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Brave Story: New Traveler: FAQ/Walkthrough by PringerOtaku Version 0.1, Last Updated 2007-08-09 View/Download Original File Hosted by GameFAQs Return to Brave Story: New Traveler (PSP) FAQs & Guides Brave Story: New Traveler Aratanaru Tabibito ---------------------- Brought to you by: Game Republic & XSEED FAQ/Walkthrough by PringerOtaku Disclaimer: While this is a spoiler-free guide, there are places where I must mention certain story elements. This is your warning. ____________________________________________________ *****************TABLE OF CONTENTS**************** This guide makes use of the [TAG] system. Press Ctrl + F and type the four letters/digits in the brackets to easily navigate this file. Enjoy. 1. Revision History........................ [REVS] 2. General Information..................... [INFO] A. Story................................ [2STY] B. Key Terms............................ [2KYT] C. Characters........................... [2CHR] 3. Basics and Tips......................... [BSCT] A. Controls............................. [3CTL] B. Modes of Travel...................... [3MOT] C. Tips................................. [3TIP] 4. FAQs (minor spoilers)................... [QSTN] 5. Walkthrough............................. [WLKT] A. Prologue: Doorway to Destiny......... [PROL] B. Chapter 1: Lau and the Cave of Trials [CHP1] 1. Wayfarer Lau's Hut................ [1WAY] 2. Cave of Trials.................... [1COT] C. Chapter 2: Lanka's Sweeheart......... [CHP2] 1. Lanka Forest...................... [2FOR] 2. Town of Lanka..................... [2LAN] 3. Lanka Forest Redux................ [2FR2] 6. Cities and Vendors...................... [CTYG] 7. Bravura and Unity Skills................ [BRUN] 8. Accessory Book.......................... [ACSY] 9. Book of Quests (Filler)................. [SQST] 10.Monster Book............................ [MNST] __________________________________________________ **************************************************** _______________________________________________________________________________ 0 1 2 3 4 5 6 7 =============================================================================== [REVS] 1. Revision History =============================================================================== _____________________________________________________________________ The implemented version system is composed of a .x incremental scale. v 1.0 is the official alpha (complete) release of the guide, All versions before 1.0 are beta release dates for my reference. ********************************************************************* v 0.1 (8-6-07) Started on the guide. Initial formatting complete. Table of Contents created. (ongoing) Revision History created. (ongoing) General Information section created. - Beta v 0.2 (8-7-07) Table of Contents updated (ongoing) General Information section updated - Beta 0.1 *(Intro paragraphs) Basics and Tips section created. - Beta 0.1 FAQs section created. - Beta 0.1 Walkthrough: Prologue: Alpha - Final Complete Chapter 1: Alpha 1.0 Chapter 2: Beta 0.1 (Up to Town of Lanka) v 0.3 (8-8-07) Basics section updated Beta 0.2 FAQs section updated Beta 0.2 Walkthrough: Chapter 1: Alpha - Final Complete *Added Note about Lau's Lunch *Recommeneded Levels *Base Stats and Choice Effects Chapter 2: Alpha - 1.0 Cities and Vendors created Alpha - Final Complete Book of Quests created Alpha - 1.0 Monster Book created Beta 0.1 _______________________________________________________________________________ 0 1 2 3 4 5 6 7 =============================================================================== [INFO] 2. General Information =============================================================================== _______________________________________________________________________________ Brave Story: New Traveler is a standarad Japanese Role-Playing Game developed and produced by Game Republic Inc. for the Playstation Portable. Xseed games has published and localized the game for release here in the States on 7/31/07. This game is set in the Brave Story universe, created by author Miyuki Miyabe. The novel was later adapted into a manga and anime series. New Traveler has you playing the role of a new protagonist. The hero of the novel and other games in the series, Wataru, and his companions appear in this game as playable cameos but do not contribute greatly to advancing the story. For a review of the game, mine can be found here: http://www.gamespot.com/psp/rpg/bravestory/player_review.html?id=481383 Recommend it if you find it helpful and/or insightful. ____________________________________________________________ [2STY] STORY - Adapted from the manual On a lazy Sunday afternoon a young boy was sitting in the park with his est friend, seemingly more interested in his video game than with talking to her. Tired of being ignored, she gets up in a huff and walks away. When the young boy next sees his friend, she has passed out on the ground, suddenly stricken with a mysterious illness. The girl is taken to the hospital where she lies in a coma, unresponsive to the world around her. It's at this time that the boy hears a voice that seemingly comes out of nowhere. The voice informs the boy that although things currently appears hopeless, if he has the courage to try, he can change his destiny by traveling to the land of Vision, where the Goddess of Destiny is said to dwell. The young boy looks up to see the gateway to Vision, the Porte Nectere, appears before him. Summoning all his courage, the young boy races through the gate, determined to change fate and save the life of his friend. ____________________________________________________________ [2KYT] KEY TERMS - Adapted from the manual Vision: A world created by the Goddes of Destiny Traveler: One who comes from the realm of humans to Vision. The goal of every Traveler is to meet the Goddess of Destiny and receive a wish. Tower of Destiny: This is the tower where the Goddess of Destiny lives. The road to the tower is sealed by powerful magic and any Traveler who wishes to enter must gather five special jewels. The Highlandesr and their Branches: Known for killing monsters and exploring ancient ruins, the Highlanders are an organization devoted to keeping the peace and maintaining public safety. Almost every town has a ranch where Highlanders go to receive bounties, get new assignments or just meet with their peers. The Knights of Stengel: The Knights of Stengel are responsible for the safety and well-being of all the citizens of the United Southern Nations. A group separate in function from the Highlanders, the Knights are responsible for patrolling the borders between countries. Darbaba Wagons: The Darbaba is an ox-like creature used to pull wagons. In Vision, the darbaba wagon has become the method of choice for the transportation of goods from one place to another. The People of Vision: There many different races represented in Vision. These include kitkin (felines), beastkin (humanoid beasts), waterkin (lizards) and karulakin (birds), among others; all of wo peacefully co-exist. In addition, there are the ankhakin, who are the most human in appearance. ____________________________________________________________ [2CHR] CHARACTERS The Hero: A young boy who travels to Vision in order to help his best friend, who is suffering from a mysterious illness. Yuno: Yuno is a high-spirited, slightly overbearing half kitkin, half ankhakin girl with an insatiable curiousity. She joins the hero on his quest so that she can fulfill her dream of seeing the world. She is extremely proficient with a bow. Meladee: The head of the Highlander's branch in the town of Vahadina and a capable warrior in her won right. Fighting with a sword in each hand, she inflicts damage with lightning-quick strikes of her blades. Sogreth: A warrior of the waterkin who is trying his best to raise his young son. With the strength to cut through even the toughest of hides with his axe, he is the ultimate example of raw power. Ropple: A super short, super intelligent boy of bankin descent. He was charged by his master to investiage abnormalities in the magical world. He is able to use many different types of magic. Leynart: The Commander of the Knights of Stengel. A serious- minded beastkin who wields a lance in battle. ************************************************************ _______________________________________________________________________________ 0 1 2 3 4 5 6 7 =============================================================================== [BSCT] 3. Basics and Tips =============================================================================== _____________________________________________________________________ [3CTL] CONTROLS Analog Stick or Directional Buttons - Select Items - Move character around on screen "X" Button - Select Item - Scroll Message - Examine - Converse "O" BUtton - Cancel Item or Selection - Quickly Scroll Through Messages - Run (When in dungeons or towns, accelerate your character's movement by holding down the "O" button while using the analog stick or directional buttons) "Triangle" Button - Display Menu Screen "Square" Button - Quit Birdcatching (only available during the birdcatching mini- game - Give up while in a bird brawl "R" Button - Confirm current quest "L" Button - Displays Map of Vision (only vailable while on the world map) "START" Button - Displays the Title Menu (only available while on the title screen) - Pause - Stops the Action on Screen (only available during the birdcatching and bird brawl mini-games) Wireless LAN Switch - When in Game Sharing or exchanging birds, make sure the WLAN Switch is in the ON position. _____________________________________________________________________ [3POI] TOWN: Points of Interest Inn: You can pay some tem to restore your characters' HP, BP, and status. You can also save your game here. _____________________________________________________________________ [3MOT] MODES OF TRAVEL 1. Walking: Hold "O" to run in dungeons and towns. 2. Darbaba Cart: Faster than walking. HP will slowly be restored. 3. Flight: Fastest mode of travel. Obtained late in the game, opens up the whole map for exploration _____________________________________________________________________ [3TIP] TIPS 1. Save often. You can't save on the world map so it's easy to play for hours and not save. Don't take any chances if you don't want to lose your precious hours invested. 1. You can bring up the map of Vision by pressing "L". Do so if you are ever stuck and don't know your next destination. Towns are in blue while dungeons are red. 2. If you can't remember what you should be doing to advance the main story, press the "R" button for a brief description. 3. Inflicting status ailments on enemies helps tremendously. Poison reduces one's physical attack power by a substantial amount, so it is very useful to use it against enemies, and also remove it should your party members be hit with it. Likewise, if the enemy is a caster, try inflicting Oblivion on it. ********************************************************************* _______________________________________________________________________________ 0 1 2 3 4 5 6 7 =============================================================================== [QSTN] 4. Frequently Asked Questions =============================================================================== _____________________________________________________________________ Q. How many playable characters are there in the game? A. There are 6 main playable characters, and another 5 that are unlocked once you beat the game. Q. Is there a New Game Plus? A. No, but once you beat the game you can create a Clear Data and go back to get whatever you might have missed during the main game. A Clear Data file will also update your Monster Book and Book of Quests to contain essential information. Q. How long does it take to beat the game? A. It'll take around 20 hours to breeze through the main story. Realistically you're looking at around 25-35 hours depending on how much of the extra content you do. Q. How/Where can I save? A. You can save in towns or at Memory Spheres. You cannot save on the World Map. Q. When do I get the Darbaba Cart? A. [MINOR SPOILER] When you start the Desert Ruins main quest. Q. When do I get the Flying mount? A. [MINOR SPOILER] When you reach Dragon Isle. Q. Can I miss any items, bravesouls, etc...? A. No, you will be able to backtrack to any place in the game to pick up treasure and such you may have missed. Q. Help! I'm broke! How do I earn tems? A. Early on in the game you can sell glistenstones and such for money, but once you become a Highlander you start earning tems by killing monsters and picking up Bounty at the local Branch. The more you kill, the more money you get. _______________________________________________________________________________ =============================================================================== [WLKT] 5. Walkthrough =============================================================================== _______________________________________________________________________________ =============================================================================== [PROL] Prologue: Doorway to Destiny =============================================================================== Select New Game from the Title Menu. You will be asked to input the name of the Hero and Leading Lady. For the purpose of this guide I will be referring to them as their default names Tatsuya and Miki respectively. After that, enjoy the opening cutscene. There are two choices you can make during the cutscene. Like every other dialogue option presented to you throughout the game, what you pick doesn't really matter. Pick whatever you feel like. _______________________________________________________________________________ =============================================================================== [CHP1] Chapter 1: Lau and the Cave of Trials =============================================================================== __________________________ -------------------------- [1WAY] Wayfinder Lau's Hut ************************** Items: Mako Berry x1 Map of Vision x1 -------------------------- Recommened Level: 1 -------------------------- After you wake up, run northeast to the green Goalfinch on the jar. Once it disappears, examine the Jar for a Mako Berry and make your way into the house. Once inside, open the chest for a Map of Vision. You can open the map when you're on the World Map by pressing the L button. Exit the house and leave the area through the southwest. -------------------- World Map ******************** Recommened Level: 1 -------------------- On the World Map, make your way northeast to the Cave of Trials. -------------------- [1COT]Cave of Trials ******************** Items: Lau's Lunch x1 Mako Berry x3 -------------------- Recommened Level: 1 -------------------- Make your way up the hallway to engage the cutscene. The Guardians ask you questions which will determine your initial stats. Base Statistics (These are you stats before answering the questions) ********** HP: 30 BP: 15 Str: 12 Con: 10 Agi: 12 Wis: 7 Atk: 29~34 Def: 14 ********** Dawn Guardian: Unflincing bravery! +10 BP Iron defenses! + 2 Con/Def Dusk Guardian: Wisdom to survive the day! +2 Wis Power to crush my enemies! +2 Str/Atk Pwr. Snow Guardian: A strong body! +10 HP A nimble body! + 2 Agi Sun Guardian: A resistant body! +resistance to poison and paralysis A resistant mind! +resistance to oblivion and isolation ******************************************************************************* The choices you choose don't make a huge difference. The bonuses all add up to being about 2 levels worth. They do not determine the rate at which the stats increase as you level. Here's a breakdown for each stat in order. BP: The initial +10 to BP is useful in the beginning, but towards the end of the game Tatsuya should never run out of BP if you know what you're doing. Con & Def: Constitution increases your defense which reduces damage. 2 Defense is quite a lot at any level, so go with this if you're unsure. Wis: Wisdom is pointless for Tatsuya since you're not really suppose to be healing with him. Even if you get these 2 initial points, his overall maxed Wisdom is very low compared to his other stats. I'd recommend everyone skipping this. Str/Atk Pwr: Strength increases the Attack Power of your physical attacks and Bravura skills. More damage is always preferred, and since Wisdom is useless picking Str is the only way to go. HP: More HP is always good. It's an amazing boon for the early game, and it's still a pretty good boost for the endgame. Agi: The higher your Agility, the earlier in the round your character attacks. Higher Agility is preferred if you're underleveled, but Tatsuya's base Agility is high enough on its own that he should be attacking before most enemies if you take some time to level. Body Res: Poison reduces all damage Tatsuya is able to deal, and paralysis is probably the worst status ailment in the game since it renders the character unusable. Mind Res: Oblivion and Isolation are both bad, but the point here is that you can only be affected by one of these at a time. Meaning, your damage output isn't reduced much since you can just use a Unity attack when you have Oblivion, and a Bravura skill when you have Isolation. ******************************************************************************* The stats I chose for my Game Save series is as follows: Iron Defenses! Power to crush my enemies! A strong body! After you've made your selection, go a bit northeast. After the cutscene use the blue Memory Sphere to save your game if you want. Once again, head northeast. This room consists of 7 doors, 3 on each side and one in the northeast corner. Enter the door closest to you on the bottom row. Examine the statue and turn it. Move one over to the middle door on the lower row and do the same. Now enter the middle door on the upper row and do the same. Repeat the process with the top-most door on the upper row. Now go through the newly opened door in the northeast. Examine the statue. Note that the Lau's Lunch item that Lau gives you is irreplaceable, so if you like collecting items, don't use it. _______________________________________________________________________________ =============================================================================== [CHP2] Chapter 2: Lanka's Sweetheart =============================================================================== ------------------- [2FOR]Lanka Forest ******************* Items: Jerky x1 Glistenstone x1 ******************* Enemies: *Stray Gimblewolf* Rabby Rablin Rablin Rogue Snayle ------------------- ***Lanka Forest North*** Save your game and head southwest to engage a cutscene. ---------------------------------------- BOSS: Stray Gimblewolf x3 **************************************** Howl: Calls another Stray Gimblewolf Corkscrew Rush: Single - Physical Attack ---------------------------------------- Not much to this battle. Take the Gimblewolves down one by one. Target the same one with both Tatsuya and Yuno. Use a Healing Melody Bravura to heal if needed. After a few turns the battle is over. ------------------------------------------------------------------------------- You may now use the Escape command in battle. Pretty self-explanatory. From where you are, head northeast fork and pick up the two chests containing a Jerky and Glistenstone. Go southwest until you can't anymore then take the southeast passage into another clearing. Go all the way northeast to reach another chest containing a Sniper's Bow. Equip it to Yuno now. Return to the clearing and take the southeastern exit to another zone. ***Lanka Forest South*** Go a tiny bit south and then follow the only path to the northeast until you reach the Healing Glim/Memory Sphere. Exit the forest southeast and you'll find yourself on the World Map. ----------- World Map *********** Enemies: Flintbird Rabby Roll Snayle ----------- Head south to the Town of Lanka. ------------------- [2LAN]Town of Lanka ******************* Items: Bravery Diagram 1 Gimblewold Meat x1 Glistenstone x1 Mako Berry x1 ------------------- Enter the Lodge in front of you. After the cutscene go northeast into the building with the red Firewyrm (dragon) Crest on it (henceforth called the Branch). After the lengthy dialogue, exit the Branch. Head north and get the Bravery Diagram 1 from the chest. Keep walking north to reach 2 more jars containing a Mako Berry and Glistenstone. Run south and a bit west to reach the shops in town. Enter the building with the Sword and Shield Crest. This is the Armory. After the cutscene, I'd recommend you selling your glistenstones for some extra tem. Buy both the Hard Leather Guards and Hide Bracer if you can afford them. Exit the Armory and go south, picking up the . Walk near the girl dressed in pink and purple to initiate a cutscene. Exit Lanka and go back into the forest. ------------------ [2FR2]Lanka Forest ****************** TO BE CONTINUED... _______________________________________________________________________________ =============================================================================== [CTYG] 6. Cities and Vendors Guide =============================================================================== _______________________________________________________________________________ =============================================================================== Town of Lanka =============================================================================== Lodge: Free Goalfinch Trader: North - outside _________________________________ Armory: _________________________________ Item Price --------------------------------- Sniper Bow | 140 Hard Leather Guards | 150 Hide Bracer | 140 --------------------------------- _________________________________ General Store: _________________________________ Item Price --------------------------------- Mako Berry | 10 Jerky | 20 Fire Stone | 20 Water Stone | 20 Enzyme | 100 Sleeping Bag | 100 Camping Set | 100 --------------------------------- _______________________________________________________________________________ =============================================================================== Town of Sakawa =============================================================================== Lodge: 10 tems Goalfinch Trader: West - outside _________________________________ Armory _________________________________ Item Price --------------------------------- Sniper Bow | 140 Hard Leather Guards | 150 Hide Bracer | 140 --------------------------------- _________________________________ General Store _________________________________ Item Price --------------------------------- Mako Berry | 10 Jerky | 20 Wind Stone | 20 Lightning Stone | 20 Enzyme | 100 Sleeping Bag | 100 Camping Set | 100 --------------------------------- _______________________________________________________________________________ =============================================================================== Lyris, City of the Arts =============================================================================== Lodge - Southeast(Lower): 15 tems Lodge - Central (Upper): 100 tems Goalfinch Traders: Northern Lower Lyris - Next to Shops Central Upper Lyris - Next to the Lodge _________________________________ Armory - North (Lower): _________________________________ Item Price --------------------------------- Sniper Bow | 140 Hard Leather Guards | 150 Hide Bracer | 140 --------------------------------- _________________________________ Armory - Southwest (Upper - Initial): _________________________________ Item Price --------------------------------- Bone Axe | 320 Bronze Guards | 300 Bronze Bracer | 270 Iron Spaulders | 280 --------------------------------- _________________________________ Armory - Southwest (Upper - Upgraded) _________________________________ Item Price --------------------------------- Silent Longbow | 6300 Dual Crescent | 7350 Scarlet Wings | 8050 Sage's Staff | 5600 Silver Lance | 7700 Reinforced Guards | 7000 Silver Bracer | 6300 Gigas Spaulders | 6650 Protective Faulds | 5950 Sage's Hat | 8400 Silver Shield | 7700 Bone Axe | 320 Bronze Guards | 300 Bronze Bracer | 270 Iron Spaulders | 280 --------------------------------- _________________________________ General Store - North (Lower) _________________________________ Item Price --------------------------------- Mako Berry | 10 Jerky | 20 Antivenom | 50 Antiplegic | 50 Sleeping Bag | 100 Camping Set | 100 --------------------------------- _________________________________ General Store - Southwest _________________________________ Item Price --------------------------------- Jerky | 20 Tenderloin | 80 Antivenom | 50 Antiplegic | 50 Fire Stone | 20 Enzyme | 100 Smokescreen | 300 Deluxe Camping Set | 500 --------------------------------- _______________________________________________________________________________ =============================================================================== Vahadina, Desert Outpost =============================================================================== Lodge - Southeast: 80 tems Goalfinch Trader: West - Next to the Pond _________________________________ Armory - South _________________________________ Item Price --------------------------------- Greatbow | 900 Bardiche | 1050 Iron Guards | 1000 Iron Bracers | 900 Solid Spaulders | 950 --------------------------------- _________________________________ General Store - South _________________________________ Item Price --------------------------------- Jerky | 20 Tenderloin | 80 Antivenom | 50 Antiplegic | 50 Swig of Sanity | 50 Recall Juice | 100 Heartglue | 100 Solvent | 200 Smokescreen | 300 Sleeping Bag | 100 Camping Set | 100 --------------------------------- _______________________________________________________________________________ =============================================================================== Gasara, Town of Commerce =============================================================================== Lodge - South: 120 tems Goalfinch Trader: West/Northwest - To the left of the Branch _________________________________ Armory - Southwest _________________________________ Item Price --------------------------------- Stinger | 1620 Primitive Axe | 1890 Feather Blades | 2070 Steel Guards | 1800 Steel Bracer | 1620 Hardened Spaulders | 1710 Feather Skirt | 1530 --------------------------------- _________________________________ General Store - Southwest _________________________________ Item Price --------------------------------- Jerk | 20 Tenderloin | 80 Prime Rib | 300 Antivenom | 50 Antiplegic | 50 Swig of Sanity | 50 Recall Juice | 100 Heartglue | 100 Solvent | 200 Smokescreen | 300 Sleeping Bag | 100 Camping Set | 100 Deluxe Camping Set | 500 --------------------------------- _______________________________________________________________________________ =============================================================================== Cragtown of Paulta =============================================================================== Lodge - South: 150 tems Goalfinch Trader: North - Near the Branch _________________________________ Armory - Central _________________________________ Item Price --------------------------------- Silent Longbow | 6300 Dual Crescent | 7350 Scarlet Wings | 8050 Sage's Staff | 5600 Silver Lance | 7700 Reinforced Guards | 7000 Silver Bracer | 6300 Gigas Spaulders | 6650 Protective Faulds | 5950 Sage's Hat | 8400 Silver Shield | 7700 --------------------------------- _________________________________ General Store - Central _________________________________ Item Price --------------------------------- Tenderloin | 80 Prime Rib | 300 Antivenom | 50 Antiplegic | 50 Swig of Sanity | 50 Recall Juice | 100 Heartglue | 100 Corrosive | 500 Force Caustic | 500 Guard Caustic | 500 Speed Caustic | 500 Mind Caustic | 500 Poison Powder | 100 Paralyze Powder | 100 Panic Powder | 100 Forget Powder | 100 Smokescreen | 300 Sleeping Bag | 100 Deluxe Camping Set | 500 --------------------------------- _______________________________________________________________________________ =============================================================================== Tearsheaven =============================================================================== Lodge - Southwest: 200 tems Goalfinch Trader: Northwest - To the left of the Shops _________________________________ Armory - Northwest _________________________________ Item Price --------------------------------- Silver Longbow | 3600 Silver Battleaxe | 4200 Silver Blades | 4600 Crystal rod | 3200 Silver Guards | 5000 Tension Glove | 4500 Silver Spaulders | 4750 Silver Tassets | 4250 Wizard's Hat | 6000 --------------------------------- _________________________________ General Store - Northwest _________________________________ Item Price --------------------------------- Tenderloin | 80 Prime Rib | 300 Antivenom | 50 Antiplegic | 50 Swig of Sanity | 50 Recall Juice | 100 Heartglue | 100 Tears | 200 Wakewater | 800 Might Tonic | 500 Barrier Tonic | 500 Dash Tonic | 500 Wisdom Tonic | 500 Smokescreen | 300 Sleeping Bag | 100 Deluxe Camping Set | 500 --------------------------------- _______________________________________________________________________________ =============================================================================== Miscellaneous =============================================================================== _________________________________ Desert Ruins Merchant _________________________________ Item Price --------------------------------- Greatbow | 900 Bardiche | 1050 Iron Guards | 1000 Iron Bracer | 900 Solid Spaulders | 950 Bloom of Tassets | 850 Mako Berry | 10 Jerky | 20 Tenderloin | 80 Antivenom | 50 Recall Juice | 100 Swig of Sanity | 50 Heartglue | 100 Smokescreen | 300 Sleeping Bag | 100 --------------------------------- _________________________________ Goalfinch Trader (Fully Upgraded) _________________________________ Item Goalfinch --------------------------------- Wind Stone | Green Water Stone | Blue Fire Stone | Red Lightning Stone | Purple Jerky | Yellow Pretty White Stone | White Pretty Black Stone | Black Brave Guards | White Gale Bracer | Black White Angel | White Earth Spaulders | White Pico Pico Warhammer | Black Magical Skirt | White Thousand Needles | Black Rainbow Hat | White Sanjaya Club | Black Shield of Vynas | White Pecking Order | Black --------------------------------- _______________________________________________________________________________ =============================================================================== [SQST] 9. Book of Quests =============================================================================== These are the sidequests listed in the Book of Quests. They don't enhance the overall story much, but for the completists out there, these are a must. Disclaimer: This is an ongoing section and will be updated ASAP. If you can add any info. to this section, contact me and I'll give you credit! AIM: HellsBovineKing MSN: MantraFate@gmail.com 01 - Merchant's Request 1 When: ??? Start: Talk to the Kukuwa in the tavern in Lanka Completion: Obtain a peculiar scale from the northern part of Seaside Cave Reward: Strange Diagram 1 02 - Highlander Mission 5 When: Chapter 10 Start: Talk to Fraus at the Branch in Lanka Completion: Defeat the Blue Dragon in Lank Forest North Reward: Firewyrm Diagram 5 03 - Accessory from the Sky When: After completing 57 - "The Four Tokens" Start: Talk to Maree in Lanka Completion: Finish dialogue Reward: Goddess's Armlet 04 - Traveler Immortalized When: Clear Data Start: Talk to Isshin in the Lanka gallery Completion: Obtain 5 Crystal Metal (steal) from Metal Rabbies on the Forgotten Isle Reward: Nothing! You can see the statue of yourself... 05 - Merchant's Request 2 When: ??? Start: Talk to Wastus next to the Lodge in Sakawa Completion: Obtain a choice honey (drop) from a Gaia Vespid in Lanka Forest Reward: ??? 06 - Save the Sick Darbaba! When: After the Desert Ruins story arch Start: Talk to Hasil standing near the Darbaba stable in the north part of Sakawa Completion: Visit Cecilia in Vahadina for a ??? to cure the Darbaba and return to Sakawa with it Reward: ??? 07 - Traveler or Gofer? When: ??? Start: Talk to Kee Keema's father in the southern part of Sakawa Completion: Deliver the package to Nelson at the Lodge in Upper Lyris Reward: ??? 08 - Like Father, Like Son When: Chapter 10 Start: Talk to Minos in Sakawa Completion: Finish dialogue Reward: Sogreth's Bravesoul Thick Skin - Significant boost to Defense when HP is in critical condition 09 - The Finicky Painter 1 When: Upon entering Lyris Start: Talk to Vincent in the right-most building in Upper Lyris Completion: Obtain a Red Powder from a Zfore in Trianka Hospital (drop/steal) Reward: ??? ******************************************************************************* 10 - The Finicky Painter 2 When: After completing "The Finicky Painter 1" Start: Talk to Vincent in the right-most building in Upper Lyris Completion: Obtain a Blue Petal (steal) from a Alba Nepenthes in northern Arikita Reward: Fruit of Bravery 11 - The Finicky Painter 3 When: After completing "The Finicky Painter 2" Start: Talk to Vincent in the right-most building in Upper Lyris Completion: Obtain a Jet Black Feather from a Balbylone (steal) in Demonkin's Haunt Reward: Composite Digram 1 12 - Toni's Inspiration 1 When: Upon entering Lyris Start: Talk to Toni in the Lodge in Lower Lyris Completion: Bring Toni the Luckmagnet obtained from 18 - "The Traveling Salesman 2" Reward: Heaven Ring 13 - Toni's Inspiration 2 When: Upon entering Lyris Start: Talk to Toni in the Lodge in Lower Lyris Completion: Bring Toni a Firewyrm Soul after defeating Volgh Reward: Heaven Bracelet Note: You also obtain Spirit Diagram 3 after completing both 'Inspiration' quests 14 - The Legendary Craftsman When: Chapter 11, must have completed 12 - "Toni's Inspiration 1" and 13 - "Toni's Inspiration 2" Start: Talk to Toni in the Lodge in Lower Lyris (requires Demonking Soul) Completion: Talk to Steel Will located at the Craftsman's Cabin Reward: Hell Amulet 15 - Highlander Mission 4 When: After Father Diamon story arch Start: Talk to Baucca at the Branch in Lyris Completion: Defeat The Illustress in Cistina Cathedral Strategy: Keep Ballad of Blessings constantly up, pound on her with physical damage Reward: Firewyrm Diagram 4 16 - The Net of Doom! When: After completing 22 - "Breed All You can Breed" Start: Talk to Memenmo in the bottom-right corner in Upper Lyris Completion: Obtain Faerie Net Muramasa from 2F Trianka Hospital Reward: Faerie Net Muramasa 17 - The Traveling Salesman 1 When: After Bandit Hideout story arch Start: Talk to Trison at the Bog-Sasaya Border Completion: Retrieve the Luckmagnet from the Summit at the Bandit Hideout Reward: Strange Diagram 3 18 - The Traveling Salesman 2 When: After completing 17 - The Traveling Salesman 1 Start: Talk to Trison at the Bog-Sasaya Border Completion: Retrieve the Pot of Luck from the Rablin trio on the way to the Summit at the Bandit Hideout Reward: Luckmagnet 19 - The Klutzy Starseer When: Upon entering Lourdes Observatory Start: Talk to Romy on F2 of the Lourdes Observatory Completion: Obtain 5 N'bara Tails (drop/steal) from N'baras northeast of the Bog-Sasaya border Reward: ??? ******************************************************************************* 20 - The Sarcastic Starseer When: Chapter 11 Start: Talk to Maruo on F1 at the Lourdes Observatory Completion: Obtain a Scarlet Fin (Steal) from a Blood Giranha in Demonkin's Haunt Reward: Corporeal Diagram 3 21 - The Pankin Prodigy When: Chapter 10 and Onwards Start: Talk to Dr. Baksan at Lourdes Observatory Completion: Finish dialogue Reward: Ropple's Bravesoul Varia - Raises a barrier to lessen magical damage taken 22 - Breed All You Can Breed! When: Upon entering Vahadina Start: Talk to Mamanmu on the right side of Vahadina Completion: Complete dialogue Reward: Beefed-Up Net 23 - An Eye for Birds 1 When: Upon entering Vahadina Start: Talk to Mamanmu on the right side of Vahadina Completion: Complete dialogue Reward: Bird Diagram 1 24 - An Eye for Birds 2 When: After getting 5 Goalfinch Feathers Start: Talk to Mamanmu on the right side of Vahadina Completion: Must have 5 Goalfinch Feathers from winning birdbrawls Reward: Bird Diagram 2 25 - An Eye for Birds 3 When: After getting 10 Goalfinch Feathers Start: Talk to Mamanmu on the right side of Vahadina Completion: Must have 10 Goalfinch Feathers from winning birdbrawls Reward: Bird Diagram 3 26 - An Eye for Birds 3 When: After getting 15 Goalfinch Feathers Start: Talk to Mamanmu on the right side of Vahadina Completion: Must have 15 Goalfinch Feathers from winning birdbrawls Reward: Bird Diagram 4 27 - Get the Hell Out! When: After defeating Emmestine in the Emmet Colony Start: Talk to Warth at the Branch in Vahadina Completion: Defeat Helldegard in the Emmet Colony Reward: Strange Diagram 4 28 - The "Proficiency Exam" When: ??? Start: Talk to Ernace in the Tavern of Vahadina Complete: Make an Invader's Ring using the Tactician Diagram 1 given to you by Ernace Reward: None 29 - When: After completing 28 - "The 'Proficiency Exam'" Start: Talk to Ernace in the Tavern of Vahadina Completion: Make a Gale Armlet using the Tactician Diagram 3 given to you by Ernace Reward: None ******************************************************************************* 30 - Love Cannot Be Forgotten When: After viewing Tearsheaven cutscene with Sasha Start: Talk to Helha, Sasha's mother, in Vahadina Completion: Complete Dialogue Reward: Leynart's Bravesoul Mind's Eye - increases likelihood of critical hits 31 - Prince of All Bugdom When: After completing 6 - "Save the Sick Darbaba" and 27 - "Get the Hell Out!" Start: Talk to Cecilia in the Darbaba stable in Vahadina Completion: Defeat Prince Prinsect in northern Forest Morgana Reward: Goalfinch Passport 32 - Grandma Yuna's Menu 1 When: Upon visiting Gasara Start: Talk to Grandma Yuna in the kitchen on the left side of Gasara Completion: Obtain a Naga Liver from a Mystinaga in the Chapel Ruins (Craze: Use Bravura or Unity skills on it) Reward: ??? 33 - Grandma Yuna's Menu 2 When: Upon completing 32 - "Grandma Yuna's Menu 1" Start: Talk to Grandma Yuna in the kitchen on the left side of Gasara Completion: Obtain a Zfore Claw (Craze: Kill another Grand Zfore) from a Grand Zfore in the Border Cavern Reward: Composite Diagram 4 34 - Grandma Yuna's Menu 3 When: Chapter 11 Start: Talk to Grandma Yuna at the kitchen on the left side of Gasara Completion: Obtain a Strange Cartilage from an Angry Sharkoak (Craze: Use a water-based attack on it) in Demonkin's Haunt Reward: Fruit of Strength, Fruit of Bravery, Fruit of Agility, Fruit of Wisdom 35 - A Dependable Highlander When: After initial cutscenes upon entering Gasara Start: Talk to Trone in the Branch of Gasara Completion: Complete Dialogue Reward: Yuno's Bravesoul Double Strike - Two shots instead of one when using a normal attack 36 - Highlander Mission 1 When: After defeating Nero in the Underground Lake Start: Talk to ??? in the Branch of Gasara Completion: Defeat the Giant Enemy Crab in the Chapel Ruins Reward: ??? 37 - Demonkin Takedown When: Chapter 11 Start: Talk to Rumando at the Nacht-Arikita Border Completion: Defeat the Red Gorbioth in the Demonkin's Haunt Reward: Mind Diagram 3 38 - The Lost Little Girl When: Chapter 10 and onwards Start: Talk to Mayor Mag in the Branch of Tearsheaven Completion: Find Kanon who is in Swamp of Grief South Reward: Spirit Diagram 4 39 - Highlander Mission 2 When: After completing "The Lost Little Girl" Start: Talk to Mayor Mag in the Branch of Tearsheaven Completion: Defeat the Lizaraptor Rex in the Swamp of Grief Reward: Firewyrm Diagram 2 ******************************************************************************* 40 - A Lady's Worth When: After completing 38 - "The Lost Little Girl" and 39 - "Highlander Mission 2" Start: Talk to Ketcha in the flower field on the right side of Tearsheaven Completion: Defeat Tress-Tress in the Swamp of Grief Reward: Composite Diagram 2 41 - Loom Gloom When: ??? Start: Talk to Yazuri in the house on the right side of Tearsheaven Completion: Obtain 5 Metal Spines (Steal/Craze: Summon Firewyrm) from Metal Snayles in northern Arikita Reward: Corporeal Diagram 2 42 - Give Me Courage! When: After viewing the Sasha events Start: Talk to Urana in Tearsheaven, near Sasha's room Completion: Create a 'Bravery' accessory Reward: Composite Diagram 3 43 - Xin Sunxi's Request When: ??? Start: Talk to Xin Sunxi at the Observation Hut Completion: Obtain 5 Metal Shards from Metal Snayles and bring them to Xin Reward: Mind Diagram 2 44 - The Jeweler's Request 1 When: After Paulta Mines story arch Start: Talk to Dennen in the Lodge/Tavern in Paulta Completion: Create a Defender's Necklace from the Tactician Diagram 2 given to you by Dennen Reward: 100 tems 45 - The Jeweler's Request 2 When: After completing 44 - "The Jeweler's Request 1" Start: Talk to Dennen in the Lodge/Tavern in Paulta Completion: Create an Ingenuity Crest from the Tactician Diagram 4 given to you by Dennen Reward: 105 tems 46 - The jeweler's Request 3 When: After completing 45 - "The Jeweler's Request 2" Start: Talk to Dennen in the Lodge/Tavern in Paulta Completion: Create an Brute's Armlet from the Composite Diagram 5 given to you by Dennen Reward: 150 tems 47 - Highlander Mission 3 When: Chapter 10 and onwards Start: Talk to Tet in Paulta after visiting Firewyrm Village Completion: Defeat Murasame in the Paulta Mines Reward: Firewyrm Diagram 3 48 - Adult Discipline When: Chapter 10 and onwards Start: Talk to the Wrymking in Firewyrm Village Completion: Complete dialogue Reward: Meladee's Bravesoul Just Rewards - Allows Meladee to occasionally counterattack 49 - The Famished Flyer When: Whenever you can get to the Craftsman's Cabin Start: Enter the Craftsman's Cabin Completion: Bring 5 Gimblewolf Meat to Tofu at the Cabin Reward: Silvervold ******************************************************************************* 50 - Legendary Work 1 When: After completing 14 - "The Legendary Craftsman" and 49 - "The Famished Flyer" Start: Talk to Steel Will at the Craftsman's Cabin Completion: Bring Steel Will the Demonking Soul obtained from Demon King Avira in Demonkin's Haunt Reward: Hell Amulet 51 - Legendary Work 2 When: After completing 50 - "Legendary Work 1" and 63 - "Vision's Ultimate Weapon" Start: Talk to Steel Will at the Craftsman's Cabin Completion: Bring Steel Will the Chaotic Soul obtained from Metatron Reward: Hell Crest 52 - Legendary Work 3 When: Clear Data Start: Talk to Steel Will at the Craftsman's Cabin Completion: Bring Steel Will the Captive Soul obtained from Onba at the Tower of Fortune Reward: Hell Choker 53 - The Dawn Token When: Chapter 11 Start: Examine the Dawn Guardian statue in the Cave of Trials after obtaining the Lance of the Dawn from the Earthrift Completion: Examine the Dawn Guardian statue Reward: Garland of the Dawn 54 - The Dusk Token When: Chapter 11 Start: Examine the Dusk Guardian statue in the Cave of Trials after obtaining the "Scepter of the Dusk" from the Earthrift Completion: Examine the Dusk Guardian statue Reward: Armlet of the Dusk 55 - The Snow Token When: Chapter 11 Start: Examine the Snow Guardian statue in the Cave of Trials after obtaining the Axe of the Snow from the Earthrift Completion: Examine the Snow Guardian statue Reward: Necklace of the Snow 56 - The Sun Token When: Chapter 11 Start: Examine the Sun Guardian statue in the Cave of Trials after obtaining the Bow of the Sun from the Earthrift Completion: Examine the Sun Guardian statue Reward: Ring of the Sun 57 - The Four Tokens When: After Completing Quests 53-56 Start: Automatic upon completing the fourth required quest Completion: Automatic upon completing the fourth required quest Reward: Goddess's Diadem 58 - Message from the Stars When: After completing Desert Ruins story arch. Start: Read the inscription on the northern door in Desert Ruin F1 Completion: Talk to Lyvan near the water pump in Lanka for the Forest Passphrase. Return to the Desert Ruins and open the Forest door for the reward. Reward: Defense Diagram 2 59 - Lore of the Water City When: After completing Desert Ruins story arch Start: Read the inscription on the southwest door in Desert Ruin F1 Completion: Talk to Kokuga near the shops in Lyris for the Cloud Passphrase. Return to the Desert Ruins and open the Cloud door for the reward. Reward: Immunity Diagram 11 ******************************************************************************* 60 - Riddle of the Past When: After completing Desert Ruins story arch Start: Read the inscription on the southeast door in Desert Ruin F1 Completion: Talk to the Starseer in building north of Branch in Vahadina for the Sand Passphrase. Return to the Desert Ruins and open the sand door for the reward. Reward: Beefed-Up Birdcage 61 - The Phantom Goalfinches When: After completing 31 - "Prince of All Bugdom" Start: Talk to K'moo in the Earthrift Completion: Talk to K'moo Reward: None 62 - The Recluse's Test When: Chapter 11 Start: Talk to Sheng in the Earthrift Completion: Defeat Sheng Reward: None 63 - Vision's Ultimate Weapon When: After defeating Sheng in the Earthrift Start: Talk to Metatron in the Earthrift Completion: Defeat Metatron Reward: None _______________________________________________________________________________ =============================================================================== [MNST] 10. Monster Book =============================================================================== This is the the bestiary for the game, in the order they are listed in-game. Disclaimer: This is an ongoing section and will be updated ASAP. If you can add any info. to this section, contact me and I'll give you credit! AIM: HellsBovineKing MSN: MantraFate@gmail.com Format: ## - [Name] Spoils: [Drop 1] [Drop 2] ST: [Steal Item] CR: [Craze Item] Craze: [Requirement] Habitat: [Location found] Rate: [Craze % chance] Description: [In-game description] ------------------- Craze Requirements: A Firewyrm is summoned: Use the Summon Vyne Bravura. Player's parameters increase: Cast a stat-buffing Bravura on your party members. Player's HP drops below XX%: If your HP is below XX%, there's a chance for the monseter to Craze. [Number] turn begins: Chance to craze when the #th turn begins. Carrot Nibble/Leaf Much is Used: Hurt the monster, chance for it to craze when it heals itself via Carrot Nibble/Leaf Munch. "Attack" Command Used: Chance to Craze when hit with a normal attack. Attacked by [XXX]-Element Atk: Chance to craze when attacked by an attack of the corresponding element. No crazed form: Cannot be Crazed. 01 - Rablin Spoils: Fire Shard Glistenstone ST: Throwing Stone CR: Crystal Fire Craze: A Firewyrm is summoned Habitat: Cave of Trials Rate: 50% Description: Something like a cross between a rate and a goblin. ------------------- 02 - Rablin Warrior Spoils: Pretty Whine Stone Thworing Stone ST: Pretty White Stone CR: ??? Craze: A Firewyrm is summoned Habitat: Western Bog Rate: 50% Description: Rablin with a sword. A bit stronger than usual Rablins. ------------------- 03 - Rablin Rogue Spoils: Lightning Shard Glistenstone ST: Throwing Stone CR: Crystal Lightning Craze: A Firewyrm is summoned Habitat: Lanka Forest Rate: 50% Description: A rablin archer. This coward only attacks from afar. ------------------- 04 - Rablin Mage Spoils: Pretty Black Stone Glistenstone ST: Pretty Black Stone CR: ??? Craze: A Firewyrm is summoned Habitat: Western Bog Rate: 50% Description: A rablin that can use magic. Actually has some smarts. ------------------- 05 - Hobrablin Spoils: Ametrine Light Shard ST: Ametrine CR: ??? Craze: Player's parameters increase Habitat: Forest Morgana Rate: 30% Description: Like a deluxe version of the rablin. ------------------- 06 - Hobrablin Fighter Spoils: Shegonite Crystal Light ST: Shegonite CR: Might Tonic Craze: Player's parameters increase Habitat: Southern Arikita Rate: 30% Description: A sword-wielding hobrablin. ------------------- 07 - Hobrablin Rogue Spoils: Amberyl Fire Shard ST: Amberyl CR: ??? Craze: Player's parameters increase Habitat: Forest Morgana Rate: 30% Description: A hobrablin that attacks with a bow and arrow. ------------------- 08 - Hobrablin Mage Spoils: Jettite Crystal Darkness ST: Jettite CR: Wisdom Tonic Craze: Player's parameters increase Habitat: Southern Arikita Rate: 30% Description: A magic-using hobrablin. ------------------- 09 - Rhinorc Spoils: Amethyx Crystal Fire ST: Amethyx CR: ??? Craze: Third turn begins Habitat: Border Cavern Rate: 5% Description: Cross an orc with a rhinoceros and this is what you'd get. ------------------- 10 - Rhinorc Archer Spoils: Crystal Wind Gleamstone ST: Crystal Wind CR: ??? Craze: Third turn begins Habitat: Border Cavern Rate: 5% Description: Rhinorc, archer edition. ------------------- 11 - High Rhinorc Spoils: Crystal Fire Sleeping Bag ST: Amethyx CR: Wakewater Craze: Third turn begins Habitat: Trianka Hospital Rate: 5% Description: A powered-up version of a rhinorc. ------------------- 12 - High Rhinorc Archer Spoils: Crystal Water Tenderloin ST: Crystal Water CR: Camping Set Craze: 5% Habitat: Trianka Hospital Rate: 5% Description: [In-game description] ------------------- 13 - Gimblewolf Spoils: Screwy Fang Gimblewolf Meat ST: Light Shard CR: ??? Craze: Player's HP drops below 20% Habitat: Desert of No Return Rate: 10% Description: A mutant wolf whose jaws open in a kind of spiral. ------------------- 14 - White Gimblewolf Spoils: White Fang Crystal Light ST: White Fang CR: ??? Craze: Player's HP drops below 20% Habitat: Dela Rubesi area Rate: 10% Description: A gimblewolf that prefers colder climates. ------------------- 15 - Vile Gimblewolf Spoils: Jagged Fang Crystal Darkness ST: Gimblewolf Meat CR: ??? Craze: Player's HP drops below 20% Habitat: Central Arikita Rate: 10% Description: A hideous gimblewolf with incredibly foul breath. It reeks! ------------------- 16 - N'bara Spoils: N'bara Shell Gleamstone ST: N'bara Tail CR: Barrier Tonic Craze: Fourth turn begins Habitat: Near Bog-Sasaya Border Rate: 30% Description: Kinda looks like an armadillo. Normally pretty tame. ------------------- 17 - Rabby Spoils: Rabby Pelt Wind Shard ST: Rabby Pelt CR: Prime Rib Craze: Player's parameters increase Habitat: Lanka Forest Rate:30% Description: Resembles a rabbit. Better not lay a hand on that carrot! ------------------- 18 - Snow Rabby Spoils: White Rabby Hide Crystal Water ST: White Rabby Hide CR: ??? Craze: Carrot Nibble is used Habitat: Dela Rubesi area Rate: 10% Description: A rabby that lives in colder regions. They're cute... ------------------- 19 - Desert Rabby Spoils: Rabby Hide Gleamstone ST: Rabby Hide CR: ??? Craze: Carrot Nibble is used Habitat: Desert of No Return Rate: 10% Description: A desert-dwelling rabby. Has a nasty roundhouse kick. ------------------- 20 - Darbaba Spoils: Darbaba Pelt Light Shard ST: Darbaba Pelt CR: ??? Craze: "Attack" command used Habitat: Nacht Rate: 10% Description: Looks like a cow. The wild ones seem quite ferocious. ------------------- 21 - Naumanni Spoils: Naumanni Pelt Crystal Lightning ST: Naumanni Pelt CR: ??? Craze: "Attack" command used Habitat: Dela Rubesi area Rate: 10% Description: Like an elephant, except its snout is actually a mouth. ------------------- 22 - Plesiospear Spoils: Plesiohorn Water Shard ST: Plesiohorn CR: Prime Rib Craze: Leaf Munch is used Habitat: Bandit Hideout Rate: 10% Description: Resembles a giraffe. Hates magic, but loves eating leaves. ------------------- 23 - Plesiopike Spoils: Plesiobone Crystal Lightning ST: PLesiobone CR: ??? Craze: Leaf Much is used Habitat: Souther Arikita Rate: 10% Description: Stonger than the plesiospear. Its sneeze is nasty. ------------------- 24 - Plesiolance Spoils: Hardened Plesiohorn Crystal Wind ST: Hardened Plesiohorn CR: ??? Craze: Leaf Munch is used Habitat: Northern Arikita Rate: 10% Description: The strongest of the plesiospears. This guy means business. ------------------- 25 - Flintbird Spoils: Fire Shard Mako Berry ST: Glistenstone CR: ??? Craze: Attacked by Fire-Element Atk Habitat: Eastern Bog Rate: 50% Description: Bird with a flaming head. Close friends with the rabbies ------------------- 26 - Flamebird Spoils: Peridotour Fire Shard ST: Gleamstone CR: ??? Craze: Attacked by Fire-Element Atk Habitat: Desert of No Return Rate: 50% Description: A little stronger than the flintbird. Looked...hot. ------------------- 27 - Fernobird Spoils: Lopis Azuli Crystal Fire ST: Lopis Azuli CR: ??? Craze: Attacked by Fire-Element Atk Habitat: Dela Rubesi area Rate: 50% Description: The strongest of the flintbirds. Burnin' up like an inferno! ------------------- 28 - Albatross Spoils: Toblaz Crystal Lightning ST: Toblaz CR: ??? Craze: Attacked by Wind-Element Atk Habitat: Central Arikita Rate: 50% Description: A gargantuan bird with a brutal beak. ------------------- 29 - Vulcano Spoils: Spineral Crystal Light ST: Spineral CR: Light Water Craze: Attacked by Wind-Element Atk Habitat: Forbidden Isle Rate: 50% Description: A massive bird that can heal itself, like a phoenix. ------------------- 30 - War-Rablin Spoils: Prime Rib Lightwater ST: Poison Powder CR: None Craze: No crazed form Habitat: The Earthrift Rate: 0% Description: Rablin tribe, Fighter class. The rablin elite guard. Note: Appears only after opening certain chests ------------------- 31 - Rablin Jack Spoils: Throwing Stone Glistenstone ST: Barrier Tonic CR: None Craze: No crazed form Habitat: Bandit Hideout Rate: 0% Description: A rablin commando. Note: The Traveling Salesman 2 quest monster. ------------------- 32 - Rablin Queen Spoils: Lightning Stone Fire Stone ST: Dash Tonic CR: None Craze: No crazed form Habitat: Bandit Hideout Rate: 0% Description: The self-proclaimed queen of the rablins. Note: The Traveling Salesman 2 quest monster. ------------------- 33 - Rablin King Spoils: Wind Stone Water Stone ST: Wisdom Tonic CR: None Craze: No crazed form Habitat: Bandit Hideout Rate: 0% Description: The self-proclaimed king of the rablins. Note: The Traveling Salesman 2 quest monster. ------------------- 34 - Rhinorc Titan Spoils: Wakewater Horn of Bravery ST: Paralyze Powder CR: None Craze: No crazed form Habitat: The Earthrift Rate: 0% Description: A colossal rhinoc. Could have been a sumo wrestler. ------------------- 35 - Stray Gimblewolf Spoils: None None ST: None CR: None Craze: No crazed form Habitat: Lanka Forest Rate: 0%
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The Complete And Thorough X-Men: Children Of The Atom Combo FAQ
<If ANYONE out there would like to send me an ASCII art title, please, by all
means, do so!!!>
By James Chen
e-mail:jchensor@ucla.edu
jchensor@delphic.com
Version 0.9
Table Of Contents:
- Intro
- Types Of Combos
- Multi-hit Moves
- Special Moves/Hyper-X Moves
- Magic Series
- Special Move Cancellation Combos
- Air Juggling Combos
- Throw Combos
- Air Combos
- Summary: Examples of Combining Combo Types
- Character Specifics
- Storm
- Cyclops
- Wolverine
- Ice Man
- Colossus
- Psylocke
- Omega Red
- Sentinel
- Silver Samurai
- Spiral
- Akuma
INTRO
Combos: the one element of fighting games that became the defining art of
skill and technique.  In the glory days of Street Fighter II: The World
Warrior, the ones who could pull of the miraculous three hit combos were the
ones who were considered great.  Combos, from then on, became a trademark of
fighting games and the one element that many people enjoyed performing the
most.  Since then, there have been a plethora of combo systems invented to
satisfy those who desired new and innovated ways to perform combos: the
DarkStalkers Chain Combos, the Killer Instinct Openers / AutoSeconds / Linkers
/ Enders system, and the classic old-aged Street Fighter II Normal Move
canceled by a Special Move combo system adapted by many a Neo-Geo fighter.
But in X-Men, combos have been taken to the extreme.  Rather than resorting
to combo systems (like in Killer Instinct) to create awesome, multi-hitting,
and a wide variety of combos, they gave the player the ability to Create Your
Own Combos, as the demo screen beckons you do to. But the combos in X-Men can
almost be too unlimited as the number of combos possible and the types of
combos possible are completely unknown by the majority of the X-Men: COTA
fans.  Thus, I have compiled together this FAQ to help all those who still
love X-Men above all other fighter and those who just still play it for its
great fun and freedom.  So read on and (hopefully!), this FAQ will help turn
you into the combo master of X-Men in your local arcade!
Note: Remember, this is PURELY A COMBO FAQ.  For more comprehensive
information on the game in general, please look for the X-Men FAQ by Rich
Joseph in the Brawl.Mindlink.Net FTP Site or in any other places you may be
able to locate it.  It may be a good idea to find that FAQ first because the
names of almost all the moves I have used in this FAQ were obtained from that
FAQ.  This FAQ assumes that you already have a very high knowledge of the game
in its basic structures and systems.  If you are very unfamiliar with this
game, it may be more productive to learn the game to an extent before
utilizing this FAQ.
Also, for clearest reading of this FAQ, it is best viewed with a type-
writer font (example: Courier on Mac-based Word-Processors) with 1.0 left/right
margins in 10 point or smaller (but not larger).
TYPES OF COMBOS:
There is a great variety of types of combos you can perform in this game.
This section here will list the different types of combos you can perform.  All
of these types can be combined with each other to eventually form combos that
are wilder than anything you've ever seen!
-=Multi-Hit Moves=-
By far, the easiest way to do a combo in ANY fighting game is to just find
a move that hits more than once.  Good examples of this are SpiralOs Standing
Fierce Punch or Wolverine's Crouching/Defensive Crouching Fierce Punch.  These
moves all hit the opponent more than once, awarding your fighter with a combo.
Not the most skillful way to do a combo, but it is still a combo nonetheless.
-=Special Moves/Hyper-X Moves=-
Right along with Multi-Hit Moves are the Special Moves and Hyper-X moves
that hit more than once.  Examples of this are Sentinel's Deploy with the
Short Kick button or WolverineOs Berserker Barrage.
-=Magic Series=-
Capcom has developed the method of chaining normal moves together in many
of their fighting games following Street Fighter II to increase the use of
normal moves and give people a new way to perform combos.  In Darkstalkers, it
was the Chain Combos.  In X-Men, it's the 'Magic Series', a term taken from the
X-Men FAQ (the term was originated, however, by Tom Cannon according to the
FAQ).
Basically, the Magic Series is a system in which the fighters are allowed
to cancel a normal into another. For each character, there is a specific set of
rules for their Magic Series.  Also, for each character, they have different
Magic Series for when they are in the ground, for when they are performing a
regular jump, and for when they are performing a super jump.
Some basic rules about Magic Series: unlike most other fighting games, you
need not make contact with the enemy to cancel a move.  You can cancel the move
at ANY POINT in its animation. You can cancel the move instantly after starting
it or cancel it very late in its animation.  Also, if a Magic Series is more
rthan two buttons long, you can skip any of the middle buttons and jump right to
later ones.  However, you can never go backwards.  For example, Psylocke can do
a Jab, Short, Strong, Forward, Fierce, Roundhouse Magic Series while on the
ground. However, she can choose to do a Jab, Strong, Forward, Roundhouse rather
than all six buttons.  However, she CANNOT do a Jab, Strong, Fierce, and then
back to a Forward.  You can only progress FORWARD in the series.
Rules for ground Magic Series: On the ground, you can start a Magic Series
and continue it with either standing or crouching moves.  For example, with
Storm, you can cancel a crouching Strong with a crouching Roundhouse OR a
standing Roundhouse.
Rules for regular jumping Magic Series: The same basic rules apply for
regular jumping Magic Series (in that you can cancel at any point in the
animation and that you can choose either regular jumping moves or the
specialized "Hold Down + Button" jumping moves).  However, the main difference
is that you can only do two moves in the series.  For example: although
Psylocke's Magic series is six buttons long for normal jumps, you can only do
two buttons in her Magic Series.  So in the air, you can choose to do a Jab to
Short, a Jab to Fierce, a Strong to Roundhouse, a Forward to Fierce, a Short to
Strong, or even a Fierce to Roundhouse and many more... but never more than two
moves. Also, another limitation is that you can only go from one type of attack
to another; i.e. from a punch to a kick or a kick to a punch.  Even if your
Magic Series has a path that allows you to go from a punch to a punch, it won't
work for regular jumping.  For example: Cyclops has a Magic Series that allows
him to go from any button to any stronger button (like Jab to Forward or Jab
to Roundhouse or Forward to Fierce).  However, even though the series allows
you to go to ANY stronger button, in regular jumps, you cannot go from a punch
to a punch or a kick to a kick.
Rules for super jumping Magic Series: Unlike regular jumping Magic Series,
you can do as many of the moves in your series as you can as well as going from
one type of attack to that same type of attack. And since, while super jumping,
you can always keep doing moves as long as you are not stuck in the animation
of any move/special move/Hyper-X, some characters can do more than one Magic
Series in one jump (in a super jump, you can always do another move even after
your first ended.  However, only Magic Series can CANCEL your move into the
next one. Non-Magic Series sequences cannot cancel animation.  You must wait
until the move ends and then do the next one afterwards).
To learn each character's Magic Series, read the section entitled
"Character's Specifics".
-=Special Move Cancellation=-
The classic way to do combos!  X-Men continues the tradition of the Street
Fighter series of allowing you to cancel normal moves with special moves so
that the special move hits so fast that the opponent cannot recover from the
normal move in time before the special move makes contact.
However, in X-Men, the programmers have decided to give the player MUCH
more freedom than in the SF series.  In the SF series, you could only cancel
CERTAIN normal moves. Also, you could only cancel them if you made contact with
the enemy with the move (whether they got hit or blocked it) and only on the
first animation frame that has the potential for producing a hit. In X-Men, you
now have the freedom to cancel ALL normal moves (grounded, jumping, super
jumping) at ANY point in its animation whether you hit the enemy or not!  This
goes for ALL normal moves including Cyclops's Fierce Button Mini Optic Blast,
Sentinel's Crouching Fierce Missile, and Sentinel's Down+Fierce Body Smash when
in the air. At any point in the animation of a normal move, you can do the code
for a special move and your special move will interrupt your normal move.  This
allows for a great freedom of combos!
-=Air Juggling Combos=-
Borrowing a combo technique made famous in the Mortal Kombat series, X-Men
allows you to hit people out of the air even if you had already hit them.  In
the Street Fighter series, for example, if you punched an opponent out of the
air and threw a fireball right afterwards so that your opponent would land into
the fireball, they would be able to block it even though they landed right in
it.  In X-Men, however, the rule is this: as long as your move reaches them,
they will get hit!  Thus, air juggling combos (or Hot Potato Combos as I like
to call them) is possible just like in Mortal Kombat.  So if you hit someone
out of the air, try to hit them again before they recover even though they are
reeling in the air!
Some examples of this are: with Sentinel, do a standing forward kick.  This
move knocks the opponent into the air.  Cancel the kick with a Fierce Rocket
Punch and you will punch the enemy while they are still in the air even though
they are flying away in their reeling animation.  Another example is with
Psylocke.  If you are in the corner and manage to hit the enemy while they are
just off the ground with standing jab, you can them perform all 6 hits of her
Magic Series on the opponent and keep bouncing them up and down in the corner
while they are still in the air.  If you get really skillful, you can then
cancel her last hit into a Special Move... but more complicated combos will
come up later.
-=Throw Combos=-
Whenever you throw someone in X-Men, there are two points in which they
lose energy: they lose energy on an initial hit and then they lose another bit
of energy on a second hit.  This is true for EVERY throw in the game, even
holds.  Some examples: Cyclops's Fierce throw slams them into the ground
(initial hit) and then they bounce and land on the ground again (second hit)
and lose more energy).  Wolverine's Fierce Throw has him climb on the enemy's
head and start slashing them (first hit) and then throw the enemy to the floor
(second hit).  Sliver SamuraiOs Fierce Throw has him swing the enemy over his
head on his sword and into the ground (first hit) and then the body of the
slammed person just crumples to the floor (second hit). Storm's Fierce button
throw has her toss the enemy (first hit) and then they crash onto the floor
(second hit).  The list goes on and on (more detail will be given in the
character specifics section).  However, when the thrown character lands on the
ground on this second hit, it takes him/her a while before they stop moving
(they are still landing in their "pain/reeling" animations).  At ANY POINT
during the pain animation of the victim landing on the floor, you can strike
the enemy with a move that hits along the floor (a low foot sweep for example)
and this will stand the victim up into a normal "hit" animation with the
victim on his/her feet.  Also, this produces the combo meter on the side of
the screen and it goes into "2 Hits."  And since this stands them up, you can
continue the combo into more hits!  So, in X-Men, you can actually combo a
victim after you throw them.  An example of this is with Cyclops: If you throw
the enemy with the Strong button, Cyclops shoots the opponent up into the air
with an Optic Blast for the first hit.  Then, the enemy plummets to the floor
and smashes into the ground for the second hit.  As soon as they hit the
floor, perform a low Short, standing Fierce Magic Series Combo and cancel the
Fierce Mini Optic Blast with a Fierce Gene Splice. The low Short will stand
the enemy up and the rest of the combo will be able to hit the enemy.
Also note that many times, it is necessary to dash after the throw to catch
up to the opponent to perform a throw combo.  For example, if Sentinel throws
you with the Strong punch into the corner, Sentinel gets pushed out of the
corner a little and wonOt be close enough to perform any satisfactory chain
combos afterwards.  To remedy this, merely dash into the corner and start your
chain combo from the dash.  Thus, you can get in a Low Short, Standing
Roundhouse, Jab Rocket Punch combo off after the throw.
-=Air Combos=-
Do not confuse this with Air Juggling.  In essence, it is the same thing,
but with one difference... these combos involve having YOUR character knock the
enemy into the air and you chasing them up into the air and continuing a combo.
To do this, you must know one thing: you can cancel ANY NORMAL MOVE in X-Men
with a Super Jump.  Thus, you can do a Fierce Mini-Optic Blast with Cyclops and
Super Jump right afterwards, canceling the long pause after the move.  However,
using this knowledge to your advantage gives you the ability to do perhaps the
most impressive looking combos in X-Men: the Air Combos.
Many character in X-Men have been equipped with normal moves that knock the
enemy into the air even if you hit them off the floor.  An example of this is
WolverineOs Standing Roundhouse Kick. This kick causes the enemy to fly up into
the air after being hit.  However, after you kick them, you can cancel your own
kick with a Super Jump.  Thus, you can actually kick the enemy with the
Roundhouse Kick, launch them into the air, cancel your kick with a Super Jump
and hit Roundhouse again to continue hitting them while they are flying away
with Wolverine's Double Kicking Roundhouse Jump attack.  THEN, if you know that
Wolverine's Magic Series allows him to cancel the Roundhouse kick with a Fierce
attack, you can cancel the Roundhouse kick after the second hit with the Fierce
button for an additional hit that gives you a total of four hits!  Sound
complicated?  Don't worry.  It's really not as hard as it sounds.
You can even tack in air throws in combos if you get good at Super Jump
combos. For example, if someone jumps at you and you are Colossus, you can kick
them out of the air with Roundhouse and that launches them upwards.  Then, you
can super jump and catch them out of the air with an air throw and the computer
will give you a 2 hit combo!!  I've also seen the computer Spiral and Storm do
something similar where they air throw you in the corner and, while they are
still in the air, catch your falling body again and throw you AGAIN for a 2 hit
combo!  I'm still not sure how this works and will work on it and also gladly
accept any input from anyone else.
-=Summary=-
So what kind of combos can you do with this wealth of possibilities? Well,
thatOs why the game itself tells you to OCreate Your Own CombosO because you
can... and almost too easily.  Try combining every kind of combos with each
other until you get combos that are out of this world!!
Some examples?  HereOs one: Using Magic Series and Special Move
Cancellation techniques, you could do a Low Short, Standing Roundhouse, Jab
Rocket Punch with Sentinel.  Or, you can combine a Throw Combo with a Magic
Series with a Special Move Cancellation with Cyclops: Throw the enemy into the
corner with the Strong button, do a Low Short, Standing Strong Magic Series on
the landing body and cancel the Strong with the Gene Splice.  Or how's THIS for
a clincher: combine a Throw Combo, a Magic Series, an Air Combo, ANOTHER Magic
Series, AND a special move cancellation: With Colossus, throw the enemy into
the corner with the Strong Punch. Dash in and do a Low Short, Standing
Roundhouse Magic Series to the landing body.  Cancel the Roundhouse with a
Super Jump and do a Super Jumping Forward kick into a Fierce lunging punch
Magic Series and cancel the Fierce punch with the Hyper-X move and perform the
Dive immediately (Down+punch)... 6 hits of pure, MASSIVE damage!!!  Impress
friends with that one!
CHARACTER SPECIFICS:
Magic Series: Here is a list of definitions to help understand the way I
explain the Magic Series.
Weak Attacks: Jab punch and Short kick.
Medium Attacks: Strong punch and Forward kick.
Hard attacks: Fierce punch or Roundhouse Kick
ZigZag 1 - The Series used in DarkstalkerOs Revenge.  Basically, it's:
Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
ZigZag 2 - Backwards of ZigZag 1:
Short -> Jab -> Forward -> Strong -> Roundhouse -> Fierce
Punch to Kick - Can cancel any punch button with any kick button.
Jab/Strong/Fierce -> Short/Forward/Roundhouse
Kick to Punch - Can cancel any kick button with any punch button.
Short/Forward/Roundhouse -> Jab/Strong/Fierce
Stronger - The Series used in Darskstalkers 1.  Can go to any stronger attack.
Jab/Short -> Strong/Forward -> Fierce/Roundhouse
Note: Can skip the medium attacks from the Weak attacks if desired.
Weak Start - Start on Jab or Short and end with any of the other four attacks.
Jab/Short -> Strong/Forward/Fierce/Roundhouse
Other Words:
---Throw Combo Starters: Throws that can start Throw Combos (haven't tested all
the air throws yet... still working on it). Remember to always do the next move
of the combo on the second hit of the throw and not earlier.
---Launchers: Normal moves that knock the enemy into the air even if they are
on the ground.
Combo Notations:
-> means use Magic Series
XX indicates Special Move cancellation
/ indicates that you cancel the current move with a Super Jump
, indicates that no special combo method is needed in between the two moves
S. stands for standing
C. stands for crouching
O. stands for offensive crouching
D. stands for holding down while hitting button in air
T. stands for holding forward on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
In corner: means that the ENEMY is in the corner and you are outside.
Corner yourself: Put yourSELF in the corner and the opponent outside.
READ THIS NOTE: Not all of the sample combos work on everyone.  In X-Men, there
are different body types/weights for every character that make them reel in
different ways that allow them to be hit or make them so that they won't be
hit.
There are basically 3 body types: light, medium, and heavy.  Storm, Cyclops,
Wolverine, Iceman, Psylocke, and Spiral fit under light.  Omega Red and Silver
Samurai fall under medium.  Colossus and Sentinel fall under heavy.  Also,
Cyclops and Iceman have particularly annoying ground reels as they duck down
VERY low in pain... some moves will whiff right over their heads when they are
doing this reel.  So experiment around and see which combos work on which
characters.  There is a good chance that any combo listed that requires you to
knock an opponent into the air and Air Combo them wonOt work on the heavy
bodied fighters.
-=Storm=-
--Magic Series
Ground: Punch to Kick
Jump: Punch to Kick
Super Jump: ZigZag 1
--Throw Combo Starters: Fierce, Strong
--Launchers: S.Roundhouse, C.Fierce
--Sample Combos:
1) C.Short, C.Short, C.Strong -> C.Roundhouse XX Typhoon
Note: The Typhoon wonOt count as part of the combo, but if your opponent does
not slide off the floor soon enough, it will hit him.
2) Fierce Throw into corner, combo 1
3) Fierce Throw anywhere, Typhoon
4) In corner: C.Fierce XX (Forward Flip direction) Lighting Attack
-=Cyclops=-
*Magic Series
Ground: Stronger
Jump: Stronger
Super Jump: Stronger
Note: Cyclops's Roundhouse Kick can cancel itself into a different somersault
kick.  To do this, just hit Roundhouse twice quickly.
--Throw Combo Starters: Strong, Fierce, c.Kick
--Launchers: S.Strong, S.Forward, S.Fierce, S.Roundhouse (2nd hit), C.Strong,
C.Forward
--Sample Combos:
1) C.Short -> S.Strong XX Gene Splice
2) In corner: C.Short -> S.Fierce XX Multi-Attacks (-o -o Jab+Short) (make
Multi-Attacks hit five times... fifth hit launches enemy into air), Gene
Splice
3) J.Roundhouse enemy out of air XX Guidable Optic Blast Hyper X
4) Strong Throw, combo 1
5) In corner: S.Roundhouse, S.Roundhouse XX Fierce Optic Blast
6) SJ.D.Short -> SJ.D.Roundhouse, C.Short -> C.Roundhouse
Note: You can replace the C.Roundhouse with a Gene Splice if you want but its
dangerous hitting enemies directly off the floor with the Gene Splice as
sometimes, the last hit of the uppercut will miss and the enemy can combo YOU
when you land from the uppercut.
7) Fierce Throw into corner, combo 1.  If you do combo 2 instead of combo 1, it
is a dizzy combo.
Note: The Dizzy combo is really weird and hard to pull off.  To help you
perform this combo, I will now go into great depth on how to perform it.
This combo requires that you throw the enemy into the corner or at least
towards the corner with the FIERCE BUTTON ONLY.  The Strong throw will NOT
produce a dizzy.  When you throw them into the corner, they will bounce up and
you have a lot of time to follow their bouncing body into the corner (note: you
don't have to be ALL THE WAY in the corner.  You can throw them a good ways
away from the corner... just so long as they have their second landing near the
corner, you'll be fine).  Right when they hit the ground on the Second Hit, hit
Down+Short to Low Kick him on the ground.  This stands them up and then, after
hitting Down+Short, hit Towards on the controller (the direction you're facing)
and the Fierce Button.  This makes Cyclops cancel his Short animation with the
Mini Optic Blast because of his Magic Series.  Then, after hitting Fierce,
QUICKLY hit Towards again on the controller and Jab+Short.  This will cause the
Fierce Mini Optic Blast to be canceled by Cyclops's Multi-Attacks special move
(-o -o Jab+Short).  The first Towards on the controller you hit when you hit
Fierce was part of the code for the Multi-Attacks move.  The second towards
and Jab+Short will finish the code.  Since the Fierce Mini Optic Blast causes
people to freeze in their hit animation for such a long time, the
Multi-Attacks has enough time to make contact with the enemy.  After hitting
Toward Jab+Short, keep hitting any punch button until you count five hits (The
Multi-Attacks special move will only hit twice if you don't keep pressing
buttons.  The last hit will have Cyclops doing a crouching elbow attack
knocking the opponent into
the air).  At this moment, your Multi-Attacks special move is done so you can
perform a Gene