;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;; ;;;;;;;;;;;;;;; ;;;;;;;; ;;;;;;;;;;;;;; ;;;; 888888 ;;;;;;;;;;;;;; 888888888888 888888 ;;;;;;;;;;;;;; 88888888888888 8888888888888 888888 ;;;;;;;;;;;;;; 8888888888888 8888 888888 88888 888888 ;;;;;;;;;;;;; 888 88888 888 88888 8888888 88888 ;;;;;;;;;;;;; 88888 88888888 888 88888 8888888 88888 ;;;;;;;;;;;; 88888 8888888888 88888888 888888888 88888 ;;;;;;;;;;; ;; 88888 8888 8888 888 8888 8888 888888 88888 ;;;;;;;;;; ;;;;; 88888 888 888 888 8888 888 88888 888888;;;;88;;;; ;;;;;;;;; 88888 8888 8888 888 88888 88888888888 888888888888;;;; ;;;;;;;;;;; 88888 8888888888 888888888 88888888888 88888888888;;;;;;;;;;;;;;;; 88888888 88888 88888 ;;;;;;;;;;;;;;;;;;;;;;;;;;; 8888 8888;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;; ------------------------------------------------------------------------- T O B A L 2 Q U E S T M O D E M I N I - F A Q v 0 . 2 ------------------------------------------------------------------------- for the Sony PlayStation (import) by K. Megura Unpublished work Copyright 1997-1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. Tobal 2 is (c) Square of Japan and (c) Dream Factory. This document can be found at the following locations: Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/ www.gamefaqs.com www.gamefaqs.com ======== CONTENTS ======== 1. INTRODUCTION - Key - Quest Mode Commands - HP and Stamina Bars - Menu Screen - Items - Shops - Churches - Miscellaneous 2. THE DUNGEONS - Practice Dungeon - Pyramid - Desert Spaceship - Molmoran Mine - Castle - Final Dungeon 3. GAMESHARK CODES 4. AUTHOR'S NOTE ------------------------------------------------------------------------- 1. I N T R O D U C T I O N ------------------------------------------------------------------------- This is a Mini-FAQ for the Sony PlayStation game Tobal 2. I wrote it specifically to cover the Quest Mode -- while some things in here do apply to other modes, this FAQ does not cover the whole game. If you are looking for a general FAQ, I recommend you download John Lacano and FrostByte's Tobal 2 FAQ, which you can find at www.gamefaqs.com. Key ____________________________________________________________________ f - tap forward F - hold forward S - Middle Attack b - tap back B - hold back X - Low Attack d - tap down D - hold down T - High Attack u - tap up U - hold up O - Action Quest Mode Commands ____________________________________________________ u,u - Dash (you will run slower and eventually stop after a while) u,U - Run (you will run until you let go or enter another command) d,d - Backstep (a quick dash backwards...only goes back a few steps) d,D - Retreat (a quick backwards walk...doesn't go very far) G - Stop Moving/Guard G+l or r - Turn Left or Right G+b,b - Turn 180 degrees O+any direction - Move while facing in the same direction G+O / hold G, O - Pick up an item near your feet (when not carrying anything) - Place item in storage G+M / hold G, M - Use item (eat food) G+H / hold G, H - Throw item in the direction you're facing G+L / hold G, L - Place item at your feet Start - Pauses the game (you can do this while the Menu is activated, too) Select - Activates Menu Screen L2 - When the Menu is activated, shows/hides the information box that explains the Menu functions. O / X - When the Menu is activated, O accepts a command and X declines a command/closes a window. If you're in the initial Menu screen and press X, the menu will close. O - When talking to a person or enemy, hold O to speed up or continue their message. HP and Stamina Bars ____________________________________________________ When playing the game, you'll see your character's name in the upper-left corner. Below that is your character's HP, represented by a green bar and numbers (current HP/maximum HP). Below that is a yellow bar that indicates how much Stamina you have. You can lose HP by getting injured in battle, drinking certain potions, eating rotten food, or running out of Stamina. As you lose HP, the green color in the bar will be replaced by red and the number indicating you current HP will decrease. If the bar turns entirely red/the number reaches zero, then the game is over. The Stamina bar will also slowly turn red--you'll lose one point of Stamina every few seconds. If your current HP is less than your maximum HP, you'll gain back 1 point for each point of Stamina lost. Otherwise, it has no effect upon you. Once the Stamina bar is completely empty, you'll lose 1 point of HP every second, so eat some food before you die. Even rotten food will restore Stamina, but you will get poisoned, so unless you have a lot of HP, look for good food instead. Poisoning is indicated by your HP bar (it will flash red). You will remained poison for a certain period of time, during which you lose one point of HP a second. There is no remedy for poison aside from letting it run it's course. You can increase the size of your HP and Stamina Bars by drinking certain potions. These give you more HP and enable you to last longer. More Stamina means you will be able to last longer while in the dungeons. Menu Screen ____________________________________________________________ To bring up the Menu Screen, press SELECT. Make sure you're in a safe place when you use it--you can't control your character while in the Menu, which leaves you open to a monster's attacks. In the upper-left corner of the Menu are three options: AITEMU - Press O to show any items you may be carrying. You can have (Item) up to 8 items total (you won't be able to put any more in storage if you try). If you press Down twice, you'll see the KII AITEMU (Key Item) screen, which shows how many Key Items you have on you (up to 8 maximum). To take an item out of storage, put the cursor over it and press O. (SLEEP) - Choosing this option makes you lie down and sleep, as long as your current HP is less than your maximum HP. Drinking a potion may also make you sleepy. When you sleep, you lose Stamina at a rapid rate, but your HP recovers just as quickly. It's useful when you need a HP boost or if you have plenty of food on you. SOUBI - Lets you equip any stones you may have found. Choose an (Equip) empty space (there are 5 total), and press O to bring up your Item Menu. Pick a stone to equip, press O again. To remove a stone, highlight that stone and press O. If the holder turns red when you equip a stone, it is cursed, and you cannot remove it until you drink a White Potion. While stones usually increase the strength of your body, cursed stones will decrease your body's powers. Not all stones are meant to be equipped, though--equipping a purple or translucent green stone will have no affect on your stats. If you pause the game while in the Menu, a row of four red numbers will appear on either side of the figure below (the stick-man :)) They indicate how any equipped stones are affecting your body statistics. If it's a plus, that means that body part acts like it's the indicated number of levels ahead. A minus means that a body part acts like it was at a lower level (so if your Left Hand's level is 5 and you equip a stone that's +1, your Left Hand acts like it is at Level 6. Below the options is the information box (if you haven't disabled it). It explains how the three options works and gives you a description of any item you've selected with the cursor. Beneath that is a larger box. On the right are your five stone holders, and below that is the amount of Stamina you have left shown in numbers as opposed to a bar. Under that number is the amount of Moru (mol, the currency) you have; this can be used to purchase food, potions, and stones from shops. Finally, at the bottom is a timer that keeps track of how long you've been playing the game for. On the left side of the large box is a list of your statistics: Head Level EXP O Level EXP Body Left Hand '' '' --|-- '' '' Right Hand Left Foot '' '' | '' '' Right Foot Throw Strength '' '' / \ '' '' Guard You gain EXP from fighting monsters. Hit a monster with your right fist and you 'Right Hand' stat. will get some experience points (EXP). Guard against an enemy's attack and you'll get EXP for that part of your body, too. Use combos involving many parts of your body and you will earn EXP for all those parts. After you've gained 100 EXP for a particular body part, it will gain a level. Raising levels is important because it increases the power of your body. Your hands will do more damage, you will be more successful at grappling, you can take less damage from attacks, etc. For this reason, it's important that you fight monsters when possible and not try and skip through levels. Items __________________________________________________________________ POTIONS These come in a variety of colors. Once you've imbibed a potion, you'll remember it's effects for the rest of the current game (but not if you save your game and return to it later or exit Quest Mode and enter it again). You can throw potions at monsters, too, but you won't remember the effect of that potion. You can win potions from monsters, or you can buy them in a shop, as shown below: Potion Type Price ______________________________________________________ ____________ Your size increases. (cannot buy) Your size decreases. (cannot buy) Curses all equipped stones. (cannot buy) Uncurses all equipped stones, neutralizes Poison, 150 Mol plus one random effect (color is always white). Poison (1 HP/second). (cannot buy) Poison (1 HP/every few seconds. (cannot buy) Rating of one equipped stone goes up by 1. (cannot buy) Rating of one equipped stone goes down by 1. (cannot buy) Stamina bar size increases by 10 or less points. 60 Mol Stamina bar size decreases by 10 or less points. 20 Mol HP bar size increases by 16 or less points. 160 Mol HP bar size decreases by 16 or less points. 20 Mol Instantly become dizzy. 160 Mol Instantly fall asleep. 60 Mol Unable to sleep. 20 Mol Gives description of any unknown stones you have. 50 Mol Show the completed map for that dungeon floor. (cannot buy) All body stats. increase by 1 level. 80 Mol All body stats. decrease by 1 level. 60 Mol Your 'Guard' stat. increases by 1 level. 80 Mol Your 'Guard' stat. decreases by 1 level. 60 Mol Gain back all lost HP. 250 Mol Gain 100 Hit Points 100 Mol Lose 100 Hit Points 100 Mol Lose 30 points of Stamina. 60 Mol x2: Next potion you drink will become double-strength 100 Mol Muteki: become invincible for a limited amount of time 300 Mol Tetsujin: enemies can't block your attacks. 300 Mol Invisible: you can run past monsters 300 Mol Hyper: speed increases/you can chain combos for a 100 Mol limited amount of time Potions marked (cannot buy) can only be found by killing monsters in dungeons or buy mixing potions. You can also mix potions together to create new ones. To do this, place a potion on the ground, step back, and throw another potion at it. The color of the two potions will result in one potion of a new color. If you keep mixing potions, you'll end up getting a white potion. Unlike the other potions, the white kind always has the same effect (see above). You'll know if you mixed a potion because a chart appears showing the new color you've created. The effect of a potion only lasts a little while, so act quickly after drinking it. STONES Unlike potions, stones always have the same colors, and their colors always mean the same thing. You can equip some of them using the SOUBI option in you Menu, although others are used for different purposes. The only random thing about stones is that while the color may be the same (i.e. a red stone affects your Arms, Legs, and Throw levels), you won't know if it will increase or decrease that particular statistic until you've equipped the stone or used a potion that tells you what the effects of stones are. The possible stone types include: Color Affects/Use _________________ ____________________________________________ Red Hands, Feet, and Throw levels. Blue Guard power level. Green Maximum HP you can have. Yellow Maximum Stamina can have. Purple Throw at enemies to capture them. Translucent Green Will bring you back to HP if you equip it when your current HP equals your maximum HP. The Purple Stone does not affect the Quest mode directly: it is used to enable monsters in other modes of play. To capture a monster, you must damage it so that it only has a few points of HP left and then kill it by throwing the stone at it. It can be used on certain bosses, too. You can create stones with new effects by putting one stone on the ground and throwing a stone at it. The color will change to that of the stone you put in the corner, but the effect will be a combination of the two stones. Take note of the description of stones before you try combining them: those that don't have a '+' or '-' score won't create a new effect when combined. These stones can't be thrown, but they can be used as the stones you set down (since the one you throw determines the resulting new effect of the stone). You'll know if you were successful in creating a new stone because you'll hear a sound cue and the thrown stone will disappear. Unlike potions, stones sold in shops have varying prices, I think. If you've uncursed a stone by drinking a white potion, you can equip it and dequip it without it re-cursing you. You can always tell if a stone is cursed or not because it's description will be in yellow or red characters instead of white. FOOD You must eat food from time to time to keep your Stamina Bar full. Generally, food that is the same color as the enemy you defeated is good to eat, and food that isn't that color should not be eaten. Likewise, brown food is usually good, but green-gray food is almost always bad for you. While even rotten food will fill your Stamina bar, it will poison you, too. Be cautious when eating food because even though it may look safe, that isn't always true. There are three types of food, meat, cheese, and jelly. Meat comes in a variety of types, and in some cases, you can use the bone left behind as a weapon once you've finished eating. Eating food when your Stamina bar is maxed out will give your 'Guard' stat. more EXP, so if you have food to spare, you can do this to increase you Guard level quickly. Cheese does little for your Stamina bar, but it'll never poison you and so is safe to eat no matter what condition you're in. An easy way to get back stamina is to eat a lot of poisoned meat (which is usually more plentiful than normal meat), then drink a White Potion (mix one beforehand by combining a lot of useless potions). Since the White Potion always has the added effect of curing poison, you'll never have to worry about eating food as long as you have one of these on hand. Jellies come in different colors and are won from the 'jelly'-type monsters, as well as the 'star' enemies. They always add 10 points of stamina (unlike meat, in which the number varies) and cannot poison you. In addition, jellies have the following effects when eaten: Type Effect ____________ ______________________________________ Red Jelly You gain 'Tetsujin' (Iron Man) status. Blue Jelly Your 'Guard' stat. doubles. Green Jelly Gain 50 HP. Yellow Jelly Stamina bar will not decrease Black Jelly You gain 'Muteki' (Invincible) status. As you can see, certain jellies have the same function as potions, but because they always have the same color/effect you can be assured that you're not eating something dangerous :) Of particular use are the Blue and Yellow jellies: I'd suggest saving your Blue Jellies for boss encounters or for when your fighting enemies that can dizzy you quickly. The Yellow jelly is probably the best one available because it give you about 10 seconds of free Stamina use. You can go to sleep and gain back lots of HP without losing any Stamina. These are also useful in case you're running low on food and don't want to end up losing HP (but it's still better to eat food then to eat yellow jelly). WEAPONS There are several types of weapons in the game. They're used by throwing them at enemies. Be careful, because if you miss, a smart enemy will throw them back at you. The weapons include: Type Damage Won From/Notes ___________________________ ______ _______________________________ DAINAMAITO (Dynamite) 100 'Carrier' and 'Hammer'-types. HANMAABORUTO (Hammer Bolt) 40 As above, and mechanical foes. KOWARETANESHI (Silver Bolt) 30 Mechanical foes. BURUU NA x (Blue Bone) 35 'Blue Skeleton' monster ZYOUBU NA x (Large Bone) 70 'Skeleton' and 'Lich'-types. CHIISA NA x (Small Bone) 30 Left behind when you eat joints of meat. Not all meat has bones in it (like tails or worm meat). CAPTURE STONE Varies* Captures enemies killed with it. STONE 0 Plus effect of stone. MEAT (any kind) 1 Plus possible poisoning. JELLY (any kind) 1 Plus effect of jelly. CHEESE 1 COIN Worth Inflicts damage equal to the amount of Mol it is worth. * The Capture Stone will kill an enemy with less than 10 HP. However, if you combine cursed stones, you can create a weapon that will severely hamper your enemies' stats., and you can keep using it should you defeat that monster :) COINS When a coin is dropped, you can walk over it in order to add it to your supply of cash (Mol). Collecting coins are important since it's the only way to get money. However, you can also pick up coins and put them in your inventory or throw them if you wish. Shops __________________________________________________________________ After all this talk of items, you're probably thinking of getting some for yourself. In addition to finding items in dungeons, you can also buy them in shops. There are three of them: one is in the town near the house you start in, the other one is in the row of buildings in the desert town you can go to from the castle, and the third one is in the inner level between the two mines in the strip-mine area (also accessible from the castle, once the drawbridge has been lowered). Shops sell eight items at a time, and the items being sold changes each time you save and return to your Quest mode file, just like potions. You can buy meat, cheese, potions, and stones from the shops, providing you have enough Mol to do so. Mol coins are sometimes dropped by enemies when they are killed. To purchase items, pick up the object that you want. Talk to the merchant in the shop, he asks if you want that particular good. Choose HAI (yes, the top option), or IIE (no, the bottom option) to buy it. You have to have enough money or he won't let you buy it. Every time you pick up an item in the shop, it's price is shown in the window in the lower right-hand corner. Sure'd be nice if it showed the amount of Mol you had on you, too.... If you can't buy an item, you'll have to drop it before the merchant will let you exit the shop. If you want to sell an item, put it in your hands and drop it. Then, talk to the merchant (this is done the same as before, choose the top option to sell that item, and the bottom option to decline). After you've sold an item, you can't pick it up and leave the shop, but you can always buy it back. Churches _______________________________________________________________ There are three Churches; one in the town near the entrance to the Practice Dungeon, one in the desert village, and another one in the open area between the mine levels (these last two churches are near the shops you can find in the same areas). Talk to the man inside the church and he'll give you three options: SEEBU SURU - Save your game. SEEBU NITSUITE ? KU - Learn how the Save feature works. Only appears in the Town church. ? MOSHINAI - Return to game (without saving). You can have up to eight save files; just choose a file and press O to save. Saving files does not take up extra space on the Memory Card. Although you can beat the Quest Mode in one sitting, it's advisable that you save from time to time, especially after completing a dungeon. When you want to continue a saved game, choose Quest mode and pick the bottom option to bring up the eight save files. Pick the file you want and press O to continue that game. Note that when you first start a new game, you can hold Up to select your character's alternate costume. However, once you save your game and return to it, that character will be back in his/her first-player costume for the remainder of the game. Dungeon Info. __________________________________________________________ AUTOMAP As you explore a dungeon, you'll automatically map the layout of the dungeon. This appears in the lower-right corner of the screen. If you drink a certain potion, you can instantly have the whole map shown for you. Each time you reach a new level, you'll start out with a new map. On the map, white indicates a wall, blue indicates a passage, red lines are where monsters are located, and a red square shows where the exit is. Items and moving monsters are not shown on the automap. Your character and the direction he/she is facing in is shown by the glowing triangle. Automapping is a useful feature because excluding the first and last floors of a dungeon, the rest are all randomly created each time you play. MONSTERS There are two types of monsters: stationary and moving. The most frequent kind are stationary monsters; they appear as red balls of fire that attack you when you approach them. Moving monsters look like balls of blue flame that bounce down hallways--if they get too close to you, then the area you're at is sealed off (just like a normal monster encounter), and you have to fight that monster as you would normally. Moving monsters do not appear on the first and last floors of a dungeon, and they only show up once you've killed almost all the enemies on that particular floor. EXITS You'll never end up in a battle with an exit in the room unless it's against a moving monster. If you leap down the exit, the battle ends and you go to the next level. Similarily, enemies knocked into the exit die instantly and the battle will end (but you won't get any items and when you use the exit, the enemy won't be there). Items can also be thrown into exits (they disappear for good). Miscellaneous __________________________________________________________ Any attack that you can perform during a normal game (Tournament, VS, or Training) can be used in Quest Mode. This includes the projectile attacks. However, your choice of characters is limited to the ten normally-available ones. The names for each character's projectile attack are as follows: Chaco Yutani - Ougi...DokuritsuShikiShouHaRenKiDan Secret Self-Supporting Style: Manipulated Destroying Refined Spirit Bullet Chuji Wu - Ougi...BakuretsuHappa Secret Exploding Blast Doctor V - Ougi...Saajikaru Waiku Foton Secret Surgical Way Cool Photon Epon - Ougi...Puresuteru Aroo Secret Prestel Arrow Fei Pusu - Ougi...ShippuDotouShoMouKyuuGokuFuuunRaiJinKokuGekiKyuuRyakuShiTe KuroDama Secret Gale Anrgy Wave Various Fierce Ultimate Wind Clouds Lightning God's Black Violent Sphere: Capturing Point Black Ball Gren Kuts - Ougi...Roiyaru Suwoodo Secret Royal Sword Hom - Ougi...Morumoran Biimu Secret Molmoran Beam Ill Goga - Ougi...Garan Uiiva Hanmaa Secret Grand Wave Hammer Mary Ivonskaya - Ougi...Roshian Shottoputto Secret Russian Shotput Oliems - Ougi...Tosa Katta Secret Toss Cutter Mark, Ohma (not usable in Quest Mode) - (unknown) (Secret Royal Sword) Mark 2, Ohma 2 (not usable in Quest Mode) - (unknown) (Secret Molmoran Beam) ------------------------------------------------------------------------- 2. T H E D U N G E O N S ------------------------------------------------------------------------- Note that the dungeon's first floor is called 'Floor Zero' by the game, and the last floor (where you fight the bosses) is not numbered. I count both these floors as part of the total layout of the dungeon, so for example, the empty floor before the boss of the Castle dungeon is labled Floor 12, but I consider it to be Floor 13. PRACTICE DUNGEON _______________________________________________________ You'll start off inside a house. Go out into the front room and approach the door to go outside. Turn to the right and run down the path until you see an entrace in the wall (it's near the church). Approach the entrace and you'll see that it's the PURAKUTISU DANJON (Practice Dungeon). You're also asked if you want to enter the dungeon You can choose HAI ('Yes', the top option) or IIE ('No', the bottom option). So, use the O button to choose 'Yes' and you'll enter the dungeon. If you want an extra boost before going into the Practice Dungeon, head down the road until your reach the entrance to the Final Dungeon. You can't go in there yet, but if you head left until you reach the corner, you'll find a green stone. It always raises your HP by 12 points, never lowers it. The Practice Dungeon has 6 levels (0-5). Unlike most dungeons, once you've killed almost all of the stationary monsters (red flames), no moving monsters will appear (these are long blue flames that float down hallways and turn into monsters if you get too close). Also, a lot of the monsters in this dungeon will talk to you when you meet them, unlike the enemies in other dungeons. The boss of the dungeon is the Brown Ape. It moves fast and strikes for decent damage. I suggest using jump kicks to wear it down, followed by some combos. Don't use slow moves since the Ape will simply knock you out of them. When it's dead, pick up the blue stone and step into the beam of light (you can't exit the dungeon without getting the stone). Choose the bottom option to stay where you are or the top option to return to the dungeon entrance. As with all dungeons, you can't enter a dungeon that's already been completed. PYRAMID ________________________________________________________________ Once you're back outside, run along the road until you reach the crossroads, then turn to the right. Go through the archway and you'll reach a broad area with a house. Enter the house and talk to the man, then climb up to the top of the hill and go across the bridge. There's a pyramid here; it's the entrace to the Pyramid dungeon. This dungeon has 8 floors. You will run into roaming monsters here after taking out enough monsters, so be careful. Watch out for enemies that you have to hit using low attacks, and be wary of the tougher foes like Gaze Eye and Tiny Helm. Also, the meat you get from the 'bear' enemies is usually poisonous. The boss of the dungeon is Mark. His moves are very fast and he has many low-hitting kick combos. Since he will guard against your attacks, knock him into the air and use juggles and follow-ups to damage him. When you beat him, he'll become a usable character in the other modes of play. DESERT SPACESHIP _______________________________________________________ After leaving the dungeon, talk to the man in the house again and he'll give you an item. Then, return to the town and go along the large road until you come to the bridge that leads to the castle. Enter the house nearby and talk to the guard. He'll lower the bridge. Go into the castle and go through the courtyard. You'll arrive at a room with an upper and lower exit. Take the lower one. The next room has three exits: take the one in front of you (though you can take the right exit to visit the desert village if you want). The north exit leads out into the desert. Turn to the right and walk until you see a large path lined by pillars. Go north along the path (away from the igloo-like building you came out of). This leads into another area. Keep running until you come to a large sphere buried in the ground. Jump on top of it and leap into the hole to enter the Desert Spaceship. Note that this is the only dungeon in which you are not asked whether you want to enter it or not. The Desert Spaceship dungeon has 6 floors. In this dungeon, the exit will not appear for you to use until you've killed all or almost all the monsters on that floor. This forces you into dealing with moving monsters. For this reason, try to explore as much of each floor as you can before killing off the monsters. This way, should the exit be in an area you passed through earlier, it will appear on your map. Once it does, make your way to the exit as fast as you can, since there are an endless supply of moving monsters. Furthermore, most of the monsters in the dungeon are mechanical. You have to change your fighting style when going against a mechanical opponent. For one thing, certain types cannot be knocked to the ground, and the majority of them will not be pushed back by your attacks. They are slow, but powerful, so move in quickly to attack, then back away. If you need more room, draw a monster's attention to one side, then move around it. Some of the smaller monsters (like the Dual Hammer) can jump over you, and the floating machines (like the Patrol Drone) can shoot laser beams at you, so take note of this when attacking. Against the very slow monsters (like '-carriers') long combos are particularly useful since they won't be knocked back--you can just keep combo'ing until they drop. This in turn brings up another danger. Mechanical monsters don't drop food for you to eat, and the biological monsters (like the Grell) won't drop food either (since they're not jellies or 'normal' monsters). So, be sure that you have a lot of food on you before tackling this dungeon. Any yellow jelly that you still have from the other dungeons will also come in handy. Luckily, you will probably end up with an abudance of bolts and dynamite, which can be used to severely injure an enemy from far away. The boss of this dungeon is the Alien's Cocoon. When it collects energy (indicated by sparkles), it will spin the objects surrounding it very quickly, either for a high or low attack. This causes plenty of damage and can easily damage you. However, the Cocoon is so slow that you can easily win by simply darting in and attacking, then moving away and coming in again from another direction. Any weapons you have on you can also be used to injure the boss, although you could always save them for the next dungon. MOLMORAN MINE __________________________________________________________ When you leave the Desert Spaceship, it is sealed up. Find the path that leads away from the Spaceship and keep following it until you reach the raised area with the pillars. If you turn to the left, you'll see an igloo-like building. Enter it and talk to the man inside to get a key. Leave the building, turn left, and keep walking until you reach another building; this is the one that returns you to the castle. Once you're back in the room with the three doors, take the opening to your right. This leads to a large, grassy area. You can simply walk or jump down the sides of the cliffs. At the bottom of the cliffs is a large hole, a building, and a mine entrace. Approach the mine entrace to enter the dungeon (choose the top option to enter, just like the way you entered the Practice and Pyramid dungeons). The first half of the dungeon is 6 floors deep. You'll run into normal monsters and mechanical ones, too. Take special caution when fighting the Bishop or Ghost: the former has combos that start high and end low, and the latter can make low swooping attacks and knock you off your feet easily. The boss of this part of the dungeon is a copy of whatever character you are using called Psycho (name). It can utilize all your attacks, including your projectile attack. However, it does not have the same amount of HP that you do (only 255 points). When you exit the mine, head across the iron bridge. Here there are two openings that lead to a church and a shop. You're now at an interesting point in the game. Think of this area of the mine like so: __________ __________ | | | | Entrance | | Entrance (lower walkway) /Exit ----Path--- Key /Exit | | | | ^ |__________| |__________| ^ | | | | ----Right---Shop and Church---Left---- When you first arrived here, you may have noticed a locked door. You need a key to open that door and continue to the lowest level of the mine. There are two mine floors here connected by a path: you can take the entrance to the right of the shop and church, go through the floor, across the path, then through the other floor and end up on the walkway. Or, you can go left, use the walkway entrance, and do the whole thing in reverse. However, the key is on the lower level, so wouldn't it make sense to simply take the lower (left) entrance, find the key on that floor, and then go back the way you came to exit out? Yup. Inside this section of the mine, you won't gain EXP for killing enemies and you won't get items, either. So you'll want to get out as soon as possible because there's no point in staying in there. So, take the lower entrance, get the key, and go back out. Watch out for the Bronze Gorems (Golems) in this area; they can attack very quickly, take little damage, and even have an unblockable attack. Once you have the key and are back outside, go back to the entrance to this area and approach the locked door. You'll enter the last part of the mine. It's 8 floors deep. There are three bosses. First, you must fight Ikkaku, a dog-like creature who is easily dispatched with low hitting combos. Then there's Tategami, who can be killed in the same way. After they're killed, you finally get to fight the boss, the Silver Wizard. The key to defeatting him is staying in close and never giving him a chance to strike. Although the Silver Wizard only has three attacks, they are ability to throw high, medium, and low- hitting fireballs. If he knocks you down, roll out of the way or else you'll be hit by a low fireball when you try to get up. CASTLE _________________________________________________________________ Leave the mine and return to the room with three exits. Take the exit back to the castle room with the upper and lower entrace. You can now go into the upper entrance, so climb up the sides of the room, go through the door, and in the next room, keep running until you arrive at the entrance to the Castle dungeon. The Castle is 14 floors long. It's filled with tough enemies like the Skeleton and Star monsters. There are no mechanical monsters, but some of the strongest foes of the game are in the Castle dungeon, like the Violet Devil, Azurite Gorem, and Undine. The first boss of this dungeon is the Wyvern. It has a two-hit tail swipe attack and can breath fire. Use repeated jump kicks to bring it close to the ground, then nail it with high attacks. If you're standing on your feet when it breathes fire, you can knock it out of that attack with a jump kick if you're fast enough. Notice how the Wyvern's shadow is considerably smaller than it is in other modes? :) After you've killed the Wyvern, heal yourself as best you can and keep walking. Here you'll meet Mark again. He fights just like he did in the Pyramid dungeon, but if the Wyvern beat you badly, you're going to want to fight very carefully. After killing Mark, he comes back as Mark 2. Watch out for Mark 2's many knockdown attacks and don't forget that it has a projectile attack, too. After Mark 2 is killed, walk up the incline. You'l be teleported to a small chamber. Stand on the raised block of stone and you'll be warped out of the dungeon after a brief FMV sequence. FINAL DUNGEON __________________________________________________________ Once the Castle dungeon is cleared out, you'll find yourself back in the town. When you're ready to go to the Final Dungeon, enter the opening near the Shop. As soon as you enter the Final Dungeon, you lose all your items and Key Items, your HP and Stamina bars drop back to 255 and 100 points, respectively, and all your statistics are reset to Level 1 with zero experience points. You can still raise levels, find items, and do everything else normally inside the Final Dungeon, it's just that you're doing it from scratch this time around. The Final Dungeon is 39 floors long. The floors are broken up as follows, with the type of monsters changing depending on the set of floors you're currently traversing: 0-4 - Monsters from the Practice Dungeon. No moving monsters. 5-11 - Monsters from the Pyramid. Moving monsters appear in the dungeon from now on. 12-15 - Monsters from the Desert Spaceship. The exit will not appear until most of the monsters have been killed. 16-25 - Monsters from the Molmoran Mine. 26-37 - Monsters from the Castle. 38 - No monsters. 39 - Boss fight. The boss fight is against Ohma, who fights just like Mark. After Ohma is killed, it becomes Ohma 2. You guessed it--Ohma 2 fights just like Mark 2. Use the same strategy on these guys that you used on Mark and Mark 2. Once they're dead, you've beaten the game! ------------------------------------------------------------------------- 3. G A M E S H A R K C O D E S ------------------------------------------------------------------------- Please give proper credit to the creators of these codes if you use them in any way not mentioned in the disclaimer. These codes were made using a GameShark with PAR software version 1.98. 80000000 - 0000 = Master Code (default) 80123E70 - 0FEE = Infinite HP 801282E8 - FFFF = Enables Mufu, Nork, Udan, Mark, Mark2 and Chocobo 801282E0 - 00xx = Character Select (press left to show character) Replace xx with = 00 - Chuji 01 - Epon 02 - Oliems 03 - Hom 04 - Fei 05 - Mary 06 - Ill 07 - Gren 08 - Doctor V 09 - Chaco 0D - Mark 0E - Mark 2 0F - Chocobo 10 - Dog 11 - Red Monster Option 12 - Blue Monster Option 20 - Carrier LDE 21 - Wyvern 22 - Deino 23 - Brown Ape 24 - Skeleton 25 - Red Jelly 26 - Green Jelly 27 - Dog (2nd player color) 28 - Ohma 2 29 - Elder 2F - Hound 30 - Violet Penguin 31 - Gravel Carrier 40 - Black Ferret 42 - Dual Pile 44 - Seeker 46 - Silver Wizard 48 - Wyvern (2nd player color) 60 - Blue Star 62 - Giga Hammer 72 - Worker 80 - Thin Man 81 - Battle Emu 82 - Pile Driver 86 - Brown Mole 88 - Mad Plant 92 - Nork NOTE: I _highly_ advise that you use this code with a Comms Link. This is because some of the characters may not show when you activate the code. Using a Comms Link, you can turn the code off, enter the code for another character, turn it on, then enter the variable you wanted and you can use that character. You can't do this with just the GameShark alone and you may not be able to use certain characters (such as Mark) because of this. With the Character Select Code, you can use any of the characters in any mode, including Quest Mode (remember, don't turn the code switch on until you are at the Character Select screen or you won't be able to select the character you want). Note that you cannot change the outfit colors of any of the monsters, only the 'normally available' characters, bosses, and extras. Also, if you use a monster in Quest Mode and save it to a Memory Card, you can play that file using the monster, without a GameShark. The reason why the variable listing for this code isn't in the exact order is because out of 255 possible variables, about two-thirds of them either give you a blank space (not selectable), or Chuji Wu. The remainder of the unlisted codes either give you characters already listed above, or glitch the game (there are two of these, 68 and CB). Note that if you put the code to 100 (the next variable after FF), the default character becomes Epon (and so on) but the selection is still the same (so 028, 128, C28 or FF28 would still give you Ohma 2). While I'm sure that there is a way to select the other monsters and the 'bonus' creatures like the Totems and Mono Eye, it apparently can't be done with this code. All of the codes listed above apply to the first player side only. They will work in any game mode. These codes were made and tested by K. Megura, excluding the 'Character Select' code which was made by Charles Mac Donald. ------------------------------------------------------------------------- 4. A U T H O R ' S N O T E ------------------------------------------------------------------------- First off, I'd like to thank John Lacano and FrostByte for writing their Tobal FAQ v1.1 as quite a bit of the information in this file is based upon info. taken from their FAQ. Also, thanks to Charles Mac Donald for the Character Select GameShark code. Thanks to Ignacio DeLucas for the White Potion info. You can find the latest revisions of this FAQ and more at: www.geocities.com/Tokyo/Pagoda/4610/ Any comments, questions, complains or corrections? If so, drop me a line at: kmegura@yahoo.com. That's it! Unpublished work Copyright 1997-1998 Kao Megura