FAQ/Game Guide

CHOCOBO : A GAME OF DICE
for the Gameboy Advance
version 1.31
August 2nd, 2003

by Lujayne (lujayne@hotmail.com)

Please tell me if you are using this guide.
I'll be delighted to hear about it! ^_^

All rights reserved.
-------------------------------------------------
v1.31
- added carbunkle, white mage, doru, and mogri to character list
- rearranged story mode section
- corrected info about free mode

v1.3
- added info after completing the colloseum collection

v1.22
- added ability info for Tonberry and Confuse spell, completing the list
- corrected ability note

v1.21
- corrected info about max levels

v1.2
- corrected info about max levels and tile overtaking
- corrected and rephrased various creature ability info
- added new information on characters
- rearranged some chapters

v1.1
- modified names into more correct forms

v1.0
- completed non-secret lists (95%)
- added creature/magic unlocking
- corrected various errors

v0.9
- first release
-------------------------------------------------

CONTENTS

1. Introduction
2. Menu Translation
	2.1 Main Menu
	2.2 Overworld Menu
	2.3 Game Commands
	2.4 Game Options
3. Rules of the Game
	3.1 Overview
	3.2 Flow of Gameplay
	3.3 Gem Tiles and Income
	3.4 Magic
	3.5 Leveling up Tiles
	3.6 Overtaking Tiles
	3.7 Special Tiles
	3.8 Special Endgame Boosts
4. Story Mode
	4.1 Main Story
	4.2 Post-Ending
5. Lists
	5.1 Characters
	5.2 Creatures
	5.3 Magics
6. Extras
7. Special Thanks

-------------------------------------------------

1. INTRODUCTION

I first found out about this chocobo dice game on the Gameboy Advance but
actually it was released for the PSX earlier. I'm a casual fan of Square games
but I must say I really love this kind of game. It isn't very popular and even
the game itself seems to be released just in memorial than anything. I guess
there won't be an English version anytime soon. Actually, a North American
release was announced some time back, but for some reason it was cancelled.

So, enjoy my first ever FAQ! I never thought about doing any FAQ, really, but I
just want to do something for a game I love. ^_^

-------------------------------------------------

2. MENU TRANSLATION

These are not actually translations, just what each choice does.

2.1 MAIN MENU
    ---------

1. Story Mode
	- new game
	- continue
2. Free Mode
	- single gameboy
	- linked mode (require multi-pak)
3. Omake Mode
	- sound mode
	- view creatures
	- view win/lose record
	- tips
	- change name

For more information on the free mode and omake mode, look in the extras
section.


2.2 OVERWORLD MENU
    --------------

Press A when chocobo is on the world map to bring up the menu.

1. Start Game
2. Save Game
3. Game Options
4. Go to Main Menu

And press SELECT to see how many creatures you can unlock in the current map.

If Chocobo is not on a playable part of the map, the start game option will not
be available.


2.3 GAME COMMANDS
    -------------

This is the menu when you're playing the game.

1. Throw Dice
2. Cast Magic
3. Info
4. View Map
5. Options
6. Yield
7. Tips
8. Save

You can also press START to view map. You can do this while inside many
screens. Press L to show/hide the minimap and press R to show/hide the bottom
info pane.


2.4 GAME OPTIONS
    ------------

1. minimap open/close by default
2. info pane open/close by default
3. show/hide info pane when viewing map
4. game speed (1 = fastest)
5. use full/short animation for your magic
6. use full/short animation for enemy magic
7. ??? (no idea)

-------------------------------------------------

3. RULES OF THE GAME


3.1 OVERVIEW

The game is played much like monopoly but also very different. Each player
takes turn by throwing a dice and move. Sometimes you get to choose which
direction to go. When you land on an empty tile, you can take it by placing a
creature (like a house in monopoly) and paying CP (money). If you come across
an opponent-owned tile, you will lose some CP (rent) but you can also take it
by force (this is what you can't do in monopoly) using more creatures and more
CP. Each creature has its own battle power and special abilities. Sometimes you
can also cast magic on the opponents or on yourself to turn the game in your
favor. The first player who accumulates enough CP for the goal and comes back
to the start point wins.



3.2 FLOW OF GAMEPLAY

First, I recommend that you just turn on the game and play blindly for a while.
Then after that, if you still don't know how to play, come back to this FAQ. It
will make things much easier. Actually, you can just try the game out and
you'll probably be able to play if you don't try to understand too many things
at once.

When you start, you will get to choose creatures (or summon stones) to bring
with you. These creatures are used to occupy a tile (like a house in monopoly).
If you don't bring creatures with you, you will not be able to take any tiles.
Each creature has a cost which is displayed with a blue crystal, and the battle
power by the red arrow. Note that your available CP (money) is displayed at the
top.

When you stop your move on an empty tile, you can occupy it by summoning a
creature you brought with you and paying some CPs (as shown by the tile). Now
when other players stop their moves on your tiles, they will have to pay you
the amount of CPs shown by tile. The same applies when you stop on an enemy
tile. If you step on an enemy tile and your CP becomes negative, you will have
to choose a tile of yours to unsummon (sell).

If you revisit your tiles again, you can level it up (top choice) or place
additional creatures (bottom choice). If you press B, you will do nothing.
Certain factors determine the tile's max level (explained in other sections).
But you can only place three creatures (and must be of the same type) in the
same tile. If you place a new type, the old type is lost.

However, unlike Monopoly, you can overtake enemy tiles if you have creatures
with more battle power. If you can take an enemy tile, you will be given the
choice. You need a lot of CPs to overtake a tile. You can see this in the
confirmation screen that informs you about overtaking the tile. (better
explained in other sections)

Back to the large picture. As you move around, you will pass through gem tiles.
You must collect at least one of these in order to earn CPs when you go back to
the start point. You don't need to stop on it to collect, just pass through.
Try to collect all four before going back to the start point to get the highest
income possible (but you're not required to do so). If you happen to stop on
the gem tile, you can level up a tile anywhere (the top choice) or you can
restock your creatures (bottom choice). If you press B, you will do nothing.

Just repeat the process and try to balance between accumulating your CP and
spending it. When things are stable, you can start accumulating CPs in order to
reach the goal. When you have the required amount of CPs ready, it will flash.
Now go back to the start point to win.


Basically, a game generally goes like this :

- start game, buy creatures
- throw dice, move
- place creatures to control tiles
- pass through and collect gems (collect some or all 4)
- go back to start point to get CP, buy more creature and magic stones
- repeat the process

- you step on opponent tiles, you lose CP
- opponents steps on your tiles, you gain CP
- you and your opponent overtake each other's tiles

At some point :

- some tiles begin accumulating really high values
- some players will start to get unlucky and bump into high value tiles
- some players start to sell off tiles to pay debts, the rest keep going
- eventually, a player will begin to outperform the rest and start accumulating
the required amount of CP for the goal
- with the required amount of goal CP, the winning player returns to the start
point and wins

There are a lot the players can do to increase their chance at winning. (in
other words, it is to say that this game involves as much skills as luck) The
players are responsible for choosing the direction to move, the creatures to
use, where to level up their tiles or put more creatures, casting magic or
stocking magic stones for defense, etc. So don't be surprised if you find
yourself losing frequently because the game is not just luck.



3.3 GEM TILES AND INCOME

Now we'll begin to get into the details. The first is about Gem Tiles.

There are four gem tiles in all maps, each with a different color. When you
pass through one of these, you will see its color pop up near your CP,
indicating that you've collected it. You don't need to stop on it to collect,
just pass through.

Note : If you actually stop on it, you can either level up a tile anywhere (top
choice) or restock your creatures (bottom choice). Press B to do nothing.

As mentioned before, you need to collect the gems before going back to the
start point in order to earn income. If you go back to the start point without
collecting a gem, you won't gain any CP. (You still get to level up a tile and
buy stones though.) Your income increases when you collect more gems before
going back to the start point so try to collect all four if you can. Once you
go back to the start point, you will receive the CP and then you're out to
collect them again.

The income is calculated by adding up the CP value of all the tiles under your
control and then fractionalized based on how many gems you collected.

1 gem  : 1/8 (worth 0.125)
2 gems : 1/6 (worth 0.042)
3 gems : 1/4 (worth 0.083)
4 gems : 1/2 (worth 0.25)

For example, if you own 4 tiles each with 200 CP in value (a total of 800) and
collected 1 gem, you will receive 800/8 = 100 CP when you return to the start
point. If you collected 4 gems, you will receive 400 CP.

You get a bonus to the CP income if you own all tiles in a region (check
regions from info menu, it is quite intuitive). Each tile in a completed region
adds 100 CP before being fractionalized.

In addition, the gems themselves are worth a certain value of CP, which I
believe is based on the number of tiles under all players' control and may be
dependent on each map as well. The value of the gems are added to the final
income you receive. Typically, as the players progress through the game, the
gems are worth more and more (in the range of around 100-400 CP per gem).


Now about the "worth" ... since you get 1/8 (or 0.125) when you collect the
first gem, the first gem is worth 0.125 (of your total tile value). When you
collect the second gem, the income increases from 1/8 (0.125) to 1/6 (0.167).
Therefore, the value of the second gem is only 0.167 - 0.125 or 0.042 which is
much less than the value of the first gem.

Based on this evidence, if you face a choice between collecting two gems or
collecting one gem twice, try to choose the latter (if the efforts are about
the same). Though, if you collect all four gems, each gem is still worth 0.125
on average so try to collect all four once you've collected more than one.



3.4 MAGIC

You can buy magic stones at the start point by pressing R when buying
creatures. Or you can buy them from Chubby Chocobo. You can carry up to 4 at a
time. Cast magic with the second option in the game command. Refer to the magic
list section to see what each magic stone does.

You can cast one spell per turn. The spells do not have a random factor, which
means it will always work if it does and it always won't work if it does not.
(the only exception is Carbunkle's reflect magic ability, which works at
random)

You can defend against magic by holding a magic stone in your stock. The stone
will protect you against the magic of its type. For example, if you hold a
"sleep" magic stone, then it will nullify an enemy "sleep" spell. After it
nullifies a spell, it disappears so you can also cast a spell on the enemy to
prevent him from casting the same spell.

Since you can only carry 4 magic stones at a time, you can never be completely
safe from spells so try to be strategic and choose well.

Some characters/creatures have special immunities. For example, the big fish is
immune to "frog". And some creatures even protect the player in the tile
against certain magic as well.

Finally, for both players and creatures, you can have only one abnormal status
at a time. So, if you are currently poisoned, you can just cast haste to remove
it. This also applies to other abnormal statuses caused by creature special
abilities.



3.5 LEVELING UP TILES

When you come back to a friendly tile, you have an option to level it up (top
choice) or place additional creatures (bottom choice). Press B to do nothing.

When leveling up, you pay CP to increase the value of the tile. The tile value
determines your income and the rent your opponents pay when they step on your
tile so it's a good idea to level up when you have the chance. However, you can
only level up as much as the base CP (the initial tile value) at a time, so the
base CP is the main determinant of the tile value.

You can also partially increase the value of a tile without completing a level,
but the next time you will still be limited to the next lowest level so it's
not a good idea to waste your time like that.

A lone tile in the middle of nowhere can be leveled up to level 3. For each
additional tile you control in a region, the maxmimum level of all the tiles in
the region is increased by 1. However, if you control all the tiles in a
region, the maximum level for the region becomes 10 regardless of the number of
tiles. Number of creatures in the tile is not a factor.

Note : You can check regions from the info command.

You can also choose to place more creature, but not at the same time as you
level up. Placing more creature increases the battle power of the tile and also
increase the tile value since tile value is dependent on the power rating as
well.

For example, if you place a Carbunkle in a 100 CP tile, the tile will now
increase to 118 in value (a Carbunkle has 18% power). If you place one more
Carbunkle, it will become 136.

You can place up to three creatures of the same type in a tile. If you choose
to place a new type, the old ones will be lost.

Having more battle power increases your tile value, protects your tile from
attacks (since the opponents need more battle power to overtake your tile), and
increase the occurrence rate of creature special abilities.



3.6 OVERTAKING TILES

First, if you step on an enemy tile, you must pay the rent which is equal to
the current value of the tile shown by the blue crystal. If you don't have
enough CP, it will go negative, and you must unsummon (sell) your tiles to
clear it. If you have unsummoned all tiles and you are still in debt, the game
will just let you move on but generally you won't make a comeback and you just
wait for a computer player to win.

To overtake a tile, you need CPs in multiples of the tile value (not including
the CPs you paid when you step on the tile). If the tile has one creature, you
will need twice the tile value. If the tile has two creatures, you will need
four times the tile value. And if the tile has three creatures, you will need
six. Half of what you spent will go to your opponent in the process.

Also, you will need creatures with more power than the ones protecting the
tile. Since your creatures are the ones to stay in the tile after the takeover,
you must also use only one type and up to only three creatures. If you have
multiple choices available, press Dpad up and down to choose which creatures to
use.

Note : You can check the information in the overtaking confirmation screen. The
top row of CPs are your current CP and your opponent's. The middle row is the
CPs involved. And the bottom row is the resulting CPs when the overtaking is
complete.

Note : If you don't have the ability to overtake the tile for any reason
(including some abnormal status such as poison), the game won't even ask you
when you step on it. If you can, the game will ask you.

Back to occupation basics ... Power is an important consideration. Since your
creatures come with a cost, it is best to place high power creatures in tiles
with high base value to make the most out of them. Low base value tiles that
are unimportant can use low power creatures.

Some creatures such as Golems have really high power (38%) and just two of them
(72%) make a tile almost impervious to any attack. Most creatures don't have
more than 24% power so even three of them can't take on two Golems. No matter
how small the value of the tile, if you don't have enough power, you can't take
it.

If you really need to overtake a tile with high power, you can try using
"Poison" spell to halve its power temporarily. For tiles with high CP value,
you can try using "Slow" spell which halves its value. You can also try "Sleep"
which circumvents you from the initial rent (effectively cutting the cost by
1/3). Finally, if you need to protect your tile, you may try "Haste" which
increases its value by 50%, or "Petrify" in a last ditch effort since it has a
side effect of making your tile untouchable while the spell is in effect.



3.7 SPECIAL TILES

Chubby Chocobo
This big bird sells magic stones, which you can also get at the start point.
But the useful thing about him is that you can buy stones by just passing
through (you don't need to stop on the tile).

Arrow Crossroads
This is placed on an intersection. On a bare intersection, you can choose which
way to go. But on an arrow crossroad, you must follow the arrow. You still get
to choose if you came from the direction that doesn't have an arrow. You can
only change the arrow if you stop on it.




3.8 SPECIAL ENDGAME BOOSTS

When one of the players have accumulated a very high amount of CP (about 80% of
the goal), the rest of the players will gain special boosts in a last chance to
overthrow the lead. The boosts are as follows :

- The bankrupt players will (sometimes) have their debts cleared to zero and
then receive gem income when they get to the start point (so they can buy magic
stones and bomb the lead player).

- Players will get all four gems when they pass through Chubby Chocobo (except
the lead player).

- Players will receive extra income (about the doubled gem value with a little
variation) when they reach the start point (except the lead player).

-------------------------------------------------

4. STORY MODE


4.1 MAIN STORY

Apparently, Chocobo & Co. are warped to another world by a dice and some
bubbles while on a picnic. You then start on the overworld. You can walk just
about anywhere, but there won't be anything until you finish the first map to
unlock the next one. Now try walking up the north and you should see the name
of the field popping up. Press A to see the map details.

From here you can see the minimap, the goal CP, and the number of controllable
tiles in the map. The bottommost number seems to be an indication of time in
hours, which is probably the time limit. But nothing happens if you go over the
limit though.

Now press SELECT. You will see 0/4 which means there are 4 creatures/magics
that you can unlock in this map. You can use unlocked creatures/magics in all
maps including the free mode, but unfortunately it also opens them up for the
AI to use against you. (Though, many computer players can use creatures and
magics that you initially cannot so unlocking them simply evens the ground for
you.)

As for how to unlock, I am now quite certain that by dominating the map
(controlling most of the tiles) and leaving few or no tile for the opponents
will unlock the creatures/magic in the map. One other possibility is just
finishing the map multiple times. It shouldn't be difficult with the reset/load
in your arsenal.

Sometimes I just finish the map and don't get anything (especially the second
try) so if you don't get them just try again. After all, this game is half luck
and half skill. Also, it seems that you'll only get as many as two new
creatures/magics per play. (I got three once but it was in combination with the
"Kings" which was unlocked in a special way.)

When you have unlocked all there is to unlock in a map, the game will fill in
the empty player slots with random characters to make a full 4-player game in
subsequent plays.

Anyway, the characters you can use in the free mode is unlocked as you defeat
them in the story mode. In the story mode, though, you only get to play as
Chocobo.

Remember to save often since this game does not autosave. When you finish a
map, be sure to save. See the menu translation if you don't know which one is
the save.

Now back to the story ... I don't know much of the story and they don't seem to
talk much either. In this first map with 8000 CP goal, you'll get the sleep
spell about a few turns into the game (after the black mage casts one). And
you'll get the black mage creature (200,22%) when you beat this map.

For the rest of the maps, there's nothing too complicated. Just go downward (by
the water), then left (the Bahamut Plains), then the two forests by the gate,
then the gate itself, then the mountain inside. Afterwards, the volcano should
pop up and you'll defeat the map around the volcano and then the volcano top.
When you've cleared all the said maps, you will see the ending.

Once you've seen the ending, your save file will have a green crystal on it.


4.2 POST-ENDING

After the ending, though, you can come back, and you will see a new village
popping up to connect the hills with the grassland. This is an extra map with
40000 CP goal. The creatures in here are quite good so try to unlock them
(since many computer players can use them anyway).

After you've finished the village, you should be able to enter the
colloseum-like building to the left. This place doesn't have new
creatures/magics but there are lots of maps you can unlock for the free mode.
Press L/R in the map menu to see different maps. To unlock the maps for the
free mode, just finish it once in story mode. (The same goes for all other maps
in other parts.)

Note : If you lose in the Colloseum, you will gain 500 CP bonus when starting
the next game. Apparently it stacks if you lose (or yield) multiple times but
I'm not sure if it goes away when you win the next game. Only applies to
colloseum games.

Each time you complete a map in the colloseum, the moogle will tell you how
many maps you have gotten from the colloseum so far. The map which you have
cleared will not reappear in the colloseum. There are 50 maps in all (not all,
actually). Once you've completed each and every of them (which could amount to
more than 70 hours of gameplay), you will see a nice congratulation screen and
unlock the last song in the game (for the sound mode). The spell "Kings"
(Meteoraga, 900) will now be available for sale, and your save file will have a
blue crystal added. Also, Chocobo's party (Carbunkle, White Mage, Doru, and the
Moogle) will be available as playable characters in the free mode.

That's not the end yet. When you come back to the colloseum again, you will see
a whole new set of maps. In fact, there are 50 more maps, some of which are a
bit more exotic than what you've seen before. (like, a whole map with just
arrow crossroads and only 7 controllable tiles) I've completed them, and as far
as I could discern, there's nothing to be unlocked and no congratulation screen
either, so you don't really have to play them. After you've completed all 100,
the colloseum will be closed and you won't be able to enter anymore.


-------------------------------------------------

5. LISTS

Finally I've got 95% of all creatures/magic. I've got all creatures that are
shown in the overworld but I really have no idea how to get the last two magic
stones. I was lucky to get the Red Bahamut (Kings) which was not unlocked in a
conventional way. I'm afraid I won't be able to find out about the rest.

Now the names ... I got a friend who can read a bit of kanas to help me but she
doesn't know much either. She's also not very good at English and played few FF
titles. At least the names seem to make more sense now. Like before, I still
list the CP cost and power rating in there so you'll know if it's the one
you're looking for.


5.1 CHARACTERS

Characters are unlocked quite straightforwardly from the story mode. Just
defeat them in story mode to use in free mode. You can't use them in story mode
though. You can unlock Carbunkle, White Mage, and Doru when you complete the
first 50 maps in the colloseum (see post-ending story section).

Some characters have immunities. You can find out about them from the
corresponding creature (e.g. Golem has the same immunities as the creature
Golem). Chocobo has no immunity, and Omega is immune to all magic (what a
cheapo).

The characters are listed in the order appeared when you select your character
in the free mode, from left to right.

Chocobo
Black Mage
Sahagin
Behemoth
Morph
Cockatrice
Tonberry
Goblin
Slime
Lamia
Saboteur
Golem
Mist Dragon
Omega
Carbunkle
White Mage
Doru
Mogri (Moogle)


5.2 CREATURES


Creature Ability Note :

Most abilities do not work all the time. To increase the chance, put more
creatures in the same tile. Some abilities work all the time though, such as
immunities, Doru's power up, or Muse's allowing owner to choose direction.

I once believed that the chance of creature abilities working seem to be
power-based but this may not be the case. Some abilities have an especially low
chance of working and some don't work 100% of the time even though their power
rating is over 100%. However, putting more creatures in a tile increases the
chance.

Note : You can sometimes protect against creature ability (especially the dice
modifiers) by carrying some kind of stones but I'm not sure how they work. When
this happens, the creature makes the ability sound as if it is working, but a
different message appears and the character remains unaffected. I've done it
only once myself. The computer does it a bit more but not much. You'll probably
see the computer players do this sometimes.


Carbunkle (120,18%)
: nullifies magic casted on it (including beneficial ones)
: also protects you if you are in the same tile. Does not protect enemies.

White Mage (80,14%)
: cures abnormal status when the owner passes through

Doru (40,10%)
: +20% power for three turns when leveled up

Black Mage (200,22%)
: increases power when placed adjacent to other black mages
: +10% power per connected black mage tiles
: unlocked from the first map (8000 CP)

Ogre (100,16%)
: bumps players (owner included) 0-2 squares away (in either direction)
: player gets to choose direction after the bump
: unlocked from the second pond (12000 CP)

Hedgehog (60,12%)
: prevents enemy dice from throwing 6 next turn
: unlocked from the first map (8000 CP)

Sahagin (200,26%)
: immune to frog spell
: resets duration for frogged players to 3 turns
: unlocked from the second pond (12000 CP)

Octopus (70,14%)
: ensnares enemies for 1 turn
: unlocked from the second pond (12000 CP)

Mist Dragon (180,22%)
: puts enemy to sleep for 1 turn
: immune to sleep
: unlocked from the secret village (40000 CP)

Morph (260,30%)
: immune to sleep, confuse, and poison
: resets duration for confused and poisoned players to 3 turns
: unlocked from the lower forest (18000 CP)

Mammon (140,20%)
: spins enemy to a random direction
: allows owner to choose direction when he stops on the tile
: unlocked from the upper forest (16000 CP)

Drippy (100,16%)
: ensnares enemies for 1 turn
: immune to confuse
: unlocked from the upper forest (16000 CP)

Onion (200,26%)
: removes haste from players
: immune to sleep, confuse, and poison
: unlocked from the secret village (40000 CP)

Goblin (140,20%)
: extracts 10% or 20% more rent from enemies
: contributes 10% or 20% CP of tile value when the owner passes through
: unlocked from the summit (24000 CP)

Tonberry (320,34%)
: +10% power when someone casts magic (not sure how it works)
: power reverts to normal after an opponent steps on it once
: immune to frog, petrify, and confuse
: unlocked from the gate (20000 CP)

Iron Bat (100,15%)
: resets duration for slowed players to 3 turns
: immune to confuse and poison
: unlocked from the summit (24000 CP)

Frost Bite (220,25%)
: causes enemy dice to throw 2 next turn
: unlocked from the summit (24000 CP)

Muse (140,20%)
: forces enemy to turn around
: allows owner to choose direction when he stops on the tile
: unlocked from the gate (20000 CP)

Mudman (260,30%)
: causes enemy dice to throw 1 next turn
: unlocked from the gate (20000 CP)

Golem (300,38%)
: extracts only 75% or 50% rent from enemies
: immune to petrify
: unlocked from the volcano top (35000 CP)

Dark Titan (320,34%)
: causes enemy dice to throw 2 next turn
: immune to confuse
: unlocked from the volcano top (35000 CP)

Hirelings (260,30%)
: ensnares enemies for 1 turn
: unlocked from the volcano top (35000 CP)

Bomb (210,26%)
: +10% power each time it is leveled up (can be done many times)
: power reverts to normal after an opponent steps on it once
: immune to frog and petrify
: unlocked from the volcano base (30000 CP)

Runt Turtle (180,24%)
: +20% power when tile level is an even number
: unlocked from the volcano base (30000 CP)

Roll (350,38%)
: similar to black mage ; +10% power per connected tile
: immune to confuse
: unlocked from the secret village (40000 CP)

Holy Dragon (340,38%)
: causes enemy dice to throw 1 next turn
: immune to poison
: unlocked from the secret village (40000 CP)

Worm (60,12%)
: immune to sleep spell
: unlocked from the first map (8000 CP)

Gigantoad (100,15%)
: immune to frog spell
: resets duration for frogged players to 3 turns
: unlocked from the first pond (10000 CP)

Cockatrice (300,20%)
: immune to petrify spell
: unlocked from the lower forest (18000 CP)

Wild Rat (200,18%)
: resets duration for hasted players to 3 turns
: unlocked from the lower forest (18000 CP)

Slime (150,20%)
: resets duration for slowed players to 3 turns
: immune to slow
: unlocked from the gate (20000 CP)

Lamia (220,20%)
: immune to confuse
: resets duration for confused players to 3 turns
: unlocked from the volcano base (30000 CP)

Saboteur (180,20%)
: immune to poison
: resets duration for poisoned players to 3 turns
: unlocked from the volcano top (35000 CP)

Atora (500,33%)
: extracts 10% more rent from opponents
: contributes 10% CP of tile value if you land on the tile
: unlocked by clearing the story mode once



5.3 MAGIC

Note : You can defend against magic by holding the same stone in stock. The
stone disappears after nullifying an enemy spell. You can also prevent the
enemy from casting spells this way.


Worm (160) : Sleep (1 turn)
- players hit by sleep lose 1 turn
- sleeping creatures do not take CP
: unlocked from the first map (8000 CP)

Gigantoad (220) : Frog (3 turns)
- frogged players cannot cast magic or use summon stones (but can level up
tiles and buy stones)
- frogged creatures do not take CP
: unlocked from the first pond (10000 CP)

Cockatrice (360) : Petrify (2 turns)
- petrified players lose 2 turns
- petrified creatures do not take CP but also cannot be attacked
: unlocked from the lower forest (18000 CP)

Wild Rat (200) : Haste (2 turns)
- hasted players will throw only 4,5,6 but cannot overtake tiles
- hasted creatures have their tile values increased by 50%
: unlocked from the upper forest (16000 CP)

Slime (200) : Slow (2 turns)
- slowed players will throw only 1,2,3
- slowed creatures have their tile values reduced by 50%
: unlocked from the gate (20000 CP)

Lamia (240) : Confuse (2 turns)
- confused players are uncontrollable but can still summon or do anything
(randomly ; they can still buy stones but they mostly would not)
- confused creatures extract rent from the owner and give it to another player
(mostly the next player in queue)
: unlocked from the volcano top (35000 CP)

Saboteur (180) : Poison (2 turns)
- poisoned players lose 10% CP at the beginning of each turn and cannot
overtake tiles
- halves creature battle power
: unlocked from the volcano base (30000 CP)

Behemoth (400) : Meteor
- level down targeted tile by 1 level
- affects 1 tile
: unlocked from the bahamut plains (14000 CP)

King Behemoth (600) : Meteora
- level down tiles by 1 level
- affects 3x3 tiles
: unlocked from the bahamut plains (14000 CP)

Kings (900) : Meteoraga
- level down tiles by 1 level
- affects 5x5 tiles
- can nullify Behemoths and King Behemoths without disappearing
- not available for sale even after unlocking
: (probably) Buy 3 King Behemoths and cast one somewhere that would affect a
lot of tiles (at least 3-4). You will be given 1 "Kings" stone. You will gain
this stone only once in a map.
: After you've cleared 50 maps in the colloseum, this spell will be available
for sale.


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6. EXTRAS


FREE MODE

Once you choose free mode and select single gameboy, you will go to game setup.
The top number is the number of players. Press A to change. Below are settings
for each player. The COM determines whether the player is a computer. The
middle field is the player name. The last field is the character to use in the
game. You can unlock additional characters from the story mode.

Once you're done with the players, move the cursor to the last line. The
leftmost choice goes to the map selection screen. In this screen you can change
the map and the goal CP. The middle choice goes to player settings. You can
enable/disable creatures and magic and set player handicap. For handicap, the
higher the number, the more income you'll receive from gems.

When you're done, choose the last choice. In this screen, the first choice
randomizes the player order. The second choice allows you to manually set the
order. The fourth choice goes back, and the third choice takes you to the final
confirmation screen. Press A in this screen to begin playing.

The game doesn't keep track of the wins/losses in the single-gameboy free mode
so you can fool around. It even plays a theme of its own when the someone wins.
(not the usual win or lose theme from the story mode)

If you want more maps, characters, creatures or magic, unlock them from the
story mode.



SONG MODE

The first option in the omake menu is the sound mode. Any songs you have heard
in the game at least once will be available here. I've got all the songs now.
The one I was missing was the congratulation theme for completing the
colloseum. The other one I still don't have is the theme when you lose in a map
in story mode (I have to get it some time ;-( ).



CHANGE NAME

This is the fifth option in the omake menu. In here you will see 3 lines you
can select. The first one is your name. The second one is Chocobo's name. Press
A to change. Choose the third one to save.

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7. SPECIAL THANKS

GameFAQs.com for hosting,
SquareSoft for the game,
Nintendo for the gameboy advance,
and you for reading.

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