/\/\   ___  _ __  ___| |_ ___ _ __    /__\ __ _ _ __   ___| |__   ___ _ __ 
 /    \ / _ \| '_ \/ __| __/ _ \ '__|  / \/// _` | '_ \ / __| '_ \ / _ \ '__|
/ /\/\ \ (_) | | | \__ \ ||  __/ |    / _  \ (_| | | | | (__| | | |  __/ |   
\/    \/\___/|_| |_|___/\__\___|_|    \/ \_/\__,_|_| |_|\___|_| |_|\___|_|   
                                                                             
   __            _                     
  /__\_  ___ __ | | ___  _ __ ___ _ __ 
 /_\ \ \/ / '_ \| |/ _ \| '__/ _ \ '__|
//__  >  <| |_) | | (_) | | |  __/ |   
\__/ /_/\_\ .__/|_|\___/|_|  \___|_|   
          |_|                          


Character list, Walkthrough, Monster list.

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This may not be reproduced under any circumstances except for personal, private 
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of copyright.


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Version 1.0
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Contents:

1. Version History
2. Character List
3. Walkthrough
4. Monster List
5. Thanks, Email, Copyright


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1. Version History
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Version 1.0
First posted version.
Size: 42 Kb
Posted on: 3/24/03

Version 1.2
Second Posted version.
Size: 43 kb
Posted on: 3/29/03
Changes: Just a few errors and wrong info corrected.


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2. Character List
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Cox: The main Character of the game. This is who you will play as.  If you 
played Monster Rancher Battle Card you should recognize Cox as the researcher 
you had to find in the Frant Ruins.  He is here to study the Tower and write a 
paper on it. This is what made Cox into an adventurer.

Toamuna: She stays at the Guardhouse where you can save your game at. Toamuna is 
a descendant of the peopel who originaly inhabited this area and has lived by 
the tower her whole life.

Naji: Naji is the guard outside the Tower. He is also Toamuna's son. He says he 
is on vacation since noone ever tries to climb the Tower anymore.  When everyone 
in the villiage decided to climb the Tower he stayed behind to help the other 
people who came to challenge the Tower.

Pashute:  One of the peopel from the villiage who climb the Tower but didn't 
return.  He is being held prisoner in the Tower. He is the Priest of the shrine 
and good friends with Verde.  Once you find him you will have access to the 
Shrine and beable to regenrate monsters.

Verde:  Verde is another one of the villagers who challenge the Tower and 
didn't come back.  She is in charge of the Monser Checkroom. She will hold onto 
the monsters you don't need and let you come back for them when you do. This is 
very useful.

Bodka:  You meet him after defeating Nada.  Nada was keeping Bodka prisoner in 
the Tower since he knows about the Phoenix.  Bodka was the one who made this 
Tower and knows the most about.  He will run the Studio after you free which 
makes it possible to use the link cable to play with other people.

Kalum:  He is the first person to make you battle his monster. He is one of 
Nada's followers who guard the Tower from people like you.  His monster is 
Selketo, the Beaklon. You face him after Stage 10.

Mistral: She is the second person in the Tower you will meet who will put you 
up against a monster. She controls Ferious, some weird Centuar\Pixie monster. 
I don't believe it is in any other Monster Rancher game. You will find her 
after stage 20.

Rafaga:  The third boss monster owner. This time it is a Naga named Punisher. 
He is Nada's personal servant. Rafage is found after stage 40.

Tempest: Last of the peopel you will meet before Nada. By far the owner of the 
strongest. He has a Sragon named Dragon(I guess he isn't very original).  He 
will be found after beating Stage 50.

Nada: Nada is a priest who came to this tower long ago and conquered it looking 
for some mystical power.  She is the one who imprisoned all the villagers in 
the Tower and also who trained all the monsters who are in the different stages 
trying to kill you. Nada controls the Zan you must face at the top of the tower. 
You will find her after beating Stage 60.

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3. Walthrough:
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The game will starts with a map of the area. Three buildings are availible to go 
to. The Guard House, the Tower and the Stage Studio. Toamuna will be at the 
guard house and give you a little histroy of the place. This is where you can 
save your game.  The Stage Studio is for useing the link cable but no one is 
there yet. The Tower is the main place where the game takes place. Naji 
(Toamuna's son)guards the tower. He can tell you things about the tower. 
Contains 60 stages, 10 basement stage and bonus stages.  I will go through the 
Tower stage by stage.


Stage 1
Monsters: Jell

Very simple. Just climb up the first crate and make another to the left of it to
make stairs to the gold key.  Make sure you brake the crate the key sits on to 
get an item.  Kill the monster either by shooting it or breaking the crate its 
on. Then make a crate on the next level so you can jump to the door.


Stage 2
Monsters: Jell - Octopee

The first two crates have items in them.  The one in the corner near the end of 
the screen also has an item.  Make a crate to jump up to the second level. Then 
make stairs to climb to get the key that is above you.  If you make a crate in 
the top right corner of the screen and break it you will get a red diamond. Shoot 
the Octopee, bust the crate by the door to get the item, and you are done.


Stage 3
Monsters: Ghost

The quickest way to get through this level is to kill the first monster then 
make crates to climb on until you get to the crate that is stuck in the devider. 
Break this one and go down to the bottom.  Go on to the third area. Kill the 
monster here and climb up to the key.  The top two crates both have items. Get 
the key and then just go across the top to the door.


Stage 4
Monsters: Jell - Henger - Pancho

If you are out of ammo this one can be tough. Just have to time your jumps right. 
Use a crate to block off the Henger once it is behind you. Hengers do not break 
crates that are in their way. Other than that its rather straight forward.


Stage 5
Monsters: Dino - Jell

Bust the crate the Jell sits on to kill it quickly. Grab all the items. To bust 
the next crate that leads down you must duck and press A at the same time while 
standing next to it(not on top of it).  Make sure to grab all the items without 
going into the door before you are ready.


Stage 6
Monsters: Dino - Jell

Don't go thorugh the bottom to get the key and the bell. Just go from the top. 
No items in the crates so don't bother with them until you have to.  There is a 
Monster Wings in this level that opens up one of the bonus levels. You need a 
complete disc and must have already found Pushute and Verde. The Wings is at the 
space right above the red diamond. You have to make a crate there by getting on 
top of one of the grey boxes next to the space. Duck and make a crate.  Go back 
around and break it by jumping. Once you have cleared the stage you will be taken 
to the bonus stage.


Bonus Stage 1

First get the bell. A couple crates over has a 1up inside. Along the right wall 
you will find a bell and a disc piece inside the crates towards the top.  On the 
left side of the wall a crate near the top contains another disc piece and a 
crate below the foor contains yet another disc piece.  To capture the Hare just 
smash a crate it is standing on then touch it. Very easy.


Stage 7
Monsters: Dakkung, Jell, Joker

Make sure you go in the upper level to get the bell.  On the crates to the right 
and left you will find some ammo.  After you get the key go past the door(bust 
the crate in the groove below the door to dodge the Joker) to the end of that 
little passage. Make a crate there and bust it.  Another bell will appear. 
Collect the bell and you are done.


Stage 8
Monsters: Octopee

The first two rows of crates you see only have items at the end.  One of the 
lower crates by the key have an item. The two circular things are NOT items. The 
monsters in this stage are coming out of these things. Grab the bell and key 
then drop down to the door.


Stage 9
Monsters: Plant

The Plant monsters shoot things that hurt you and destroy your crates which can 
make climbing hard. Make a block in there line of fire as a sheild can give you 
enough time to make the next crate and jump. Not to hard though.


Stage 10
Monsters: Psiroller

Both crates in this stage have good items. The bottom one holds another bell. 
The top one contains a corner of a Disc.  The Psiroller monsters do not break 
the blocks but just roll onto them which may set them loose in the room.  
This can be both helpful and detremental at the same time.


Selketo

You will see a sequence where someone appears and sends a very large Beaklon 
name Selket after you. You will have to beat this thing to get the key.  It 
will be on a platform with three crates in the center.  You have to destroy 
all these crates to cause Selketo to fall to his death. He drops down spikes 
that hurts you and destroys the crates.  If you get hit three times you will 
die. Just watch where he is at and time your movements. When you get to the 
crates  you will have to jump at the first couple to break them. Then you 
should have enough room to break the last crate the normal way.  Just don't 
get killed and wait for him to walk into the gap. You will not be timed on this.


Stage 11
Monsters: Blue Flame

This one is the hardest one yet. The Blue Flames will kill you if touched.  Don't 
bother with the Blue Flame on the left. Break the crate the the one on the right 
is on then replace it. Climb up to the top, get the items, and build yourself a 
bridge to get to the key.  Go ahead and drop down, but make sure not to go to the 
bottom until you gotten the bell. You will be stuck downthere otherwise. Once you 
have the bell then go to the bottom and go through the door.


Stage 12
Monsters: Psiroller - Plant

None of the crates here have any items.  Not too difficult. Just watch out for 
the plant at the top. It will try to shoot you when you go for the door.Shoot it 
if you have ammo. Otherwise its all about timing.


Stage 13
Monsters: Dakkung - Henger - Jell

There is an item in the crate at the top. Just make sure to block the Henger. 
Nothing else special really. Grap the items you see and go to the door.


Stage 14
Monsters: Joker

Get the items  that are on the level you are first. Then bust either the left 
or right crate to go down.  Watch where the Jokers are at. Wait until they are 
not on the side  where you have to go down is at.  On the next level just bust 
the crate and go when the Jokers below are on the other side of the first crate 
on your level. Jump down, bust that first crate, and jump in the hole. The Joker 
will just float over you. Jump up and go down to the next level.  Just run 
straight for the drop off. Wait for the chance to go back and bust that last 
crate. It has a bell inside. Once you have the bell you are done.


Stage 15
Monsters: Jell

This is another tough one. Kill the first Jell by breaking that end crate as 
soon as it gets on it. Replace the crate and jump on it. You will now need to 
jump over the door onto the next level, hop over the Jell and then climb up to 
the next area.  Now, At the left end of the level you are on make a crate then 
jump up to the next level before the Jell touches you or breaks the crate you 
just made. To get the bell you will have to jump from here to get it. Go back 
down to the door and make sure you don't jump on a monster by accident.


Pashute The Priest

You will now find Pashute the Priest.  He will agree to activate the shrine and 
tell you how to seal monsters with the Disc pieces.  On the main map the Shrine 
will now be availible.


Stage 16
Monsters: N/A

This is an extremely difficult one. You might not want to bother with the bell. 
I don't know any easy way to get it. And getting the jump right to get it can 
waste all your time and the jump for the key can take alot of time as well 
considering you have to make it a second time to get to the door.

First you want to fill all the blank spots leading from the floor to the key.  
Then you have to make crates up up the right side of the screen in the direction 
of the bell. When you reach the spot where its two empty spaces on top of each 
other start crossing the room over to the key.  When you have the key climb back 
up and go to where the key was before. Instead of dropping down make some crates 
along the top. Don't skimp out on the one next to the door thinking you can jump. 
Its easier to make one and just walk across.  


Stage 17
Monsters: Dakkung

This one can be tough but once you know where to start at its all just jumping.  
Go up the right side of the room, not where the Dakkungs are. Just make a stack 
of crates as you go. Go across the room and try not to fall.  If you do fall and 
need to pass the Red Flame just break the crate that the Red Flame is sitting on 
and it will go out. Once you have the key you can try to go back across the Stage 
from the top or you can risk the easier way but have to deal with the dakkungs.  
When you get below the door make your crates fast before the Dakkung guarding the 
door gets you.


Stage 18
Monsters: Dino - Jell - Psiroller

First climb up the right side of the stage killing the dino and the jell by 
smashing the crates when they walk on top of them.  When you are on the top 
level, wait for the Psiroller that is inside of the area with the key to get to 
the bottom. Then smash the crate. This will free him. DON"T jump down there.  
instead continue going. Go down the left side and bash your way through the 
crates until you get to the point you started at. climb back up, drop down on 
the key and head to the door.  Try to avoid getting in the Psiroller's path. I 
always do at the top level and end up letting him roll down the corner then 
trap him with a well placed crate.

There is a Monster Wings here.  On the bottom of the stage close to where you 
start there are two blocks stacked on top of each other. It is next to this on 
the right. When you clear the level you will be taken to the bonus stage.


Bonus Stage 2

The crates in the corners have disc pieces in them. Various other crates contain 
various items. Bells, ammo, whatever. Just touch the Gali to catch it.


Stage 19
Monsters: Psiroller

This one you might want to skip some of the items.  You can get them all but it 
requires alot of patience. Just becareful of which crates you break and where 
you put new ones.


Stage 20
Monsters: Jell - Naga

Very easy. Get the key and go to the door. But if you want some bad ass items  
you will find a bunch in the right bottom corner of the stage. Will take alot of 
time but there is a 1up, a disc piece, and many other good things down there.


Ferious

Another boss battle.  Thsi time there will be spikes on either sides of the room. 
Below the spikes will be levers. You have to build crates up so you are next to 
the lever.  When the monster is just about to where you are at hit the lever with 
the thing you make crates out of.  You must be next to the lever. be on it or too 
close and he won't trigger it. After you pull the lever GET OUT OF THE WAY! The 
spikes will hurt you to.  Usually the monster will head the oppistie direction 
after getting hit buy sometimes keeps going the same way it was. Repeat this a 
few times and Ferious will die. Be careful though. This is a hard boss.


Stage 21
Monsters: Jell

The key will stash itself in a crate. It does not disappear... I thought this the 
first time I played this stage.....  anyway....  Climb up the right side killing 
the jells as you go. Smash the last crate out of the group that is lined up at 
the top to get the key. Go down and go into that groove with the bell. Then make 
a crate to walk across. If you fall all the way down you will have to loop around 
again.


Stage 22
Monsters: Naga - Pancho

Avoid the little green guys, go down to the last level before the bottom and bridge 
yourself to the key, and head to the door.

Another bonus stage is availible here and will be the last one for awhile. The 
Monster Wings can be found by makeing a crate at the third space from the bootom 
against the left wall.


Bonus Stage 3

Just smash you way to the key and the golem. Lots of items in the crates like 
normal.


Stage 23
Monsters: Naga

HAve you ever played that old Nintendo game Lemmings?  If you have this will look 
familiar. This stage is extremely difficult. The things keeps pumping out nagas 
nonstop at a very fast rate. I haven't really been able to figure out a good 
strategy for this level other than doing ALOT of fast doging to grap the key and 
get to the door as fast as you can.  If someone knows a good way to beat this 
stage email me.


Stage 24
Monsters: Ghost - Joker

Make crates to climb up on the right side of the stage.  Make sure to time your 
falls when you go for the bell and the key. The bell is a little harded but the 
key is easy to get. Once you have the key just climb back up to the top like 
before and bridge yourself to the door.


Stage 25
Monsters: Joker - Octopee

This one is pretty easy as long as you are careful. The crate above the door 
contains a 1up. The crate in the top left corner has a disc piece. The hourglass 
thing appears to cut your time in half. Don't really think this is a good thing...  
The rest is rather simple.


Stage 26
Monsters: Henger - Plant - Joker 

There is a very easy mistake here that can cause you to die.  Don't go straight 
for the key.  You have to take out the crate below the key or you will get stuck. 
It is also good to take out the plant early. Just build a crate for it to walk on 
then smash it.  The crate closest to the door contains a disc piece.  When you do 
make the drop for the key, but becareful not to fall on the Joker or Henger.


Stage 27
Monsters: Blue Flame - Octopee

This is another hard one like the Naga room.  Just move fast and you shouldn't have 
too much of a problem. An Alf Doll is in on of the crates towards the bottom.


Stage 28
Monsters: Dakkung - Psiroller

Another Psiroller level.  Just patience and timing is all you need.  On the right side 
if you make a crate against the left wall second from the edge of the level with 
the Dakkung and the key, smash it to get a bell.


Stage 29
Monsters: Naga

Another stupid level with the Nagas. Not as difficult as the last one though. 
Breaking the crates under them works really good.  Get the key then go straight 
for the door.


Stage 30
Monsters:  Naga

More Nagas.  Nothing really good in any of the crates so don't bother. Just get 
the key, knock out the crates so the nagas mostly go straight to the bottom and 
go to the door. Make sure you grab the disc piece above it and don't miss the 
bell at the very top of the stage towards the left.


Verde

You found another person. Verde is in charge with the monster checkpoint. Now 
that you have both Verde and Pashute you can start getting monster of your own.  
You 


Stage 31
Monsters: Jell - Joker - Octopee

Bridge yourself across this level and watch out for the Jokers.  At the very 
bottom is a disc piece but if you have no ammo the monsters down there can be 
hard to dodge.


Stage 32
Monsters: Blue Flame - Henger - Naga

You may have trouble with this but to get the bell on this level go straight 
for the door without getting the key. Make a crate above it and break it. This 
will make a bell appear in the crates place. Next thing to do is get the key. 
The trick is to get imbetween the key and the Henger then place a crate in 
front of the Henger so he can't touch you.   Then just wait until he is far 
away to smash the crate so you can escape. Its best to put the crate where 
there is nothing above it so you don't have to worry about breaking it but that 
can be tricky.  If you want the item where the naga is bust the crate out where 
when he walks into the gap he will fall straight to the floor.  Don't bother 
with the crate that has the Blue Flame on it if you have ammo. Just shoot towards 
the wall and the fire ball should climb the wall and hei the naga. If you do have 
to break the crate with the Blue Flame make sure to get out of the way fast. Then 
just climb up real fast to avoid the Henger.


Stage 33
Monsters: Joker - Naga

If you have ammo use it on the Jokers right away. This will make things a lot 
easier. Avoiding the Nagas just takes some luck and good alot of quick dodging.


Stage 34
Monsters: Dakkung - Octopee

This isn't too hard. These types of levels are getting annoying though....  
Typical strategy for this. There is a crate in the second row from the bottom 
left side of the stage that contains a disc piece.


Stage 35
Monsters: Naga - Psiroller - Octopee

This time the circle thing produces Nagas and Octopee's alternately. They aren't 
too much trouble though. Just be fast.  The only way you are going to get to the 
door is by smashing the crate the Psiroller is on letting it free. Hury up to the 
door though. The thing will circle back around pretty fast.


Stage 36
Monsters: Dakkung

The only crates that have items are the three in the row the Dakkung can't his.
As you climb keep putting up crates as shields from the Dakkung's missles.


Stage 37
Monsters: Ghost - Henger - Jell

The key is all the way in the top corner. When you start making crates to climb up
there do it all the way against the right corner where the ghost are not at.  When 
you get it build crates the third row from the top and jump back over to the door. 
One of the crates towards the bottom on the right against the wall contains some 
ammo and one on the left side about a space from the left wall has a bell. Couple 
other small items in the others. Not much worth geting killed for though.



Stage 38
Monsters: Joker - Naga

More Nagas. If you have the Hare right now I would suggest useing it. Thats the 
only way I can beat this level.  You need to get where all those gems are.Once you 
do that you are safe from the Nagas for a bit. In the bottom right hand corner 
there is a crate containing a disc piece.Now climb up. There will be a joker 
floating around up here. Just make a block  infront of the ones you are standing 
on for him to break so he will turn around. Get the key and head back the way you 
came.


Stage 39
Monsters: Psiroller

Trap the monsters as you go and it shouldn't be too hard as long as you don't take 
to long. There is a time increase itemin a crate by the door. This helps alot.


Stage 40
Monsters: Octopee

Its good to use Hare on this level again. Gali is good as well.I found it a bit 
easier to wait most of the crates have been destroyed before going for the key. 
As long as you don't stay under the portals the Octopees jump out of you should 
be fine.

Punisher

Another boss battle. I found this one very easy.  Its most enjoyable getting to 
kill a giant Naga after all the trouble they have given me.  You have to light the 
candles in the room by shooting them with fireballs.  Punisher will drop down 
giant purple ball looking things that will hurt you and destroy your crates. But 
when the crates are destroyed they leave behind more ammo. When you think he is 
going to attack on the side you are on just try to get close to the wall and you 
will be fine.


Stage 41
Monsters: Blue Flame - Octopee

I do not believe there is anyway to beat this level without the golem. You need 
him to destroy all the crates in the level. But don't do that right away. First get 
the key. It is in the crate closest to the portal that the Octopees are coming out 
of. Let a few of them go by before grabbing. Then replace the crate but put it one 
space below the original.  This will trap all the Octopees that come out in the groove 
where the first crate was. Now break the crates that the Blue Flames sit on. Put new 
ones on top of them to climb on.  Get to where the crates go all the way to the floor 
by the door. Use the golem and rush to the door before the Octopees find their way to 
you. 


Stage 42
Monsters: Ghost - Joker

This one is rather easy.  Just build crates to the key being cafeful of the Jokers 
and time your drop for the key. As you fall make sure to fall either to the left or 
right to avoid the ghost.


Stage 43
Monsters: Naga

Use Gali here and its very easy. Otherwise, its near impossible. Those Nagas tear my 
ass up everytime.


Stage 44
Monsters: Blue Flame - Octopee

Right above where you start at will be three crates with with a Blue Flame on the end 
boxes. The one in the middle will contain a Monster Wings.  If you still have Gali 
equip it will make getting this a lot easier.  The Octopees get in your way often. Go 
from the left to the boxes. Knock out the block underneath the Blue Flame first. Then 
go down to where the flame is and make a crate in the space directly above it. Go back 
up and get the Monster Wings.

Now conitinue going right and up to get the key. Then drop back down and go to the 
door. If you don't have Gali you are going to really need to rush. This can take a lot 
of time to do.

Bonus Stage 4

More crates with items. Grab Suezo and the key and exit when you want.


 
Stage 45
Monsters: Ghost - Henger - Red Flame 

There will be two crates in this stage right next to each other. The left one has 
nothing. The Right one has ammo. Get this ammo and just blast the monsters.  Best 
thing to do in this level. To get the key smack the Red Flame then hop in the air, 
grab the key, then press right to make him land next to the Red Flame. Bridge 
yourself over the flames on the right and climb to the door.


Stage 46
Monsters: Blue Flame

I have yet to do this one with out dying once. Just work your way to the top, drop 
down get the key. I usualy get stuck her and run out of tiem trying to get back to 
the top. Once it starts over the door will still be open so go to the otherside and 
drop down to where the door is.


Stage 47
Monsters: Ghost - Naga - Octopee

TRhis one can be hard if you do not know where the key is. But I will tell you and 
make your life easy. Aren't I a great person?  Do NOT use Golem in this level. It 
will cause your doom. The ghost will start working his way up the middle of the 
crates deviding into two halves. Also thsi makes a path for the Nagas and Octopees 
to follow so they don't bother you while you are after the key.  Both sides contain 
some pretty good items but start with the left side first. The second from the top 
row of crates contains the key. Once you have this I suggest you go to the door but 
if you want to item hunt go ahead some good stuff and at least one time extension 
item on both sides of the stage. 


Stage 48
Monsters: Naga

Shoot the stupid little Naga, get the key, then leave. If you don't have ammo use
Hare or Gali and do some quick dodging around the Naga.


Stage 49
Monsters: Dakkung - Jell - Joker

Watch out for that portal that is above you when you start. I suggest you get on 
the next level as quickly as possible. The Jells that come out of there live a long 
time. The only other important you have to do is kill the Jell by the door.  Bust a 
crate out from under him(which will get you a 1up as well) and go through the door.

Stage 50
Monsters: Psiroller

This is the hardest one with the Psirollers yet. Might take a few times to beat it 
but Gali once again comes in handy and just trap them as you go.

Dragon

You know all that talk about harder battles ahead the other peopel in the Towers 
were saying. This is what they were talking about. Dragon will not be easy to beat.  
When the battle starts go to the right area of the stage and you will find it 
stamping its foot causeing rocks to fall. When they do fall they make ammo. Collect 
a lot of this. The rocks ar not what you have to worry about though. To kill it you 
need to build a platform to stand on so you are right in front of his face. Now 
crouch down and fire when the foot lights up. The fireball should trail down the 
side of your platform and hit the foor. This will cause the Dragon's head to light
 up. As soon as it does shoot it then run away in the oppisite direction because it 
will spit out a spread of fireballs at you. Repeat this a few times, and he will be 
dead.  

Stage 51
Monsters: Jell - Naga

Gali works great in this level. Just use Gali and it should be no problem.


Stage 52
Monsters: Naga

More stupid Nagas.  Just be quick and it shoudln't be too much trouble. Hare and Gali 
work well on this level. 


Stage 53
Monsters: Dakkung - Ghost - Psiroller 

This stage is easy if you don't need the 1up. Otherwise it is extremely hard.  If 
you do want it try useing Gali to stop the Psirollers long enough for you to get the 
one up and go back around. If not just drop down to grab the key when the Ghost is 
almost at the bottom. Then make a crate to use as a bridge to the door.


Stage 54
Monsters: Blue Flame - Joker - Psiroller

First you have two options. the first Blue Flame you deal with you can choose to 
jump over it now or jump over it later. I find jumping over it now is easier since 
there is nothing else to deal with.  If you want you can smash the crate its on and 
send it down with the other mess of things to deal with. After you decided  there is 
a crate you need to smash right now. Its the one that is all the way at the top 
sitting on the solid grey boxes. Now just drop down, dodge the enemies, smash the 
crate the Blue Flame(the one under the key) is sitting on and make one on top of it 
to get the key.  After you have done this go all the way to the other end of the 
screen and start going up.  This is the really hard part. You need to jump on the 
crate that the Psiroller is on.  You have time smashing the crate so it goes off in 
the direction oppistie of where you will be going then replace it. When you jump on 
that crate jump into the space you made earlier at the top.  Then go to the door.  
There is nothing special in any of the 
other crates so don't bother with them.  


Stage 55
Monsters: Blue Flame - Naga - Pancho

This one took me forever to beat. First hop over the Naga, bust the crate below the 
Blue Flame then make your way down to the key. Go back up to where you started.  Smash 
the crate that is above the Blue Flame next to the door. Hop into that groove that is 
next to the crate under the Naga and smash it. After the Naga falls  make a crate to 
walk on and grab the items. The next part is hard. You need to jump over the blue flame 
on to the solid grey box above the door. This is very hard and almost not worth the 
items. Now comes the crucial part. You have to have Golem. I do not know of any other 
way to beat this level. Use Golem while on the box above the door and you should drop 
right into it.


Stage 56
Monsters: Ghost - Henger - Jell


Just take out as many as you can. Trap the Hengers and knock crates out from under 
the Jells. Up up the right side then down the left side. Then back up the right to 
get to the door.

Another Monster Wings here.  Can be found in the top left corner of the screen.


Bonus Stage 5:

Various items in the crates as usual. Grab the tiger an the key then go thorugh the 
door when you are ready. 


Stage 57
Monsters:  Dakkung - Ghost - Joker

Go up the right side to get the key then go up the left side, and cut across the top 
to get to the door. Take your time. Its easy to get stuck inbetween all the monsters 
running around. 


Stage 58
Monsters: Octopee

The Monster Wings are very obvious this time. You see them right from the start. 
Just be quick getting the key and the wings. Gali helps as usual.

Bonus Stage 6:

Items in the boxes. Grab Mocchi. Leave when you want.


Stage 59
Monsters: Blue Flame - Octopee - Psiroller

This is another one of those really hard ones.  First get the key. It is in the 
crate below the door. Now start going up from the right side.  Go left at the second 
opening. You need to drop that Blue Flame down. Jump at the crate its on but do it 
as far over to the right as you can since you need to move out of the way as soon as 
the crate breaks. Continue going up the way you were. When you get ot the top go all 
the way to the other side and go down. As soon as you get to where the Blue Flames 
are start going right then back up. Follow the path to the door.


Stage 60
Monsters: Blue Flame - Joker

Super easy. First drop down and go left. Smash the crates below the Blue Flame then 
go back and head right. Take out the other Blue Flame then continue up and right to 
the key. Grab it then go straight across the top to the door.  

Nada

Wow she has large breas... n/m Anyway. You are finaly at the top. And now you must 
fight Nada's monster. If you played Monster Rancher 3 you will recognize his monster 
as the secret Zan. It was the one that was ultra secret and suppose to be bad ass 
but wasn't really all that great. All you have to do is try to dodge the attacks and 
collect the disc pieces. When you get all four Moochi will activate causeing you to 
flash. Now just touch him. Repeat this and victory and a Silver Key is yours.


Guess what? Its not over yet. Now its time to collect more of those Silver Keys that 
you got from the Zan. They are scattered throughout the Tower.

Here are the Locations:

Stage 3: In the middle section of the Stage half way up and to the right. In plain 
site.

Stage 9: Top left corner of the room.

Stage 15: It is half way up against the left wall.

Stage 24: Against the left wall.

Stage 29: Right by the portal the Nagas are coming out of.

Stage 36: Inbetween the two Dakkung's on the left wall.

Stage 43: In the middle of the screen there is a row of three crates. It is in the 
one on the left end.

Stage 47:  Dead center of the screen. The ghost will clear out the crate it is in.

Stage 53:  Its right by where you star on the otherside of the grey box.

Now its time to go to the Basement. Stock up on Gali before you go. You will need 
to use it alot.


Basement Stage 1:
Monsters: Blue Flame - Octopee

Drop down for the key from the left. As soon as you land make a crate blocking off 
the area the key was in from the floor. This will keep the Octopee from bothering 
you. Climb back up the right side of the room. Smash the crate underneath the right 
Blue Flame. Don't bother the left one. Go back to where you started and drop down 
to the door like you did for the key.


Basement Stage 2:
Monsters: Blue Flame - Naga - Psiroller

Go to the top.  You need to wait till the Psiroller is near the bottom before 
dropping. Then you need to fall, smash the crate on the right, and go into the 
space where the crate was. Go back to the top and fall back into that space again.  
This time bridge yourself over to the door. Gali does wonders in this Stage.

Basement Stage 3:
Monsters: Dakkung - Psiroller

That first Psiroller isn't going to stay in there for very long so hurry up. Go get 
the key and go to the door. Gali works good here as well.


Basement Stage 4:
Monsters: Plant - Psiroller

Gali is good again too. Just becareful about which crates you break and where the 
Psirollers are. SHouldn't be too hard.


Basement Stage 5:
Monsters: Joker - Octopee

Be quick enough to avoid the Octopee and you should be fine.


Basement Stage 6:
Monsters: Psiroller

Use Gali and try your hardest not to get hit by the Psirollers.


Basement Stage 7:
Monsters: Dakkung - Ghost - Psiroller

This one is very difficult. You need some ammo to get past the first Psiroller 
if you don't have Gali. Climb up the side of the Stage with the ghost. You have 
to be fast though since it makes quick trips up and down. Jump across where the 
Psirollers are. You can use Gali if you want here but you can run straight across 
if you time it right. Once you reach the end with the Dakkiung shooting missles 
down climb up. Make sure not to get hit though. When you get to the top drop down 
to the key.  Now just repeat what you did to get to the top but instead of dropping 
down just keep going straight to get to the door.


Basement Stage 8:
Monsters: Ghost - Plant - Psiroller

Drop Staight to the bottom. Make some stairs to get to the crate side.  Smash the 
crate and continue going right. When you get to where the Psirollers are at it is 
good to use Gali since you have to go through there. Drop down the side and make 
sure to get the time increase item becuase you most likely need it. Then get the 
key but becareful to wait until the Plant starts walking the other way. Then you 
need to hurry up so you don't get in its path.  Now go back to the place with the 
ghost and climb up to the door.


Basement Stage 9:
Monsters: Blue Flame - Jell - Psiroller

The only way I know how to beat this level is to use Gali. Where the door is there 
are two Psirollers running around. You need to drop down there and get to the floor 
underneath where the two Blue Flames are. So wait until the two Psirollers are on 
the same side and use Gali. Drop straight down. Now bust out the crate under the 
1up. Go to where the Blue Flame is and smash the crate below it so it falls to the 
floor.  Drop down the space and smash the crate next to the key and slip into that 
space. Grab the key and bust out the crate below and jump down to the floor. Now 
climb back up to the top and go to where the Psirollers are again. You will most 
likely need to use Gali again to get to the door.


Basement Stage 10:
Monsters: Ghost - Joker

Best thing you can do on this level is use Gali or Suezo. Stop all the monster or
out run them. Just get to that red disc in the corner and you are done. 

Thats it, you are done. The end sequence will play, then the credits roll.  
After that the screen goes back to the map and you are alowed to explore the Tower 
all you want.


ENDING SPOILERS!!!!!!!!!!!
ENDING SPOILERS!!!!!!!!!!!
ENDING SPOILERS!!!!!!!!!!!
ENDING SPOILERS!!!!!!!!!!!
ENDING SPOILERS!!!!!!!!!!!
ENDING SPOILERS!!!!!!!!!!!


If you don't recognize the other person in the ending or where Cox is at, you 
should play Monster Rancher Battle Card.  Alf is one of the main characters and 
they are at Cox's house. The Nox he talks about is Cox's brother but in Battle 
Card he is named Knox.


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

4. Monster List
--------------------------------------------------------------------------------

Bad Monsters:

Blue Flame:  A flame of blue fire. Doesn't move and can't be destroyed. Useing 
the A button causes it to shrink for a short amount of time ableing you to jump 
over it.

Dakkung: A duck head the sticks out from the walls and shoots missles that 
destroys crates and kills you. Will die when shot.

Dino:  Breathes fire and dies if it falls from any distance. Will 
destroy any crate in its path.

Ghost:  Floats up and down. Can only be killed by shooting it. Destroys any 
crate put in its path.

Henger:  Flying Robot. Only dies if shot. Floats back and forth. Will not 
destroy crates put in its path. It will just turn around.

Jell:  Walks bath and forth. Will break any crate in its path. Dies if it falls 
any distance.

Joker:  Floats back and forth. Will break any crate that gets in its way then 
turns around. Will die only if shot.

Naga:  Destroys any crates in its path. Only dies if shot.

Octopee: Same as the Naga. Destroys any crates in its path and dies only if 
shot.

Pancho: Walks back and forth. Turns into a melon(squash?). Does not destroy 
crates. Dies only from being shot.

Plant: Walks back and forth. Shoots seeds that destroys crates and kill you. 
Dies if it falls or is shot.

Psiroller: Runs around along any surface in circles. Dies if shot.

Red Flame: Same as the Blue Flame but will go out if it falls any distance.


Boss Monsters:


Selketo:  A Beaklon. Drops large spines from above. Belongs to Kalum.

Ferious:  A Pixie\Centuar. Only found in this game*. Trys to trample you. 
Belongs to Mistral.

Punisher:  A very large Naga. Drops weird lookign purple balls on you. Belongs
to Rafaga.

Dragon:  As the name suggest, a very large dragon. Causes rocks to fall and 
breathes fire.  Belongs to Tempest.

Zan:  Has no name. Is just a Zan monster. Teleports, flys, and does all sorts 
of things. Belongs to Nada.


Good Monsters:


Hare:  Increases speed of character. Is found on Stage 6.

Gali:  Stops time and movement of monsters. Is found on Stage 18.

Golem:  Destroys all crates and grey boxes. Is found on Stage 22.

Suezo:  Allows you to see hidden items. Is found on Stage 44.

Tiger:  Kills all monsters. Is found on Stage 56.

Mocchi:  Makes you invinsible for a short time. Is found on Stage 58.


* I think this is the only game. I haven't come acrossed it in any of the others
that I have played.  If you know different please inform me of so.
--------------------------------------------------------------------------------

5. Thanks, Email, Copyright
--------------------------------------------------------------------------------

First I would like to thank Tecmo. They have made a great series of games that 
have brought me much enjoyment. I would also like to thank them making the Naga 
the most annoying  monster in this game. They have completely ruined the Naga 
for me. Second I would like to thank GameFAQs both the Guides I have written so 
far and the one review. I hope this continues into the near and distant future.  
A big thanks goes to Billy Howerdel and the rest of the people in A Perfect 
Circle for giving a Twiggy Ramirez a job with APC so Twiggy doesn't go broke and 
have to live in a cardboard box since he is no longer with Marilyn Manson. 
Lastly I would like to thank Billy Corgan for releaseing the Zwan cd giving me 
something to listen to while I wrote this.


If anyone knows the names of all the items please e-mail me.

Feedback is happily accepted!!

Email: ruinrust@msn.com

Copyright: Shaun William McGurn 2003