~B
********
++* ++* ********* *** *** *** ****+ ******
* * *++* ** ++* ++* ++* ++* ++++* ++ +* +*
** ++* *++* ++* ++* ++* ++* ++* +*
++* ++* ++* ++* ++* ++* ++* ++* +*
++* ***** ********* ****** +* ***** *******
*** **
\ | /
********* -- >---------------+---------------< --
+* ++* +* / | \
+* ++* ++* ** **** ****** **** *** *** *** ****
+* ++* ++* +* +* +* +* +* +* ++* +* ++* +*
++* +* +* +* +* ++* +* +* +* +* +++*
++* +* +* +* +* ++* +* +* +* +* +* +*
****** **** ****** ***** ** *** * *** ******
______________________________________
| |
| Azure Dreams |
| FAQ v2.4 |
| Billy Sauls bsauls@usa.net |
| |
| This FAQ is dedicated to my sweet |
| fiancé Jenny Farley. I love you. |
| |
| NOTE |
| When e-mailing me about the game or |
| this FAQ, please put Azure Dreams |
| somewhere in the SUBJECT line. |
|______________________________________|
______________________________________
| |
| Updated on: 04/08/99 |
| The latest version is available at |
| www.citynet.net/personal/billy |
| and |
| underworld.fortunecity.com/mario/728 |
|______________________________________|
______________________________________
| |
| Make sure to use a fixed width font. |
|If you can't read the above title that|
| says Azure Dreams, then you need to |
| switch fonts to something like |
| Courier. |
|______________________________________|
-=============================================================-
|:::::::::::::::R E V I S I O N H I S T O R Y::::::::::::::::::|
-=============================================================-
...........................=*= v2.4 =*=..........................
- This will probably be my last update for a while (unless
something really good croses my path) because I will soon
attempt an FAQ on "Legend of Lagaia".
- Reformat again. I'm trying to make it a little bit easier to
read and navigate for all my readers. Without you guys, this
wouldn't be a good FAQ :)
- Removed Section 10 because I never had any plans anymore.
- Rust Proof Trait and Holy Sword revealed!!
- Corrected the familiar amount on each Hut Expansion.
- I've realzied a lot of you guys don't have a book since I've
recieved a lot of questions about controls of the game. The
1. GETTING STARTED section has been updated to fit this.
- Added section 1.C to help those of you who need to have backup
saves.
- A new (possible) bug added.
- Contrary to what I hear about my Fur strategy, it worked for
me (just tried it), so I have no clue if it doesn't for you.
...........................=*= v2.3 =*=..........................
- Added the NEW "items in the safe" trick. It REALLY seems to
work also. Thank Tony Fernandez for it. This is the only
reason v2.3 was released with so little of an update. See
the new SECTION 4.G Tricks and Tips.
- Added a new programming bug and a possible solution to some
or all of them.
- Added the Sleep Herb, something new of Dark Sword, and a new
assumption about the Tovar Seeds.
...........................=*= v2.2 =*=..........................
- A few corrections and filling in of my unknown data. Check
the Credits section for information on what was updated.
- I realized I didn't have a Monster Egg section for the items.
So I added one.
- Added alternate Cherll (for those of you who didn't remain
anonymous) and Vivian strategies.
- For those of you who want a quick way to get stuff from a
Barnog, check out the updated Barong Strategy section.
- Added a FAQ section on the Familiar magic to clear up some
things that are confusing.
- Added a FAQ section on the Familiar fusing to clear up some
things that are confusing.
...........................=*= v2.1 =*=..........................
- Monster book is finally done. It includes an opinion on each,
each monster's starting stats, and the story about each one
in the monster book. Enjoy.
- I dared to spell check it :)
..........................=*= v2.01 =*=..........................
- Very quick update. I forgot to finish Mia's strategy on the
girls section. That's all.
...........................=*= v2.0 =*=..........................
- I changed it around totally, so this is pretty much a brand
new FAQ. I'm not going to list all the changes, so just
act like you never even read my last version (if you have
read it that is).
- Line width is now set to a max 65, and the FAQ has been
reformatted to fit it.
- I had a few bad words in there, but hopefully they are
all gone. If anyone finds anymore mail me.
- Check for v2.1 every so often, because it shouldn't be
too long before I finish the monster book.
...........................=*= v1.0 =*=..........................
- The first official release. Kind of remedial because it
is my very first FAQ. I will fix it to be better!
-=============================================================-
|::::::::A U T H O R N O T E S / I N T R O D U C T I O N:::::::|
-=============================================================-
At first, I thought Azure Dreams really sucked because the battle
system seemed too hard to use. On top of this, after I died I
thought the game made me restart all over again every time.
Then, when my only familiar died,I thought he was dead for good
too.
Because of all of this I didn't even play it for two or three
months except for here and there when I got bored. However, I
always came to the same conclusion; it sucked. Then, one day
I took some time to play it a little more than usual. Now, I
know that I was definitely wrong about it sucking :).
This game is now one of my favorites and I can recommend it to
anyone for a good 30 hours of play, at least, before you should
become tired of it.
If you are just having trouble playing the game, then you
should just take a look at 1. GETTING STARTED unless you don't
care to ruin some of the plot and suprises from the game.
I hope you enjoy my FAQ, but there is only one thing that I ask
from you, the reader. Please don't steal my work and use it in
your own FAQ or something like that. Just put yourself in my
shoes for a minute; a hard working person trying to help
everyone just a little so he can have a little joy, then all of
the sudden someone steals his stuff, reformats it a little, and
says it's theirs. Now, how would that make you feel if you were
me and I did that to you? Please, post it all you want, print
it if you like (it's big I will warn you ahead of time), send it
to sites, just don't claim it is your's.
In closing, let me just say that I'm not perfect. I'm positive
I didn't write this thing with at least a few mistakes.So, if I
am making a mistake (big or small), please e-mail me.
Contributions are always welcome and enjoyed. Even your
opinions are very welcome about my work. If it makes sense,
even though I disagree, I will post it right with what I said
with your name above it. In my views, just because I don't
agree with it, I shouldn't keep everyone else from choosing what
they think is right.
Thanks for reading and hope this FAQ will be of help. However,
if you still have questions, just drop me an e-mail at
bsauls@usa.net
-=============================================================-
|::::::::::::::::T A B L E O F C O N T E N T S::::::::::::::::|
-=============================================================-
1. GETTING STARTED
1.A General Tips
1.B Controls
1.C Tips On Saving Your Game
2. THE TOWN
2.A Gaining Respect
2.B Building Buildings And Upgrading Your House
2.C Getting Girlfriends
3. THE TOWER
3.A Navigating Around
3.B Leaving The Tower Alive
3.C Traps
3.D The Most Dangerous Monsters On Each Floor
4. ITEMS
4.A Edible Items (Fruits, Seeds, and Herbs)
4.B Weapons (Swords, Wands, Shields, and Troll Weapons)
4.C Useable (Bells, Scrolls, Sands, Crystals, Glasses,
and Loupes)
4.D Magical (Balls and Eggs)
4.E Special/Quest Items
4.F Obtaining Rare Items/Barong Guide
4.G Tricks and Tips
5. FAMILIARS
5.A Finding And Raising A Familiar
5.B Finding Another Collar (Having Two Familiars Out At
Once)
5.C Fusing Monsters
5.D (Fire) Page 1 of Monster Book
5.E (Water) Page 2 of Monster Book
5.F (Wind) Page 3 of Monster Book
5.G (Other) Page 4 of Monster Book
5.H Familiar Magic
6. MAKING IT TO THE TOP
6.A Getting A Good Weapon
6.B Getting A Good Shield
6.C Raising A Good Familiar
6.D Keeping Yourself And Familiars Alive
7. PROGRAMMING BUGS
8. COPYRIGHTS AND DISCLAIMER
9. CREDITS
-=============================================================-
|::::::::::::::1. G E T T I N G S T A R T E D:::::::::::::::::|
-=============================================================-
A remote, frontier town, its streets powdered with the golden
sands of the desert. Close by, the massive Monster Tower rising
high into the air. As the name suggests, this ancient tower is
the lair of monsters ~ hordes of them!
Although the journey is a grueling one, this doesn't deter the
treasure-hunters from coming to the town. They're driven by
desire ~ a desire to obtain the Monster's treasure, but more than
that, a desire to obtain the precious, rare Monster eggs. For if
you raise a Monster from an egg it will become accustomed to
humans. That's why the eggs, or a Monster which has been tamed,
will fetch a high price.
If it's a special Monster it can be sold for an astronomical sum.
The center of the Monster Egg Trade is the bustling town of
Monsbaiya.
In this town there lives a boy whose father was one of the most
skilled Monster Tamers in history. But while the boy was still
young his father died. It was left to his mother to bring up the
boy and his younger sister. They didn't have much money so
everyday living was difficult. The boy would often think: "If
only I could get one of those eggs, I could sell it for a lot of
money!"
The boy had his father's blood running in his veins, and
eventually he began to feel it stirring. All he could think of
was going in search of the Monster's eggs. But there was one
problem. He was not allowed to go into the Tower until he turned
15 ~ the age of adulthood.
The boy couldn't get the idea out of his mind. He imagined going
into the profound reaches of the Tower where the never before
seen eggs were to be found. And then, if he could just get ONE
of those eggs...
Now we come to today. It is the boy's 15th birthday ~ the day he
becomes an adult!
When you start off, an Angle will ask you for your name before
you fall from the heavens on your parents. After that, a
sequence of events will be shown in which you'll see some of
your childhood and your father disappearing.
Next, it's time to head to the tower. Along the way, you'll meet
Kenwe, whom happens to be a talking monster. He'll be your
first familiar and your best one (for a while).
The first time you enter the tower, Kenwe will take you through
a training session. Be sure to listen and pay close attention,
because this will never happen again unless you re-start.
--------------------------------------------------
|::::::::::::::::1.A General Tips:::::::::::::::::|
--------------------------------------------------
Because the hardest part of this game is starting out, here are a
few tips for those of you who need them.
1) At first, you will die very frequently. This is very
normal. However, you may get lucky and find a wind
crystal (transports you out of the tower), but it isn't
very likely you will until you start climbing a little
higher.
2) Every time your familiar and you gain experience, he
keeps it after leaving the tower, even though you don't.
So, even with you dieing all the time, his levels are
going up each time, thus making him stronger.
3) When your familiars keep gaining experience, you will be
able to climb to higher levels with them every time you
enter.
4) For a free Pita Fruit, always talk to your mom before
leaving for the tower each morning.
5) After you start climbing to higher floors and finding wind
crystals, try to always find two crystals each visit.
After you use one to exit, hold onto the other one in your
safe and take it with you whenever you are carrying any
items you do not want to loose into the tower. This works
great, as you'll soon have a nice, ample supply in your
safe to use at will.
6) The most important thing to remember is, the more you play
the more addicted you will become. You'll start to want
to know what in the world happened to your father and what
in the world do all those high level monsters look like.
Holding down the Select Button and then pressing and holding down
the Start Button for two seconds will return you to the title
screen. Note: Any unsaved data will be lost!
R2 or L2 Button(s) + Directional Buttons
(You can change the direction in which the familiar faces)
R2 or L2 Button(s) + Circle (O) Button
(Displays the formation screen)
R2 or L2 Button(s) + X Button
(Displays the health status)
R2 or L2 Button(s) + Square Button
(Returns the familiar to the bag)
R2 or L2 Button(s) + Triangle Button
(Displays the command screen)
--------------------------------------------------
|::::::::::1.C Tips On Saving Your Game:::::::::::|
--------------------------------------------------
A good rule to live by is this one:
Make sure to save often with your mom in one save slot, and use
another for saving in the tower only.
This should be done because once you save in the tower, load it
back up, it is reset to start you back in town without your items
(just as if you had died). This is a big deal if you had taken
your best items to the tower, saved in the tower, opened it back
up, and then it locked up on you. If you didn't have that backup
save at town with your mom, you no longer have your good items.
If for some reason you find an item in the tower, here is a way
to back-up that save game (it is quite confusing, so it is listed
step by step) (Thanks to Landstalker):
Note: It is assumed you are saving in Slot 1 all the time.
1. When you are asked to quit after using an elevator say Yes.
2. Save the game, then when the Azure Dreams logo appears turn
off the Playstation.
3. Now open the cover of the Playstation (leave the CD in) and
turn the Playstaion on after the CD stops spinning.
4. Now insert another memory card in Slot 2.
5. Choose Memory Card from the menu then copy the saved game
from the card in Slot 1 to the card in Slot 2. There, now
you have a back up save.
6. Exit the Memory Card screen then remove the card in Slot 2,
then close the cover of the Playstaion, the game will start
to load.
7. Now you can use the save in the card in Slot 1 to return to
the tower in the next floor BUT you can only use it once!
Thats way you have a back-up save in the other memory card,
just in case the game gets stuck or something.
8. If the game then goes wrong, then you can copy the back up
save from the other memory card to the original card and
return to the next floor in the tower again!!
Note: Whenever you copy from the original card to the other card
make sure that you delete the outdated back up save on it
or else nothing will be copied from the orignal card to the
other card.
-=============================================================-
|::::::::::::::::::::2. T H E T O W N:::::::::::::::::::::::::|
-=============================================================-
The town is where you'll spend close to no time at first, but
more and more as the game progresses.
You'll later be able to play games and meet girls, but at first
don't worry about it because you need gold from the tower in
order to do all this.
At first, everyone in town will act like you are just a little
spoiled brat. Later on, you'll work your status up to being
almost as admired as your dad was. It takes time to do it all,
but remember to be nice to everyone except Ghosh.
The three ways to get respect are to:
Build buildings
Get to a higher level in the tower
Return the special quest items
A good point to start trying to get girls (except of Selfi,
because you see her in the tower all the time) is after you've
built the temple upgrade.
--------------------------------------------------
|:2.B Building Buildings And Upgrading Your House:|
--------------------------------------------------
To gain respect (and easy ways to get gold), you have to start
building some places. I've listed them in order from what
I felt was most important, to least important.
Cost: 4000g
Suggested by: Your Mom
Purpose: Gain respect and get new building ideas from
Jorda in the future.
The temple should be built first because it is cheap and it
will give you enough respect to start finding some girls. Also,
it is the only way to get a Casino later.
Cost: 30000g
Suggested by: Silver (guy who lives in the NW corner of town
and has Nyuels in his house)
Purpose: Race on Nyuels
This will be your first way of gaining gold. Look at the odds
of winning and bet on the highest numbers (excluding the ones
involving Jockey 1, because that is you). When you make your
bet, go out and just loose the race. Hopefully the two you
bet on will win.
Another way to make sure of it is to try and get in front of
the other Jockey that you didn't bet on. This will make him
and yourself loose the race for sure. The only downfall to
doing this, is that sometimes you get in front of the wrong
one.
You can earn up to 60000g from this place each race.
Cost: 100000g
Suggested by: Jorda (after you build the Bowling Alley)
Purpose: Gamble, gamble, gamble
This is where you win the money at. Once you build this
thing, don't worry about money ever again. Just practice on
the slot machine until you get its timing down a little. After
that, just keep trying for lucky 7s. Here is a list of what
you get for lining each one up:
Picket Face - 3 Copper (300g)
Pulunpa - 9 Copper (900g)
Troll - 12 Copper (1200g)
Dog With Hat - 1 Silver & 14 Copper (2400g)
Kiwi - 5 Silver & 10 Copper (6000g)
Bell - 15 Silver (15000g)
7s - 5 Gold & 10 Silver (60000g)
The roulette game isn't that fun, but it is an easy way to win
2x your money if you can play it good. I prefer the slot
machine though.
Cost: 60000g
Suggested by: No One
Purpose: More room for furniture, multiple girls at once,
and the safe now holds 60 items.
This one is totally optional. I personally wish I didn't build
it because more than one girls at once is annoying every
morning because they ALL have to kiss you good-bye. If you
like furniture, do it. It holds a lot more.
Cost: 60000g
Suggested by: No One
Purpose: Room for 64 familiars. (8 x 8)
If you don't plan on trying to collect one of every familiar,
don't worry about this. Otherwise, you'll have to have it
because there are lots of familiars out there to find.
Cost: 30000g
Suggested by: Barry The Blacksmith (He don't suggest it until
later in the game)
Purpose: Weight lifting contest (more like weight
throwing)
This place is pretty much useless. You don't win anything for
tossing weights back and forth and it isn't that fun. Don't
build it unless you have extra gold.
Opened : It opens up after you return Guru's Pot
Purpose: To buy Octopus Balls
They will restore HPs in the tower and everyone will eat them
if you give them to someone. Fur loves them, so if you want
her as a girlfriend, be sure to give these to her.
Opened : I think it opens when you reach level 20 or 25 in
the tower.
Purpose: Just to know that people like you enough to buy a
T-shirt with your face on it.
You can't do anything here, I just thought it was neat that
people liked you this much.
Girls are a cool feature of this game. There are 7 you can get
along your adventure. Each one occupies one of the 8 ? marks
in your save game. The 8th you will get when you beat the
game. I've numbered the steps you need to take.
I'm writing these from memory, so correct me if I'm wrong.
Your childhood friend. She'll wake you up every morning with a
smack to the head until you win her over or get another
girlfriend.
1. Whenever she starts taking donations for the fountain,
donate 1000g twice.
2. After it is built, she'll go for Ghosh because he talks
about culture.
3. After a little while longer, a person in a green hood &
cape will be at the fountain, ask him to play some music.
4. Ghosh will try to drive him away because he is ruining the
fountain, so protect him.
5. Nico will finally realize you are cultured after all and
starts to love you.
She runs the general store in town. She likes the finer things
in life and constantly wants money.
1. Buy some furniture from her store. I suggest something fun
like an Aura Bike.
2. After a while, Ghosh will be there trying to impress Fur.
She will then get annoyed and embarrass him.
3. Talk to her and choose the option to forget it and she'll
act mean towards you.
4. The next day, go around the side of the counter to talk to
her. Choose the option saying you don't like her anymore
and tell her it's because you hurt me.
5. She'll feel sorry (and probably realize you have lots of
money) and start to love you.
-Alternative Strategy-
Instead of telling her 'forget it' and then that you don't like
her any more, you can choose one of the others, get thrown out
of her store, and then come back, acting as though nothing
happened. She'll ask you about it. Just act casual, but nice
and she'll start to love you in just the same way.
She is Ghosh's younger sister, whom he doesn't want talking to
you. She seems a little spoiled, but her true feelings will
show later on.
1. Sometimes in the tower you'll see Selfi instead of Ghosh.
When you do, always make her feel good by answering yes or
tell her it's true, no matter how dumb the question.
2. One day you'll save her from a Pulunpa monster, then she'll
run off like usual.
3. On another visit, she'll save you from a U-Boat (how did she
manage to kill a U-Boat, but not a Pulunpa?).
4. Visit her back in town and she'll ask why she would risk her
life for Koh. Tell her it's because she loves you and then
she will laugh and run off.
5. The next time you come back to town, she'll ask the same
thing, and you should answer the same. She will then
realize that she does love you.
Patty is the restaurant owner's daughter, whom enjoys cooking.
She thinks it is the only thing she does good.
1. Try to order everything on the menu at least once. You'll
know if it is something new, because Koh will describe each
item the first time you order it.
2. One day you'll come in and Patty will say the restaurant is
closed. Accept her offer to fix you a dish of something.
Order what you'd like and tell her it is good.
3. The next day when you go in, Patty asks you not to tell any-
one about the other day. Ghosh overhears and then insults
Patty. Tell Patty it's your and her secret. Order Shining
Prawn (her specialty).
4. The next visit, Ghosh will insult her again and she'll want
to prepare your order. Answer yes, and order Shining Prawn
again. Ghosh will walk out without paying. Tell Patty he
left when she comes back, and that the food looks good.
5. The next visit Ghosh will want Patty to fix him something,
but she refuses. She now knows she loves you.
Vivian looks like the more mature type. She dreams of nothing
more than being a dancer.
Note: You need a Casino and Theater built
1. Get the Blue Cloak on Floor 20 and enter the bar with it in
your inventory. The bar owner closes the bar because she
thinks she has no reason to keep it open.
2. Keep visiting until one day you can get something to drink.
You will humor the bar owner, and she'll re-open.
3. When you come back, you'll see Vivian dancing on stage.
Talk to her for a while until one day she isn't there
when you come in.
4. Go to the Casino and she'll be there. Talk with her.
5. Keep visiting the theater until you see her dancing on the
stage when you enter. Choose the 1st option, then the 2nd.
6. Then, one time you will see her without the group. Talk to
her to try to cheer her up, and then ask to take a walk with
her. Along the way Ghosh will appear and talk. Ask her to
dance at the bar and (for the only time) be nice to Ghosh
and ask him to join you.
7. Vivian then dances and you agree with Ghosh and then agree
it's not so bad. You and Ghosh have a small bonding moment.
Vivian then decides she wants to dance at the theater.
8. The next day at the Theater, Vivian will be dancing like she
was except this time she won't make a mistake. Talk to her
and tell her she did great and tell her you look forward to
her next show. Ghosh will show up and give Vivian flowers.
9. Visit two more times to see her move up a row each time.
10. Talk to her after she makes it to the front row and she'll
now be yours.
She likes to read and will become very easily obsessed with you.
Take her to the pool is all I have to say about this girl.
Note: You need a Library built
1. Keep visiting her in the library and talking to her. Make
sure to act like you like hearing her mumble over and over.
2. One day Ghosh will come in and knock her over then insult
her. Pick up her glasses and talk to her. You get a
small glimpse of what she really looks like. Then she is
mad and mumbles some more.
3. Come and talk to her again and choose the 2nd option both
times.
4. The next time you come in she should ask you to go to the
pool with her. Agree and you'll see what she looks like
without her glasses. A big improvement. Ghosh will then
show up and ruin it, she leaves. Get dressed and go to the
library and talk with her.
5. Keep talking to her every time you exit the tower, until one
day she won't be in the library. Then keep exiting and
entering (you'll notice she'll be on the right side and then
just run away) until you catch her. Then ask why she is
following you and tell her it's not okay. You now know she
loves you, have fun (too bad she has to wear those stupid
glasses all the time).
This one is my favorite, I guess because I felt sorry for her.
She is very sick and can't do much without getting tired.
Note: You need an upgraded Hospital built
1. Walk by her house (it's behind the hospital) and you'll see
a bear flying out the window. Pick it up and return it.
2. She'll talk with you some. Talk with her mom. Now, visit
her frequently.
3. One day, she'll ask you to go for a walk. Ghosh shows up
and she faints. You then take her to the hospital.
4. The next visit, Cherrl's mom has to go out and asks you to
look after Cherrl. Agree to do so and talk to Cherrl.
5. Get the Healing Herb off Floor 28 and bring it to the
doctor. Make sure you ask him to remain anonymous.
6. After some time, Cherrl finally returns home from the
hospital and tells you she wants to become a nurse. Tell
her she should do it.
7. Visit her at the hospital until one day when she is off
getting supplies for the doctor. Talk to him about Cherrl,
and then of course Cherrl happens to hear everything and
now knows that it was you that got the herb.
8. She'll then wake you up the next morning, but you will need
to visit the Hospital to see Cherrl before she falls in love
with you.
-Alternative Strategy-
Instead of remaining anonymous (or if you accidentally didn't)
Cherll will stay home and start making a Koh doll. She'll give
you one and try to sell them. To make her love you just keep
visiting her frequently.
-=============================================================-
|:::::::::::::::::::3. T H E T O W E R::::::::::::::::::::::::|
-=============================================================-
The tower is where you will spend most of your adventure. Be
careful, because it isn't an easy track to the top.
The biggest thing people don't know is that getting to a higher
floor takes time; finding a good familiar takes time; and of
course making it to the very top takes a lot of time.
Remember that making it to a high floor isn't worth dying for,
so don't try to take on something you can't handle. If you
get into a situation you can't handle and you have a wind
crystal, don't take a chance. Use it! I've lost many good
items that way, when I could have had them with me if I had
just used that wind crystal instead of being brave.
To go up a floor, just look for the elevator (sometimes a level
will have 2 of them, but either will take you to the same
place). It's a green dot on your map and a green dot on the
ground. I recommend you find all the items on the level before
you move up one, because even on Floor 1 there can be some
great items.
--------------------------------------------------
|:::::::::::3.B Leaving The Tower Alive:::::::::::|
--------------------------------------------------
There are two ways to leave the tower, other than getting
killed. One way, and the best way, is to find a wind
crystal. Use it anytime for immediate transportation
back to town.
The second way is to use an Oleem fruit on one of your familiars.
Use this only as a LAST resort, because once you give them one,
you'll never see that familiar again. If you have one that
you hatched in the tower, this is great though because once you
leave you won't see it again anyways.
Traps are certain tiles on a Floor that will react certain ways
when stepped on. You, your familiar, or an enemy monster can
activate a trap.
Name Description
Bomb 4-way damage that destroys any items it hits
Slam Drops a large spiked ball on the target for medium
to low damage
Poison Causes target to have a poison status
Blinder Causes target to have blind status
Chaos Causes target to become confused
Prison Causes target to become paralyzed
Sleep Induces sleep on the target
Slow Causes target to slow to half speed
Seal Makes target unable to use magic
Frog Turns target into a frog
Reversal Flips the room upside down
Rust Weakens (adds -1) to equipment, unless it is rust
proof
Bump Wakes up any sleeping enemies in the
room
Crack Causes a certain area of the floor to do random
lowering
Upheaval Causes a certain area of the floor to do random
raising
Warp Warps target to a random room on that floor
Go Up Sends the target to the next level up
Monster Den Drops a huge amount of monsters into a room when
you walk in. Kiss your butt good-bye on higher
levels.
--------------------------------------------------
|::3.D The Most Dangerous Monsters On Each Floor::|
--------------------------------------------------
Along your journey, there are plenty of monsters waiting to
kill you. Here is a list of the most dangerous on each floor.
....................=*=*=Floor(s) 1 - 2=*=*=....................
Troll - These guys are pretty strong against a brand new
monster tamer. Make sure you fight with your
familiar by your side until you get a sword and a
shield.
Ghosh - This guy is annoying. He'll be hard until you get
a descent sword and shield. Then beat him for a free
Medicinal Herb and sometime a Wind Crystal.
.......................=*=*=Floor(s) 3=*=*=......................
Balloon - These guys are hard at first, but once you get past
level 3 you shouldn't have much problem.
.....................=*=*=Floor(s) 4 - 7=*=*=....................
Blume - This guy isn't so much a threat, but his skill can hurt.
He will brainwash your familiar and turn it against you.
Can be deadly if you have a strong familiar.
.....................=*=*=Floor(s) 8 - 9=*=*=....................
U-Boat - This guy will almost always get first attack and will
hit pretty hard until you get some good equipment.
Clown - These guys are annoying. They lower your level, but
also hit for a lot.
....................=*=*=Floor(s) 10 - 11=*=*=...................
U-Boat - (see above)
Clown - (see above)
Griffon - Now you will start seeing a strong monster. These
guys will kill you quickly unless you take them out.
They won't be as hard if you put a water familiar up
against them.
....................=*=*=Floor(s) 12 - 13=*=*=...................
Griffon - (see above)
Kraken - These guys are tough. No matter how strong you are,
you will always need the help of a familiar when
battling more than one in a row. The more damage you
deal to them, the more they deal in return.
....................=*=*=Floor(s) 14 - 15=*=*=...................
Garuda - They will hit hard at first and steal your familiars
with their abduct ability.
....................=*=*=Floor(s) 16 - 17=*=*=...................
Picket - They will almost always hit for 1 damage, but they will
steal random items from your inventory. You must find
them and kill them to get it back.
....................=*=*=Floor(s) 18 - 19=*=*=...................
Picket - (see above)
Arachne - These little guys will pack a big amount damage. They
have the Double Attack ability, so be prepared for a
heavy hit from them.
....................=*=*=Floor(s) 20 - 21=*=*=...................
Arachne - (see above)
Viper - These guys always hit for a good bit, and will sometimes
lower your attacking power (even if they miss you!).
....................=*=*=Floor(s) 22 - 23=*=*=...................
Viper - (see above)
Pulunpa - The darker colored ones only. You'll notice that they
won't attack you. If they get close to your familiar
they will collar jack it. This just puts your
familiar back in the bag and your collar is lost until
you kill the Pulunpa. This is deadly when facing hard
monsters and you need your familiar's help.
....................=*=*=Floor(s) 24 - 25=*=*=...................
Viper - (see above)
Zu - These guys are pretty strong, but have a paralyze attack
too. So, be careful.
....................=*=*=Floor(s) 26 - 29=*=*=...................
Zu - (see above)
Naplass - These guys have a fair amount of strength and a lot
of HP due to their HP Doubled trait. If you see
one sleeping, try to kill it ASAP.
Snowman - These guys may be small, but they pack a lot of
strength and a good bit of HP as well.
....................=*=*=Floor(s) 30 - 31=*=*=...................
Naplass - (see above)
Killer - When you see these guys, you know you are around the
big bad guys. These guys will kill you in a few hits
Dragon - Just hope you can kill them in one hit, because it
will only take 2 or 3 at most to kill you.
....................=*=*=Floor(s) 32 - 39=*=*=...................
Killer - (see above)
Dragon - (see above)
Glacier - They will create ice rocks that knock you back and
have a pretty good defense.
Golem - These guys are bad. Probably the hardest.
Maximum - If Golem isn't the hardest, these bad boys sure are.
......................=*=*=Floor(s) 40=*=*=......................
The Last Boss - nearly impossible it seems, yet not as hard as
you think...
-=============================================================-
|:::::::::::::::::::::::4. I T E M S:::::::::::::::::::::::::::|
-=============================================================-
Along your journey, you will run into a lot of items. Each one
has a practical use, even if they don't look like it. I've
put a description after the items that I think need further
explaining. As of now, I've found every item in the game at
least once, but most several times. It seems like the Dark
Sword, Holy Sword, and Training Wand were really easy to find
after I didn't need them anymore :). Even still, consider
yourself blessed if you find a Roche Fruit. I've only seen
one.
You can throw an item (any item with a use, almost) at an enemy,
and it'll take effect on them. For instance: throw a Tumna Fruit
at an enemy, turn it into a frog, and then kill it like that.
Same XP, easier fight. Or an Oleem works well, to get those
pesky ones out of your way. You don't leave the tower, but they
vanish.
Items that have special uses that are not obviously shown, I
have put a reference to a certain section which explains it's
special use.
Fruits generally deal with monsters, so they work best when you
feed them to your familiars or enemy monsters.
Name Usage Sell Price
Pita Restores 50 MP to your monster (see 6.C) 5g
Big Pita Restores 100 MP to your monster 10g
Limit Become angry and raise critical hit % 100g
Laev MP of user decreases faster 20g
Leva Familiar will not change form after 20g
next fusion
Oleem Vanishes monster and returns player to 100g
town (later only if used on your
familiar)
Tumna Turns user into a frog 20g
Leolam MP will not decrease for a while 100g
Geropita* Reduces user's MP to 0 100g
Roche* Causes monster to revert back to an egg 5000g
It's pretty pointless to use any seeds on yourself because your
stats reset every time you enter the tower. Use them on your
familiar or enemy monsters.
Name Usage Sell Price
Light Changes genus to fire 150g
Wind Changes genus to wind 150g
Sea Changes genus to water 150g
Mahell Increase speed temporarily 50g
Lar* Lowers level 50g
Slow* Decrease speed temporarily 50g
Hazak Increases attack power 500g
Shomuro Increase defense power 500g
Mazarr Increase level 200g
Tovar*++ Increase luck 1000g
++ The Tovar Seed is a mysterious thing. It is believed that
it increases your evade % by a lot of people.
::Quote of Patrick Hogg::
...the Tovar seed which increases luck is a very handy
thing to get. It does just what it says increases your luck.
Your ability to deflect at hit or magic to be inefective, to
find better items, not have traps go off when stepped on and
more powerful eggs. All that stuff is generated ramdomly with
common items having a greater chance of being generated. The
rare items after eating a tovar seed have a better chance of
being generated. Very Handy indeed!!!
Swords provide raw attack power. They work pretty good with
mixture magic, but don't have too great of an effect, so
only expect within 15 to 20 points of damage maximum added on to
your normal attack.
Name Power Attributes Sell Price
Gold 1 Don't rust 1000g
Copper 2 50g
Iron 3 100g
Steel 4 150g
Gulfwind 5 Wind genus 400g
Blizzard 5 Water genus 400g
Fire 5 Fire genus 400g
Vital 5 Prevents Manovea from splitting 800g
Holy*+++ 7 Holy sword with divine protection 10000g
Seraphim 8 Guy's keepsake sword (Appears to 1000g
be a plain, normal sword)
Dark*++ 10 A cursed sword 10000g
++Dark Sword - It is known for sure that the curse on the sword
lowers your hit % by a lot, making it hard to hit the enemies.
What is puzzling to me is why some people can sell it for 50,000
and other only for 10,000. My guess is some of these are
actually Cursed Dark Swords, making them sell for higher. I
don't know really...
+++Holy Sword - Contrary to what was believed for so long, the
powers of the Holy Sword come out when the sword is at +20. When
this is accomplished a light blue thing will be created every
time a monster is hit.
Wands have one purpose, mixture magic. Don't use a wand unless
you plan on using mixture magic with it, because 1 attack
is really low. However, the exception to this is the Training
Wand which can be tempered.
Name Power Attributes Sell Price
Wooden 1 10g
Paralyze 1 Randomly paralyzes an enemy when 100g
you attack
Seal 1 Randomly seals an enemy's magic 500g
enemy's magic when you attack
Scarlet 1 Fire genus 150g
Stream 1 Water genus 150g
Gulf 1 Wind genus 150g
Life 1 Gain 1-4 HP when you attack an 1000g
enemy
Money++ 1 Randomly turns a killed enemy into 1000g
coins
Trained* 1 Can be tempered with red sand 5000g
++Money Wand - goes by current floor: On lower floors it is
copper, mid-floors it is silver, and on higher floors it is
gold
Shields are your only means of defense. You'll need a good one
if you plan to beat this game. I recommend Diamond Shield, but
some people like the Mirror Shield. Either would be fine.
Name Power Attributes Sell Price
Leather 1 Don't rust 30g
Wood 2 Don't rust 50g
Mirror 3 Don't rust, sometimes reflects 1000g
spells
Copper 4 100g
Iron 5 150g
Scorch 5 Fire genus 600g
Ice 5 Water genus 600g
Earth 5 Wind genus 600g
Live 5 Sometimes retaliates when 600g
you are attacked
Steel 6 300g
Diamond 7 Don't rust 1500g
Scrolls can be good if used correctly. I never really worried
about them too much myself, but the Holy Scroll is great on
high levels. However, if your familiar is Brainwashed, they
can still attack you.
Name Usage Sell Price
Holy Creates a field around user that 150g
prevents enemy attack
Malicious Causes confusion (throw it at an enemy) 150g
Restore Revives a fainted familiar 400g
De-curse Removes curse from cursed equipment 100g
Trap Resets all used traps and makes them 400g
invisible to you
Flat* Makes a floor terrain all the same 100g
height
Alchemic* Turns all items on the current floor 80g
into gold coins
Sands should be cherished. Keep your Red and Blue sands in
your safe until you find a good weapon and shield. White
sands should be used on a ball that you plan to sell, so
that its value increases.
Name Usage Sell Price
Red Increase weapon power +1 100g
Blue Increase shield power +1 100g
White Increase ball uses +1 100g
Crystals are great. I recommend picking up any of them until
later in the game when you are really strong. Save extra wind
crystals in your safe at home. Fire crystals are good on
lower levels but don't do enough damage on higher ones. Water
crystals are great to have when you are in the tower.
Name Usage Sell Price
Wind Allows you to exit the tower 200g
Water Restores collard familiars hp and mp and 400g
returns status to normal
Fire Summons a salamander to attack enemies 400g
Loupes are really a waste of space. Unless you are really
anxious to leave a level quickly, don't bother picking them
up. However, traps loupes reveal traps that give you 8 EXP when
you disarm them, and if you want to avoid rust traps, these
are the thing to have.
Name Usage Sell Price
Trap Reveals location of all traps 100g
Exit Reveals elevator location of current 50g
level
Monster Reveals location of all monsters on 50g
current level
Treasure Reveals location of all treasure on 50g
current level
Considering this is the only magic you can get in the game for
yourself, balls are neat. Use them up, but keeping one around
is pretty pointless unless it's an Acid Rain with a lot of
charges.
Name Usage Sell Price
(0 charges)
Acid Rain Rain hits all enemies in room for 800g
heavy water damage
Binding Lightning causes paralysis 400g
Blinder Causes blindness on target 500g
Poison Chance of poisoning all enemies in 800g
current room
Blaze Mild fire damage 500g
Fire Medium fire damage 300g
Flame Medium fire damage 800g
Pillar Heavy fire damage 1000g
Ice Rock Water creates heavy ice barrier 800g
Recovery Water healing 800g
Repel Water causes magic reflection 500g
Water Water creates water barrier 500g
Sleep Wind induces sleep 800g
Weak Wind causes target to go down 1 level 500g
Eggs are where you'll get your familiars. You can sell them,
but I wouldn't unless you need space in your monster hut (which
you will if you play it as much as me).
In an emergency you can pick up an egg and throw it at an enemy.
If the egg misses the enemy, it shatters, and nothing happens.
However, if it hits the enemy, it will hatch into the monster,
give the enemy one good SWAT (good, as in lots of damage) and
vanish. Not usually something you want to do, but if you're
about to die, and you have an egg in your inventory, give it
a try. You will loose the egg anyways if you die.
Special items aren't necessary to get, but play a role in the
story somehow (with the exception of "Meat").
Name Found From Usage
Blue Collar Level 12 Allows 2 familiars at once and allows
fusion
Guru's Pot Level 15 Allows restarting of windmills
Meat Weadog It throws them to distract your familiars
and will restore mp
Octopus Stand in
Dumplings Town Restores hp and Fur loves them
Blue Cape Level 20 The cape of the bar owner's lost lover
Water Medal Level 25 Allows the pool to re-open (kill the
white picket to get it)
Healing Herb Level 28 Heals Cherrl's illness
Ultimate Egg Level 40 Contains the most powerful monster
Seraphim
Sword Level 40 Your father's keepsake sword
Rare items are very rare :). The rarest seems to be a Roche
fruit, but of course it is the most useful too. Who wouldn't
want to be able to turn any monster they wanted back into an
egg.
Most people spend their time walking around just hoping to run
across these items. Well, I've been in the tower over 150
times, and rare items haven't showed up hardly any! I've seen
a Dark Sword and Roche Fruit out of all those times. So, I'll
explain an easier way to come across them.
An easier way than waiting around hoping to find one of these is
to find a monster called Barong. He is located on floors 16, 26,
and 36, but doesn't always show up. My advice is to wait around
until an Earthquake happens, because sometimes you'll find 4 or
5 of them in the same level if you get lucky (but, again you
may find 0 in that time).
When you successfully find one, just throw any item you don't
want at it (Put HAVE command in, then press X + Circle) and
he'll spit up a totally new one (85% of the time it is a better
one). You can do this about 4 or 5 times until his mp is
depleted. But, if you have any extra herbs just throw it at
him when his mp is gone and bam, he'll have enough mp to spit
up another item. Repeat this for as many herbs as you have.
If he happens to spit up a Roche fruit (which would be nice),
you could use it on him to have your own Barong. If you get
one, fuse him with a Cyclone for a MP Consumption Halving, and
make twice the items. Also, there is more to him than it seems.
He is the only monster in the game with the poison spell and
he also has the trait "Growth Promoted". From what I can tell,
this trait just gives a massive amount of HPs each level
gained. I've notice that it gives around 7 to 8 each time.
If you get an extra one of these, fuse it with a Naplass for
some seriously high HPs!
Also, save four of those Manovea eggs for when you get your
Barong. Take them all and have each transform into Barong
after its MP runs out. Using this technique, each Manovea will
be able to spit out items until its MP runs out.
Adam Smith sent in a new bug. You still need a Manoeva though,
but only one this way. Here is how to do it:
1) Get your Barong (or the enemy one) down to 0 MP by
throwing stuff at it.
2) Pull out your Manoeva (at full MP of 70+) and transform
him into the Barong.
3) Throw 4 items at him (Tranformed Manoeva) to get him down
to 6 MP.
4) Put the Manoeva back into your bag to give him back full
MP!
5) Repeat steps 1-4 as long as you want. You just have to
make sure the Manoeva doesn't reach 0 MP or his MP will
not refill once you put him in the bag.
--------------------------------------------------
|:::::::::::::::4.G Tricks And Tips:::::::::::::::|
--------------------------------------------------
::Quote of Tony Fernandez::
...I recently started playnig the game and was pleasently
[suprized] to the that the more items I had in my safe, the more
of them I will find. It has been the roache fruit that has
gotten half of my familiars and I have three geropitas in my
safe and now I find them practically everywhere.
::My Testings::
I've tested this and it really seems to work! The more red
sands I kept in my safe, the more easily I found them in the
tower. The same for Wind Crystals, and so forth. Give it a
try. Keep at least 3 of the item you really like in your
safe, and you'll find it easier.
-=============================================================-
|:::::::::::::::::::5. F A M I L I A R S:::::::::::::::::::::::|
-=============================================================-
Familiars (or your monsters) are the whole purpose of this game.
You raise them and they help you climb the tower. Hopefully,
you'll eventually find one that you really like.
--------------------------------------------------
|::::::::5.A Finding And Raising A Familiar:::::::|
--------------------------------------------------
Throughout the tower you'll run across eggs. Each egg will
contain a monster, which you can hatch at any time. However,
if it you don't hatch it at your home in your monster hut, the
monster will leave you once you exit the tower. This makes it
impossible to raise a good one by hatching it in the tower.
Thus, the best thing to do is always hatch them in your hut at
home.
At first, you won't be able to find any good eggs. You will
need to give yourself some time, because you got to face it.
The monsters on lower levels suck, so owning one will suck
too. Just stick with your Kewne for a while.
Some good monsters to have with you at the beginning are a
Manoeva or Flame. A Manoeva will be great all through the
game (I personally used one all the way) and a Flame is good
because at level 20, it'll transform. In my opinion, you should
try to steer clear of Wind Genus monsters, because there are
way too many Fire Genus monsters in the tower to make them
effective. If you really find one you want, try to give it
a good Magic spell (see below on fusion) and change it to a
Fire or Water Genus. The best monsters to look out for would
be a Griffon, Naplass, Killer, Dragon, Maximum, Arachne, Block,
or Golem.
--------------------------------------------------
|::::::::::::5.B Finding Another Collar:::::::::::|
--------------------------------------------------
Having two familiars sounds really good, but it's not that great
of a thing. The only time that it would be good is on the
higher levels when you need the extra help.
Having two out takes away your experience even more, because it
is now divided among 3 things, instead of 1 or 2. Use two
familiars at once only when you have to.
Fusing monsters is a very nice feature of this game. In order
to fuse you must have two familiars out at once, then choose
fuse under your main menu. The two monsters being fused will be
on the left and the result will show up on the right. The only
thing that fusion is good for is making hidden spells available,
transferring spells to another monster, or transferring special
traits.
When you fuse, certain rules are followed. The monster with
on the highest level will always absorb the lower leveled one.
The only exception to this is if the lower leveled has eaten a
Leva fruit, which prevents any monster that eats it from changing
form after it's next fusion. The resulting genus is just like
the rule for attacking; fire beats wind, water beats fire, and
wind beats water.
The only unusable monster is Hikewne. Any time you try to fuse
it with any other monster, it will always be absorbed. I guess
this is because he is already extremely powerful.
Every monster has a magic spell waiting to be unlocked. To
make it usable, you must fuse some other monster that has no
magic spell available with your original one. The resulting
monster will have a spell.
If you fuse two monsters that both have spells already, the
resulting monster will have two spells. However, each monster
can have a maximum of two spells. When fusing this way, the
spells will keep any levels they have on them. So, if you were
to feed a Leva fruit to a level 1 monster with a level 1 spell,
and fuse him with a level 20 monster with a level 20 spell, the
resulting monster will be a level 1 monster with a level 1 spell
and a level 20 spell.
Another part of fusion is special traits. Certain monsters you
will come across contain these and can be passed onto your other
monsters. However, your other monsters can only have one trait
at a time. Monsters that already have a special trait can
inherit one to have two traits though. Also, once that trait
is passed on, you can't fuse the resulting monster with another
and expect to pass it on again. It won't work. A good example
would be fusing a level 12 Manoeva with a level 2 Arachne. The
resulting monster would be a level 12 Manoeva with the Double
Attack trait. However, if I fused that same level 12 Manoeva
with a level 1 Block, it would result in a level 12 Manoeva with
the Hard trait, and the Double Attack trait would be lost.
A common misunderstanding is about the doubling traits. Some
people think you must fuse them on a low level, because the
trait only works when you level up. In reality, as soon as
you inherit the trait, the item(s) are doubled immediately.
So, if you are saving a familiar because you want him to have
double strength, go ahead and level him up some until you
find an Arachne egg (this is just an example).
Here is a chart of traits and the monsters that contain them.
I've included a short description for each, unless of course
I don't know what it does. Please e-mail me if you know what
one of them does and I don't.
..................=*=*=Fusion Trait Chart=*=*=...................
Monster Name Trait
Arachne/Ashrua Attack Doubled
Barong Growth Promoted
(Gives you a bunch of HP each level up)
Block/Metal Hard
(Defense Doubled)
Clown/Death Magic Increased
(All spell levels are doubled)
Cyclone MP Consumption Reduced
(MP used is halved)
Dreamin Sleep-Proof
Kewne Unbrainwashable
Killer Atrocious
(Gives 2 STR each level gained)
Kraken Electric Shock Body
(Counter attacks with electric shock when
hit doing approximately 1/4 damage of the
attack)
Naplass Hit Points Doubled
Noise Spell-Proof
Nyuel/Battnel Poison-Proof
Pickett Quick
(Like eating a Mahell seed, your monster
gets 2 turns for each 1 turn other
monsters get)
Stealth Rust-Proof
(Good for trolls only. It keeps their
equiped weapons from rusting)
Unicorn/Univern Blind-Proof
Viper Attack Lowering Attack
(Has a change of lowering attack power with
each attack)
Zu Paralysis-Proof
Here is some of the best fusion combinations in my opinion. If
you have any, send them in and I'll put them up here.
Naplass + Dreamin
Naplass tend to sleep, so fuse them with a Dreamin to make them
sleep proof.
Killer + Arachne
Killers are already extremely strong, but fuse it with a Arachne
for double strength and it will literally kill everything!
Block + Naplass
Blocks have a double defense, but fuse them with a Naplass to give
them double hit points and they can walk through a mine field it
seems.
Block + Arachne (make it water genus)
This is probably the best combination ever. At around level 30 or
so, this monster will kill anything in one hit and will not
receive over 1 damage from anything.
Barong + Cyclone
Barong and a Cyclone for Reduced MP Consumption so you can make twice
the items.
........=*=*=Frequently Asked Questions About Fusion=*=*=........
Question: How many traits can each familiar have?
Answer: Only one. The only exception is if a famliar already
has a trait then one may be added.
Question: If I use an item (Like Hazak Seed gives +1 STR) to
gain a stat on a monster with a doubling trait for
that stat will it increase by 2?
Answer: Yes.
Question: Can I fuse monsters in my hut?
Answer: Nope, only in the tower when you have two collars.
--------------------------------------------------
|::::::::5.D (Fire) Page 1 of Monster Book::::::::|
--------------------------------------------------
Fire monsters are basically for attacking. Their magic is made
to inflict damage to the enemy and most of the monsters in this
category are pretty strong.
NOTE: Transformations take place when your familiar is on level
20.
===1. Kewne===
Starting Stats: HP 12 MP 100
ATK 6 DEF 6
Magic Spell: Brid (Natural)
Habitat: Monsbaiya
Fusion Traits: Unbrainwashable
Command(s)/Ability: None
A KEWNE is a dragon which was popular several hundred years
ago for personal protection. However, it became extinct due
to its poor reproductive ability.
The name comes from their cry that sounds like "KEWNE."
**My Opinion**
Well, not much to be said about this guy. He will be your
faithful follower no matter what you try to do to him. He will
be your first monster, so use him until you find what could be
called a better one.
===2. Dragon===
Starting Stats: (see KID)
Magic Spell: Breath (Natural)
Habitat: Cave
Fusion Traits: None
Command(s)/Ability: Eats Metal
Its fame and strength won the name, "King of the Monsters."
A wild dragon usually lives deep in a cave. Its intensely
hot breath and hard scales distinguish it. It is extremely
difficult for a human to raise one.
**My Opinion**
(see KID)
===3. Kid===
Starting Stats: HP 12 MP 60
ATK 7 DEF 5
Magic Spell: Breath (Natural)
Habitat: Cave
Fusion Traits: None
Command(s)/Ability: Eats Metal
The word "KID" in the Monsbaiya Region means an infant dragon.
Compared to a dragon, a Kid's magical power is weaker.
Although it can be tamed by the person who hatched its egg,
it is still difficult to raise one since it has a severe temper
and it only eats metals.
**My Opinion**
Contrary to what the game says, this monster is the easiest to
raise and is one of the best in the game. Fuse this guy with an
Arachne and you got yourself about the best. You'll NEVER run
out of MP with this guy because all you have to do is feed him
any sword or metal shield, or even some Copper coins to give him
full MP again.
Also, his Stats will level up weirdly. Sometimes each will
level up by 2 or 3, other times only 1 but instead the rest goes
to his MP which also levels up. So, if you find one of these
guys, consider yourself lucky :)
===4. Ifrit===
Starting Stats: (see FLAME)
Magic Spell: Sled (Natural)
Habitat: Volcanic Crater
Fusion Traits: None
Command(s)/Ability: None
This is a malevolent deity that fules fire. It is a spirit of
fire when it obtains a high magical power.
In its body is a compressed flame, and its punch is said to
melt even steel. It is highly loyal, absolutely obedient to its
master, but will never listen to others.
**My Opinion**
(see FLAME)
===5. Flame===
Starting Stats: HP 9 MP 80
ATK 5 DEF 5
Magic Spell: Sled (Natural)
Habitat: Volcanic Crater
Fusion Traits: None
Command(s)/Ability: None
A kind of a spirit of fire born from sparks. It is a common
monster which can be spotted anywhere, and is used to build a
fire in the Monsbaiya Region.
Its appearance looks like a fire dressed in armor. Its
knight-like appearance represents its loyalty to its master.
**My Opinion**
Well, this guy isn't terrible. He would make a really nice guy
to have in the beginning if you could just find one. I only
have been able to find one of these eggs, but if you get
lucky, that would be great. Use him away until you start
climbing higher and find another better one.
===6. Grineut===
Starting Stats: (see GRIFFON)
Magic Spell: Rise (Hidden)
Habitat: Rocky Mountain
Fusion Traits: None
Command(s)/Ability: None
A GRINEUT is a transformed GRIFFON which has lived with
humans for an extended period of time. It is sometimes called a
GRIFONUTE.
Its wings are metamorphosed into arms, and therefore it cannot
fly anymore. Still, its strength and courage remain strong.
**My Opinion**
(see GRIFFON)
===7. Griffon===
Starting Stats: HP 9 MP 80
ATK 6 DEF 5
Magic Spell: Rise (Hidden)
Habitat: Rocky Mountain
Fusion Traits: None
Command(s)/Ability: None
This is a monster that originally lived in nests in a rocky
mountain area.
It looks down from the top of a cliff for its prey. It will
dive and attack with its sharp claws even if its prey is several
times larger that itself. It has both strength and courage.
**My Opinion**
A Griffon seems like a great monster to have, but it could fall
short in the upper floors if you didn't fuse it with an Arachne
or Block. It has good mixture magic you could use on the upper
floors however without that fusion.
===8. Troll===
Starting Stats: HP 6 MP 60
ATK 4 DEF 5
Magic Spell: Brid (Hidden)
Habitat: Mountains
Fusion Traits: None
Command(s)/Ability: Equips Troll Weapons
This is a monster, curious about everything, and is very quick
to learn how to use the tools humans use just by observing them.
However, they can be a threat to travelers going over the
mountains.
**My Opinion**
Trolls are cute and I wanted one at the beginning, but it didn't
live up to my expectations. Maybe if you fused it with a
Arachne it would be ok though.
===9. Balloon===
Starting Stats: HP 8 MP 70
ATK 6 DEF 5
Magic Spell: Breath (Hidden)
Habitat: In the Air
Fusion Traits: None
Command(s)/Ability: Fly Command (Flies up to the next floor)
A monster which floats in the air without its own nest. Its
shape resembles a balloon.
A balloon-like portion is its exposed lung which enables it to
elevate by inhaling air. It is sturdier than it looks, and is
difficult to be penetrated.
**My Opinion**
Balloons aren't even worth the trouble. The only reason to keep
them would to transfer their Breath spell to another monster or
if you wanted to try climbing the tower a little faster with
their command.
===10. Volcano===
Starting Stats: HP 9 MP 80
ATK 4 DEF 5
Magic Spell: Sled (Hidden)
Habitat: Volcano
Fusion Traits: None
Command(s)/Ability: Create Rock (creates a barrier blocking
the path)
This monster lives on a volcano in a group. It is basically
omnivorous, but favors lava. Once the lava is all consumed,
the entire group moves onto another volcano.
It excretes the stored lava from its behind to build a nest.
Its temper is violent, and is considered to be dangerous.
**My Opinion**
Volcanos are another one of those monsters that you probably
don't want to even worry about. Use it for bringing out
hidden spells only, there are better monsters to use.
===11. Barong===
Starting Stats: HP 6 MP 60
ATK 5 DEF 4
Magic Spell: Poison (Hidden)
Habitat: Prairie
Fusion Traits: Growth Promoted (A lot of HP is added each level
up instead of only a few)
Command(s)/Ability: Regurgitate Items
A strange monster consumes any substance, transforms it inside
its body after ingesting enough nutrients, and then vomits out a
new substance. Its internal constitution is currently unknown.
It does not live in a pack, and is a loner.
**My Opinion**
This is a MUST have monster. Consider yourself lucky if you
happen to find one (I found an Egg on floor 18). With this
monster, throw any item you don't want at it and it will spit
up a completely new one (usually better than what you gave it).
If you find one, be sure to Fuse it with a CYCLONE in order
to give it Half MP Consumption.
===12. Weadog===
Starting Stats: HP 9 MP 80
ATK 6 DEF 5
Magic Spell: Brid (Hidden)
Habitat: Monster Tower
Fusion Traits: None
Command(s)/Ability: Throw Meat (throws out some meat that
attracts all monsters to it)
A kind of monster that has been protecting the Monster Tower
since the days of antiquity. Why it protects the tower is unknown.
It is skilled in taming other monsters, and is said to be
capable of pacifying even the most atrocious monsters at once.
Some people say that is a "Servant of the God of Monsters."
**My Opinion**
Don't bother with it. Unless you like Dogs, this monster is
nothing special. I guess you could fuse it with something to
make it a little better if you wanted to use it.
===13. Naplass===
Starting Stats: HP 22 MP 80
ATK 6 DEF 6
Magic Spell: Rise (Hidden)
Habitat: Wetland
Fusion Traits: HP Doubled
Command(s)/Ability: Sleep (sleeps to regain HPs)
This monster loves to nap, and spends most of each day dozing.
It is, however, very sensitive to the slightest noise, and will
attack angrily if it hears a loud noise.
A NAPLASS deprived of sleep is the most powerful weapon. It
butts with its head which is harder than steel.
**My Opinion**
If you find one, great. They will make a good companion on your
journey because they have good stats. Use it if you manage to
run across one.
===14. Killer===
Starting Stats: HP 10 MP 60
ATK 8 DEF 5
Magic Spell: Sled (Hidden)
Habitat: Tropics
Fusion Traits: Atrocious (Don't know what it does)
Command(s)/Ability: Get Serious (just like eating a limit fruit
I think)
This monster has a giant axe-like hump on each arm. The humps
used to be nails in ancient times, but are thought to have
evolved to their present shape to cope with their fighting
nature and environment. It can smack rocks with awesome
destructive power.
**My Opinion**
If you are looking at power, this is your guy. He has low
defense, but what good is defense if he can kill in one hit :).
Fuse him with an Arachne for a real Killer.
===15. Tyrant===
Starting Stats: HP 10 MP 70
ATK 6 DEF 6
Magic Spell: Rise (Hidden)
Habitat: Desert
Fusion Traits: None
Command(s)/Ability: Berserk (It raises his Critical Hit Rate and
possibly raises his STR. It also
makes him attack anything, friend
or enemy)
A violent monster also known as a "Desert Ruffian." It is
extremely greedy, and is quick to jump to any feed given it.
Male TYRANT fight duels over females. Once this monster starts
rampaging, even the most famous tamer cannot stop it.
**My Opinion**
Tyrants seem like they would be a fun monster to have. Give
them a try before you decide you don't like them. Just
because they are little doesn't mean they aren't strong.
===16. Maximum===
Starting Stats: HP 16 MP 80
ATK 8 DEF 9
Magic Spell: Breath (Hidden)
Habitat: Monster Tower
Fusion Traits: None
Command(s)/Ability: None
A MAXIMUM was born in the Monster Tower, the strongest of a
completely new species.
Since it lives near the top floor of the tower, no one has
seen it in the past except the famous Beastmaster "Guy" from
Monsbaiya.
**My Opinion**
I think the name says it all. If that's not enough to convince
you this guy is probably the best, his stats go up pretty
rapidly. Fuse him with something else just for the heck of it
to get his spell, unless you want to fuse him with an Arachne
or Block to boost his stats even more.
--------------------------------------------------
|::::::::5.E (Water) Page 2 of Monster Book:::::::|
--------------------------------------------------
Water monsters tend to be the best fighters, but the only magic
that is useful is DeForth and DeHeal.
NOTE: Transformations take place when your familiar is on level
20.
===17.Saber===
Starting Stats: (see SNOWMAN)
Magic Spell: DeWall (Natural)
Habitat: Snowy Mountain
Fusion Traits: None
Command(s)/Ability: Break Obstacle (Will break something laying
in your path like a volcano
rock)
A grown up SNOWMAN is called a SABER.
Its name comes from its long sword-like canines. The teeth,
however, don't seem to give much edge in hunting prey, and
SABERS mostly use their strength for hunting.
**My Opinion**
(see SNOWMAN)
===18. Snowman===
Starting Stats: HP 10 MP 90
ATK 5 DEF 5
Magic Spell: DeWall (Natural)
Habitat: Snowy Mountain
Fusion Traits: None
Command(s)/Ability: Break Obstacle (Will break something laying
in your path like a volcano
rock)
This monster lives in the coldest and snowiest of mountains.
Its body is covered with hair, protecting it from the cold.
The monster is easily tamed, but has a tough life force that
allows it to survive in the severe weather condition, as well as
the power of a wild monster.
**My Opinion**
Although when you fight a Snowman in the monster tower, they
seem good, in reality they aren't that great. I wouldn't even
bother with them unless you are collecting monsters.
===19. Ashra===
Starting Stats: (see ARACHNE)
Magic Spell: DeMirror (Natural)
Habitat: Water's Edge
Fusion Traits: Attack Doubled
Command(s)/Ability: None
An ARACHNE metamorphoses into this figure over a long period
of time.
It has 3 faces and 6 arms, and has a powerful attacking force.
Because of its belligerent nature, it is often worshiped among
warriors as a god of war. It only appears to brave boys.
**My Opinion**
(see ARACHNE)
===20. Arachne===
Starting Stats: HP 9 MP 70
ATK 12 DEF 5
Magic Spell: DeMirror (Natural)
Habitat: Water's Edge
Fusion Traits: Attack Doubled
Command(s)/Ability: None
ARACHNE is a monster which has 8 limbs, resembling a spider.
At water's edge, a typical habitat of ARACHNES, one can often
see an ARACHNE weaving a spider's web on a tree to hunt prey. It
eats prey that are larger than itself, but seldom attacks
humans.
**My Opinion**
This little guy may not look it, but he is extremely strong.
Whenever you fight one you'll see. His Double Attack trait is
extremely useful, so don't waste him by fusing him with
something not that great. Although, he himself, is a great
familiar to have if you don't want to fuse him.
===21. Battnel===
Starting Stats: (see Nyuel)
Magic Spell: DeHeal (Natural)
Habitat: Plain
Fusion Traits: Poison-Proof
Command(s)/Ability: None
A BATTNEL is a NYUEL raised for battles. Since a NYUEL has
superior adaptability, it will transform into this figure as
long as it keeps fighting. However, as its natural fighting
power is poor, it is difficult to raise one without it being
killed in battle.
**My Opinion**
(see Nyuel)
===22. Nyuel===
Starting Stats: HP 10 MP 80
ATK 4 DEF 5
Magic Spell: DeHeal (Natural)
Habitat: Plain
Fusion Traits: Poison-Proof
Command(s)/Ability: None
A domestic monster used for traveling through deserts and for
pulling carriages. It is very friendly to people, and even a
wild one is not much of a threat.
It can adapt to almost any environment, and transforms
differently depending on how it is raised. The monster
represents the personality of its master.
**My Opinion**
Forget it. This monster isn't worth taking with you. He won't
live long enough to be useful. However, if you raise him enough
to be a Battnel, his STR will raise enough to make him a
fighter. Fuse him with something to give him higher stats.
===23. Pulunpa===
Starting Stats: HP 8 MP 40
ATK 4 DEF 4
Magic Spell: DeHeal (Hidden)
Habitat: Streets
Fusion Traits: None
Command(s)/Ability: Collar Jack (Certain ones you meet in the
tower on around floor 25 will
use this to force your familiar
back into the bag)
The weakest and most timid kind of monster.
It used to live on prairies and in deserts a long time ago,
but now lives in a city since it is such easy prey for other
monsters. One can be sometimes seen in a back alley.
**My Opinion**
Basically, all I can see a use for is making Hidden spells
available through fusion. This guy is the weakest as the
description says.
===24. U-Boat===
Starting Stats: HP 9 MP 80
ATK 6 DEF 5
Magic Spell: DeRock (Hidden)
Habitat: In the Sea
Fusion Traits: None
Command(s)/Ability: Submerge (Hides underground, fight a U-Boat
to see it for yourself)
Scout (Performs the same action as Star
glasses)
A monster submerged in water like a submarine. The
periscope-like part is an eye, and it also has countless small
holes from which it inhales air from above the water. It mainly
feeds on small fish.
In the Monster Tower, it can also go underground because the
ground has some magical properties.
**My Opinion**
This guy is a good one to have. Use him for a while if you get
lucky and find one. Be sure to unlock his Hidden magic though,
because its pretty cool.
===25. Blume===
Starting Stats: HP 9 MP 80
ATK 5 DEF 4
Magic Spell: DeWall (Hidden)
Habitat: Plateau
Fusion Traits: None
Command(s)/Ability: Brainwash
Although it is a insectivorous plant, it lays eggs. Its male
flowers release pollen, and the pollinated female flowers lay
eggs. The pollen have a special scent that control monsters as
they wish. The purpose probably is to make the monsters carry the
pollen.
Its flower language is "indiscretion of youth."
**My Opinion**
Nothing much to say about this guy. Brainwash would be cool if
you wanted to take the time to play with it, but I sure don't.
Don't use him unless you are desperate.
===26. Manoeva===
Starting Stats: HP 10 MP 70
ATK 5 DEF 6
Magic Spell: DeForth (Hidden)
Habitat: Marshland
Fusion Traits: None
Command(s)/Ability: Transform (changes its shape into anything
it sees, except Koh)
An amoeba-like single cell life, the MANOEVA behaves as its
instincts command.
It is capable of transforming into the shape of what it has
seen and is capable of dividing. It attacks animals that
approach marshes by pulling them into the marsh, and absorbing
them.
**My Opinion**
This was my first monster, and he stuck with me to the very end
of it all. He has pretty good stats when you level him up and
his mixture magic can help kill anything on the higher floors.
Give him a try unless you just plain don't like him.
===27. Kraken===
Starting Stats: HP 8 MP 70
ATK 6 DEF 6
Magic Spell: DeWall (Hidden)
Habitat: Deep Sea
Fusion Traits: Electric Shock
Command(s)/Ability: None
A mollusk-like monster, resembling a squid. It surfaces in the
sea, and occasionally attacks ships.
Its entire body is electrically charged and generates intense
electricity when it senses danger. Since the electric current
amplifies as it travels through metals, use of weapons resistant
to electricity, or attack from a long distance is recommended
when fighting against one.
**My Opinion**
The trait is cool. I'd use one of these guys if you run across
one. The more the enemies hit him, the more he electrocutes
them back.
Command(s)/Ability: Eat Eggs for MP (Well, if you want to
feed him your hard earned eggs, this is
your guy, but I don't recommend it)
A monster shaped like a viper and human combined. It hides in
a dense forest, and attacks invaders.
Its claws and fangs have poisons that paralyze nerves, and
the power of the attacker is weakened by it. This poison cannot
be neutralized with the common Antidote Herb.
Its favorite food is eggs, gulping them down no matter how big
they may be.
**My Opinion**
These guys have no real purpose. Their stats are ok, but their
trait sucks. Who cares about lowering a monster's attack power
when it'll be dead in a few hits?
Incredible monsters that attack villages and cities in a
group, and then live in the ruins. And yet, they are very
territorial.
They have their own language, incomprehensible to humans.
Spotted patterns on their body can make humans go dizzy and
fall over.
**My Opinion**
These guys are cool. They have good stats and their little
Spin can be useful when you are in a group of enemies. Try
one out if you can find one.
Command(s)/Ability: Create Ice (creates a giant ice berg that
hits an enemy for damage and
propels them backwards until
they hit a solid object)
Its characteristics is the crystal shaped wart on its back,
which helps to camouflage itself in its habitat: icebergs.
Despite its frightful appearance, it is timid. Its exhales
air that is chilled inside its body, and creates ice walls to
protect itself.
**My Opinion**
I don't like these guys too well. Their command is a pretty
good one, but I'd pass them up any day for one of their more
powerful buddies from the top (Maximum, Killer, Golem).
===31. Takopoo===
Habitat: Tidal Pool
Note: You cannot obtain this monster as a familiar.
It is often seen in a tidal pool on a beach, or hanging along
rocks in shallow waters.
What differentiates it from an ordinary octopus is that its
ink comes out as a ball rather than liquid, as it tightly
compresses the ink inside its body. It is edible.
===32. Mushroom===
Habitat: Pond
Note: You cannot obtain this monster as a familiar.
A stationary monster clinging onto a decayed tree trunk with
radiating foot-shaped roots.
It does not harm people, or harbor any malicious intent.
Still, it is hated as it glares at anything that comes close to
them. It is used as pins in bowling alleys.
--------------------------------------------------
|::::::::5.F (Wind) Page 3 of Monster Book::::::::|
--------------------------------------------------
Wind monsters defiantly contain the most fusion traits and
the most natural spells. However, they don't hold up all
that great in the tower due to all the fire genus monsters.
NOTE: Transformations take place when your familiar is on level
20.
===33. Death===
Starting Stats: (see CLOWN)
Magic Spell: LoDown (Natural)
Habitat: Ravine
Fusion Traits: Magic Increased (All the spell levels are
doubled)
Command(s)/Ability: None
An adult CLOWN turns into this shape. Its cruelty does not
change, and is feared by travelers.
Despite its doll-like appearance, swinging a sickle with an
expressionless face gives it an eerie aura.
**My Opinion**
(see CLOWN)
===34. Clown===
Starting Stats: HP 8 MP 80
ATK 6 DEF 5
Magic Spell: LoDown (Natural)
Habitat: Ravine
Fusion Traits: Magic Increased (All the spell levels are
doubled)
Command(s)/Ability: None
A monster that lives in a windy place, mainly in ravines.
It hovers in the air in high speed, and cuts off the neck of
a prey with a large sickle. Its rather innocent look conceals
its cruelty. It is also called "Devil of the Wind," and is
feared by people who travel through the valley.
**My Opinion**
Clowns are pretty cool. If you find one, they are great to
play with. I would recommend changing them to fire genus and
giving them a fire spell, then using mixture magic.
===35. Univern===
Starting Stats: (see UNICORN)
Magic Spell: LoBlind (Natural)
Habitat: Tree Top
Fusion Traits: Blind-Proof
Command(s)/Ability: None
A grown UNICORN is called a UNIVERN. Its wings are solid
enough to support its body weight, and it can fly freely in the
sky.
The bond between parent and offspring is strong, and the
parent will be protective to the death.
**My Opinion**
(see UNICORN)
===36. Unicorn===
Starting Stats: HP 9 MP 80
ATK 5 DEF 5
Magic Spell: LoBlind (Natural)
Habitat: Tree Top
Fusion Traits: Blind-Proof
Command(s)/Ability: None
This monster has horizontal stripes all over its body.
It spends its childhood in a nest built by its parents on a
tall tree. Since its wings are too weak to fly, it is fed by the
parents. It lives exactly like a bird chick, but it fights
bravely against invaders.
**My Opinion**
Unicorns pretty much suck. Too bad though, because Univerns, in
my opinion, look pretty cool. If you find one, you may just
want to use it to see a Univern.
===37. Metal===
Starting Stats: (see BLOCK)
Magic Spell: LoBind (Natural)
Habitat: Mine
Fusion Traits: Hard (Defense is doubled)
Command(s)/Ability: None
This is an aggressive BLOCK monster. It is tempered in
battles, and its guarded body is like a sharpened blade.
It is a little more belligerent than BLOCK, but still remains
friendly to humans. It will be a reliable comrade in battle.
**My Opinion**
(see BLOCK)
===38. Block===
Starting Stats: HP 10 MP 80
ATK 6 DEF 16
Magic Spell: LoBind (Natural)
Habitat: Mine
Fusion Traits: Hard (Defense is doubled)
Command(s)/Ability: None
This monster is a kind of magical one with a body made of
metal. Although its movements are slow and heavy, its body is
extremely hard and resistant to conventional attack.
It is also very friendly to humans, and is indispensable for
tasks requiring physical strength such as construction work.
**My Opinion**
This guy has the potential to be the most overpowering character
in the game! Fuse him with an Arachne, and then you'll see what
his true power is. Just be careful if he gets confused though,
because you won't be able to stop him either, especially when
he gains up to about level 30. An example is this, mine is on
level 45 or so and gets confused. I have a Diamond Shield +78,
but still get whacked for about 150 damage. Needless to say,
he kills anything in one hit :)
Fusion Traits: Spell-Proof (Protects against magic.
Command(s)/Ability: Play Flute (Seals an enemy's magic from
being used)
A music-loving cheerful monster. The sound of the flute it
plays can block the magic of veteran magicians.
However, even if you run to their recital in a forest, you
should not be deceived by the cheerful music and approach
carefully.
**My Opinion**
Uhh, no. This guy just totally sucks. Finding him ONLY on
floor 1 of the tower and no where else should help you realize
that. Keep one only for his trait. Fuse him with something
that you want to be immume to all those nasty spells the enemies
will cast on you.
Command(s)/Ability: Hypnotize (Puts an enemy to sleep)
This monster used to be a devil that gave nightmares to
humans, but its magic is not as potent anymore and is just
enough to put people to sleep.
It is mainly nocturnal and active in the darkness. It is so
dazed in the daytime that it is difficult to believe it is a
devil.
**My Opinion**
They are ok monsters. Just don't use them for attacking
directly. Their mixture magic hits multiple enemies and if
you find yourself against hard enemies, this little guy could
put them to sleep for you.
===41. Cyclone===
Starting Stats: HP 9 MP 80
ATK 5 DEF 5
Magic Spell: LoGrave (Hidden)
Habitat: Wasteland
Fusion Traits: MP Consumption Reduced (Halves the amount of MP
that is used)
Command(s)/Ability: Cure Anorexia
This monster has a large eye. It is well known that anybody
who meets its eyes cannot swallow any food. However, 12 years
ago, it was discovered that if an anorexic person looks at the
eye of a CYCLONE, the disease is cured. Since then, its eggs
have sold like hot cakes to women on diets or to anorexic
people.
**My Opinion**
Cyclones don't make much of a familiar. I mean, their command
is totally useless. How many times has a Cyclone monster
actually caused Anorexia on you or your familiars? Just keep
them around because their trait is very useful, especially in
the beginning when you need your familiar's help constantly.
===42. Picket===
Starting Stats: HP 8 MP 65
ATK 3 DEF 4
Magic Spell: LoDown (Hidden)
Habitat: Bush
Fusion Traits: Quick (just like eating a Mahell seed, movements
are increased by 2x)
Command(s)/Ability: Steal Item
Vomit Item
Can eat any edible item for a huge MP
re-fill. Almost up to MAX MP every
time.
A monster that loves to steal. It steals anything whether it
be money or other objects.
It often hides in an ordinary bush, and if you step on it,
your belongings could be stolen.
**My Opinion**
While a Picket seems like it's useless, I love mine! I fused
him with a Clown to give him descent magic for mixture magic and
I take him with me every time. Why you ask? Because of his
commands. If I have an important item, I lay it down and use
his Steal Item on it. Now, until he Vomits it back up (lovely
word by the way), he keeps it. Even if I die, I'll still have
it in his Stomach. Not to mention, other Pickets can't steal
it now. Give him a chance before you disown him :)
===43. Stealth===
Starting Stats: HP 8 MP 80
ATK 4 DEF 5
Magic Spell: LoBlind (Hidden)
Habitat: Subterranean
Fusion Traits: Rust-Proof (I have no clue)
Command(s)/Ability: Disappear (Makes him invisible)
This monster has a hard shell and a powerful pair of scissors.
It uses the scissors like a drill and moves by drilling holes
in the ground. Since it lives underground, its eyes have
atrophied.
Its shell acts like the skin of a chameleon, which can protect
itself with its changing color.
**My Opinion**
This is a weird one. I wouldn't personally use him, but his
Disappear could be useful. Maybe his trait is really useful if
I could just figure it out. It's up to you on this guy.
===44. Zu===
Starting Stats: HP 10 MP 80
ATK 6 DEF 5
Magic Spell: LoGrave (Hidden)
Habitat: Marshy District
Fusion Traits: Paralysis-Proof
Command(s)/Ability: Bark Loudly (Paralyzes the enemy)
This monster is like a mix of lion and bird.
It threatens its enemies with loud barking. Its barking seems
to make the air tremble.
It usually flies over wetlands like a dragonfly, but will
persistently pursue prey, and expose its violent nature.
**My Opinion**
My thoughts on this guy are about like Dreamins, except he can
handle some direct attacking. Take him along if you think you
want to Paralyze some enemies.
===45. Garuda===
Starting Stats: HP 10 MP 80
ATK 5 DEF 5
Magic Spell: LoDown (Hidden)
Habitat: Monster Tower
Fusion Traits: None
Command(s)/Ability: Abduct (Takes an enemy to a random location)
This is a kind of monster that has been protecting the Monster
Tower since ancient times. Why they protect the tower is
unknown.
Its body is half machine and is thought to be a magical life
form created by a magician.
Once it detects danger, it attempts to divide the enemy.
**My Opinion**
This guy would be your best familiar up until around level 25 or
so. He is pretty strong, but his only downfall is the wind
genus. Change him to another one for maximum effect.
===46. Golem===
Starting Stats: HP 15 MP 70
ATK 7 DEF 20
Magic Spell: LoBind (Hidden)
Habitat: Monster Tower
Fusion Traits: None
Command(s)/Ability: A Charged Punch
This has been protecting the Monster Tower since ancient
times. Why they protect the tower is unknown.
It is a magical life form created by a magician, has no
emotion, and it executes commands of its creator alone.
Its movements are slow and heavy, but it has a powerful
defensive force and endures well.
**My Opinion**
These guys are the next best thing to a Maximum. They could
even be better with that ranged attack of theirs. Consider
yourself lucky if you find one and definitely use it (which
I'm sure you will after you see how good it fights against
you).
===47. Maliling===
Habitat: Monsbaiya
Note: You cannot obtain this monster as a familiar.
A quiet monster which likes to change into a ball and roll
around. Since it cannot roll by itself once it is in the ball
shape, it is often spotted at a top of a hill waiting for a wind
to blow. As it generates electricity inside its body from
rolling, it is also used as a generator.
===48. Soil Claw===
Habitat: Subterranean
Note: You cannot obtain this monster as a familiar.
This is a subfamily of the monster, STEALTH.
Since it eats garbage in the soil and converts it into energy
within its body, this monster is often used in vacuum machines.
Since it is gentle, it does not get angry even if it is hit
in a "Hit-A-Mole" game.
--------------------------------------------------
|::::::::5.G (Other) Page 4 of Monster Book:::::::|
--------------------------------------------------
I guess this page is just the leftover Frog from water and the
ultimate monster of all three geneses.
===49. Hikewne===
Starting Stats: HP 15 MP 120
ATK 7 DEF 7
Magic Spell: Dark Wave (Natural)
Habitat: Monsbaiya
Fusion Traits: None
Command(s)/Ability: None
This monster used to be an egg of KEWNE which was laid and
left on the highest floor of the Monster Tower where the magical
power is strongest. Over time, it has become "the Ultimate
Egg."
The legend of "The Ultimate Egg" which is said to be capable
of ruling the world, has now been unveiled in Monsbaiya.
**My Opinion**
Well, what can I say. I believe the name Ultimate Egg says it
all. I don't play as this guy much because its no fun killing
everything in one hit (his mixture magic does) or being
invincible all the time (which his Dark Wave magic does). What
really sucks though is this guy can't be fused with anything, if
you try he will always be absorbed by whatever else you are
trying to fuse him with.
===50. Lazy Frog===
Habitat: Pond
Note: You cannot obtain this monster as a familiar.
The academic name is Monsbaiya Lazy Frog. Just like the name,
it is a new species of frog discovered in Monsbaiya. Since it
does not protect itself from enemies, it has earned this name.
The frogs are traded frequently as an ingredient for magic.
Every monster has a spell, most of them are hidden though. To
unlock a monsters spell, just fuse it with any other monster.
However, it always starts on level 1, but it will usually catch
up quickly to your level until it is one below it and it will
stay that way. Also, spells are genus specific to leveling up.
If a spell icon has a white box around it, it will level up for
that genus. If the icon has nothing there, it will not level up
because you are the wrong genus.
---Water (Heal/Protect)---
Name Effect Mixture Magic
DeHeal Bubble Charged Healing Blizzard Sword
DeForth Water Charged Healing Blizzard Sword
DeMirror Anti-Magic Shield Aqua Blade
DeRock Ice Obstacle Snow Shoot
DeWall Water Protection Aqua Blade
When you change to a non-natural genus, the spell will have
a similar effect, as will the mixture magic.
........=*=*=Frequently Asked Questions About Magic=*=*=.........
Question: If I give my famliar two spells and set it to an AI
of 3, which will he use defaultly?
Answer: Most likely it will use the one that attacks a single
enemy (Fire/Ice Sword, etc) over the one that attacks
multiple enemies in order to conserve MP. It will
cast the others on occasion though.
Question: Do spells get their levels independent of the
familiar's levels?
Answer: Yes, they do. If you were to fuse a level 20 monster
with a level 20 spell together with a level 15
monster with a level 15 spell, the result will be
a monster with a level 15 spell and a level 20 spell.
Each spell will now gain levels up from their current
if they are on their correct genus.
Question: Is there any way to let my familiar use a spell on
itself or can I use a spell ball (like recovery) on
myself?
Answer: If you have a mirror shield on, any spell your
familiar casts on you will almost always reflect on
it. If you cast Repel on a monster or your famliar,
you can use Recovery, etc on it to have it reflect
back on you.
-=============================================================-
|::::::::::6. M A K I N G I T T O T H E T O P::::::::::::::|
-=============================================================-
Making it to the top is a hard job, but somebody has to do it :)
--------------------------------------------------
|:::::::::::::6.A Getting A Good Weapon:::::::::::|
--------------------------------------------------
If you are going to start adventuring into higher levels, you
need build a good weapon up. I recommend a gold sword (unless
you have been lucky and found a training wand). Even though
either of them have only 1 attack, they don't rust. Rust traps
are everywhere, and they suck. Just keep all those nice Red
Sands in your safe at home until you find which ever of those
you want to use (I wouldn't wait too long for a training wand
though, they are extremely rare), then temper it with them all.
Each time you add +1, your weapon will hit for more. A +40 or
so can kill anything in one shot (on higher floors, only if you
with mixture magic with it though).
--------------------------------------------------
|:::::::::::::6.B Getting A Good Shield:::::::::::|
--------------------------------------------------
A shield is the most important thing to have. I recommend a
diamond shield, but you could use a mirror shield. Diamond
shields are already 7 defense, while mirror is only 3 but
reflects spells. But, not many enemies use spells that often,
and if you have a diamond shield built up they won't take off
hardly any damage at all, so mirror isn't worth it in my
opinion. But use one or the other because they are both rust
proof. Save all your blue sands at home until you find the one
you want. Having a +30 to +40 and a decent sword will easily
allow you to travel to around level 28 without using a familiar
at all.
--------------------------------------------------
|::::::::::::6.C Raising A Good Familiar::::::::::|
--------------------------------------------------
To make your familiar better there are a few tricks you can do.
The first is increasing its MP. To do so, just feed it a Pita
Fruit whenever it has FULL MP, it's max MP will increase by 1
permanently.
Another neat thing is to give it extra HP by giving it a
Medicinal Herb (it must be found in the tower) when it has full
HP. Its max HP will increase by one permanently.
The third thing you can do is find a Malicious bell and use it
whenever your familiar is confused to give it a level up.
--------------------------------------------------
|:::::6.D Keeping Yourself And Familiars Alive::::|
--------------------------------------------------
The best way to keep yourself and your familiars alive is to not
take any chances. If your familiar is getting rocked by a
monster you are fighting, don't let it stand there and die.
Make it move out of the way so you and it can both get a hit in
before the enemy can attack.
The only exception to this is when you will get killed. Never
let yourself get killed just to save your familiar, unless you
don't care about your items.
Here are a few other tips:
1) Feed your monster any Herbs you don't want. This will give
it back some MP (the amount depending on the type of
monster you are using)
2) Don't let your monster wonder off if it (or you) are too
weak to play that floor alone. This could result in a big
disaster.
3) Save those magic balls that contain fire spells. Use them
on strong enemies like Golems that are weak against fire.
-=============================================================-
|:::::::::::::7. P R O G R A M M I N G B U G S::::::::::::::::|
-=============================================================-
Along the way, I've got pretty pissed off when my game crashed
and I lost that Dark Sword or when I really wanted that Clown
familiar and it locked up on me after I had an egg. Here are a
few tips of what not to do so maybe you won't have the same
problem. If someone else knows of a bug, send it in.
..........................=*=*=#1=*=*=...........................
When you transform your Manoeva into an item, don't try to put
it back into the bag until it is no longer an item or you
will be stuck in an infinite waiting time for him to get in
your bag.
..........................=*=*=#2=*=*=...........................
If you have two familiars out and one can heal, you could be in
trouble. If for some reason one has very low life and it gets
killed in the same turn the other was going to heal it, kiss
your current game good-bye. It's locked up big time, even
the music is frozen.
..........................=*=*=#3=*=*=...........................
The Manoeva monster regains all MP if transformed into an enemy
and put back into the bag before leaving the level or it gets
all the way to 0 MP.
..........................=*=*=#4=*=*=...........................
::Quote of Tony Fernandez::
If you throw a roache fruit at a converted moneava, the game
will freeze. I encountered this on the 30th floor. I threw a
roache at a killer, and it turned out to be a moneava ang the
game froze, I tried it again with a naplass and again the game
froze. Its a pain in the butt to go through all those floors to
have the game freeze.
..........................=*=*=#5=*=*=...........................
::Quote of Landstalker::
I can't garantee it 100% but if you throw a Water Crystal
followed by a Fire Crystal at a Barong the game gets stuck!
Note: Untested by myself.
..............-=Possible Explanation To These Bugs=-.............
::Quote of Mad Jack::
Azure Dreams was apparently written in console assembly code more
friendly with the revised SCPH5500 system BIOS (On the Dual Shock
System) than the 1100, 4400, and other BIOS's used on the other PSX
systems. I had the same crash problems in AD with my old PSX
(Manufactured in early 1996) but when I recieved a Dual Shock edition as
a gift (More like replacement; It fell out of a box during transit in a
stairwell. It went down twelve floors..) the problems seemed to subside,
if not show up as often. It may just be a coincidence, or it may be the
truth...
-=============================================================-
|:::::8. C O P Y R I G H T S A N D D I S C L A I M E R:::::::|
-=============================================================-
This FAQ is Copyright (c) 1998 Billy Sauls.
1. You may not use it in any publication without my expressed
written consent.
2. You may not modify it in any way.
3. It may be distributed only in it's entire, unmodified form.
4. It may be printed in it's entire form for PERSONAL use only
(no companies, only a personal home user who uses it for
themselves, or with friends)
5. You MAY NOT in any ways re-use any information found in my
FAQ without my permisson.
6. Failure to comply with any or all of these rules could
result in legal action.
D I S C L A I M E R
Everything in this FAQ is my view.
1. If I'm wrong about something that is a fact, let me know.
2. If I'm wrong about something that is my opinion, then you
can let me know your opinion in a nice manor. Just
remember, it's my opinion and I can't be wrong about it.
3. This FAQ is a service to people who want to learn about
Azure Dreams, please don't abuse it by sending me
meaningless e-mails.
4. Suggestions and corrections are welcome, no flames about
how I hate wind genus or something.
-=============================================================-
|:::::::::::::::::::::::9. C R E D I T S:::::::::::::::::::::::|
-=============================================================-
If you send me something I put in my FAQ, then your name and
e-mail will be here unless you tell me not to put it here.
.....................=*=*=v2.4 Credits=*=*=......................
John Douglas [fonebone77@hotmail.com]
- The Holy Sword info.
- The Rust Proof Trait info.
James (Jeb) Lowe [skylark5000@hotmail.com]
- Corrections on the Monster Hut Expansion.
Yusri Johan [gs01yyj@panther.Gsu.EDU]
- The Herb MP Restore trick. I had it somewhere in the FAQ, but
now it is in Section 6.D for sure. It was obviously
overlooked, and he let me know :)
Landstalker [cipac@hotmail.com]
- New (possible) bug.
- Tower Save Game walkthrough.
Lonewolf
- Corrections on mispelling on Garuda and Pulunpa
- Monster Hut Expansion corrections
- Wind Crystal Tip
.....................=*=*=v2.3 Credits=*=*=......................
Tony Fernandez [lucifers_valley@excite.com]
- The new "items in the safe" idea/trick.
- Finding yet another bug with the Manoeva, but the Roche
Fruit is involved this time.
Mad Jack [x58@hotmail.com]
- Providing some insight on why and how to possibly get rid
of those nasty bugs in the game.
Patrick Hogg [sightt@hotmail.com]
- For alerting me that I was missing the Sleep Herb
- The instinctive Dark Sword 50k and 10k thing...
- A new look at the Tovar Seed.
.....................=*=*=v2.2 Credits=*=*=......................
Brian Ross [bwross@unity.ncsu.edu>]
- for letting me use his egg prices.
- lots of other stuff
- visit his Azure Dreams page at
http://www4.ncsu.edu/~bwross/azure/index.shtmll
Tracey McGowan [kurasu@hotmail.com]
- pointing out Toxic & Paralyze Herbs were rare items
- what the curse on the dark sword does
- how the money wand works
- telling me a few typos
- fur's alternate strategy
- item generalizations about using them, edibles, loupes and
eggs.
- info on monster abilities (Tyrant, Viper, Picket)and
influencing my opinion on a few (Battenel, Noise)
Adam Smith [alsmith@umich.edu]
- asking questions that helped me want to write the new FAQ
section for magic of monsters.
- figured out the manoeva/barong strategy that is also a game
bug.
- gave me assumptions on what Tovar Seed and Holy Sword may do
Enrico Aryaguna [id2954@centrin.net.id]
- the altnerate Cherll strategy.
.....................=*=*=v1.0 Credits=*=*=......................
ShadowX [shadowx1@hotmail.com]
- making the only remotely useful FAQ I could find (didn't
steal his info though).
=================================================================
You must have liked my FAQ to read down this far :)
-Billy bsauls@usa.net
=================================================================