In any case, the MetalKing gives you the HellBlast skill. This wraps up this half of the breeding. Now let's move to the GoldGolem b The GoldGolem At first glance, this seems like the most trivial breeding, involving just an IceMan and a LavaMan both which are plentiful with trainers in the wild. We are still missing the skill MultiCut, which the monster Balzak has. After leveling this monster up until it learns MultiCut, it can be bred with its counterpart to get the GoldGolem.
Comments This may seem very drawn out, but it is good to plan this way to avoid ending up with the wrong gender, or breeding away a monster you really needed. It will also ensure that you end up with the skills you need in your "Super Monster" Team Member Selection Now that you have seen how to end up with the monster you want with the skills you want , we can move to the next task of building the team.
The obvious goal is to make the strongest, most successful team. There are several "types" of members that you can expect to have. These can be either focused on different areas of expertise, or can be theme characters which are just fun to use. There are really two different schools of thought on this.
Some people believe that it is better to have all of the monsters on a team with both healing and offensive spells. To some extent, this is true.
In crucial battles, it is necessary to have everyone with a healing spell, and some kind of offense. I am offering an alternative strategy to that.
The members I have listed below are different types which can be mixed and matched to get different teams with different strengths and weaknesses. I will talk more about this later. Below each member, I have listed a few monster types that would be ideal for this type of character.
Keep in mind that the members of the Boss family will work for any of these, and are a powerful addition to any team. This monster will also have some kind of spell to bring back the dead, like Revive. It will also need something to get rid of status ailments, such as surge to cover everything. All are very resistant to enemy spells and skills, and have very high MP. There low attacks also make them better suited for this over any other class.
The Handyman This member is just helping everyone on all fronts. He will be equipped with a healing spell, and maybe a revive. The main thing will be a bunch of increasers, like SpeedUp or TwinHit. These will improve everyones attacks. Also, he should have some good attacks of his own. A good person to have megamagic, because after he builds up everyone, he can unload what he has left. Would be nice to have gigaslash too. Also, you need a high agility, to ensure that these effects reach your party and your opponents before the action starts.
The Overkill Well, for those that don't really care about a finesse win, they just need someone that can quickly dish it out. Also, a good physical attack such as QuadHits would be useful too. Any supplemental attack spells would be good. This would cover both physical and spell based attacks. My choices are from the Zombie family, particularly the DeadNoble or Servant.
The Dragon One of the theme characters. In addition, this dragon character will have SuckAir, to increase breath attack effectiveness. Like most theme characters, this monster will have StopSpell or even DanceShut or ThickFog to prevent any offense other than the big bad breath. Though for any theme character, it is good to keep like 1 or 2 spots open for an offensive Bigbang, Multicut, GigaSlash or defensive HealAll or HealUsAll skill, since the opponents may have a counter for your specialty.
Dragons increase well in all stats, and work well with this set of skills. The Dancer Another interesting theme character. This character will have all of the dance attacks K. Again, for any theme character, it is good to keep like 1 or 2 spots open for an offensive BigBang, Multicut, GigaSlash or defensive Healall or HealUsAll skill, since the opponents may have a counter for your specialty.
Typical Skills: K. It has a high MP and Agility growth rate like any good dancer would. The Caller Since there are not that many different Call skills that this member would have, this class ends up being a modified HandyMan. The Hitman This guy is ready to lay the smack down on anything he encounters. This member will have maybe 6 or 7 of the 10 family cut attacks. By narrowing down the number of these he is using, he can keep a bunch of attack up attacks like TwinHit or Chargup, or Berserker.
To go with the theme, may want a Gigaslash or Defeat. Attack Stance: Charge Monsters: The ideal monsters for this class will have very high attack growth. The two best attackers, in my opinion, are Gigantes and Grizzly. Either would work for this. The Nullifier This monster will be there to essentially neutralize the enemy party. The specialty of this class is to remove spell, breath, and dance ability, and make their physical attacks useless making them sitting ducks.
To get rid of physical attacks, there is Radiant and SandStorm. To lower their stats, there is Curse which does random things to them , Defense and SlowAll. Another good person to have MegaMagic, since they can unload once the enemy is neutralized. They need to be fast to get these effects out before the enemy attacks. Bioforge Origin's Official Guide - Break a Million! At Pac-Man Breath of Fire Authorized Game Secrets - Chrono Trigger Nintendo Player's Guide - Clandestiny The Official Strategy Guide - Compute's Adventure Game Player's Handbook Computer Adventure Games Secrets Conquering Adventure Games Contra Complete Guide Book Curse of the Azure Bonds: Adventurer's Journal Darius Gaiden Gamest Mook Vol.
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How to Win at Zaxxon How to Win Video Games How to Win! Ico Prima's Official Strategy Guide - Illbleed: Screaming Survival Manual Insider's Guide to the Nintendo World Championships Jak 3 The Official Guide - Jane's F Prima's Official Guide - Jane's Longbow 2 The Official Guide - Keys to Solving Computer Adventure Games Killer Instinct Nintendo Player's Guide - Killzone Prima Official Game Guide - Klonoa: Door to Phantomile Guide Book Koudelka Prima's Official Strategy Guide - Lancelot Clue Book - Lemmings The Official Companion - Lemmings: Advanced Manual Mario Mania Nintendo Player's Guide - Mario Paint: Player's Guide Martin Amis: Invasion of the Space Invaders Don't forget to save while you're down there.
Keep your eye on the ground around here, too. While you might have found a WarpWing or two in Beginner, they seem to be more common in here and in the next few. Collect as many as you can and put away the extras.
That'll help save money for you. You'll always want to keep at least one around to flee just in case. Probably not, although the basic shape of the dungeon and concept of a princess stolen by a dragon might: it's Dragon Warrior I, all over again!
I found this to be fairly amusing, to be honest. Poor princess. No one to save her. We're here for the dragon, instead. Just talk to her a few times, try to carry her out, and when it doesn't work, go and talk to the dragon. This critter is a powerhouse. He'll attack with fiery breath that can scorch all your party at once for fairly good damage, plus he has a FireSlash that will do massive damage to a single individual, especially one who's weak against fire.
Make sure that Hale's ready with healing and that you've got herbs to help out. If you managed to catch a StubSuck before meeting him or brought in your Dracky, you may want to try its sleeping ability: the Dragon's fairly susceptible to it, and this can make the battle a heck of a lot easier on you. If you don't have it, though, then have Hale use Upper or better yet: Increase if he has it and proceed to do a general smack-down. He's a fairly tough creature, though; have patience and don't let yourself run low enough on life that a FireAir will kill you.
The Spookys can lick you into shivering for a round, and the ArmyAnts and AntEaters can both deliver fairly good damage with direct attacks. ArmyAnts, in particular, can be dangerous, what with their NapAttack to put you to sleep and Kamikaze to inflate the damage they do. Goopi will use LegSweep to trip your monsters up unless they have flying, and they can also use CallHelp to get assistance running you down.
However, most of this level is just an experience in keeping healed and beating them up before they do the same to you. Still, I suggest taking this Gate second so you've got a chance to gather a StubSuck in Villager, or leveling your Dracky sufficiently to get Sleep for fighting against the boss.
As with the previous dungeon, a special room shows up on the third level here. And as before, it seems to be a beneficial one. Golem is a creature who can deliver strong hits to you if you're not careful. However, he's got one very noticeable weakness that you may remember from Dragon Warrior I: Sleep. This is another place where that StubSuck from earlier would come in handy: have it cast sleep on him and smack away while he's unconscious.
Luckily, unlike the dragon, the attacks are only delivered to one opponent at a time. This means that Hale won't have near as much trouble trying to keep your monsters healed up. Just keep him on 'cautious', and he'll throw a heal spell on whoever's in need of it.
Take note that you don't need to finish both of these or either of them, honestly to be allowed to the next battle. All you need is strong enough monsters and enough cash. However, without the ability to combine your monsters, the 'strong enough monsters' part will be extremely difficult without getting good creatures, or massive levels.
Therefore, you probably want to go through both of these to get some hard-hitting monsters to replace your present team with. However, you might want to dip in and out of the dungeons a few times, not only to get some levels on your lesser creatures, but to make enough cash to be able to buy yourself a BeastTail. Soon enough, you'll really be wanting that. While the levels are only deep, it's not so bad. Later on, though, they'll get much, much deeper and the levels themselves will get much, much more complicated.
Plus, one thing the game doesn't mention about the BeastTail is that you can use it in battle to see if you've ever had the monsters that you're presently fighting. Now, if you've followed my instructions, you'll have captured a Gremlin by now. Or at the very least, Slib will be at a high enough level to have the attack of FireBal, which will work as well. You could also use the Dragon you have, though this is by far the most unwise idea of the three; he's probably going to carry you through your arena battles, after all, while you're still not important enough to do combining.
Anyway, take that Firebal-using Slime or Gremlin down to the Bazaar, where our barbeque squad happens to be. Tell them 'yes' that they can have your monster. Make certain that it's a monster you don't mind getting rid of permanently, because they'll take it away from you and use its skill to start their barbeque.
However, the fire's just a bit too much for it: BOOM! And what is this? Why, there's a Travelers' Gate left in the wake of the explosion! Since we're here, we might as well check it out, right? When compared to the ones you've just been through, it's got more powerful creatures and more rooms to get into trouble with. In fact, you may want to either leave this gate until after you've had some time to level up your monsters, or go wandering through here with those boss monsters that you picked up earlier.
You might even decide that you want to leave it until after you've won more battles and opened more storyline gates. However, I myself prefer to jump right in on gates as soon as they're available. Thus, this Bazaar Gate is being mentioned here. Be aware: being more dangerous also means that you'll get more XP out of it; the experience will be over twice what you'll get in the other Gates you can presently reach, and the danger level isn't so high as to make it unreasonable.
A very handy thing to have when you're trying to get levels up for battling arena fights! Here's the first place you'll find BigRoosts, which have the ability of SandStorm to blind you, and VacuSlash for extra damage, as well as Dodge to get out of the way. You'll probably want to stop and pick one up.
There's no way to actually create one in-game, so capturing one is the only way you'll get one in your book. They haven't got the greatest moves, but at least it'll add to your list of monsters. And while Crestpents aren't superior either, they do have an interesting creature they go into which can't be bred any other way a WingSnake. Speaking of Crestpents, they appear here as well; they will try and poison you with their PoisonHit attacks, though their StopSpell and BeDragon abilities don't come through until they're caught and bred.
As for the rest of the critters, FairyRats will batter your Slime creatures with Smashlime, and use Surround to dizzy you, as well as Slow to slow you down. SpotSlimes have CallHelp, which they will quite gladly use, as well as LushLicks which will chill the 'licked' one for a round.
In addition, they have the spell of Imitate, though they won't have access to this without some considerable breeding. Catapilas can spew out PoisonGas which can poison your whole party, as can Horks. Horks also have LushLicks, stunning you the way SpotSlimes do.
Demonites are funny little creatures: they start with BlazeMore, but not enough magic to actually cast it. And finally, the 1EyeClown is a very dangerous creature for this level, having a fair amount of magic and three rather damaging spells to throw with it.
That's about all I can say about this guy. You'll want to be prepared for him to throw some really big damage, especially with the Massacre and ChargeUp that he's got. While you might want to throw huge damage on this guy with an all-smackdown team, having Hale here is probably your best plan: you'll want that Heal spell of his to mend up the damage that this guy will be throwing at you and Increase to make the damage less. Bringing the StubSuck or Dracky for sleep spells might well be helpful, but he seems to wake up faster than most monsters, and that's just one extra damaging creature being wasted.
Instead, come at him with the Dragon and Golem. If you're feeling brave, you can take all three hard-hitters, but you'll need lots of herbs, lots of patience, and a little luck; he may throw Massacre on himself rather than on you, thus making the job a lot easier.
Remember: if you can't take him on, don't be afraid to come back at him for more once you've hopped up a level or two. The best thing you can do is collect yourself a good hard-hitting team for the arena Pash, Hale, and Dran is a good choice and use that cash you got through the latest bunch of gates to take on the next class.
You can also skip classes if you really want, but I suggest going up one class at a time. That way, you don't miss any of the extra information and other good things given after the various individual classes are taken out.
So while we might be able to leap straight to one of the higher classes with our present scary monsters, let's take F-Class, first. Beware the ability of the SpotSlimes to call for help the 'called' creatures can cause a considerable amount of damage and the MudDolls to put you to sleep while the Almiraj throws its damage.
However, the third match is where you should be cautious: with Sap and Slow, the PutrePup can drain your stats while the MadRaven uses HighJump for the big damage, and the SkullRoo does its best to confuse you with PaniDance. Just hope he doesn't throw Massacre on your own party!
You should be able to mince them easily. Oh no! He's ahead of you, finally! But that's alright. We can make it up in our own due time. Right now, let's focus on investigating those two new Travelers' Gates that have been opened up for us: Memories and Bewilder. But first, there's a few things we want to check out. For instance, the monster school is lecturing about the characteristics of monsters, now.
Grab that info while you're in the area; it's handy to know. The kid in green will keep notes for you, too, so you can check and see lessons from before. In addition, you can go and talk to the Queen now, and instead of throwing you out, she'll chat happily with you. She will demand to see specific monsters. These monsters can be either combined for or captured; it doesn't matter, so long as you bring the monster to her.
When these are brought to her, she will give you a present for showing it to her. These monsters are not taken, either: they're simply glanced-at and left to you.
Plus, once she tells you what monster she wants to see, Mick and the Minister may let you know what goes into the combination. You might be able, of course, to either get the monsters she asks for with a different likely more complicated breeding, or capture them in the wild or from specific foreign masters. How you get them doesn't matter: the Queen just wants to see one. Once she has seen all the above creatures, she will not ask to see any others.
Instead, she will start to consider perhaps going home. Down the well, the monster trainer you fought is friendlier now, and promises to tell you stories later. And even more importantly: the girl who'd been blocking you before has moved out of the way. You can go down into the bottom level of the tree, now! Go and check it out!
Right down at the bottom, you can find the girl and talk to her. She's still not convinced you'll win, but at least she thinks that you're stronger. Let's investigate some caves, shall we? The one at the top leads into the girl's house, where her father will crow about her.
There is also a clearly-visible Travelers' Gate here, though Grandpa won't let anyone there. Talk about a stubborn old coot! For now, go through their dresser for a TinyMedal and then check out the bookshelf. There'll be a diary there that you can read. Do so; it'll become more important later. In the cave below this, there's a man blocking the door and refusing to let anyone come in for 'his Betty'.
Again: keep this place in mind. For now, pass it on by and go to the right. There, you'll find the Egg Consultant. He can tell you any information you want to know about the eggs that you're holding. He can also 'bless' them, changing the gender of the child within the egg to that of a different one. This can be extremely important later on, when monster eggs have only one gender or another. You can't breed two males or two females together, after all.
Anyhow, once you're finished with these, let's go to that all-important place down below: The Starry Shrine! Don't turn up the chance to learn it all! Read books, talk to people, and finally discuss with the Master Monster Tamer.
You can get all the information you could ever want about combining or at least the basics of it this way. Once you're finished with all of this, let's go up the vine, which will bring you to the farm, and get the party of monsters out that you want to level.
You may, however, want to hatch that SkyDragon egg and let it gain levels on your farm. If you do that, then you may need to be prepared later on for 'adjusting' the gender of a parent. However, for the moment, just worry about letting your SkyDragon get itself some experience. As it's considered a base monster, with no unusual skills, you've got no reason to force it to come along with you.
Really, it's up to you whether you want to just leave it leveling or take it with you on your trips. I tend to leave it on the farm, as I mentioned, since its stats aren't anywhere near as good as a proper combined monster's stats.
As another hint for the shrine, make sure you keep your eggs on the 'inactive' side of the farm. To do this, collect the monsters you wish to combine, put the rest to sleep, and put these two monsters back into the farm or take them along with you with a third, since you can never be without a monster with you. Once they've been bred, an egg will remain. You can then put this 'egg side' of the farm back to sleep and not have any XP lost from those monsters who are awake. After all, you'll occasionally want to save eggs as eggs, rather than hatching them instantly especially if you're trying to combine for specific monsters.
Anyway, we've done all we can right now. Time to go and check out these newest dungeons! Before you go, maybe you want to either bring along some of your lesser monsters for extra levels the Gates aren't as dangerous as the Bazaar Gate or do some combining.
A good choice might be Slib with your Dracky, if they're different genders. This will give you a WingSlime. And a WingSlime is one of those monsters that the queen wants to see. However, my suggestion is to level the pair of them a good amount, because your Slime has the skill MegaMagic in it.
A skill that's hard to get, and extremely handy to have. However, it'll never be able to show it off itself: not enough in the way of stats. Buuuut, that's just a suggestion from me: if you do breed Slib away, you can always capture another Slime at some point, though it'll take several Ribs or a couple of Sirloins. Anyhow, we've finished all our exploring of the kingdom.
Let's explore those two new gates! Goopi have a bad habit of calling for help. Likewise with SpotSlimes and PillowRats. In addition, the Goopi have an ability that can direct your attacks onto your own party called 'Dodge'. Also beware of the DragonKids and their SleepAir. It can knock your whole team unconscious in one fell swoop. They also have the Dodge ability, tipping the scales in favor of you attacking yourself.
Still, the gate's not as frightening a level as others, and is short. You could possibly leave Hale at home and focus on healing with herbs when it's needed, thus giving you a full team of heavy hitters. The Bazaar Gate is very much better for experience. This is also the first level which I found foreign masters on not counting the Bazaar Gate. Don't hesitate to check out every inch of the place and see if you can find some.
Especially if you decided to bring Pash along with you. His BeastCut will help make short work of the sabretooth. However, beware of MadCat's SquallHit: with that ability, he can get an attack in before anyone else can so much as move, including your ability to give out items. His LegSweep can temporarily incapacitate one of your party as well, making them have to spend a round picking themselves up off the ground.
Sleep is worth trying on this fellow to help keep him out of the fight if you don't mind leaving one of your big damage creatures elsewhere to bring along either a Dracky or StubSuck. Really, though, in comparison to the Dragon and MadKnight bosses, he's fairly easy to take on with a brute-force group. MiniDraks kick up sand with SandStorm to blind and use Ramming and CallHelp for extra damage while you're trying to fight.
Also, down further, there are some more dangerous creatures being introduced: EvilSeeds, who can paralyze you, and Crestpents, who can poison you. Of the two, definitely worry more about the EvilSeeds. Paralysis can be permanent. If your whole party is paralyzed, it's death. Your party is considered defeated!
However, capturing these things can be a good thing: paralysis doesn't work as well on enemies as it does on you, but if it does work, they can't get free. Plus, what a handy skill to combine into a hard-hitter! They're higher level than the average one, giving better XP apiece! Well worth it, IMO. Once you've got rid of them all, go over to the tree and talk to it. The FaceTree has one of the more annoying and frightening statuses you'll come across: Curse.
This will cause random effects on your monsters, from being stunned in battle, to losing MP, to confusion. Plus, it will occasionally throw StopSpell, keeping your Healer from being able to mend or protect you in battle. Fortunately, though, said tree doesn't have as much in the way of physical ability.
Slam it physically, especially with any fire spells you happen to have. In other words, this is a good place to bring Dran; his FireSlash will tear the poor tree up.
Don't bother with putting it to sleep; it's fairly resistant to status ailments. Now, we've gone through those two Travelers' Gates and cleared them out, possibly giving us a couple more monsters to work with.
Even so, I suggest keeping your party as Pash, Dran, and Hale for the next level of the arena battles. They can handle this fairly well on their own even without combining, although you might want to make sure Pash and Dran have gotten themselves a couple of levels before bringing them battling; take them through the Bazaar Gate.
If you want to do some combining, certainly feel free. I, myself, like waiting until my monsters have gotten a lot of levels before I combine, though. As long as I can handle the arena and Gates with what I already have, I don't tend to rush into combining. Don't rush into things: they'll come in handy eventually.
You'll see. However, if you do feel like combining your monsters, you may want to consider a few helpful creatures among them. You're risking losing HealUs if it tops out in levels too swiftly, though, so you may wish to wait on that for a while. That AntEater could be combined with your Golem or a Devil Family of some manner Gremlin or Demonite to get yourself a Grizzly: a creature with superior attack power and pure, raw brutality in every inch.
If you want a 'hack and slash' creature, this is a good way to go with it, though you'll have to be careful with its stats; some of the better skills require an intelligence minimum and Grizzlies are even less intelligent than the AntEater; breeding them at high stats is about the only way you can guarantee to get those minimums.
In other words, don't use Pash for this combination, even if you would really love to see how high you could get the Grizzly's strength.
The loss of GigaSlash would be almost guaranteed at this level without massive numbers of seeds and frankly, that just isn't worth the loss.
Anyhow, it's time to take on the next class: E-class. In addition, the TreeSlime has that dangerous paralysis attack which can take you permanently out of the battle, and there's nothing you have that can cure this unless you've made a MadPlant, a Snaily, or a CoilBird.
Plus, it has SleepAir: an ability that can knock your whole party out if you aren't careful. In the second battle, there'll be lots of multi-hit attacks being thrown by the dragon-types, and an annoying combination of SleepAir and Surround being tossed by the FairyDrak.
Keep yourself healed. You may even want to get Hale his 'HealUs' ability if you're patient enough to level him that far around level 29 , which'll keep you alive just fine through all of this. Having a WingSlime here is also an extremely good idea, since it has the ability to blow those breath attacks back on the opponents.
Their danger is in how low your HP and MP will be after those dangerous fights. Just focus your attacks and keep everyone healed, and you should be able to pick them apart. Another level down, and another set of Gates opened up: Peace and Bravery! Time to go and see what people have to offer again before we investigate those, though. He's quite apologetic about what he'd done, and offers to combine a monster with you: an Iceman! What a chance! Let's take a look at what we've got available and go for it.
From scanning over the list of monsters, the best of the bunch would likely be combining a bird with it to get ourselves a Blizzardy. Hopefully you've been listening to me and have gotten at least one bird aside from the one you might have used to make a WingSlime if you got impatient about the Queen's order. Another advantage is that gender doesn't matter here.
Teto's monster will be whatever sex you need for the breeding. For now, whether you leave Teto's breeding offer for a little or you've taken it, there's other things to check out in the arena. People are giving more information, now! The man outside the restaurant gives you a hint about the 'thunder' skill, and the young man tells you about changing your monsters' personalities. Inside the restaurant is another man who wants to breed: he has a Catfly.
This one doesn't have any specific and interesting combinations that'll go with it, so pretty much feel free to combine anything with it. It will give you the 'special skills' of what this man's monster has and give you a good bonus in stats for the baby. The green fellow at the bar tells you about the LavaMan, and how foreign masters will probably have them.
You can also go up to the Queen's room and talk to Mick multiple times. He'll eventually say that you can breed with his LizardMan. And this time, there's a suggestion for what to breed with it: AgDevil. Why AgDevil, you ask? I'm honestly not completely sure; the pair of them don't make any specific monster aside from Lionex, which can be made from any Devil Family and Lizardman. I figure maybe 'a devil' accidentally got translated to 'AgDevil' or something.
Down in the well, the scientist is asking for a monster with the skill of lightning, which he will exchange his assistant for. Just a few minutes ago, wasn't the man complaining about his rival having a monster with the lightning skill? And wasn't said rival saying that he was glad to have his BoneSlave?
Looks like we know which creature to lean toward. Of course, by checking out the skills chart, there are quite a few low-end monsters with 'Lightning'. You could probably combine a zombie family with a bird family, for instance, and get yourself a RotRaven who'll have Lightning and BoltSlash, both.
All depends on whether you want to go by combining or capturing. However, we'll come back to this. For now, we need to finish exploring the rest of the city. Out at the Bazaar, you can talk to the two people chatting between one another for a rather funny scene with Warubou. Leave and return, and you can talk to the woman to finish it up. Sassy little creature!
The bard at the far right hints at more shops becoming available later. Unfortunately, 'later' isn't 'now'; all there is is the basic store for us, still. Make sure you've gotten your BeastTail by now: you should have the money for it. Finally, make your way to the Monster Farm, either through the Shrine of Starry Night or through the castle.
The ArmyAnt has moved off the stairs, so you can go into the stable now! Down in the Monster Stable, there's a lot of good information you can find on the various monsters, their abilities, and the like. The Toadstool, for instance, lets you know that it uses SleepAir.
That knowledge will come in handy if you can find how to breed a Toadstool or catch one in the wild. Now that we've finished our exploration, let's go to inspect our new Travelers' Gates. As a suggestion for you, take along one of the monsters you're considering combining into those beasties offered in the arena. That way you can get them some more levels, so the baby that gets made is more powerful. For instance, you may want to leave Pash behind and take a Dracky or BigRoost instead, to get some levels to increase that Blizzardy we'll be creating.
Risky if they're weak, but worth the risk, I say. Especially if you've got WarpWings in reserve. Now that our party is chosen, it's time to get going. Lookie here. You've got to get down a few levels to find them, but they're down there! Make sure you capture one if you don't feel like combining for your thunder skill; this will be of great importance, as you'll see later.
And the top level's not got anything that you can't handle on your own: CoilBirds are the only new creature there, and they've not got any dangerous attacks. The only thing they can do is keep your breath attacks from damaging their friends, taking it in themselves and spitting it back at you.
Good protection, fairly good damage if you've got powerful breath weapons, but not too good for their health since they take damage from 'inhaling' it. They do have the elusive NumbOff spell, though.
Further down, there are the BullBirds. While they don't have really good special skills, they can throw fairly good damage; they're a strong-bodied bird, plus they have ChargeUp and Ramming, both. Hopefully you should have enough levels that they aren't a danger to you, but if you've chosen to take along the weaker monster as I suggested, it's possible that they may flatten the poor thing if it's still low level. In addition, Almiraj have fairly strong physical attacks as well, along with Berserker, which throws all their defense into attack, making them vulnerable but making them powerful as well.
A casino! Too bad the monster gold is meaningless to you. Check each machine out including the one the FangSlime is at; investigate the rear , then talk to the FangSlime. This FangSlime is one great big bundle of annoyance, more than anything.
He has the ability to stun the whole party with a WarCry and CallHelp while they're recovering themselves. He can also ChargeUp his power and hit twice as hard the next round. Fortunately, you should be here with at least one heavy-hitting monster and a healer. That will do a fairly good job of taking the FangSlime on, in all honesty.
He does fairly good damage, but as long as you can keep healed up from his CallHelp, nothing else he can throw will be very dangerous. You'll probably find him surprisingly easy compared to earlier bosses, especially if you've been combining already. He does have high HP, though, so don't let him win by attrition if you've not got a good healer with you.
Don't rush yourself too much. Just focus on dealing with them and getting the experience while you work your way down. It can do considerable damage. Having a healer in here is probably the best thing that you can do for yourself. Especially if you decide to come in here with plants or other creatures who are weak against fire. GiantWorms have BeastCut, so if you happen to have Beast Family monsters along with you, they may get a heck of a battering.
Either have NumbOff or be prepared to kill them fast! What's this about 'Not in here? Don't worry anything about it, though; nothing we can do for now. Worry instead about beating up the BigEye itself. This creature has fairly powerful attacks in IceBolt and IceAir. It also has the ability to heal itself occasionally, though fortunately you'll be doing enough damage that it shouldn't be able to keep up with you.
Just wail on it heavily, keeping your healer employed with keeping your people on their feet. And what's this? Now that you got it, it won't join your party? If you want one of these to add to your number, looks like you'll have to create it. And isn't it wonderful for the king to warn you that you don't need to feed them meat treats now? After you may have wasted good meat on the earlier bosses? BigEye, however, is not one of these. He'll take the creature and you'll be shooed off. Leave the well and come immediately back.
The pot will be gone, and in its place Because of that, he wants to keep his assistant around, but offers you the Gate instead. Oh, gee. I wonder which we should choose. Talk to the assistant for a moment. Apparently we know where things might've gone wrong! What's important is that we've got ourselves another Gate to check out. Don't hesitate: let's go do that right now. However, one nice thing about this dungeon is that most of it is fairly small; there's not a lot of long, twisting paths, and short levels are quite common to find.
Bards are comparatively common here because of this; it's a good way to get stats. Most of the monsters here are things you've already met and hopefully handled fairly well. The GiantSlugs have the very useful skill of Whistle, if you want to grab one, but other than that, they're fairly pitiful, having only LushLicks to their name as an attack.
Likewise, the MudDolls don't have much, aside from OddDance to lower your MP, though they do have the 'Hustle' ability for an up-and-coming healer creature if you want to get one.
TreeSlimes can inflict Paralysis, as well as using the ability of Sap to lower your defense. But the most important thing in here is on levels Metalys appear down here. Bring hard-hitters down here and wander about or Whistle. All you need to do is HP of damage to one to kill it, so if you have someone with a big enough strength and SquallHit is handy you can kill them regularly. One hard-hitter, one healer, and one creature that needs levels is a good combination for here.
Or you can just leave them all on your farm and peel through as many of the Metalys as you can. Alas, they're rare. Still worth hunting if you have the patience. The hard part is making your characters do the damage to them.
You'll probably want to specifically direct them to attack the Metaly to make sure they're attacking it. By the way, here's where you may want to bring your AntEater with you again, or whatever you combined it into that could develop that MetalCut. Just don't try capturing these things until you have access to Sirloin. They're picky and hard to coax to you, not to mention the fact that it can be hard to kill them last, with their habit of running off.
Another maze to get to the monster, but this time with holes in the ground. If you fall down one, you'll have to start over, and the holes don't stay open. Just go left, up, left, up, left, left, down, down, left, left, left, down, down, right, right, right, right, right, down, right, and right and you'll be at Gigantes.
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