is WAY too high level, unless you're going through a New Game +, to take out normally - it has around 3000 HP and has a ridiculously high defense. So, you may ask, how do you win? You have to send your four highest troops (the Stronghold can only hold eight people total) in to fight. If your characters are level 8-10, they should manage to prevail. This is an excellent stage to level up on, if you're a bit behind on your levels. You can also win a lot of good items from the Bonus Gauge. Later, when you're strong enough to destroy the Stronghold, you can rack up mana on this stage very very quickly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.5 Clear Condition - 400/Variable Known as: Seeress Pram (未来見るプラム), Micky Stronghold (ミッキー要塞), Contemplating Babylon (瞑想するバビロン), Warped Seedle (歪んだシードル) Pure Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable? 1-4 Level 7 | RANDOM LAYOUT 5-8 Level 8 | 9-10 Level 9 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 3.6 Clear Condition - 800/1000 Known as: Pram's Star World (プラムの星界) Micky's Self-work (ミッキー自信作), Babylon's New Roost (バビロンの新巣), Seedle's Shadow (シードルの影) Semi-stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 1-4 Level 7 | Lv. 12 M. Infantry x 2 5-8 Level 8 | Lv. 12 Brick Puppets x 2 9-10 Level 9 | Additional Regions: 100 - Random 800 - Fixed Lv. 12 Lookout Tent x 1 Lv. 12 Iron Guard x 1 Lv. 12 Lookout Tent x 1 Lv. 12 Iron Guard x 1 Lv. 10 Rozengarten x 1 Lv. 15 F. Trooper x 1 Lv. 12 Laboratory x 1 Lv. 13 Ponkatu Prof x 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When you start this section, try to get your buildings as close to the staircase as possible in the initial region. If you do, when you invite your characters out of the buildings, it's then possible to get the characters to pop out at the second level of the initial zone. Work your way slowly through the random section, trying as much as possible to get all of your allies fully into it before triggering the fixed Extension. Overtake the Lookout Tents before attempting to kill the Rozengarten vehicle carrying a Female Trooper. If the Iron Guards get loose, let them and save them towards the end. While they have a lot of HP, they don't do all that much damage. The Professor, having only a few hit points, will drop quickly. Don't let the Professor linger alive - her bombs do heavy damage to your troops. Any machine provides total protection for its occupant - if you destroy the machine, its operator pops out with full HP, no status ailments, ready to go. Save the Rozengarten for after the Professor - while it does a lot of damage, at its present level it can only do single attacks - and then finally take out the Female Trooper. ============================================================================= Chapter 4: Whirling Apprehension 渦巻く疑心 ============================================================================= At the start of this stage, Dark King Royal will make his services available. His extensions are normal-sized and have normal populations. They focus on enemies with lots of special techniques. After having defeated 3-6, you will unlock two new classes - Mechanics and Professors. Mechanics have the abilities to buy and sell parts and to repair Mechs, and Professors have the ability to level up Mechs if those Mechs have enough experience. You will get a Mechanic created for you by Zetta, but you'll need to create a Professor to level up your vehicles on your own. You will receive your first Mech, a level 10 Rozengarten. Henceforth, you will see a new type of currency, known as MT. Even if you replay the game from the beginning, you will continue to get MT from the Bonus Gauge. This, plus selling items to your Mechanic, are the only ways you can get MT. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.1 Clear Condition - 500/Var Known as: Pram's Wisdom (プラムの知恵), Ice & Snow Micky (氷雪ミッキー), Abominable Seedle (忌まわしきシードル), Gorgeous King (ゴジャスキング) Semi-stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable Point Value 1 Level 7 | Lv. 16 F. Fencer x 1 2-5 Level 8 | Lv. 13 Catman x 2 6-9 Level 9 | Lv. 11 Deathsaber x 2 10 Level 10 | Lv. 12 Clocktower x 1 Lv. 11 Deathsaber x 2 4 Pine Trees Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The main enemies that you'll want to head for in this stage are the F. Fencer and the two Catmen next to her, since the Fencer does a lot of damage with her Katana. The two hills will require you to shove your allies against the wall to create a mini-staircase if you wish to reach them for most classes, as the jump is simply too high otherwise. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.2 Clear Condition - 500/Var Known as: White Fairy Pram (白き妖精プラム), Micky & Nature (ミッキーと自然と), Seedle's Fear (シードルの恐怖), Great King (グレートキング) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - VARIABLE 1-2 Level 8 | 3-6 Level 9 | 7-10 Level 10 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.3 Clear Condition - 800/1000 Known as: Pram's Lounge (プラムの休憩所), Blue Sea and Micky (蒼き海とミッキー), Cursed Seedle (呪われしシードル), Beauty King (ビューティキング) Semi-Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs 1-2 Level 8 | Enemies variable - map not. 3-6 Level 9 | 7-10 Level 10 | Additional Regions: 6 Additional Regions - enemies in these variable. Region A: 0-50 PTs Variable Region B: 100 PTs Region C: 0-50 PTs Variable Region D: 100 PTs Region E: 0-100 PTs Variable Region F: 700 PTs Lv. 15 Zonmarphert Lv. 19 M. Fencer Lv. 15 Lighthouse Lv. 19 F. Fencer + Other Enemies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage is very long geographically - the large point-worthy reasons are connected by a series of small segments. Try to move your units all together as one group and avoid the temptation of sending only a couple ahead as a demolition squad for the rest of your troops. If you sent a soloer or a pair, by the time you get to region F, the enemies there will have made sushi out of them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.4 Clear Condition - 500/VAR Known as: Pram's Dimension (プラムの空間), North Wind Micky (北風ミッキー), Hell Seedle (地獄のシードル), Excited King (エキサイトキング) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 500 1-3 Level 9 | RANDOM LAYOUT 4-7 Level 10 | 8-10 Level 11 | Additional Regions: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a random stage, so I'm not going to go into extensive detail. After you complete 4.4, Zetta will mention Transmigration and explain it thoroughly, even if you've already done it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.5 Clear Condition - 100/200 Known as: Unconventional Pram (型破りなプラム), Drifting Micky (漂流するミッキー), Seedle's Miasma (シードルの瘴気), Lovely King (ラブリーキング) Stable-->Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 PTs 1-3 Level 9 | 4-7 Level 10 | 8-10 Level 11 | Additional Regions: Region 1: 100 PTs Lv. 219 F. Master Fencer x 1 Region 2: 100 PTs Lv. 22 Shanpatu (Slugman)x 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlike most maps, all three of the regions are displayed at the start of this stage. You will see two enemies: a Master Fencer and a Shanpatu. The Master Fencer's level is not an exaggeration; she really IS that high. Luckily, she can only attack one of your units at once. Send out whatever units you have with ridiculously high movement around her as quickly as possible, and leave a couple of units behind for the Fencer to pick off instead of your prime killing units. Kill the Shanpatu and you should have enough points to talk to Zetta and clear the stage. When you've completed this stage, it transforms into a random region. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 4.6 Clear Condition - 800/1000 Known as: Pram's Evil Eye (プラムの邪眼), Micky's Grace (ミッキーの恩恵), Cowardly Seedle (卑劣なるシードル), Space King (スペースキング) Semi-Stable--->Random - Demo Beforehand & Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - PT variable (65?) 1-4 Level 10 | Lv. ?? Deathsabers? x 3 5-8 Level 11 | 5 Pine Trees 9-10 Level 12 | Additional Regions: Region 1: Variable - adds to 100 with initial region. Region 2: 900 PTs. Lv. 23 Raiden (Mysterious Assasin) x 1 Lv. 17 Bomberheads x 4 Lv. 17 Factory x 1 Lv. 16 Schubartzsilt x 1 Lv. 17 Bomberhead x 1 Lv. 16 Schubartzsilt x 1 Lv. 17 Bomberhead x 1 4 Pine Trees ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The first region is fairly simple - a well-placed trio of Kitties, which can be felled in one swoop with the help of your mages. Generally one or more of the Pine Trees in this area will be starred. Continue through - slowly - through Region 1. Once you open Region 2, do a charge straight for Raiden, who is worth a massive 900 PTs. Do not pass Go, do not bother collecting Bomberhead corpses. Set up multiple special hit chains on Raiden and he should go down within two-three rounds of sustained attacks. When he's down, feel free to exit the area. ============================================================================= Chapter 5: Lady Salome the Corrupt 背徳者サロメ ============================================================================= At the beginning of this stage, Salome will make herself available to help you rebuild your Makai. Her Extensions are normal sized with a normal number of enemies, focusing on intelligence-heavy opponents. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.1 Clear Condition - 600/VAR Known as: Pram's Old Battlegrounds (プラムの古戦場), Micky's Mining Spot (ミッキーの採掘場), Devil King (デビルキング), Salome's Thoughts (サロメの思感) Semi-Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs 1-4 Level 10 | Lv. 15 Kaiserberg x 1 5-8 Level 11 | Lv. 24 Lucky Doll x 1 9-10 Level 12 | Lv. 20 Shed x 1 Lv. 19 Bomberhead x 1 Lv. 16 Bomberhead x 2 Lv. 20 Fortress Lv. 18 Shadow x 3 Huge Boulder, Rubble Additional Regions: Variable (At least 2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Whatever the Key is in this initial area, try to hold off a round or two to try to eliminate all the enemies that pop out of the buildings first before moving on to the Extensions. Ideally, you'll want to try to destroy the buildings with the enemies in them; you should be able to do that with the Shed easily, if not with the Fortress. Another prime target for careful elimination is the Kaiserberg - take your time in destroying that if it's not the key, but be sure to get rid of the Lucky Doll fast, as its mallet-based techniques will lower your characters' levels. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.2 Clear Condition - 600/VAR Known as: Fated Pram (運命のプラム), Micky's Mine (ミッキーの鉱山), Wonder King (ワンダーキング), Sorrowful Salome (悲哀のサロメ) RANDOM - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 600 PTs 1 Level 10 | RANDOM LAYOUT 2-5 Level 11 | 6-9 Level 12 | 10 Level 13 | Additional Regions: Random ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.3 Clear Condition - 900/1000 Known as: Pram's Arena (プラム闘技場), Micky's Dream Ends (夢果ててミッキー), Dream King (ドリームキング), Salome's Melancholy (サロメの憂い) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1 Level 10 | Lv. 17 Gourmet Ogre x 1 2-5 Level 11 | Lv. 20 Factory x 1 6-9 Level 12 | Lv. 25 Cortzingen x 1 10 Level 13 | Lv. 25 Gluttony x 1 Lv. 22 Gourmet Ogre x 1 Lv. 21 Rozengarten x 1 Lv. 21 Gourmet Ogre x 1 Lv. 20 Gourmet Ogre x 1 Lv. 18 Kaizerberg x 1 Lv. 18 Gourmet Ogre x 1 Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage is unusual in that you start off with more than 0 points - 300, to be precise. Why, I have no idea, but you do. You will see one Gourmet Ogre lounging around on the ground, and one big factory at the top of one huge column. You COULD make a pile of buildings and climb up to the enemy factory that way, but that's more trouble than it's worth. The enemies tend to pop out at a slow rate from the factory; kill them all, rack up all the points you can, and rejoice. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.4 Clear Condition - 900/1000 Known as: Pram the Martyr (殉教者プラム), Mickey's Hideout (ミッキーの隠れ家), Ultra King (ウルトラキング), Salome the Gray (灰色のサロメ) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-2 Level 11 | Lv. 1 Wooden Puppets x 14 3-6 Level 12 | 7-10 Level 13 | Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are two ways to finish this stage: 1) Take the cheap and easy way out and attack Zetta. If you do this, EVERYTHING on screen will be attacked, and the Wooden Puppets will generally die instantly. However, IF you do this, you will lose some of the treasure you would have gotten from a clean kill. 2) Kill like crazy. Whip out a few mages and have them go wild with the Wide series of spells. Try to kill them all off in one turn, or else they'll use their hammers to do a Level Down attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.5 Clear Condition - 600/VAR Known as: Pram's Castle Remnants (プラムの城砦跡), Micky: Mr. Driller (穴掘りミッキー), Funky King (ファンキーキング), Salome's Prayer (サロメの祈り) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - VAR 1-2 Level 11 | 3-6 Level 12 | 7-10 Level 13 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 5.6 Clear Condition - 800/VAR Known as: Pram's Chaos (プラムの混沌), Micky's Disposal Spot(ミッキー処理場), Hustle King (ハッスルキング), Salome, Wrapped in Vines (イバラ抱くサロメ) Semi-Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - <100 PTs 1-3 Level 12 | Lv. 24 Energy Ball x 4 4-7 Level 13 | Lv. 26 Hollow x 2 8-10 Level 14 | Withered Tree, Blood-stained Flower, Demon Tree, Demon Grass Additional Regions: 2 Region 1: Random. Worth (100-Initial Region) PTs. Region 2: 900 PTs. Lv. 23 Trokken x 2 Lv. 24 Watcher x 2 Lv. 29 Vampire x 1 Lv. 25 School x 1 Lv. 23 Iron Giant x 1 Demon Tree ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ At the start of this stage, kill the Energy Balls within the first turn if at all possible. Your best bet will be to put a building at the top of the hill where the Energy balls are at, and then deploy your allies from there. If you hit the Blood-stained Flower, so be it. The Energy Balls' Balloon attacks throw the Energy Balls out of bounds into death, thus boosting the levels of the remaining enemies. This is definitely a Bad Thing, and to add insult to injury, you can't get points from the Energy Balls if they self-destruct. Once you work your way through the random area, try to let the enemies come to you. The Trokkens have an annoying HP-stealing technique, so try to take them out one at a time. The Iron Giant from the School levels up one level each turn, though if you take over the School, he no longer does so. No, if you enter the School, it reverts to a standard School that offers a 50% exp boost Protection. ============================================================================= Chapter 6: Portents of a Storm 大波乱の予兆 ============================================================================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.1 Clear Condition - 600/VAR Known as: Pram's Secret Maneuvers (プラムの暗躍), Micky's Weakness (ミッキー衰弱), Seedle the Sinister (不吉なシードル), Astro King (アストロキング) Semi-Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 143-300? PTs 1-4 Level 13 | Lv. 30 Headquarters 5-8 Level 14 | Lv. 27 Iron Guard 9-10 Level 15 | Lv. 27 Deathsabers x 5 Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage is almost entirely variable, so there's little need for specific strategies here. As usual, be sure to kill off most of the enemies and wait a turn before killing off the Key Unit; you'll need to pool all of your allies' strength to break through the Iron Guard's defense via comboing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.2 Clear Condition - 600/VAR Known as: Black Soul Pram (黒魂のプラム), Restrained Micky (束縛されしミッキー), Seedle's Plundering (シードルの略奪), Lucky King (ラッキーキング) RANDOM - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - ??? PTs 1-4 Level 13 | RANDOM LAYOUT 5-8 Level 14 | 9-10 Level 15 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.3 Clear Condition - 600/VAR Known as: Pram's Death God (プラムの死神), Micky's Funeral Procession (ミッキーの葬列), Conqueror Seedle (征服者シードル), Super King (スーパーキング) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 PTs 1-4 Level 13 | Stable Area - No enemies. 2-5 Level 14 | 6-9 Level 15 | 10 Level 16 | Additional Regions: Region A: 0 PTs - enemies random Region B: 17-38 PTs - enemies random Region C: 7-232 PTs - enemies random Region D: 1000 PTs Lv. 23 Lighthouse with 2 Lv. 29 Hunters Lv. 33 Brigand Lv. 23 Dreitronbet with Lv. 23 Floatmind ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage is one of the longest layouts in the entire game. All of the regions are visible from the very beginning. For this stage, you may be best off simply waiting one or two turns to let the enemies come towards you. If the enemies prove to be difficult, return back to stage 5.3 or 5.4 and level up a couple of levels, then try this stage again. The only enemies worth any points at all are the enemies that start off in Region D: the two Hunters, the Brigand, and the Floatmind in the Dreitronbet. It seems that you need to work your way towards them (Region B or so) before they start to move in your general direction. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.4 Clear Condition - 600/1000 Known as: Pram the Dark (暗闇のプラム), Grotesque Micky (異形のミッキー), Seedle's Thirst (シードルの渇き), Cyber King (サイバーキング) Stable - No Demo? ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-4 Level 13 | Stable Area 2-5 Level 14 | Lv. 17 Lookout Tent 6-9 Level 15 | Lv. 28 Swordswoman 10 Level 16 | Lv. 17 Lookout Tent Lv. 28 Swordsman Lv. 21 Control Tower Lv. 28 Swordswoman, Lv. 28 Swordsman Lv. 24 Dreitronbet Lv. 28 Hollow Lv. 24 Dreitronbet Lv. 31 Captain Lv. 28 Stronghold Lv. 25 Warrior Mage, Lv. 28 Swordsman, Lv. 28 Swordswomen x 2 Additional Regions: None. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The danger in this stage derives chiefly from how almost every character starts off from inside a building, with the exception of the Captain. At the start of the stage, try your best to destroy the two Lookout Tents, then proceed very slowly forward. Do your best not to bunch all of your characters up, lest they be offed in one attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.5 Clear Condition - 600/??? Known as: Pram's Black Magic (プラムの黒魔術), Micky's Worry (ミッキーの不安), Seedle's Torture Chamber (シードル拷問室), Marvelous King (マーベラスキング) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 600 PTs 1-2 Level 14 | RANDOM LAYOUT 3-6 Level 15 | 7-10 Level 16 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 6.6 Clear Condition - 800/1000 Known as: Death Goddess Pram (死王座のプラム), Dark Cloud Micky (暗雲のミッキー), Seedle's Conspiracy (シードルの陰謀), Muscle King (マッスルキング) Stable-->Random - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-2 Level 14 | Lv. 28 Rozengarten with Lv. 28 Bomberhead x 4 3-6 Level 15 | Lv. 38 Rozengarten with Lv. 38 Bomberhead x 1 7-10 Level 16 | Lv. 28 Katsukuri Robot x 4 Lv. 28 Iron Guard x 2 Lv. 38 Raiden x 1 Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ None of the enemies are worth any points with the exception of Raiden. Adding injury to this insulting bit are the Rozengartens splattered across the map - they fire a lot, and they fire hard. They don't have a lot of MP, so after a few turns they'll run out of ammunition, but this is scarce comfort given that if you aren't careful to keep everyone healed, your allies will be transformed into dust in no time flat. The easy way to finish this stage is to pile all of your favorite attackers into one building, deploy a Thief and that building, have the Thief pick up the building, move that Thief as far towards Raiden as you can, then have the Thief hurl the building towards Raiden. Have them all attack Raiden at once, and you should be able to defeat him in a turn. One throw should suffice to get them in range if you deploy the thief straight from Zetta. ============================================================================= Chapter 7: The Threat of the Mediator 調停者の脅威 ============================================================================= At the beginning of this chapter, Alec will make his Makai rebuilding services available. His Extensions are normal in size and in populace, and feature "Tricky" enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.1 Clear Condition - 700/??? Known as: Pram's Illusion (プラムの幻想), Micky's Harvest (ミッキーの収獲), Japanese King (和風キング), Alec, Violent Opressor (暴虐のアレク) Semi-Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-3 Level 15 | Lv. 34 Food Plant with Lv40 Corn Folk and 4-7 Level 16 | 2 Lv. 36 Wriggling Carrots 8-10 Level 17 | 2 Lv. 34 Corn Men, 2 Lv. 36 Wriggling Carrots Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your first objective at the beginning of this stage is to head straight to the Food Plant and destroy it before the end of the first turn. If you don't, it will mass produce Wriggling Carrots. When that's out of the way, clear out the remaining vegetables, leaving whatever the Key is for last as usual. The remainder of the stage is random. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.2 Clear Condition - 700/ Known as: Dreamhunting Pram (夢狩りしプラム), Gentleheart Micky (心優しき ミッキー), Chinese King (中華キング) Alec's Greed (アレクの強欲) Semi-Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-4 Level 16 | 2 Lv. 33 Gold Fruits, 1 Lv. 42 Corn Folk, 5-8 Level 17 | 1 Lv. 33 Mandragora, 2 Lv. 33 Loitering Pumpkins 9-10 Level 18 | 1 Lv. 29 Schubartzsilt (Empty) 4 Palm Trees Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Standard strategies here. Killing the enemies around the Schubartzsilt is highly recommended, as the enemies have a bad habit of hopping inside of it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.3 Clear Condition - 700/VAR Known as: Pram's Puppeteering (プラムの生命操作) Micky's Photosynthesis (ミッキー光合成), French King (フレンチキング), Wild Alec (荒々しきアレク) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-4 Level 16 | 5-8 Level 17 | 9-10 Level 18 | Additional Regions: VARIABLE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.4 Clear Condition - 700/1000 Known as: Leave-it-to-luck Pram (運まかせプラム), Micky the Praised (崇める ミッキー), Sushi King (すしキング), Alec's Wildness (アレクの粗暴) Stable? - No Demo? ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 200 PTs 1 Level 16 | YELLOW: Lv. 36 Killer Apples x 5 2-5 Level 17 | Lv. 41 Red Marnes? x 1 6-9 Level 18 | RED: Lv. 36 Carrot Man x 5 10 Level 19 | Lv. 41 Hell Daikon x 1 Additional Regions: 2 Region A: Appears after 3 turns, 400 PTs - ALL RED 2 Lv. 36 Mandragora and 1 Lv. 41 Yokai Root Lv. 46 Food Plant Lv. 36 Mandragora x 3 Region B: Appears after 3 turns, 400 PTs - ALL YELLOW 4 Lv 36 Gold Fruits, 1 Lv 46 Forbidden Fruit Lv. 46 Food Plant with 1 Lv. 36 Gold Fruit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The good thing about this soccer-themed stage is that the Yellow enemies and the Red enemies will fight one another. The bad thing is that if you kill too many of the Red opponents (who are more disposed to killing you first), the Yellow opponents will kill you instead. Your initial inclination will be a balanced approach, to weaken as many of your opponents in the first round as you can. Ignore that. Slaughter all the Red enemies you can in the last round. Don't fret if you kill the Red Key early- his attack is the worst of the bunch, so you're probably doing yourself a favor anyways. Once the Extensions are triggered, you'll want to focus your attentions upon slaughtering more of the Reds first - if all the Red enemies are gone, you win by default even if your point total doesn't exceed 700. Finally - try and STAY AWAY from ZETTA as much as possible. The enemies have an annoying habit of doing area attacks that put Zetta in the crossfire, and thus cause fullscreen mass slaughter when Zetta's pages even get ruffled. The Yellow enemies attack Zetta with their syringes, as well. Try not to dally - after three stages you'll have several more enemies and food plants on either side. At least one of the Red enemies in the extensions wields a hammer, so kill him off first if you don't want your characters to drop in levels like a submarine. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.5 Clear Condition - 700/VAR Known as: Pram's Experiment (プラムの実験) Micky's Good Favor (ミッキーの 好意), Yakiniku King (焼肉キング), Glutton Alec (大喰いアレク) Variable - No Demo? ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1 Level 16 | RANDOM 2-5 Level 17 | 6-9 Level 18 | 10 Level 19 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 7.6 Clear Condition - 800/1000 Known as: Pram's Divine Protection (プラムの加護), Micky's Bumper Crop (ミッキー大豊作), Full Course King (フルコースキング), Alec's Great Plunder (アレクの大略奪) Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-2 Level 17 | 2 Lv. 50 Foodplant with 3-6 Level 18 | LV. 30 Carrotman, Lv. 30 Scarecrow, 7-10 Level 19 | Lv. 30 Killer Apple 1 Lv. 35 Kaizerberg with Lv. 35 Ghostfruit. 1 Lv. 35 Pumpkin 1 Lv. 35 Mandragora 1 Lv. 50 Zommerphelt with Lv. 50 Corn King Additional Regions: None. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before this battle, you should try to have your allies inside of buildings. Drop your two favorite buildings close as possible to the two Foodplants, then toss all of your allies into the plants to ideally slaughter the enemies inside. Wait until your next turn, deploy your troops from the foodplants, and then proceed to take out the four remaining enemy units. ============================================================================= Chapter 8: The Cursed Overlord 呪われた魔王 ============================================================================= At the beginning of this chapter, you will no longer be able to call upon the services of King Drake for creation of Extensions in Makais. The reason will be very apparent from the cutscene at the start of this chapter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.1 Clear Condition - 700/1000 Known as: Crimson Lotus Pram 9紅蓮のプラム), Micky by a Hair (ミッキー 危険一髪), Salome's Preparedness (サロメの覚悟), Alec's Rage (アレクの憤怒) Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-3 Level 18 | 6 Lv. 39 Shadows 4-7 Level 19 | 2 Lv. 46 Lighthouse, each with 8-10 Level 20 | 3 Lv. 39 Deathsabers Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The easiest thing to do here is to attempt to destroy the Lighthouses before the Deathsabers pop out of them, as their attacks are far worse with their little Katanas than what the Shadows will be dishing out with their spells. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.2 Clear Condition - 700/1000 Known as: Pram's Ardent Wind (プラムの熱風), Micky's Big Stove (ミッキーの 大かまど), Bitter Salome (悲痛のサロメ), Thunder Alec (雷鳴のアレク) Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-4 Level 19 | 6 Lv. 37 Booby Traps, 6 Lv. 37 Deathsabers 5-8 Level 20 | 2 Lv. 43 Schubartzsilt each with 1 Lv. 43 Officer 9-10 Level 21 | 1 Lv. 43 Schubartzsilt with 1 Lv. 43 Captain Two Spirit Trees, One Devil Stone Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Straightforward area - the Deathsabers and Booby Traps should die really quickly with area attacks. The Schubartzsilts will take considerably longer to destroy. Be sure to grab/destroy the trees and stone to get a perfect 1000 points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.3 Clear Condition - 700/1000 Known as: Cremator Pram (火葬するプラム), Life-snatcher Micky (命取りの ミッキー), Salome's Premonition (サロメの予感), Enraged Alec (激怒するアレク) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 700 PTs 1-4 Level 19 | Variable Enemies and Layout 5-8 Level 20 | 9-10 Level 21 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.4 Clear Condition - 100/400 Known as: Pram's Red Wall (プラムの赤壁), Passionate Micky (熱血ミッキー), Passionate Salome (激情のサロメ), Alec's Burning Flight (アレクの熱翔) Stable --> Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 100 PTs 1 Level 19 | Red: Lv. 61 Bushwacker 2-5 Level 20 | 6-9 Level 21 | 10 Level 22 | Additional Regions: Three Region A: 200 PTs 2 Lv. 61 Warrior Mages 1 Lv. 6 Wriggling Carrot - KEY Region B: 100-x PTs (Initially Hidden) Region C: x PTs (x < 100) Mystery Box ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All you need to do to clear this stage is to kill off the Bushwacker on your island to have sufficient points to clear the stage. It's not impossible to get the Mystery Box, but it's not worth it at all, given the insane amount of jump you'd need on two of your characters to get past Region B, a gigantic wall in front of Region C; it's much easier to just wait and obtain it in the Bonus Dungeons. When this stage goes to random, the Clear Condition again becomes the standard chapter 8 700 PT threshhold. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.5 Clear Condition - 700/Var Known as: Burning Spirit Controlling Pram (火精操るプラム) Micky's Great Eruption (ミッキー大噴火), Salome's Clairvoyance (サロメの千里限), Alec's Burning Soul (燃える魂アレク) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1 Level 19 | 2-5 Level 20 | 6-9 Level 21 | 10 Level 22 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 8.6 Clear Condition - 500/1000 Known as: Pram at the End (終末のプラム), Burn, Micky! (燃えよ、ミッキー), Salome the Corrupt (背徳者サロメ), Alec's Final Battle (アレク最後決戦) Stable--->Random, Demo Beforehand and Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-3 Level 21 | Yellow: 1 Lv. 1200 Salome 4-7 Level 22 | Red: 1 Lv. 1000 Alexander 8-10 Level 23 | Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is TRULY an interesting stage. Unlike normal, where your objective would be to destroy everything in the area, your sole objective is to stay alive as Salome and Alexander blow everything in their respective paths to smithereens as they attempt to kill one another. Your natural inclination on this stage is to invite no one and let them duke it out and pray. I would heartily advise against this. Left to her own devices, Salome can slaughter Alexander easily, but one or the other of them has a nasty habit of attacking Zetta by accident. If one of them does that, Zetta becomes unable to Invite, and if you have no characters out, it's game over, start over from your last save point. So, divide and conquer. Spread your characters out all over this teeny map as much as possible. Usually I advise against using Vehicles - I consider them a waste of time - but here they give your units a guarranteed one-hit protection versus whatever attacks the two of them dish out, so having one or two tanks go to the hard-to-reach corners will be worth your while. Once you spread your units out in the first round, it's all about luck. Keep moving your units away from those two and you should be able to come out of this battle unscathed (mostly). If Salome defeats Alex, you will not get anything out of the bonus gauge, but after seeing the amount of damage the two of them banty around, I don't think you'll be too worried about such a trifling thing. Later on, if you have hyper-leveled characters via a New Game +, if you kill Alec and Salome both, you will activate Event Dungeon # 14, and head straight to one of two alternative endings. Event Dungeons will be listed in full detail for the next update. Winning Event Dungeon #14 will garner you one the dozen or so bonus characters. ============================================================================= Chapter 9: Overlord vs. Overlord! 魔王VS魔王 ============================================================================= Just the same as Chapter 1, you cannot choose who will handle Extension creation at the start of the chapter. The reason will be obvious. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.1 Clear Condition - 800/1000 Known as: Salome's Intention (サロメの意図) Stable - Demo Beforehand ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-3 Level 21 | 4 Lv. 49 Priests 4-7 Level 22 | 2 Lv. 49 Geschpenst with Lv. 49 Mesmerizer 8-10 Level 23 | 1 Lv. 66 Rogue Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A fairly straightforward stage. The Priests are well within range to drop a building on a couple of them. If at all possible, try to kill all the priests off in the first round, as their healing is a genuine pain in the rear. After that, follow up by killing the Rogue, leaving the vehicles for last. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.2 Clear Condition - 800/1000 Known as: Alluring Salome (誘惑するサロメ) Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-3 Level 21 | 2 Lv. 54 Lookout Tents, both with: 4-7 Level 22 | Lv. 54 Purazuma Prof, Lv. 54 Energy Ball 8-10 Level 23 | 2 Lv. 54 Stations, both with: Lv. 54 Purazuma Prof, Lv. 54 Energy Ball 1 Lv. 54 Lookout Tent 4 Lv. 54 Clerics 2 Lv. 68 Mesmerizers, 2 Lv. 54 Mesmerizers Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This stage, similar to 7-5, is all about catpuring the flag...or rather, enemy bases. You will want to deploy all of your allies that you can via facilities and have them invade the two tents on the far side to start off the battle. Stuff as many of your lower level allies in the Lookout Tents as you can, and deploy your top eight units to lay waste to the remainder of the field. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.3 Clear Condition - 800/Var Known as: Salome's Feelings (サロメの想い) Random - No Demo? ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1-4 Level 22 | 5-8 Level 23 | 9-10 Level 24 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.4 Clear Condition - 800/1000 Known as: Salome, Fighting Against Time (時と戦うサロメ) Stable - Demo Afterwards ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - PTs 1-4 Level 22 | Lv. 64 School 5-8 Level 23 | 3 Lv. 43 Watcher 9-10 Level 24 | 3 Lv. 72 Warrior Mages Lv. 64 Factory 2 Lv. 57 Eisenkroitz with Lv. 57 Spark Professor Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Try to defeat the Warrior Mages within the first round. After that, make your priority kills the vehicles popping out of the Factory - Watchers that gain a level each turn are still weak Watchers; they ought to die rapidly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.5 Clear Condition - 800/Var Known as: Salome's Choice (サロメの選択) Random - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 800 PTs 1-4 Level 22 | Enemies Variable 5-8 Level 23 | 9-10 Level 24 | Additional Regions: Variable. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.6 Clear Condition - 800/1000 Known as: Salome's Deep Truth (サロメ深層心理) Stable - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1 Level 22 | 4 Lv. 60 Flosch with Lv. 60 Purazuma Profs. 2-5 Level 23 | 1 Lv. 68 Neverwind with Lv. 76 Colonel 6-9 Level 24 | 10 Level 25 | Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tricky stage - be sure everyone is inside of a building so they can move through this large stage rapidly post-deployment. The Neverwind and the Flosch Vehicles are lethal, have high defense, and are, in short, a royal pain in the keister. Focus on destroying as many of the characters as you can, starting with the Neverwind piloted by the Colonel. Your initial inclination will probably be kill the machines, then leave the Professors inside for easy killin', since they have such low defense. RESIST that urge; their Remote Control based area attacks are very deadly. If you can't destroy a Flosch in the same turn that you destroy its pilot, don't. Their kick attacks are far more preferable than wacky professors. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.7 Clear Condition - 800/Var Known as: Salome, Unafraid of Death (死を恐れぬサロメ) RANDOM - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - Variable PTs 1 Level 22 | 2-5 Level 23 | 6-9 Level 24 | 10 Level 25 | Additional Regions: Variable ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.8 Clear Condition - 800/1000 Known as: Salome's Banquet Last Night (サロメの宴前夜) Stable? - No Demo ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - PTs 1-2 Level 23 | Lv. 72 Lighthouse 3-6 Level 24 | Lv. 80 Night Ghost 7-10 Level 25 | Lv 72 Clocktower, both with 4 Lv. 64 Energy Balls Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ideally, when you get to this stage, you should have strong enough mages to strike down at least one of the clocktowers (preferably the one to your left as you enter the stage) without ever having to deal with the enemies inside. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.9 Clear Condition - 800/1000 Known as: Salome's Determination (サロメの決意) Stable - No Demo? ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - PTs 1-2 Level 23 | 5 Lv. 69 Shanpuras 3-6 Level 24 | 2 Lv. 65 Clerics 7-10 Level 25 | 1 Lv. 73 Swamp Devil 2 Lv. 82 Bishops Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The final test before the final boss. If you are struggling on this stage, go back to one of the other stages in this chapter and level up. If you can't survive this, you will have no prayer of doing any damage to Salome. By now your mages should have gotten Mega Wide; spam it on the closeknit clump of Shanpuras and clerics on the staircase. Set your remaining units to the task of clearing out the enemies before the stairwell arch. The enemy to be most wary about is the Swamp Devil at the top of the stairs; he has Zodiac on his sword, which will wipe your units out if they're too close together in a heartbeat. Thankfully, he is terrifically lazy and typically won't move the first couple of rounds. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stage 9.10 Clear Condition - 800/1000 Known as: The Sanctum of Death (死の礼拝堂) Stable - Demo Before and After ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 1000 PTs 1-3 Level 24 | Lv. 85 Salome - 1000 PTs 4-7 Level 25 | 3 Lv. 51 Hellbouncers, 3 Lv. 51 Liches, 2 Lv. 51 Royal 8-10 Level 26 | Guard, 2 Lv. 51 Bishops, 1 Lv. 51 Wizard Additional Regions: None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Good: Salome won't attack you the first five or so turns. The Bad: She has 45% + elemental defense, making it hard to land spells on her; physical attacks are the way to go. The Ugly: Her bodyguards, which have no compunctions in attacking you ASAP. If your characters have an average level 50 or so, you should be able to manage this fight. The first thing you want to do is attack each of her lines; whatever you do, try to slaughter the row of Hellbouncers within the first round. A lot of the enemies will stand still for a turn or two, so take advantage of this fact. When you get all of the other enemies eliminated, go for a barrage round of attacks on Salome. Do your magic attacks first, as they are weakest, then follow up by physical attacks. If you set it up as a chain, going in order of increasing attack power, she ought to fall within 2-3 rounds. Enjoy the ending after you win! Hopefully your first time through the game you'll end up with the Good Ending! If you, however, decided to kill 50 or more of your own allies for such a petty thing as mana, you will find yourself in an alternative ending versus one of your 'allies'... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- IV. Bonus Dungeons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================================================================= A. Happy Dungeons ============================================================================= The Happy Dungeons reset upon each New Game +. Happy Dungeons are considered Free Dungeons - they vanish upon completion, so if you don't get all the items in one go, you are out of luck. All of them are one floor each with four enemies, with the enemies located in the north third of the map, Zetta in the center third, and then the items in the final third. The strategy for all three is the same - send your units with spare item slots straight for the items. The Owls will follow, but their attacks are very weak - even at lower levels, you should be able to take them out easily. The Owls have a habit of suiciding by leaping into your unit-filled buildings, so I'd advise against putting your allies in one - or rather, leaving them in one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Happy Dungeon #1 Clear Condition - 100/100 Stable - Listed as level 5. ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 Pts 1 Level 4 | No enemies. 2-5 Level 5 | No items. 6-9 Level 6 | 10 Level 7 | Additional Regions: Two Region A: 100 PTs 3 Lv. 3 Lucky Dolls 1 Lv. 5 Happy Owl Region B: 0 PTs Mogul, Dale, Petit Muscles, Gym Shoes, Imperial, Seer's Crystal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Happy Dungeon #2 Clear Condition - 100/100 Stable - Listed level of 15. ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 PTs 1-4 Level 10 | No enemies or items. 5-8 Level 11 | 9-10 Level 12 | Additional Regions: Two Region A: 100 PTs 3 Lv. 10 Happy Owls 1 Lv. 15 Joy Bluebird Region B: 0 PTs Mogul, Dale, Secret Muscles, Wing Boots, Dark Rosario, Psycho Orb ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Happy Dungeon #3 Clear Condition - 100/100 Stable - Listed level of 30. ----------------------------------------------------------------------------- Bonus Gauge | Initial Region - 0 PTs 1-2 Level 14 | No enemies or items. 3-6 Level 15 | 7-10 Level 16 | Additional Regions: Two Region A: 100 PTs 3 Lv. 20 Joy Bluebirds 1 Lv. 30 Dream King Region B: 0 PTs Mogul, Dale, Big Body, Straw Sandals, Devil Pendant, Dark Talisman ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- V. Bonus Gauge and Point Systems =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Bonus Gauge System in Makai Kingdom is, as mentioned earlier in this guide, directly stolen from Disgaea. After the completion of each stage, depending on how many points you have earned from whacking enemies, buildings, items, and mechs, you will get rewards of XP, HL, and delectable items. After you begin chapter 4 in your initial playthrough, MT, guns, and mechs will be unlocked. For all subsequent New Game +'s, you will have those three things available from chapter 1. Getting points is simple. All you have to do is kill enemies/break items/buildings/mechs. For boss stages in the Free Dungeons, Bosses are always excluded from this base point total. Note that if an enemy, building, or item is thrown out of bounds, the points associated with it disappear forever. If you do a combination attack on a given opponent, you can rack up a lot of points really fast. A combination attack is where you set all of your allies to attack one opponent before selecting the Begin Battle command in the Triangle Menu. If at any time during the combo you have even one character target a different enemy, that will end the chain. If and only if you kill the enemy during the course of an attack, you will get bonus points. The first extra person in an attack will give you a 10% bonus on your attack ability; the second extra person will give you an extra 20% bonus on top of that, adding up to a 30% bonus, and so forth. Thus, if you have seven extra people in an attack (the most possible), you can get an additional point value of 280% if the final person is the one that makes the kill. If you set up an eight person combo and the fourth extra person (person #5) makes the kill, then you only get credit for those four people for your point bonus giving you a 100% (10% + 20% + 30% + 40%) bonus. The other three people, thankfully, will be able to retarget their attacks elsewhere. For any given stage, you can get ten possible 'things'. If you get 100 points or more, you will get whatever is listed in the first slot on the Bonus Gauge list. Getting 200 points will get you the first two, 300 points the first three, all the way up to ten things after getting 1000 points. If you get above 1000 points, you get nothing special. If Zetta is attacked (healing is okay, however), half of the items on the Bonus Gauge listing will vanish. Your enemies generally won't attack Zetta directly, but they will often use area attacks on allies near Zetta and hit him on accident. Your points will not be reduced, however. For any given stage of the game, the bonus gauge will follow one of four patterns: ------------------- Pattern 1: ------------------- 100 Points = Level X 200-500 Points = Level X + 1 600-900 Points = Level X + 2 1000 Points = Level X + 3 ------------------- Pattern 2: ------------------- 100-200 Points = Level X 300-600 Points = Level X + 1 700-1000 Points = Level X + 2 ------------------- Pattern 3: ------------------- 100-300 Points = Level X 400-700 Points = Level X + 1 800-1000 Points = Level X + 2 ------------------- Pattern 4: ------------------- 100-400 Points = Level X 500-800 Points = Level X + 1 900-1000 Points = Level X + 2 For instance, on stage 2.1, I listed the following information: ----------------- Bonus Gauge | 1-3 Level 3 | 4-7 Level 4 | 8-10 Level 5 | ----------------- This stage follows pattern 3. The first three slots, for 100, 200, and 300 points respectively, will yield 'level 3' experience, cash, and items. Glancing at the chart below, that would equate to 10 XP, 12 MT, or 50 HL. What items would pop out will be included later once I've completed the item listings. 400, 500, 600, and 700 point slots will produce 'level 4' exp, cash, and items, and the 800, 900, and 1000 point slots will yield 'level 5' rewards. Play through a few levels if this isn't making sense. It will dawn on you how this works, I promise. Again, items and their ranks will be included in a later update. Without further ado, here are the XP, MT, and HL listings to the highest known level, level 55 (reasonably sure that this is the highest possible level.) ------------------------------------- Level XP MT HL ------------------------------------- 1 4 5 20 2 6 7 30 3 10 12 50 4 20 25 100 5 40 50 200 ------------------------------------- 6 70 87 350 7 110 137 550 8 160 200 800 9 220 275 1100 10 300 375 1500 ------------------------------------- 11 400 500 2000 12 500 625 2500 13 600 750 3000 14 800 1000 4000 15 1000 1250 5000 ------------------------------------- 16 1400 1750 7000 17 2000 2500 10000 18 3000 3750 15000 19 4000 5000 20000 20 5000 6250 25000 ------------------------------------- 21 6000 7500 30000 22 8000 10000 40000 23 10000 12500 50000 24 12000 15000 60000 25 14000 17500 70000 ------------------------------------- 26 16000 20000 80000 27 20000 25000 100000 28 24000 30000 120000 29 30000 37500 150000 30 40000 50000 200000 ------------------------------------- 31 50000 62500 250000 32 60000 75000 300000 33 70000 87500 350000 34 80000 100000 400000 35 90000 112500 450000 ------------------------------------- 36 100000 125000 500000 37 110000 137500 550000 38 120000 150000 600000 39 130000 162500 650000 40 140000 175000 700000 ------------------------------------- 41 150000 187500 750000 42 160000 200000 800000 43 170000 212500 850000 44 180000 225000 900000 45 190000 237500 950000 ------------------------------------- 46 200000 250000 1000000 47 220000 275000 1100000 48 240000 300000 1200000 49 260000 325000 1300000 50 280000 350000 1400000 ------------------------------------- 51 300000 375000 1500000 52 340000 425000 1700000 53 380000 475000 1900000 54 420000 525000 2100000 55 460000 575000 2300000 ------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VI. Facilities =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Facilities: those handy little areas that you can jump in and out of to get spiffy protections in Makai Kingdom. All Facility types can be created from level 1, as long as you have the proper class associated with it and sufficient mana. The tricky part, as I'm sure some have you have noticed, is having enough mana. Some of you may have gotten weird error messages whenever you've tried. No worries - I am here to ail your pain. The actual process of making a character into a facility is fairly simple. First, you must make sure that your chosen character matches the given conditions: 1) The character cannot be equipped with anything. 2) The charact cannot be stationed inside of a facility or a mech. 3) The character cannot be holding anything in Zetta's Castle area. 4) The character cannot be your designated leader character. (As you can change your leader via wishing, this is easy enough to get around.) 5) Finally, you can only have a maximum of four facilities on the Castle area map at any given time. Unsummon them or throw them out of the Castle bounds - throwing them doesn't destroy them, but it does allow you to create new ones. Once this things are all done, press the Confirm button next to Zetta and choose the fifth option, "Write Down a Wish" "願いことを書き込む". You should see as your first message "新しい建物がほしい", or "I want a new facility!". Confirm that selection. If for some reason it's not working - you didn't fulfill one of the above conditions! Double and triple check that. Choose your favorite facility from the list below (the Japanese has been provided for easy identification purposes), press confirm again if you have enough mana, then wave bye-bye to your character, for he is going off to a better place - his death happened from your callous construction-crazed tendencies! Okay, seriously, once you do that, your character CAN be brought back at level 1 as another job. When you kill a character to create a facility, he is automatically sent on the road transmutated with all of his previous skills, minus the mana he had from being transformed into a facility. Move your leader character up to an item in Zetta's Castle, and you will now see three options - Character Make, the character you just got rid of, and Cancel. The only other factors that determine whether you can build a facility are your character's level and your character's present class. The formula for determining HOW much mana you need to create a certain facility is extremely nasty. The facility I'll use as the base for our calculations this is the School, since the School is the only unit that every character can make that won't suffer from rounding error. Ready for the formula I derived? Here it is: Base = 150x^2 + 345x + 30xy + z where: x = Character Level / 10, dropping the remainder. y = Character Level modulus 10 (or the remainder after dividing by 10) z = Iteration factor for y value (see below table) ^ = square the following value (so x^2 is x squared) Iteration Factor: y | z value ---+-------- 0 | 180 1 | 215 2 | 255 3 | 295 4 | 340 5 | 390 6 | 440 7 | 495 8 | 550 9 | 610 Let me show you with an example. Say you have a level 81 Female Warrior who you want to use to create a School. Your x value here would be 8 (81/10), your y value would be 1 (remainder from previous division problem), and your z value, according to the above table, would be 215. So, plug and chug away: 150(8^2) + 345(8) + 30(8)(1) + 215 = 12815 mana. Yeesh. To determine the creation costs for any other facility, all you would have to do is take this above base and multiply it by the creation multiplier listed, then round down. The Storehouse, for instance, costs .08 the base to create. For our aforementioned Level 81 Female Warrior, it would cost her .08(12815) mana, or 1025 mana. ------------------------------ 0. Doghouse 犬小屋 ------------------------------ Created by: No One Protection Effect: 10% All Up Dropped on Enemies: Damage Capacity: 5 Create Multiplier: N/A Your very first facility! Unfortunately, this is the only one of this type of facility that you can create! No worries, though; the Shed facility provides the exact same statistics. ------------------------------ 1. Storehouse 倉庫 ------------------------------ Created by: Anyone Protection Effect: None Dropped on Enemies: Damage Capacity: 12 Create Multiplier: .08 Base ------------------------------ 2. School 学校 ------------------------------ Created by: Anyone Protection Effect: 50% EXP Dropped on Enemies: Damage Capacity: 8 Create Multiplier: 1.00 Base ------------------------------ 3. Shed 小屋 ------------------------------ Created by: Anyone Protection Effect: 10% All Up Dropped on Enemies: Damage Capacity: 6 Create Multiplier: .02 Base ------------------------------ 4. Station 詰所 ------------------------------ Created by: Anyone Protection Effect: 20% Attack Up Dropped on Enemies: Damage Capacity: 8 Create Multiplier: .16 Base ------------------------------ 5. Outpost Tent 見張りテント ------------------------------ Created by: Anyone Protection Effect: 30% Defense Up Dropped on Enemies: Damage Capacity: 8 Create Multiplier: .16 Base ------------------------------ 6. Fortress 砦 ------------------------------ Created by: Swordsmasters, Warriors Protection Effect: Attack + 30% Dropped on Enemies: Damage Capacity: 8 Create Multiplier: .40 Base ------------------------------ 7. Castle 城 ------------------------------ Created by: Swordmasters Protection Effect: Attack + 40% Dropped on Enemies: Damage Capacity: 8 Create Multiplier: 1.00 Base ------------------------------ 8. Command Center 司令塔 ------------------------------ Created by: Swordmasters, Warriors Protection Effect: 40% Defense Dropped on Enemies: Damage Capacity: 8 Create Multiplier: .40 Base ------------------------------ 9. Super Fortress 要塞 ------------------------------ Created by: Swordmasters Protection Effect: Defense +50% Dropped on Enemies: Damage Capacity: 8 Create Multiplier: 1.00 Base ------------------------------ 10. Hospital 病院 ------------------------------ Created by: Healers, Orderlies Protection Effect: 10% HP Recovery on Characters each turn. Dropped on Enemies: Healing Capacity: 6 Create Multiplier: .20 Base ------------------------------ 11. Shop 売店 ------------------------------ Created by: Merchants Protection Effect: 50% Gil up Dropped on Enemies: Gil Up Capacity: 6 Create Multiplier: .20 Base ------------------------------ 12. Laboratory 研究所 ------------------------------ Created by: Professors Protection Effect: None Dropped on Enemies: 20% Tech Up Capacity: 6? Create Multiplier: .20 Base ------------------------------ 13. Factory 工場 ------------------------------ Created by: Mechanics Protection Effect: 10% Mech HP Recovery per turn Dropped on Enemies: Damage Capacity: 6? Create Multiplier: .20 Base ------------------------------ 14. Lighthouse 灯台 ------------------------------ Created by: Archers Protection Effect: 30% Movement Up Dropped on Enemies: Damage Capacity: 6 Create Multiplier: .20 Base ------------------------------ 15. Clock Tower 時計台 ------------------------------ Created by: Archers Protection Effect: None Dropped on Enemies: Stun for 1 turn. Capacity: 6? Create Multiplier: .20 Base ------------------------------ 16. Graveyard 墓地 ------------------------------ Created by: Thieves Protection Effect: 10% DAMAGE per turn. Dropped on Enemies: Poison/Paralyze/Forget Capacity: 6? Create Multiplier: .20 Base ------------------------------ 17. Library 図書館 ------------------------------ Created by: Magicians Protection Effect: 50% Weapon Mastery Up Dropped on Enemies: Damage Capacity: 6 Create Multiplier: .40 Base ------------------------------ 18. Food Plant 食料プラント ------------------------------ Created by: Master Chefs Protection Effect: None Upon Invite: Empty slots filled with food. Capacity: 8 Create Multiplier: .60 Base =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VII. Item List =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The following is a listing for basic, non-starred items in the game. Unlike previous NIS offerings in the SRPG genre, items cannot be powered up at all; what you buy or what you pick up is what you get. Stars affect all of the seven base statistics of an item, as well as the buying/sale price, as follows: Single Star - 1.2 multiplier on all stats, 1.5 multiplier on sale price Two Stars - 1.4 multiplier on all stats, 2.0 multiplier on sale price Three Stars - 1.6 multiplier on all stats, 2.5 multiplier on sale price Four Stars - 1.8 multiplier on all stats, 3.0 multiplier on sale price Crown - 2.0 multiplier on all stats, 3.5 multiplier on sale price Movement, Jump, Elemental protection, and status protections are NOT increased by stars nor by your character's level. They stay constant regardless. Once a character is higher than level 102, they start slowly accumulating bonuses from their equipment. The new stats for your equipment are calculated using the following formula: New Stat = Base Stat * (1 + Level Mod) where Level Mod = (((Character Level - 100)/200), rounded to the nearest hundredths place. All items are listed in the following format: ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge Lvl |Fire|Wind| Ice| Psn| Sle|Para| Amn|Gam|Daz| Japanese Name ----------------------------------------------------------------------------- HP = HP Added Fire = Fire Resistance SP = SP Added Wind = Wind Resistance ATK = Attack Ice = Ice Resistance DEF = Defense Psn = Poison Resistance INT = Intelligence Sle = Sleep Resistance RES = Resist Para = Paralysis Resistance TEC = Tech Amn = Amnesia Resistance MVT = Movement Gam = Gamble Resistance JMP = Jump Daz = Dazed Resistance For the below price listings, an * indicates what this item would cost if it was buyable. Such items are never actually available for sale, and are only obtainable from the Bonus Gauge or by picking them up in dungeons. The item classes Lightsabers, Frypans, Mallets, Syringes Topiary and Mech items are considered special sale cases. They take an additional 90% hit in sale price at a Merchant or store in comparison to other items. They do sell, however, at a relatively full value in MT to a Mechanic. ============================================================================= A. TOPIARY ============================================================================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rocks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge Lvl |Fire|Wind| Ice| Psn| Sle|Para| Amn|Gam|Daz| Japanese Name ----------------------------------------------------------------------------- Boulder | 0| 0| 0| 3| 0| 0| 0|-20| 0| *30 1 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 大岩 ----------------------------------------------------------------------------- Stone Pillar | 0| 0| 0| 15| 0| 0| 0|-20| 0| *500 4 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 石柱 ----------------------------------------------------------------------------- Rubble | 0| 0| 0| 33| 0| 0| 0|-20| 0| *2500 7 | 0| 0| 0| 0| 0| 0| 0| 0| 0| ガレキ ----------------------------------------------------------------------------- Big Boulder | 0| 0| 0| 60| 0| 0| 0|-20| 0| *7000 10 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 巨岩 ----------------------------------------------------------------------------- Stalactite | 0| 0| 0| 93| 0| 0| 0|-20| 0| *18000 13 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 鍾乳石柱 ----------------------------------------------------------------------------- Old Brick | 0| 0| 0| 128| 0| 0| 0|-20| 0| *45000 16 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 古レンガ ----------------------------------------------------------------------------- Giant Boulder | 0| 0| 0| 165| 0| 0| 0|-20| 0| *80000 19 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 巨人岩 ----------------------------------------------------------------------------- Devil Stone | 0| 0| 0| 210| 0| 0| 0|-20| 0| *100000 22 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 鬼渡り石 ----------------------------------------------------------------------------- Ancient Stone | 0| 0| 0| 252| 0| 0| 0|-20| 0| *200000 25 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 古代の石敷き ----------------------------------------------------------------------------- God Boulder | 0| 0| 0| 330| 0| 0| 0|-20| 0| *500000 28 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 魔神岩 ----------------------------------------------------------------------------- Binding Stone | 0| 0| 0| 405| 0| 0| 0|-20| 0| *1500000 31 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 結界石 ----------------------------------------------------------------------------- Overlord's Relief| 0| 0| 0| 495| 0| 0| 0|-20| 0| *4000000 34 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 魔王の石版 ----------------------------------------------------------------------------- US name changes: Boulder--> Rock; Rubble-->Flat Rock ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Trees ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge Lvl |Fire|Wind| Ice| Psn| Sle|Para| Amn|Gam|Daz| Japanese Name ----------------------------------------------------------------------------- Palm Tree | 4| 0| 0| 0| 0| 0| 0|-10| 0| *30 1 | 0| 0| 0| 0| 0| 0| 0| 0| 0| ヤシの木 ----------------------------------------------------------------------------- Broad-leaf Tree | 19| 0| 0| 0| 0| 0| 0|-10| 0| *500 4 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 広葉樹 ----------------------------------------------------------------------------- Pine Tree | 43| 0| 0| 0| 0| 0| 0|-10| 0| *2500 7 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 針葉樹 ----------------------------------------------------------------------------- Summer Tree | 80| 0| 0| 0| 0| 0| 0|-10| 0| *7000 10 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 常夏の木 ----------------------------------------------------------------------------- Verdant Tree | 125| 0| 0| 0| 0| 0| 0|-10| 0| *18000 13 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 新緑樹 ----------------------------------------------------------------------------- Spirit Tree | 170| 0| 0| 0| 0| 0| 0|-10| 0| *45000 16 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 霊木 ----------------------------------------------------------------------------- Happiness Tree | 220| 0| 0| 0| 0| 0| 0|-10| 0| *80000 19 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 幸せの木 ----------------------------------------------------------------------------- Fruit Tree | 280| 0| 0| 0| 0| 0| 0|-10| 0| *100000 22 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 実りの樹 ----------------------------------------------------------------------------- Mountain Tree | 350| 0| 0| 0| 0| 0| 0|-10| 0| *200000 25 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 仙木 ----------------------------------------------------------------------------- Heaven Tree | 440| 0| 0| 0| 0| 0| 0|-10| 0| *500000 28 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 楽園樹 ----------------------------------------------------------------------------- Bounty Tree | 540| 0| 0| 0| 0| 0| 0|-10| 0| *1500000 31 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 豊穣の樹 ----------------------------------------------------------------------------- God Tree | 660| 0| 0| 0| 0| 0| 0|-10| 0| *4000000 34 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 神木 ----------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flowers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge Lvl |Fire|Wind| Ice| Psn| Sle|Para| Amn|Gam|Daz| Japanese Name ----------------------------------------------------------------------------- Lovely Flower | 0| 0| 0| 0| 1| -1| 0| 0| 0| *30 1 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 可憐な花 ----------------------------------------------------------------------------- Small Flower | 0| 0| 0| 0| 11| -11| 0| 0| 0| *1800 6 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 小さい花 ----------------------------------------------------------------------------- Maiden's Flower | 0| 0| 0| 0| 31| -31| 0| 0| 0| *10000 11 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 乙女の花 ----------------------------------------------------------------------------- Purity Flower | 0| 0| 0| 0| 56| -56| 0| 0| 0| *45000 16 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 無垢の花 ----------------------------------------------------------------------------- Fairy's Flower | 0| 0| 0| 0| 85| -85| 0| 0| 0| *100000 21 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 妖精の花 ----------------------------------------------------------------------------- Secret Flower | 0| 0| 0| 0| 126|-126| 0| 0| 0| *250000 26 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 神秘の花 ----------------------------------------------------------------------------- Angel's Flower | 0| 0| 0| 0| 180|-180| 0| 0| 0| *1500000 31 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 天使の花 ----------------------------------------------------------------------------- Legendary Flower | 0| 0| 0| 0| 300|-300| 0| 0| 0| *6000000 36 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 伝説の花 ----------------------------------------------------------------------------- Lovely Flower--->Flower ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Grasses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge Lvl |Fire|Wind| Ice| Psn| Sle|Para| Amn|Gam|Daz| Japanese Name ----------------------------------------------------------------------------- Weed | 0| 0| 0| -1| 0| 0| 1| 0| 0| *30 1 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 雑草 ----------------------------------------------------------------------------- Thin Grass | 0| 0| 0| -11| 0| 0| 11| 0| 0| *1800 6 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 細い草 ----------------------------------------------------------------------------- Wispy Grass | 0| 0| 0| -31| 0| 0| 31| 0| 0| *10000 11 | 0| 0| 0| 0| 0| 0| 0| 0| 0| おぼろ草 ----------------------------------------------------------------------------- Fae Grass | 0| 0| 0| -56| 0| 0| 56| 0| 0| *45000 16 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 仙草 ----------------------------------------------------------------------------- Illusionary Grass| 0| 0| 0| -85| 0| 0| 85| 0| 0| *100000 21 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 幻影草 ----------------------------------------------------------------------------- Spirit Grass | 0| 0| 0|-126| 0| 0| 126| 0| 0| *250000 26 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 霊草 ----------------------------------------------------------------------------- Mimic Grass | 0| 0| 0|-180| 0| 0| 180| 0| 0| *1500000 31 | 0| 0| 0| 0| 0| 0| 0| 0| 0| あやかし草 ----------------------------------------------------------------------------- God Grass | 0| 0| 0|-300| 0| 0| 300| 0| 0| *6000000 36 | 0| 0| 0| 0| 0| 0| 0| 0| 0| 神草 ----------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dead Trees ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Name | HP| SP| ATK| DEF| INT| RES| TEC|MVT|JMP| Price Bonus Gauge