Gurumin: A Monstrous Adventure
FAQ/Walkthrough
By Jason Venter
Thank you for choosing my FAQ. I work hard to ensure that each FAQ I write
provides useful information in a pleasant and intuitive format. Also, I like
both cheese and pickles a great deal. You will find contact, legal and
copyright information at the end of this FAQ.
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TABLE OF CONTENTS
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The table of contents is your friend. Each segment listed below is followed
by a bracketed alpha-numeric code. If you're using a Microsoft word
processing program, press CTRL+F (on an Apple, it's COMMAND+F) and enter the
code within the brackets to skip to the corresponding section of the FAQ in a
flash.
{C0002} AUTHOR'S NOTES
{C0003} REVISION HISTORY
{G0001} GENERAL STUFF
{G1001} Controls
{G1002} Game Basics
{G1003} Game Flow
{G1004} Upgrade Info
{W0001} WALKTHROUGH
{W1001} Tiese Town
{W1002} Monster Village
{W1003} Potato Ruins (Nanometer Shrine)
{W1004} Tiese Town (after the ruins)
{W1005} Radish Woods (Cheery Forest Path)
{W1006} Potato Ruins (Nanometer Shrine - again)
{W1007} Potato Ruins (Meter Corridor)
{W1008} Potato Ruins (Centimeter Hall)
{W1009) Radish Woods (Fountain Clearing)
{W1010} Radish Woods (Eerie Way)
{W1011} Asparagus Lake
{W1012} Radish Woods (Forest Ballroom)
{W1013} Potato Ruins (Mile Palace)
{W1014} Potato Ruins (Kilometer Path)
{W1015) Spinach Caverns (Bracken Hollow)
{W1016} Mole Dojo
{W1017} Spinach Caverns (Bracken Hollow - again)
{W1018} Spinach Caverns (Forgotten Den)
{W1019} Spinach Caverns (Ancient Lagoon)
{W1020} Pecky's Mansion
{W1021} Pimento Mountain (Fairies' Nest)
{W1022} Pimento Mountain (Sky Steps)
{W1023} Doc's Lab
{W1024} Pimento Mountain (Sky Steps - again)
{W1025} Pimento Park
{W1026} Pimento Mountain (Star Ridge)
{W1027} Radish Woods (Serpent Road)
{W1028} Radish Woods (Bats' Hideaway)
{W1029} Spinach Caverns (Tumultuous Cave)
{W1030} Spinach Caverns (Shadow Grotto)
{W1031} Motoro's Gym
{W1032} Eggplant Caverns (Crystal Way)
{W1033} Pimento Mountain (Dragon's Back)
{W1034} Pimento Mountain (Heaven's Hill}
{W1035} Eggplant Caverns (Sapphire Line)
{W1036} Eggplant Caverns (Ruby Cave)
{W1037} Eggplant Caverns (Amethyst Road)
{W1038} Eggplant Caverns (Topaz Path)
{W1039} Oblivion Abyss
{W1040} Great Fang
{C0004} FREQUENTLY ASKED QUESTIONS
{C0005} ACKNOWLEDGEMENTS
{C0006} CONTACT/COPYRIGHT/LEGAL
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AUTHOR'S NOTES {C0002}
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It seems like I'm always writing FAQs for games that have been out forever,
then feeling bummed out because there aren't actually a lot of people who even
care to read them. Gurumin: A Monstrous Adventure is the cure to that issue
for a few reasons, including the fact that at the moment there aren't any
other FAQs on GameFAQs or my site. This FAQ will change that, with
comprehensive coverage of a game more people truly should try. It's so
comprehensive, in fact, that you might not want to read it if you hate
spoilers. I don't tend to give them away ahead of time or anything (and I
avoid giving away the final few twists of the plot at all), but as you move
through this FAQ you should expect to find pretty much everything given away
as it happens. Don't read ahead unless you want things ruined for you. Now
that I've bored you to tears (and warned you about the spoilers), it's time to
move on to the good stuff!
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REVISION HISTORY {C0003}
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April 18, 2007
I started the FAQ on April 12 and wrote almost incessantly from that point
onward. Gurumin took over my life and left me with an angry wife. It was a
great game, though, and I still like it when all is said and done. On April
18, I finally finished the FAQ and submitted it to HonestGamers and GameFAQs.
Whew!
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GENERAL STUFF {G0001}
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Gurumin comes with an instruction manual, as you well know. However, some
people may rent it or borrow it from a friend. Perhaps they'll even buy a
used copy with the manual missing. Then what do they do? Though the game
does walk you through the basics right at the start, you may come to a point
where you can't remember what you were supposed to press to perform certain
actions. Or something. Here, I'm going to walk you through the basic stuff
that should get you started on the right foot even if you don't have the
manual. I might even get generous and throw out some general strategies to
keep in mind. You just never know. So this is the section to read through
first if the game is kicking your butt. Best of all, no one has to know. It
can be our little secret.
================
CONTROLS {G1001}
================
The controls in Gurumin are pretty simple but I'll outline them here in case
you forget anything. First, here's some ASCII art of the PSP, courtesy of
GhostOfLegault on the GameFAQs forums:
_____________________________________________________________
,' ,' `. `.
/-----' .-----------------------------------------. `-----\
/ | | \
/ __ | | .-. \
/ | | | | (/_\) \
| __ \/ __ | | .-. `-' .-. |
| |__ > < __| | | ([ ]) ( O ) |
| /\ | | `-' .-. `-' |
| |__| | | ( X ) |
| | | `-' |
| .--. | | |
\ ( ) | | /
\ `--' '-----------------------------------------' /
\-----. - VOL + P S P START ,-----'
`.____`.___________________________________________________,'
Now that you remember what the PSP looks like (wouldn't want you to forget),
here's a rundown of what the buttons all do.
D-pad: Move character
Analogue stick: Move character
O: Jump, Launch (in conjunction with 'X')
X: Context-sensitive actions (examine, talk), attack (hold to charge)
Square: Guard Dash
Triangle: Center camera behind Parin
L, R: Rotate camera
Start: access "Items" menu
See? Nothing too complex there! You can handle this.
===================
Game Basics {G1002}
===================
Parin may be a little girl, but she fights like a champion. Because of that,
the monsters she meets expect her to provide their salvation. They're not
wrong to place their trust in her.
Early on, Parin acquires the item that is to serve as her weapon for the
remainder of the game. It's a drill. You'll upgrade it with various skill
boosts, but for the most part you should consider it the equivalent of Link's
sword in a game like The Legend of Zelda. The similarities are extensive.
As Parin fights, she'll eventually build up the strength of her drill.
There's a meter up at the top of the screen that is tracked independently of
her health. When it's completely full and she has purchased them in town,
Parin can use powerful special attacks that really make quick work of her
enemies. She also can fire projectiles from the tip of her drill and take out
enemies from a distance. This is quite useful, and there are areas throughout
dungeons that restore the ability if she loses it.
How would she lose it? Any time she comes into contact with enemies or
environmental hazards, she pays the price. Then she has to recharge, and in
the meantime she's at greater risk of taking damage. There are items she can
use to refill her meter, but the better strategy is this: don't get hit!
Still, Parin excels even in close combat once you gain a few moves for her.
This FAQ is written with the goal of making your life easier. Follow its
directions and you should find that your path is fairly painless. Phantoms
will suffer and much joy will be had.
You'll learn early on about charged attacks. They can demolish objects
throughout the world, which is important since you gain as much currency from
demolishing defenseless trees as you do picking on the various monsters. One
thing worth noting is that you can use a charge attack without powering it up
all the way. The temptation is always to fill your meter, which sends Parin
flying about and is great in some cases. Other times, just a short charge is
all it takes to demolish a boulder or remove an enemy's shield. In fact,
that's the case more often than not. Practice and master both techniques
early on to enjoy the game more.
On that note, impatient players aren't going to enjoy Gurumin nearly as much
as those who take the time to let the world absorb them... before they destroy
it! Take joy in bashing everything apart and you'll do just fine. That's
really the most important tip of all.
=================
Game Flow {G1003}
=================
Gurumin is a pretty simple game to understand, in part because of its
simplistic navigation. When you start out, you'll wander through a town that
is to serve as your restocking point in the future. It's not all that large
or complicated, just a great place to refuel, so to speak. There you can buy
all sorts of goodies that will help you to explore dungeons. Such options
become available after you complete the first dungeon, which is really just a
tutorial area.
In town, you'll find that the coins you have collected by smashing trees,
vases and other debris don't go nearly as far as you had hoped. Thus, you
should get used to conserving items and saving your coins for the important
purchases: equipment upgrades. You're not going to get anywhere just buying
and using expendable items, and later stages will get rougher just because
you're not properly equipped.
Stages themselves are selected from a world map, and you can only go to places
the game feels you're ready for. Early on, the developers introduce the Dark
Mist, which is basically that intangible force that says not to go somewhere
because it'll wipe you out at an early stage in the game. That's fine,
though; just explore the areas available to you and head back to town
regularly for improvements. Doing so keeps the game relatively simple.
It's also important to note that you can acquire items called 'Junk' as you
defeat enemies throughout the world the monsters inhabit. Parin must defeat
the appropriate enemies with a charged attack, which will then give her the
items that allow her friends back at town to make powerful weapons and
accessories for her. Gamers who ignore this element do so at their peril.
====================
Upgrade Info {G1004}
====================
Now that you've got an idea about the game's flow, it's time to look at some
specifics about the upgrade system. Basically, any piece of equippable
headgear can be upgraded in exchange for the pieces of Junk you collect from
destroying enemy armor or finding the bins of it that are hidden away in most
stages. Below are some notes on the progression of the various items.
------------------------------------------------------------------------------
| Cat Ears |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | # of Chests |
|----------------------------------------------------------------------------|
| 2 | 10 | # of Jars |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 4 | 250 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Crown |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | 5% Shop Discount |
|----------------------------------------------------------------------------|
| 2 | 10 | 10% Shop Discount |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 4 | 250 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Gas Mask |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Gas Damage Halved |
|----------------------------------------------------------------------------|
| 2 | 10 | Immune to Gas Damage |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 4 | 250 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Goggles |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Water Damage Halved |
|----------------------------------------------------------------------------|
| 2 | 10 | Immune to Water Damage |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 4 | 250 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Headband |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Attack Damage x1.2 |
|----------------------------------------------------------------------------|
| 2 | 10 | Attack Damage x1.5 |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 4 | 250 | Attack Damage x1.7 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Headdress |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Rest regenerates DP |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 4 | 250 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Helmet |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Damage Reduced by 25% |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 3 | 50 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 4 | 250 | ? |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Magic Hood |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Elemental Damage x1.5 |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 4 | 250 | Elemental Damage x2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Maid Hat |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Rest regenerates HP |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 4 | 250 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Monkey Hat |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Money x1.5 |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 4 | 250 | Money x2, Attack Damage x1.2 |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Nightcap |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Critical Amount x2 |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Immune to Water Damage, Attack Damage x1.2 |
------------------------------------------------------------------------------
| 4 | 250 | Immune to Gas Damage, Damage Reduced by 50% |
------------------------------------------------------------------------------
| 5 | 999 | Immune to Trap Damage, Critical Amount x3, Attack Damage |
| | | x1.5 |
==============================================================================
------------------------------------------------------------------------------
| Ribbon |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Trap Damage Halved |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Immune to Trap Damage |
------------------------------------------------------------------------------
| 4 | 250 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Samurai Helm |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Falling Damage Halved |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Damage Reduced by 50%, Immune to Water Damage |
------------------------------------------------------------------------------
| 4 | 250 | ? |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
------------------------------------------------------------------------------
| Vampire Kit |
==============================================================================
| Level | Cost | Effect |
------------------------------------------------------------------------------
| 1 | 0 | Critical Attacks Restore HP |
|----------------------------------------------------------------------------|
| 2 | 10 | Damage Reduced by 25% |
------------------------------------------------------------------------------
| 3 | 50 | Attack Damage x1.2 |
------------------------------------------------------------------------------
| 4 | 250 | Damage Reduced by 50% |
------------------------------------------------------------------------------
| 5 | 999 | ? |
==============================================================================
The progression through the upgrades is such that it makes sense to buy the
upgrades for your favorite pieces of headgear as soon as you can afford them.
The first two upgrades to the Cat Ears are particularly useful if you're
trying to Master each dungeon. The first three upgrades for the Vampire Kit
make you an all-around great warrior. Perhaps the most useful item to upgrade
all-around is the goggles, which will let you get through most hazards, while
the Gas Mask is important in some levels but not worth as much of your Junk
unless you have some to spare. The nightcap should be powered up as soon as
you can get it, since it serves the same function as the goggles and gas mask
combined and also makes you a better warrior.
With that said, early upgrades for each bit of headgear are useful and
inexpensive, so you should get the first two upgrades for each piece as soon
as you can. It's easy enough to switch between various equipment as you
wander through a dungeon and arrive at different situations. Later upgrades
for the headgear not referenced in the paragraph above are more optional,
though you'll need many of them eventually. Note that you can only equip one
piece of headgear at a time.
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WALKTHROUGH {W0001}
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As the game begins, you might not have any clue where you are. Fortunately,
I'll shed some light on it: you're on the name entry screen. Here you can
choose a new name, anything you like as long as it doesn't consist of more
than six letters (no symbols). I'm a rebel. I went with the default name
(Parin).
Once you've chosen your name, you then are allowed to choose the difficulty
level. Your options are 'Normal' and 'Beginner,' with the arrow pointing to
'Normal' to remind you that only sissies choose the easiest difficulty level
in a game like Gurumin. Note that if you want to unlock later difficulty
levels--and there are several--you will want to play on 'Normal' to advance to
'Difficult' and so forth. 'Beginner' is too easy, anyway. After dying, you
restart with all of your life refilled. It makes things easier. Too easy, in
fact. Of course, you should do what feels right. This FAQ is written based
on the assumption that you're playing on 'Normal.'
Once you choose the difficulty level, you're next introduced to the mining
village of Tiese, where a little girl named Parin walks down some stairs and
tries to follow a map she has on a note in her hand. She asks a lady for
directions and the camera swings toward an old cottage. She knocks on the
door and an old man answers. He is her grandfather, Hyperbolic, and he has a
memory like an elephant... with Alzheimer's.
Inside, her grandfather presents her with a room that is to be... her room.
He asks her how she's doing, since her parents are off excavating somewhere.
Her new home is a mining town, not exactly ripe with people her age that she
can interact with. Instead, it's full of miners. As he says, there are no
children. Not one. He suggests that she befriend Fan, from the bakery, and
explore the town. This is your cue to actually start playing. Good job!
You've made it through the part of the game that you don't actually play.
Let's get going with the real walkthrough, then.
==================
Tiese Town {W1001}
==================
Items: Goggles
The bedroom doesn't contain anything of particular interest. You can examine
a few items and read a bit about Tiese's history, but there's not much point.
Your other options are a door that leads out to a patch of light and a set of
stairs that leads down one floor.
Heading out the patch of light will trigger a load screen (get used to them;
this is a PSP game) and take you out to the town proper. The staircase leads
down into a room below that holds more objects to examine but otherwise
nothing of interest and puts you through another load screen before taking you
to the street. With that in mind, ignore the stairs and save yourself a load
screen or two. Here, the balcony holds nothing of interest. Climb the short
stairs and you're on the street level. There's a door to Parin's right (which
would on the left side of the screen). That's the door you would've come
through if you headed downstairs first.
Now that you've got your bearings, it's time to scope out the town. Begin by
heading in the direction Parin is facing, toward the bottom of the screen.
The camera should pan around and you'll see her grandfather again, tapping his
cane and looking very important. Beyond him, there's a set of stairs that
winds around a wall with a hole in it. The hole is all you can admire right
now. If you try to head left up the stairs, Parin will just randomly state
that it looks boring. She doesn't like boring and neither do you. So
instead, head back down the stairs and through the little plaza area, past the
front door of your house and down a new set of stairs.
At the bottom, there's a row of buildings. The first is a bakery (it's
labeled "Fan Cute Cakes" but you can ignore it for now despite the enticing
name) and beyond that, you should see a woman named Pamela prowling the sunlit
streets. She mentions that Puchu is making a lot of noise today while the men
are all away in the mines. She wonders what could be prompting that.
If you head in the nearby door, you should see Pamela and another man
wandering about while further toward the back of the room, a man named Disk
stands behind a counter. He operates the store, which is called Disk's
Discount Shop. When you're done chatting it up, he'll give you [GOGGLES] as a
special gift, then tell you that they have to be equipped to be of any use.
Press 'Start' to bring up the Items screen, then highlight the goggles and
press 'X' to equip them. Once you've done so, a checkmark will appear to
indicate that they're in use. Now the damage Parin takes from water is cut in
half. Plus, she looks astonishingly sexy. Disk sells other stuff too, but he
charges a lot more money than you have presently so you can ignore his
merchandise... for now.
You're about done in the store. Make sure that you talk to the other guy
wandering around the room, if you haven't already. His name is Cylinder and
he tells you that he wants to go on a date. That's why you should talk to
him: because it's funny, not because it actually helps you accomplish anything
of value. With Cylinder talked to, you've done everything you can in the
store for now. Go ahead and leave the way you came in, then head back left to
the bakery.
Inside the bakery, behind the counter, there's a woman named Fan. If you talk
to her, she'll introduce herself and offer to be friends. Like sisters, she
says. Talk to her again after that and she'll mention that strange things can
sometimes happen around the town. Parin wants to know what, but Fan isn't
ready to say just yet. Like sisters, my ass!
Anyway, you've done what you can in the bakery. Go ahead and leave, then head
left and back up the stairs. Your grandfather doesn't have anything new to
say, but there's a grated wall to his left. It looks like heavy iron bars
holding a bunch of rock from falling. Examine it and Parin will remark how
boring it is around town and that she wishes there were kids around.
Suddenly, she hears a growl!
Look down the street and you'll see a girl named Pino. She's being threatened
by a dog, Puchu. Parin saves the day, then learns that the girl is actually
just a monster. Adults can't see her, even if dogs can. Parin decides to
make friends with the mysterious monster. Just then, a young man--also a
monster--named Puku invites them to the Monster Village. The way to the
village is through the hole Parin's grandfather hasn't gotten around to
fixing. The monsters invite Parin through and she hesitantly follows.
Suddenly she's facing... the title screen! Oh noes! You'll watch an
introductory little video and then the game continues from the Monster
Village.
=======================
Monster Village {W1002}
=======================
Items: Drill
When the video ends, Parin enters the village in time to see a blue monster
named Poco dancing like a disco-loving fool in front of a boombox while his
monster compatriots cheer him on. It's a party and Parin starts toward them,
when suddenly Poco trips and falls to the cobblestone street. He's a bit of a
klutz. A conversation ensues, during which Parin says she could never be
scared of him. That's when their friendly banter is interrupted by Pino.
The little monster girl runs forward and she brings some very bad news indeed:
Pino has been kidnapped by monsters called Phantoms. Parin at first announces
her plans to use her Hurricane Kick to save the day, but the monsters aren't
convinced. The Phantoms, they reveal, are very dangerous. Then they realize
that perhaps Parin will stand a chance if she uses a special weapon they have
in their village.
If you step forward and touch a special metal column rising from the street,
you'll trigger a scene where the monsters explain the history of the weapon.
Nobody has been able to pull it loose, but Parin gives it her best tug and is
able to pull it loose from the hole where it is wedged. The item you gain is
the [DRILL]. Now Parin needs to head to the Ruins to free Pino.
From where you got the drill, head straight ahead down the dark alley to exit
the town and appear on the World Map. From where you appear, you'll see Poco
standing to the left and dancing a little jig. He's there to keep you from
going the wrong direction. For now, just head to the right to where the trail
branches, then take the path that leads straight down. As you approach the
building, you'll see that you've found the ruins (the word "New!" spins in red
lettering over an arrow pointing downward). Stand over the icon and press 'X'
to enter.
=======================================
Potato Ruins (Nanometer Shrine) {W1003}
=======================================
Items: Cookie
Welcome to the first dungeon! Straight ahead, you'll see a giant blue
monster. He assures you that he is not a Phantom, tells you to take care of
the drill, then skips off into the distance. You're now free to explore the
ruins.
From the dungeon entrance, you can go three ways. Start by heading left. If
you hold down the 'X' button, you can charge your drill attack. The meter
along the top of the screen will fill. Once it does, release the button while
facing a stone pillar. Then you can release it to destroy the obstruction.
You'll gain some coins from each pillar. With that done, go ahead back down
the stairs to the right, toward where you first entered the dungeon.
This time, head up the short staircase to the right to smash two more pillars,
then return to the entry plaza and head directly ahead, up the stairs where
you saw the mysterious blue monster upon entering. Up the stairs, you'll find
a black opening area that leads into the next room.
When you enter, the iron gate closes behind you with a loud slam. If you try
to open it, you'll find that you cannot. Parin is trapped now, with nowhere
to go but onward. Straight ahead, there's another staircase. To the left are
two pots that you can bust for more coins (you don't even have to charge the
drill). Head up the stairs and you'll find a sign at the base of a bunch of
higher ledges. The sign lets you know how to destroy objects, but I've
already told you so you don't have to bother reading it unless you want to.
Just use it for a reference point.
Around the sign, you can jump up the ledges to break open pots for more coins.
There are two boulders blocking the way forward. Charge up your drill to turn
them into rubble and proceed.
Now another gate closes behind you and you're trapped again. A spider drops
ahead of you and a screen pops up to tell you how you can attack. You can
press 'X' for a standard attack, or press it simultaneously with 'O' to launch
enemies into the air with brutal efficiency (Jack Bauer has nothing on Parin).
Now that you're familiar with the basics, it's time to show the spider that no
one messes with a red-head who's packing a drill.
The first spider is just the beginning of your trouble, though. After you
defeat him, two more will attack. Once they're gone, four will drop from the
sky and a message will pop up as Parin realizes there's a wall she can
probably drill through. She can do that in a minute, but first it's time to
kick some spider butt! The spiders are easily enough defeated. The launch
attack works wonders on their life meters and also keeps you moving so they
don't have a chance to attack. Even regular attacks are worthwhile, and those
allow you to move pretty quickly.
When the spiders are gone, it's time to tend to any destructible walls... and
to the numerous pots around the area. They contain coins. Along the left and
right walls, just short of the archway that leads to another door with vases
on either side, you'll notice that the walls look rather weak. If you drill
through the left wall (you have to charge, as you might anticipate), you can
find some enemy cubes dancing around a treasure chest. They are easily
defeated.
With the arachnid threat removed, check the treasure chest to snag a [COOKIE]
and then head back down the short hallway toward the main room. Directly
ahead, you should see the other weak wall. Drill through it to find another
room with a sign, where you'll learn about the Guard Dash move. Pressing the
'Square' button allows you to perform a dash that lets you surprise attack
your enemies or dodge various obstacles. Case in point: cannons line the
corridor ahead, between you and a lever you need to pull.
The trick, of course, is to just tap the 'Square' button as you move forward
so that cannonballs soar harmlessly past you and so that you can pass through
the yellow barrier unharmed. Alternatively, stone columns and cannons alike
can be removed by charge drill shots. When you reach the switch, press 'X' to
activate it and the door will open in the previous room. Head back through
the cannon fire (unless you already destroyed them), through the archway and
take the right to where the door with the purple vases remains (unless you
destroyed those too).
Pass through the next door and again a gate will close behind you. This time,
you should see what looks like a portal ahead of you and Parin will say "Wait
up!" If you move forward, you'll see a sign next to the strange mound of
glimmering soil. Examine it and you'll learn about the 'level' system.
Basically, your drill has different levels of maximum power and those diminish
when you take damage. You can defeat monsters to raise it, and you can also
drill in some special areas for a quick restore. This mound is one such
place. If you've taken damage for some reason, stand over it and drill to see
what I mean.
With your drill revitalized, go ahead and move forward. You can also pause
long enough to drill the pillars and break the pots. At the end of the room,
standing in a narrow aisle between some fences you can't pass, you'll see a
blue blob. He's a Phantom, Parin realizes. As you approach, it will slowly
shuffle toward you. Your launch attack ('O' and 'X' simultaneously) will take
care of it quite nicely. As you fight, it probably won't get in any hits at
all if you keep on the assault.
You'll probably also destroy some fence pieces during the struggle, and that
will allow you to pass through and drill the boulders stacked around you.
It's worth doing so, since they hold gold coins. Destroy all of them, then
continue through the passage the Phantom was guarding.
When you step into this new room, things flash red and an alarm sounds. A
gate closes behind you and a Phantom attacks. It falls to your drill the same
way its predecessor did, and then you can break more vases for coins before
proceeding through the archway that leads to a room to the right. You'll find
that you're at one end of a long chamber. There's a ladder leading to a lower
level and some spiders dangling in the air. Nearby, there's a sign next to a
little pedestal. The sign explains that by standing on the pedestal, you can
restore your health in the even that you've taken damage. Nice!
Stand on the pedestal to refill your energy if you like (you don't have to
press any buttons, just stand), then look down the chamber (press the
'Triangle' button if you need to turn the camera into putty in your hands. To
your right, as you stand on the brink, you should see the top of a ladder that
leads down to the lower level. Once you descend it, be ready; spiders will
creep toward you. Take them out with simple swipes of your drill and then go
read the sign. It explains how you can move and break crates.
What it doesn't say is that pushing crates can be a pain in the butt. Stand
near one and you won't just instantly grab it to start pushing. Instead, hold
still for a half-second and you'll see an animation as Parin braces herself.
Then you're ready to start pushing. Push the stack of crates forward, toward
the raised wall a bit short of the low wall. You'll know it's the right one
by its lack of a ladder. When you've pushed the crate all the way against the
barrier, break the bottom one (it's wooden and destructible) with a charged
bit of drilling, then hop onto the iron crate and from there to the raised
ledge. Pass through the open doorway and into the next room.
Here, again, an iron grating falls down behind you and you're trapped once
more. This time, you're in a room with a low staircase to your left, as well
as a corridor that extends beyond it and off to the left from there. Climb
the short stairs to break some pots for coins if you wish, then move from
there and break purple-toned vases as you follow the hallway straight ahead,
then left to a smiling stone statue. Break it from the side with a charged
drill and you'll reveal a little cubby hole with a switch. Trigger the switch
and a blue platform will fly up to the top of that short staircase where you
broke the white pots just a moment ago.
Work your way back around and up the stairs, then step onto the ethereal blue
ledge. It will quickly glide back down to where it formerly was positioned
and you can head toward high ledges to the side. Be warned that when you do,
a spider will come out to attack you. He's easily disposed of, though. Past
him and up the steppes, you'll reach another flat spot and another spider will
attack. Defeat him and you can jump left to break open another purple vase.
Up and to the right, there are more vases and you can drill the wall to break
it away and reveal another iron grate. Yay.
Drop back down from where you stand now, to the flat area where that second
spider attacked you a moment ago. Cautiously move forward along that ledge
and you should be looking at a straight corridor down below, with another
switch at the end. When you flip it, the grating you just revealed a second
ago will open and four cube enemies will bounce through it. You have to
defeat them now in order to proceed. Turn around quickly and press the
'Triangle' button to swing the camera around if the shoulder buttons aren't
doing the job. Then quickly press the 'X' button a few times to take out the
foolish cubes (they may mob you, in which case two quick tabs can easily take
out all four before they even have a chance to harm you).
Once you've disposed of the cubes, hop up to the opening that gained them
entry and you'll come to a new sign that explains the 'Target Attack' concept.
Basically, if you jump into the air when an enemy is targeted, the cursor
glowing bubble around him will change color when he's vulnerable. As that
happens, you can press 'X' to execute your strike. Once your blow hits, jump
again right away to springboard into the air, where you can perhaps target
another enemy and repeat the process. It's a little like Nightshade on the
PS2, in the unlikely event that you've also played that game.
Your new knowledge of target attacks will of course be put to the test
forthwith. Head off to the left from where you read the sign and you'll
trigger a practical tutorial that lets you put the notion to the test.
Destroy two enemies and collect some coins, then face more enemies from there
that will allow you to bounce your way up to take out a series of three more.
These enemies regenerate, though, so there's not much point in trying to get
rid of them all.
When you make your way past those floating thugs to the next ledge and its
contents, you should notice a sign amongst all the pots. Beyond it, on the
next raised ledge, a Phantom is pacing. Read the sign and it tells you about
'Junk.' Essentially, some enemies guard themselves with equipment that you
can knock loose with charged drill attacks. Once you defeat the Phantom, you
can snag its arsenal and add it to yours to improve Parin's combat readiness.
The pacing Phantom provides such an opportunity.
Use a charged shot to take out the enemy, then rescue Puku from the cage.
Suddenly, dark clouds move in over the world map. Puku explains that what you
saw is actually something called 'Dark Mist.' It's bad. Puku rushes back to
the village, and you appear there automatically as story sequences transpire
(you can press 'Start' to skip them, if you like).
Back in the village, it appears that chaos reigns. Monsters meet and tell one
another that their mission has been a success, even though some people got
away. Then a Phantom called the Prince advises everyone that they're moving
to the next stage of their plan. Parin and the Prince meet for the first
time. He won't tell her where her friends have gone, but says simply that she
must look for them on her own. Then he departs on a beast he has summoned and
you are left alone in the village to contemplate matters. It's time to head
back to town (just follow the path with a sign that says 'Town' if you're
lost).
====================================
Tiese Town (after the ruins) {W1004}
====================================
Items: None
When you appear back in town, you'll be confronted by Cylinder. He wants to
know where you got your drill. It turns out that he's good with machines and
is willing to help you. If Parin will date him, he'll offer his assistance
for free! This is the point where Parin works against your convenience and
says that she'll pay instead. Dang that girl and her sense of self-respect!
As Cylinder walks away, follow him and talk to him again. He'll mention that
Fan was screaming and throwing knives. It might sound like a reasonable
reaction, but this is an RPG and that's a hint. Also, he'll offer you the
chance to buy some goodies. If you've been following the FAQ to this point,
you should have somewhere close to 1300 coins. Here's a list of his wares:
------------------------------------------------------------------------------
| Item Name | Cost | Effect |
==============================================================================
| Alpha Parts | 500 | Allows you to use Forward Slash attack. |
------------------------------------------------------------------------------
| Storm Parts | 1000 | Allows you to use the Drill Tornado attack.|
------------------------------------------------------------------------------
| Energy Oil | 1000 | Temporarily protects drill energy. |
------------------------------------------------------------------------------
| Power Oil | 1500 | Restores lost drill energy. |
==============================================================================
I went with the [STORM PARTS] item because it was the most expensive of the
items that sounded permanent. That's always a good investment in an RPG or
Adventure game, right? If you do the same thing I did, you'll be taken to a
little tutorial screen that tells you how to execute the 'Drill Tornado'
attack: you rotate the analogue stick in a circle (or move your fingers across
the D-pad in that general direction) and then press the 'X' button to manage a
powerful attack that'll surely make enemies think twice before attacking.
Anyway, you should head to the bakery after your shopping spree. Outside, you
might notice Poco hiding under a tree. He was scared and figured he'd be safe
in town, where humans can't see him and the Phantoms won't theoretically come.
Head inside the bakery itself after talking to Poco and Fan will tell you that
a cake she had baked and was planning to sell disappeared right before her
eyes (was it a monster?). She has to jack up her prices now. Then you have
the opportunity to buy goodies. Here's her inventory:
------------------------------------------------------------------------------
| Item Name | Cost | Effect |
==============================================================================
| Cookie | 150 | A star-shaped cookie. (Restores 15HP) |
------------------------------------------------------------------------------
| Chocolate | 900 | Gourmet chocolate. (Restores 50HP) |
------------------------------------------------------------------------------
| Shortcake | 3750 | With strawberries & cream. (Restores HP) |
==============================================================================
Those prices are pretty hard to hack, especially after the drill upgrade you
bought just a moment ago. What were you thinking? But seriously, you should
be fine. You still ought to have that cookie in your inventory, since the
last dungeon didn't have much of anything resembling a challenge, so for now
you can do without pastries. Go ahead and leave the bakery and head to Disk's
Junk Shop.
Inside the shop, talk to Disk. He'll explain that he can upgrade your
equipment with the Junk you salvage from the corpses of Phantoms you slay. He
may or may not say anything beyond that, but if you talk to him thereafter,
he'll typically offer his wares. Here's the list, just for reference (though
you likely can't afford anything just yet):
------------------------------------------------------------------------------
| Item Name | Cost | Effect |
==============================================================================
| Gas Mask | 980 | Filters out poisonous gasses. |
| | | LV.1 Effect: Gas Damage Halved |
------------------------------------------------------------------------------
| Cat Ears | 4980 | Complete with whiskers. Improves hearing. |
| | | LV.1 Effect: # of Chests |
------------------------------------------------------------------------------
| Ribbon | 9800 | Reduces trap damage. ...For some reason. |
| | | LV.1 Effect: Trap Damage Halved |
------------------------------------------------------------------------------
| Vampire Kit | 19800 | Perform a critical on an enemy and... |
| | | LV.1 Effect: Critical Attacks Restore HP |
==============================================================================
Once you leave the shop, continue along the walkway toward the edge of town,
off to the shop's right. There you'll find Puku, who also managed to survive
the raid on the Monster Village. That leaves only Pino to find. Puku asks
you to do so, then heads back to the village. Realistically, there's only one
place left to search: Parin's bedroom.
Head back to your house and you'll find Pino upstairs in precisely that spot.
After you talk to her, she'll head back to the village. Head back outside and
now it's time to go through the little hole in the wall to return to the
Monster Village.
When you get back, everyone is happy to see you, even if their village is
completely destroyed. They're concerned about Dark Mist, the horrible cloud
that covers the land. It's apparently a reflection of everyone's hearts, and
is causing the world to lose stability. The only way to stabilize things is
to return the monsters' friends to the village and rebuild it. Parin is the
only one who can truly do it, the village's only hope!
Puku explains that you can only access areas that aren't covered by mist on
the world map. Go ahead and exit to the world map. From the village, you
have four options: Radish Woods on the trail to the west, Mole Dojo if you
head due east and two areas in Potato Shrine. For now, head west to Radish
Woods.
=========================================
Radish Woods (Cheery Forest Path) {W1005)
=========================================
Items: Couch, Mystery Bag
Upon entering, you'll find Pino. She's quite lost. She mentions a cat
monster from her past and wonders about him. You've met the cat. He's the
one from the Potato Shrine. Anyway, Pino heads home and you're left to
explore the forest.
Start by destroying the two torch stands at the entrance for some coins.
Next, drop down the hole that Pino was exploring and pass through into the
next area. Wooden spikes will pop through the surface of the ground,
preventing you from backtracking. You're now standing at the entrance to a
larger area. Ahead, there are trees and vases, as well as a switch and a
crate. You can use your newly-acquired Drill Tornado move to demolish the
trees without charging your shots, which is handy. You can also break the
vases the old-fashioned way. If you want to proceed, you'll have to push the
crate over the switch so that it settles into place and allows you access to
the next area.
As you follow the path as it winds around to the right, you'll notice a new
clearing with several devious acorn-shaped enemies glowering in you're general
direction. They're pretty peaceable until you attack, and then they start
hopping around and breathing fire. Obviously, this is not so good if it
connects, so don't let it; your Drill Tornado move can handily clear them out
in a flash and leave behind a bushel of coins. With them out of the way,
you're free to break open more pots in the immediate area, and to head along
the path as it winds around through more trees.
When you round the bend this next time, you should see a clearing that appears
to be devoid of enemies. Don't be fooled. If you skirt the outer edges,
you'll attract the attention of some camouflaged Phantoms (they are easy to
see because their heads have white sticks on them that stick out from the
surrounding greenery). The trick here is to tackle them one at a time. They
also possess junk, so keep that in mind. Start by charging your drill, then
getting close enough to one to lure it out and use your charged attack.
Finish it off, charge again and then move on to the next Phantom and repeat.
There are a total of four, and you want all the junk pieces you can get for
when you return to town.
After you've taken out the four Phantoms, destroy the rocks and pillar for
coins before moving through the wide black hole and into the next portion of
forest. There, you'll see a stream you need to cross. There's a switch on a
bit of wooden planking, and a rock nearby. Trees are also in the area, and
you can destroy them for the expected coins with charged attacks. Note that
if you decide to, you should face away from the stream before letting loose.
Otherwise, your drilling rush might take you through the trees, over the bank
and into water that will damage your life meter and drill's effectiveness.
Once you've destroyed any debris and gleaned all the coins you can handle,
turn your attention to the switch near the bridge. There's nothing to push
over it just yet and your weight doesn't do the trick. What you must do is
destroy the boulder that blocks your path (make sure that you aim your charge
attack so that it carries you through the crumbling rock and onto safe ground,
not into the water) and cross over it to the glowing pedestal. When you step
on it, a crate falls behind you. Turn around and push that crate back the way
you came, until it rests on the switch. This will lower the barrier on the
other side of the bridge and allow you to continue through the forest.
Before you do that, you may wish to stay and smash some trees, but that
comment comes with a warning: two of the trees in the vicinity will come to
life once assaulted. This is bad news because they're capable of inflicting
severe damage if their attacks connect. They chuck bombs your way and also
snap around so that their tops club the ground where you're standing. Move in
quick with brutal attacks to win your paltry bit of coin.
Once you advance down the path, you'll be in a canyon with a mound of dirt
that allows you to recharge your weapon. If you fought the trees, you may
well need it. Continue past it and rogue acorns will drop down from the trees
to attack. There are three or four of them. Don't give them time to breathe
fire. Beyond, you'll find a station you can access to restore Parin's health.
To its right are some stairs that lead to the lower level of the forest floor.
From the base of those stairs, turn left and follow the bank to find a blue
container you can crack open for 4 pieces of junk. Then turn back around and
head forward toward the clearing. This will prompt a circular enemy that
looks like a rolling blue shield to attack. Use charged attacks but watch for
one of its own, a huge ball of aura that occasionally will hurl toward you.
Don't let it hit you! You'll have to hit your opponent several times to kill
him and he doesn't give up any junk, so once you've hit him with one charged
shot you should probably finish things up with a flurry of weaker attacks.
Beyond where the shield accosted you, you'll see a sign that suggests trying
targeted attacks. It's saying that because there are some black, regenerating
enemies hovering over a wide gap. There's a staircase to the right, as well,
but before you descend those you should cross the afore-mentioned gap using
enemies as your stepstools. You should remember how to do it from the
tutorial in the first dungeon, and even if you can fall you can always climb
up and try again. Your reward for reaching the elevated bank on the other
side is a [MYSTERY BAG] that you can have Pamela open back in town (she's the
woman with the dog). You find it when you follow a winding trail into a dead-
end clearing. It's in a treasure chest that is guarded by a two shielded
enemies. Defeat them with charged shots so you can be assured plenty of junk,
then open the chest for your prize.
You don't have a moment to savor your new treasure. Enemies will now appear
behind you. These guys look like the same weaklings you've been encountering
before, but they're not. They breath fire and ice. Since they won't give up
junk when you defeat them, move in with charged shots and then quickly hack
them to bits from there (maybe even throw in a whirling attack). Move back
down the trail and backtrack to the pedestal that refills your life, if
necessary. Then head back to the sign that suggested crossing the gap with
targeted attacks. Now you're ready to descend that staircase.
Once you do, there's a wide path you can follow around as it heads gently
toward the left. You'll drop down into an area with some pots that appears to
be a dead end but isn't. Look along the wall and you'll see spidery cracks, a
sure sign that it's time for a charged attack. Go at the wall with your drill
and part of it will crumble away, allowing you to hop up and proceed. You'll
find a lever at the top, which you can pull to summon two blue Phantoms. They
bounce around a lot, so you want to move in quickly with a series of attacks
rather than running around trying to charge your weapon. Spinning attacks
should work fine, too. When you defeat them, the nearby gate will lower and
you'll gain access to the next area.
In this new clearing, peaceful music will begin to play and you'll see a
glowing orb hovering over a pedestal. Before heading toward it, break the
nearby pillars and the trees to your left and right for some more coins. When
that's done, go ahead and advance to the altar to gain the [COUCH] item. You
just beat your first 'real' level. If you've followed this FAQ closely, you
should have an 'S' ranking or better. Go ahead and return to the Monster
Village and pass through there to the human town beyond.
When you head down the stairs, make sure that you talk to your grandfather.
He'll comment on the medal you're carrying and offer to give you a present in
exchange. He offers several items in exchange for medals: Monkey Hat (4
medals), Nightcap (7 medals) and Hair Buns (19 medals). You can give him a
medal, but obviously you will need to do some more adventuring before you can
collect any rewards.
Just past your grandfather, you'll find Cylinder. He wants to know if you're
buying any drill parts. His inventory hasn't changed at all from the last
time. About all you'd want is the [ALPHA PARTS] upgrade. Go ahead and do so.
The game then explains that you can use the skill by first using a Guard Dash
then rotating the analogue stick in a circle and pressing the 'X' button to
attack. In the tutorial, the Guard Dash is executed with the 'Circle' button,
rather than the 'Square.' Once you break free of the tutorial mode, the rest
of the game will expect you to use the 'Square' button, as normal. Remember
that.
Once you've purchased the Alpha Parts item and learned its accompanying
'Forward Slash' skill, make sure that you find Pamela and give her your
mystery bag. She'll give you an item in return. For me, it was the [ENERGY
OIL] item. Now return to the Monster Village and from there go to the world
map. Now head east to the fork in the path, then south to the ruins. The
next level you'll tackle is Nanometer Shrine.
===============================================
Potato Ruins (Nanometer Shrine - again) {W1006)
===============================================
Items: Cookie, Potted Plant
You should remember where the Nanometer Shrine area is. It's where you got
your training. Now you're returning a full-fledged adventurer. When you
enter, you'll find that the layout hasn't changed a bit. You can still
destroy the stone columns on the raised areas to the left and right of the
entrance. Do so for some coins, then proceed through the door into the next
area.
In the next area, destroy the pots on raised ledges and used a charged drill
attack to destroy the boulders and continue through the archway, as you did
the last time you were here. The next room still contains spiders and plenty
of pots to break, as well as the destructible stone pillars and weak walls on
either side. Destroy everything as you did before, while making sure to
venture into the side rooms for a [COOKIE] in the treasure chest to the left
and the chance to pull a lever in the right room (necessary in order to
proceed). Watch out for the cannons and energy beams. Use your Guard Dash to
avoid the hazards. Then push through to the next portion of the dungeon,
where you'll find a place to recharge your drill if necessary. Beyond use a
charged attack to take out the guy standing on the narrow path between the
fences and get some junk. Again, break down the fences to have a chance at
the stone pillars, and don't miss any of the vases you can smash. Drill the
weak wall to proceed.
Through the ruined wall that the Phantom was guarding, you'll find another
armored Phantom and an alarm will sound as the screen flashes red. Take him
out with your charged attack and a few follow-up strikes to get some Junk,
destroy the stone column, then exit through the door leading right. You're on
a raised ledge over a room that drops lower to your left. There're also some
pots and a stone pillar you can destroy, plus a pedestal. Stand on the
pedestal and restore your HP if you need to, then climb down the ladder as you
proceed through the room. Take out the spiders that attack (there are three
or four), then push the stack of crates against the far wall. Destroy the
wooden bottom one and hop on the iron one and from there to the ledge above.
Break the vases, then pass through the doorway into the next room.
You should remember this room from before. A staircase is to your left and a
hallway pushes past that. Head down the hallway and there are now two
Phantoms guarding it. Take them out with a charge attack and some follow-up
slashes (though they don't leave Junk behind), then move past where they were
standing and left to pull a switch that raises a ledge to the top of that
short staircase. There are also a few stone columns you can break apart here
if you wish. Backtrack to the ledge you made available, then destroy the
nearby pots before you ride it across a fence. From there, climb up the
platforms while being aware that spiders will drop to attack you. They're
easy to beat, of course.
At the top, jump up to the left area and break open some vases, as well as a
week wall with a hole near its base that lets you catch a glimpse of some
grating. You'll have full access to a locked door when the rubble falls away,
and you'll be back to pass through it in a moment. First drop down to the
ledge where the second and third spider attacked and now drop down to pull the
lever. This will cause the door above to open and some cube monsters will
parade through. Take them all out with your Drill Tornado attack and then
climb up and pass through the door.
The hallway you're now standing in heads past some enemies hovering in the
air, where you first learned about target attacks. Put that skill to use
again if you like, and past those enemies you should break open the various
pots before climb a ledge and passing through a door to the right (while using
a charged attack to take out the enemy that guards it for some Junk).
Beyond that adversary is the dungeon's treasure room. Break apart the stone
columns for some more coins if you wish, then grab the treasure: a [POTTED
PLANT] item. Now you've completed the dungeon for real! Head back to Tiese
and spend some of your money on the [GAS MASK]. You should have plenty of
money, since it only costs 980 pockles. You should also have enough Junk to
give your newly-purchased mask an upgrade. Do so, then go ahead and equip it
instead of your goggles and return to the world of the monsters so you can
move on to the next dungeon. Your next stop is Meter Corridor, in Potato
Ruins.
=====================================
Potato Ruins (Meter Corridor) {W1007}
=====================================
Items: Boombox, Cookie, Headband, Mystery Bag, Picture #2, Platinum Medal
You'll find Meter Corridor just an inch or two south of Nanometer Shrine on
the map. Puku greats you to let you know that the area you're about to
explore is dangerous. He tells you about a dragon named Tokaron that was
sealed away by a human who used the drill that Parin now uses. Apparently,
the drill has all sorts of potential. The hero who used it before dug holes
before he became a hero. Hmm. Is that foreshadowing? It certainly sounds
like it, but Parin doesn't have time to contemplate. She has a dungeon to
clear!
Head through the first door and you're in a room with some hollowed out crates
to your left and right, as well as ahead of you. There are also some vases.
Smash the crates and vases both for coins (you'll have to use charged attacks
to break the former), then head through the doorway and into the next room.
Here, you'll notice some cube-shaped enemies skipping around a treasure chest
that rests in a recess in the floor. Take them out with a quick flurry of
simple attacks and also break any pots in the area. Open the treasure chest
to receive a [COOKIE], if your inventory can hold it (mine couldn't).
From the treasure chest, head right to a weak wall. Use a charged drill
attack to force your way through it and into the room beyond, where a series
of spiders will drop from the ceiling as you advance. They seem to be hiding
in pots, as well, which you should be able to break with projectile shots from
your fully powered drill. At the base of the stairs, you will find some stone
columns you can destroy for coins, as well as plenty of pots and vases to
break. There also are some triangular wood structures, so break those apart
with your powered drill. You should notice a lever off to your left, near the
base of the stairs you descended. It's surrounded by a fence. Head down to
the end of the room, where there's a mound that allows you to recharge your
drill. You'll notice the fence doesn't quite meet the wall there, so walk
around it and break open another of the triangular bits of wood, then head to
the lever and pull it.
The lever causes the nearby door to rise, and three Phantoms come through.
One has a bit of armor equipped, so keep that in mind and use a powered shot
to initiate the attack. You want that junk, after all. Once you're in the
middle of frenzied combat, use your Drill Tornado attack to keep the multiple
adversaries at bay (don't accidentally let yourself fly through the doorway
and into the next room like I did, though).
Once you defeat the Phantoms and arrive in that next room, you'll see a
Phantom ahead. He sees you coming and does the smart thing: he runs to a safe
spot a short distance away. Whenever you get close, he'll repeat this
process. Take your time going down the halls, since he's trying to lead you
into a trap. Take the time to drill through a boulder you find, and to break
open any pots. When your quarry rounds a bend and crosses over a strip of
reddish brown bricks with holes in them, leap over that potential trap and be
ready for an attack. The Phantom calls down a group of cube-shaped enemies.
A few quick slashes will take care of them and yield a nice supply of coins.
Moving ahead from where the cubes attack, you'll notice a weak spot in the
wall. Drill it with a power attack to break it open, though you'll only gain
a few coins. To the left, the Phantom is still waiting. As you approach, he
runs through an archway to your right. Break the nearby vases before you
follow into the next room, which is actually interesting. The Phantom you're
chasing will retreat to a higher ledge, and to the left you'll notice a place
where you can power your drill. Don't do that just yet, though. Instead,
head to the left area of the room near a low ledge. As you arrive, a Phantom
above will materialize. He's wearing armor and he summons a few buddies
before they all jump down to rush you. Use a charged shot to take out the
armored guy, and use your Tornado Drill to protect yourself as everyone
clamors to attack. When you defeat everybody, then you can recharge your
drill if you took damage. Make sure to break any nearby vases and triangular
bits of wood, as well. There are also some pillars in the area. The square-
ish one in the corner hides a treasure chest that contains a [MYSTERY BAG], so
break it open if nothing else.
When you've gleaned what coins and goodies the room has to offer, head up to
the side of the room that would've been on your right as you entered. You can
either climb the ladder or hop up the ledge. There, you can break more vases
and flip a lever that will cause a floating blue ledge to glide into place.
Step on it to ride across the room and to a pedestal where you can restore
your health. It's at the base of a staircase. Ascend the staircase and pass
through the door into the next room after breaking the vases.
Straight ahead, you'll now see three pots. This room branches to the left and
right, and there are more of the wood structures you can destroy. Make sure
that you take out both the pots and the wood. Note that if you head too far
left while breaking the pots, you may encounter the first of two spiders that
guard the hallway in that direction. If you get too close and the first
arachnid attacks, take it out before it can harm you. You're not wanting to
go left first, though. Instead, start by exploring the path to your right.
You'll surprise two Phantoms that were about to have an intimate moment.
They're wearing armor, so make sure that you use charged attacks (don't
accidentally shoot them while powering up your drill or the chance at a
surprise attack will vanish). When they're gone, break open the pots the
Phantoms were standing near and you should notice a destructible wood crate
behind them. Use a charged drill to destroy it, as well. Some heavier crates
will fall into place.
From the stack of crates, continue around the hallway and take out any
lingering spiders and wood structures. Now you should find yourself at the
base of the staircase you might have seen when you first entered this room.
It has a gap where rot has caused it to fall away, but you can leap over that
gap quite easily. Destroy the purple vase and continue up the steps as they
lead to another purple vase, and then up to a metal crate. Since you
destroyed the wooden crate a moment ago, you can now pass (otherwise, you
wouldn't have been able to). Keep climbing up to the top of this stone
structure, where some winged enemies will bring up two Phantoms to attack.
You want to use a charged shot on the Phantoms so you can collect more Junk
from the armor it will cause them to drop. The space up here is cramped, so
try not to let them get in close and damage you. When the Phantoms are
destroyed, make sure to wait around and kill the bats, which in arches that
leave them vulnerable to targeted attacks. There are two of them. Jump in
the air when they're near, then hit them with your drill when the aura around
them flashes maroon. Once they're defeated, proceed along the fenced catwalk
and through the next archway.
As you enter, note that there are pots to either side. Don't forget to break
them, and also the stone pillars. Then turn your attention to the hazard
ahead, a murky pit of water with ledges you can leap across. Make sure that
you have your goggles equipped at this point. If they've been upgraded, they
should make you impervious to water damage. Now you can go ahead and jump
along the blocks that protrude from the surface of the water. Watch your
shadow, since it tells you where you're about to land. You don't need full
jumps to cross the gaps. When you reach the other side, you can recharge your
drill if necessary but note that stepping on the patch of soil will cause fish
monsters to attack. If your drill is charged, take them out with projectile
shots. Otherwise, you may have to jump into the water and drill them from
less distance. There're also some vases to destroy, and a wooden structure
that's destructible. The final attraction on the current bit of stonework is
a weak wall. Use a charged drill shot to break down the spidery looking wall
of bricks and you'll gain some coins for your trouble.
Now hop across another block and you will see a huge stone vase. Destroy it
for some coins. Now turn and hop across another set of blocks (the second one
is very narrow, so you'll have to time your jumps carefully) and pull yourself
onto the ledge. You'll find a blue container there that you can break open
for a bunch of Junk. Now turn toward the right and start charging your drill
before you proceed down that hall. Once you do, you'll cause an armored
Phantom to attack. Defeat him and pick up more Junk (he may be knocked back
and fall down a hole if you're not careful, in which case you'll have to
follow) and break the stone statues around the pit for even more coins. Then
descend to the area below and pass through an archway.
As you emerge in this new area, you should see a ladder beside Parin. There's
also a boulder on her level. Destroy the rock with a charged bit of drilling,
then pass through the next archway (the ladder is only there if you need to
climb back up to the ledge you already passed, in case you fell down by
accident or forgot to break something).
Through the next archway, you'll find yourself in the dungeon's treasure room.
There are plenty of stone pillars to bust open for coins if you're not in a
hurry, as usual. When you jump to the pedestal, you'll receive the [BOOMBOX]
item. Head back to the Monster Village and talk to Puku. He says that Poco,
who you may recall was looking for his boombox so that he could dance, is not
around. Head to Tiese Town and talk to your grandfather along the way. You
may have to do so twice, but eventually he'll tell you that he has hidden a
special medal around town and challenge you to find it. Head to his house and
check the large stove in the lower room to reveal a gift box that contains a
[PLATINUM MEDAL]. Now that you have it, head back to your grandpa. He'll
give you [PICTURE #2] for your efforts, which is added to your album. He also
tells you that there may be others, and that you should search all over the
place.
That's all well and good, but right now you still need to find Puku. Trot
down the steps and head to Pamela's regular hangout. She'll open the Mystery
Bag you got in the last dungeon and give you a [HEADBAND]. That's an
equippable item that increases your attack power. Take it to the junk shop
and have Disk upgrade it for 10 Junk. Now you can equip it and your attacks
will be half again as powerful!
Your next stop while in town is the bakery. There, you'll find Puku. Talk to
him and he'll ask you to do something about Fan, whom he insists is mean to
him (though Parin doesn't see how that could be, since she's not even aware
that Puku is around). Talk to Fan and she'll mention that more cakes have
disappeared. She thinks the culprit must be spies who want her recipe. Parin
knows better. It has to be Puku. Talk to him again and he'll burp and
mention that he can't find his boombox. You offer to give him back his
boombox (the one you found in the ruins, clearly) if he stops stealing cakes
from Fan. He agrees. You'll be taken back to the village, where Puku dances
happily and causes more of the mist to recede on the world map. New areas are
now available! It's time to head to Centimeter Hall, the next area avilable
within Potato Ruins.
========================================
{W1008} Potato Ruins (Centimeter Hall)
========================================
Items: Chocolate, Cookie, Life Gem
The Prince greets you when you enter this area, and advises that one of your
monster friends is held captive in the area. He welcomes you to go to the
next room, where a heavily armored opponent awaits. Then he disappears.
Before you advance into the next room, take some time to break apart the stone
statues in the immediate area for coins. You'll also find [CHOCOLATE] in a
nearby gift box and a [COOKIE] in another (though your inventory is probably
too full). You must be thinking to yourself "Wow, this looks eerily like the
room before a boss battle," and if you are, you're right. Head through the
archway and into the next room.
As she walks in, Parin will see her monster friend Pierre trapped behind bars.
He'll tell her something incomprehensible in French and she'll start forward
to save him, only to find the bridge collapsing under her. She manages to
survive and chastise Pierre for warning her in another language. Then a
monster attacks. It's your first boss battle.
------------------------------------------------------------------------------
Boss Battle: Bob
Bob is quite the fiend. He has two giant drills as arms and is encased quite
nicely in heavy blue armor. The battle also takes place on a circular ledge
that juts up from the middle of a deep, imposing pit.
As fights go, this one shouldn't prove terribly difficult. In his full armor,
Bob can't be harmed by your drill attacks. What you must do is fully charge a
shot while running around the room (use the shoulder buttons to keep swinging
the camera and keep track of where Bob is positioned) and then unleash it on
Bob to knock him out of his armored shell.
Once he's vulnerable, move in and hit him with launch attacks, since those
will do the most damage. Watch out for his belly flops. He'll usually do one
after he's taken the first major hit in his vulnerable form, so back away long
enough to keep that from connecting, then move back in and resume the beating.
Eventually, he'll return to his armor and you'll have to repeat the process.
When Bob is armored, he also has a few other attacks to avoid. One favorite
is a spread shot of little aura balls. If you keep the camera on him, they're
easy enough to see coming. He always stands still to prepare them. He also
has a few other projectile attacks and sometimes will rush you, but none of
that will do him any good if you keep moving around him while charging, then
hammer him mercilessly once he's free of his armor. If your life drops too
much, you can use some of the chocolate to restore it.
------------------------------------------------------------------------------
Once you defeat Bob and he vanishes, a giant crystal will fall from the
ceiling. Grab it and you will gather the [LIFE GEM] item. This useful item
will increase your maximum HP by 10 points. Congratulations! That's the
dungeon cleared.
Pierre will thank you for saving him. From a distance, the Prince watches and
informs Mosby, his winged friend that looks like a giant pink butterfly, that
Mosby is the next one that must face off against Parin. Then you'll be given
the opportunity to save your progress. Go ahead and do so. When you exit the
save menu, you're back on the world map. Return to the Monster Village.
Back in the village, Poco reminds you that Chucky and Rocko are still missing.
Rocko is the man for heavy lifting, he informs you, and Chucky is the only
monster willing to dance with Poco. They'll make fine additions to your crew
of monsters, if only you can find them. Meanwhile, Puku explains that the
Phantoms stole all the furniture when they attacked the village. He tells you
to return any furniture you might find to its rightful owner. Looks like it's
time to find more furniture (and rightful owners). Head to the next dungeon,
Fountain Clearing in the forest to the west.
========================================
Radish Woods (Fountain Clearing) {W1009)
========================================
Items: Fire Parts
Pino will greet you at the entrance to the forest, as before. She brings you
to look at a stone statue, which Puku says apparently contains some sort of
secret. She leaves for the village and leaves you standing in front of the
giant statue. Equip the goggles and then you're ready to start exploring.
Begin by drilling the stone columns in the immediate area (as well as an odd
chunk of wall that you can't yet harm), then turn your attentions to the
statue Pino showed you. Drill it and you'll reveal a vase of some sort, which
you can examine. Once you do so, you'll receive the item [FIRE PARTS]. This
is an elemental ability that you can add to your drill to gain the ability to
utilize fire attacks. Equip it if you like, then head back to the Monster
Village. There, Pino will tell you that Pierre has gone to the human town
because he has nothing on which to sit. Remember the couch you picked up from
the ruins? You should offer it to him.
To do that, head into Tiese Town and search for Pierre. You'll find him
downstairs in your grandfather's house. Talk to him and Parin will give him
the couch. Now it's back to the Monster Village, where Pierre is so happy
with his couch that it causes the Dark Mist on the world map to pull away even
further and reveal two new areas to explore. It's time to head to the next
dungeon, in the forest to the west.
================================
Radish Woods (Eerie Way) {W1010}
================================
Items: Chocolate, Shoebox
As Parin enters, she hears someone following her. It's the familiar blue cat,
Motoro. He tries hiding in the trees, but Parin sees him anyway and suddenly
remembers their last encounter. He runs away and leaves her to explore the
forest. As you prepare to do so, you'll notice a raised gate with two
torches. One is lit and the other isn't. Destroy the nearby stone columns,
then read the sign. It advises you that something or other is flammable. Of
course, it means the torch (duh!). Make sure that you have the Fire Parts
equipped (if you do, you'll see a little fire icon displayed on the left side
of the screen) and swipe at the flameless torch. It'll light on fire and the
gate will lower, granting you access to the next area.
Pass through the darkness and you'll emerge in the midst of more forestation.
You've now properly entered the dungeon, and wooden stakes will bar the way
back to the dungeon entrance. Ahead, you'll see a relatively open area. When
you walk forward, you can break open some vases and a tree and boulder. The
path branches to the left and the right, and both directions are patrolled by
razor-sharp spike balls. You can press the 'Square' button to safely glide
through them if you think on your feet.
Start by heading left along the path, past the single spiked ball. Beyond,
you'll find a treasure chest resting on a stump. It contains [CHOCOLATE],
which you should have room for in your inventory. Grab that, then take care
of the glowing orange tree that was woken by your activity. Remember that
moving in close and launching a series of quick attacks is the best way to
emerge from the fight unscathed. A second tree in the area also will come to
life, so be watchful of that. There's also an available mound where you can
charge your drill if needed. After those ordeals passes, demolish the rest of
the trees and any other destructible objects for the coins they yield. Now
head back along the path, so that you're in the first clearing you came to
upon entering the forest dungeon. This time you're going to take the right
fork in the road.
Along that path you'll find more of the spikey things than you did along the
path to the left. Once you move past the second of the rolling spike balls,
you should see a trail that branches left through a grassy canyon. Wander
down that path to find a vase at the end, which you can break for some coins.
Continue along the path and you'll find a Phantom with armor. When you
approach, he'll run left and vanish. You should see a weak wall there, which
you can break apart to find not only the guy you were just chasing, but
another armor-equipped Phantom. The latter is weak to fire attacks. Charge
attack him, then finish up with some Tornado Spin attacks that should keep you
safe from both enemies. When you're done, destroy the tree in the area with a
charge attack and pull the lever, which will drop a nearby gate.
Now head back out of this dead-end clearing and take a right. You're going to
do some backtracking, and things can get a little confusing at this point.
Follow the rock path as it loops back to a burning torch. You can pass
through the opening near the torch, but don't do so yet. Instead, continue
along the path and watch the wall to the right for cracks. You can drill it
to get a bunch of coins. Continue along the path and you'll come to a 'T'
where the path heads left and right. There's also a purple vase here resting
at the base of a tree, so make sure that you break it (and the tree too).
From there, continue along the path to the left, past where you just broke the
vase. You've now worked your way in a circle that took you back to the place
where you pulled that lever. Continue along the path and this time when you
come to the torch, pass through the opening into a clearing.
In this new area, you should see a dark red spider dangling ahead. You ought
to have your projectile shot available to you, or if you don't the enemy will
succumb easily enough to standard swipes of the drill. The spider isn't your
main concern. When you jump to the ground, you'll attack a series of
pumpkins. They breathe fire and it's hard to avoid them all at once, so the
key is to take them out quickly with Tornado Spin attacks. This prompts more
of them to appear. Repeat the process and you'll take out a bunch of them for
some serious cash.
You may also notice a well in the area. Make sure that you have your goggles
equipped, then jump down it to land in a shallow area of water at the bottom.
There are several pots you can break down here, as well as a few ledges
jutting out from the wall. Hop up those and to the side of the third, you'll
notice a weak wall. Drill it to reveal a hidden side room. Pass through that
(collecting coins along the way), then hop up to a raised ledge and press
against the wall to the right to squeeze through another narrow passage. At
the end of that passage, you'll find more ledge on which to maneuver. Follow
it around, careful not to fall down the pit, and you'll find two pots at the
base of a ladder. Bust them open and climb the ladder to a higher ledge, next
to a platform you can use to refill your life meter. You're now back in the
clearing where the pumpkins attacked you.
Destroy any trees and also jump up on the ledge where two purple pots rest.
Near them, there's a weak wall that you can drill to reveal a hidden path
branching off to the left. Follow it and you'll soon run into another fork in
the path. You can't go right just yet because of wooden stakes, so head left
instead. As the path widens into a wider trail, you'll see what looks like a
log along the ground in your way. You can easily pass around it, but you
might as well demolish it for coins. Beyond, a tree, some flowers, a torch
and a crate await.
The flowers are enemies. When you get near, they'll attack by spewing black
balls. There are three of them, and one was blocked by the tree. Don't let
it hit you from behind while you're concentrating on its companions. Once
you've taken care of the three vicious flowers, also destroy the tree just so
you have an unobstructed view of the area (as well as more coins). You should
notice a nearby boulder, next to a gray switch. Destroy the boulder with a
charged shot, and also the weakened wall behind it. You'll get a bunch of
coins for your trouble. Now push the crate so that it rests on the switch.
This will open the gate back the way you just came. Though you may be tempted
to follow the exposed path ahead before you backtrack, don't bother; it just
leads back to an area you've already explored. Instead, backtrack to the gate
you just opened and pass through it into the next area. You'll know it by the
two purple vases you haven't yet had a chance to smash. Do so now.
In this clearing, you'll see two torches straight ahead, and a dark hole
beyond that leads to unexplored territory. As you come even with the torches,
gates will rise to block your way and a dark Phantom will hop into the
clearing behind you. He's wearing armor, so charge your drill while he
approaches and then let him have it (if you need to turn the camera quickly to
see, don't forget that the 'Triangle' does so instantly). This monster is
actually fairly tough, with a life meter. He bounces around the area once
you've removed his armor, and connecting with his large girth will do
considerable damage to your own life meter (and drilling capabilities). Also,
he fires a projectile. The trick is to keep moving while swinging the camera
around so that you don't lose sight of him. If you have to, there's a handy
chocolate bar in your inventory, so don't be afraid to use it as necessary.
When you defeat the monster, gates will drop and you'll be able to proceed to
the next room. Here, you're looking out over a large body of water. When you
jump in, you'll notice that there is a fish swimming around who means you
harm. Avoid him and continue onward to the opposite bank. Once you're on dry
land, two Phantoms will drop to attack. You should use charged attacks to
defeat them for Junk, then also use a charged drill to destroy the tree and
the week wall it hides. There are plenty of coins in it for you. Next, jump
up on the bank and break the vase to snag still more coins.
Once you have those coins, drop back down to the lowest level of the little
island and you'll notice a moving platform that drifts between it and a higher
platform. Walk onto the platform and let it give you a ride up to higher
foothold, where you must wait until another moving platform arrives. Step
onto it, then ride it to a platform set out in the middle of a body of water.
Break the vases along the outer edge first, then destroy the stone columns
with charged drill attacks, and finally light the torch on the pedestal. When
you do, some Phantom monsters will drop onto the little island to attack.
Defeat them with charged shots as possible but don't let them do too much
damage just because you're worried about Junk; these are tight quarters.
When you alerted the Phantoms to your presence on the island, you also caused
some ledges to rise out of the water somewhere in the distance. Once the
Phantoms are defeated, ride the moving platform that periodically returns back
to the area where you stepped on the first moving platform. From there, swim
back out toward where the fish attacked you, but now look off to the left.
You should see the new ledges. Hop up those to a new platform, where you will
have the opportunity to recharge your drill. There also is a tree to destroy.
Do so for the sake of some coins, then continue forward by dropping to the
lower level of the path.
Two flowers are waiting for you ahead, so eat a cookie or something if your
energy is waning. When you drop down, don't miss the blue junk bin that rests
at the base of the ledge. Break it open for some Junk before you rush the
flowers. After you defeat them, you'll notice the dangerous area ahead.
There are some lines of electricity flowing through here, and also a rolling
blue shield that fires aura bursts periodically. Roll through the barriers so
that you're on the other side. If you have life to spare and want a lot of
junk and coins (plus a better ranking for the dungeon), turn around and take
out the enemy from behind. Once you do, three more Phantoms will drop into
view. They are equipped with armor, so use charged shots to dispose of them
for more Junk. Then take care of the nearby trees for some coins. Finally,
proceed through the open space at the edge of the clearing.
You've made it to the dungeon's treasure room at last. Break the usual debris
that surrounds the treasure for some coins, then jump onto the altar to grab
[SHOEBOX]. Now you'll be back on the world map. Head back to Monster
Village. The shoebox belongs to Poco, so make sure that you return it to him.
This will cause more Dark Mist to drift away on the map, which reveals two
more areas for you to explore, one in the forest to the west and one in the
ruins to the east. You also have a potted plant, so give that to Pierre and
you'll pull away Dark Mist on the world map that reveals a distant cottage of
some sort. The building is still surrounded by mist, but you have plenty of
other areas that need your attention. It's time to do some more exploring.
======================
Asparagus Lake {W1011}
======================
Items: Shock Parts
Before you go to another actual dungeon, you might as well explore an area
that doesn't come with monster and treasure chest objectives. That place is
Asparagus Lake, located in the northeast portions of the map. You'll find it
along the trail leading north from Mole Dojo. It's just a little lake with a
dock looking out on it.
Enter and you'll find yourself facing a bridge that leads out into the water.
Before trying to cross it, head to your left where a Phantom is jogging in
place. It's Bob! He's training so that the next time you meet in battle, he
can defeat you. He mentions that he's seen lightning strike at the other side
of the lake and thinks there may be something over there. He may be right.
If you go back to the bridge that leads out onto the water and take a right
instead of a left, you'll find a sign indicating that a nearby building
belongs to Pecky, as his summer home. That's nice. Return to that main
little bridge you saw when you first entered and walk to the end. There's a
boat there shaped like a white duck. Jump into it and press 'X' and it will
cross the lake. When it reaches the far bank, jump out and swim a short
distance to the right (you'll want to have Level 2 goggles equipped, of
course). You can jump up onto a small dock from there and run up the bank to
a weakened wall.
With a powered drill attack, burst through the wall to find a pot that
contains [SHOCK PARTS]. You can equip it to add an electrical charge to your
drills. Now you're ready to exit the area and head to the next dungeon. Head
west to the woods and try your luck in Forest Ballroom.
======================================
Radish Woods (Forest Ballroom) {W1012}
======================================
Items: Life Gem
The Forest Ballroom is now available in Radish Woods, so you might as well go
there next. When you enter, Prince is waiting. He informs you that a friend
waits inside the dungeon. He challenges you to defeat the lord of the forest
that waits beyond. Before you enter, chop all of the torches and debris to
bits for coins. Also, make sure that you have the Shock Parts equipped. Then
step through the door.
Inside the dungeon, Parin will run forward toward her friend, Rocko. He warns
her to stay back as a monster descends from the sky. That monster is Mosby, a
giant butterfly monster. Rocko tries to understand what it's saying so he can
translate, but has no luck. Then it's time to fight. He explains that the
Phantoms plan to rebuild the Phantom Kingdom. Then the battle begins.
------------------------------------------------------------------------------
Boss Battle: Mosby
As your battle with Mosby begins, you will notice pedestals rising from the
surface of the forest floor, then lowering. Several of these are large, with
enough space to stand on, but I've come to the conclusion that such ledges are
just a distraction. You can ignore them completely and still beat Mosby. In
fact, you may even find it simpler.
As Mosby circles in the air, keep out of his way while he fires the occasional
projectile. One attack is a laser, and he also starts firing shots up into
the air that will gradually fall down around you. He even has one move that
turns the screen red and then sends a shockwave crashing along the surface.
Plus, he's not afraid to dive if it suits him.
What you're watching for is the moment when he sends out three blue bats. You
then can jump toward one and it will be targeted in red. Fly forward to kill
it mid-air, then jump immediately again and repeat on the next bat, then the
next, and finally you bounce from that one to attack Mosby. If the blow hits,
you'll send him tumbling lower to the ground, where you should then use
repeated launch attacks to quickly drain a portion of his meter. He'll shake
it off eventually, but you should have worked off around a fifth of his life
meter.
As Mosby rises to the air after you've managed a successful few attacks, make
sure that you get away from him as quickly as possible. During the next few
seconds, he'll be launching powerful attacks that are difficult to avoid, and
your chances of hitting him back are slim to none. Wait until he launches
more bats, and then repeat the old routine until finally you win.
------------------------------------------------------------------------------
Once Mosby goes down, another crystal falls from the sky. Grab it and you've
just acquired another [LIFE GEM] to boost your maximum HP. Cream and Roger
watch from a distance, commenting on who's going to beat Parin during her next
encounter with a boss. It looks like Roger is your next adversary. You'll
get to watch some video that explains why the Phantoms are doing what they're
doing. Rocko thanks you for saving him. Then you are taken back to the world
map after saving. Go ahead and go to the Monster Village. Talk to Pino and
she'll mention that Rocko headed to Tiese Town. You should follow.
When you enter town, you'll see Cylinder. He wants to know if you'd like to
buy any additional parts. Here's his revised inventory list:
------------------------------------------------------------------------------
| Item Name | Cost | Effect |
==============================================================================
| Beta Parts | 4000 | Allows you to use Pretty Missile attack. |
------------------------------------------------------------------------------
| Wind Parts | 5000 | Allows you to use Downward Lunge attack. |
------------------------------------------------------------------------------
| Energy Oil | 1000 | Temporarily protects drill energy. |
------------------------------------------------------------------------------
| Power Oil | 1500 | Restores lost drill energy. |
==============================================================================
Those may be tempting options, but you should also keep the junk shop's
inventory in mind. Is there something you're saving up for there that you'd
rather purchase? Keep it in mind when you make your decision. You're at the
point in the game where you'd probably like to buy everything, but that'll
mean going back to familiar dungeons and completing them a few times just to
raise money.
If you buy any of the above items, make it the Wind Parts. That's the cooler
of the two attacks. If you buy it, you'll be taken to a tutorial that
explains how to use it. Basically, you jump into the air, then rotate the
analogue stick before pressing the 'X' button in midair to attack. Not too
tough.
If for some reason you want the Beta Parts instead, you'll learn the 'Pretty
Missile' attack. It's basically a 'Drill Tornado' move that immediately
follows a dash guard. So what you do is press 'Square' to do the dash guard,
then immediately rotate the analogue stick and follow it up with a quick press
of the 'X' button to attack. It's a bit more powerful than the Drill Tornado,
but harder to execute. Still, you may find it useful for those moments where
you are approaching enemies that fire projectiles.
Anyway, you can find Rocko in the junk shop when you're ready. Talk to him
and he'll say he just came to see what's happening in the town, since he heard
it was neat. He makes no offer to leave. If you're done here, you can stock
up on sweets at the bakery if you need them. Then it's time to go to the next
dungeon. Head east of Monster Village, to Mile Palace in Potato Ruins.
==================================
Potato Ruins (Mile Palace) {W1013}
==================================
Item: Chocolate, Table
When Parin enters, she'll find herself facing a door with an iron grate
covering it. There are stone statue heads on either side of the door she used
to enter, so take care of those first for some coins. Then approach the
gargoyle-shaped statue near the gate and talk to it. He says that you must
show him your power if you wish to pass through. Stand in front of him and
use your Tornado Drill move. He'll allow you to pass through to the next
room.
In this new room, you'll see an archway you can pass through, and to the left
of that a ladder. Either option leads to the same place. It's quicker just
to go through the door and hop up some ledges you won't see because of the
camera angle. Once you're through, destroy some stone statues and a pillar
for coins. You'll notice an area with a low railing that looks out on a pool
of water with ledges spaced throughout. That's where you need to go next.
Jump over the short railing and use the stone ledges to cross over to a larger
platform. Note that there are three fish swimming in this area. The way to
beat them is to jump out of the water until a red ring surrounds them. Then
you can use a targeted attack to spear them with your drill. Make sure that
you do so, then tend to the pots lining the stone ledges around you. On the
platform with the oddly shaped stone carving, there's a weak wall. Use a
powered drill to break through it and collect a few more coins. Finally,
you're ready to move to the largest platform in the room, the one with a very
short flight of stairs leading up to it from the water.
When you step on the ledge and head toward the doors, expect an attack; they
fold open and a string of green cube-shaped enemies march forward to ruin your
day. You can take them out pretty easily with charged shots if you haven't
taken damage from the fish, but even close combat with these guys shouldn't
prove too intimidating. Destroy the stone columns and nearby vases, then
proceed through the open doors and into the next room. Ahead, you'll see a
bunch of pots sitting at the head of a staircase that winds its way down
around the raised ledge. Break open the pots for some coins, then follow the
stairs downward. When you reach the bottom, you'll find four unlit lamps.
Each lamp you light except for the last one prompts enemies to appear. These
enemies tend to be armored and rather deadly. They wheel around with huge
drills in front of them, so you'll immediately want to start charging a shot
after lighting each lamp and let them come at you in a line that you can be
sure your charged attack won't miss. That should destroy their vehicles,
while a second charge shot will be necessary to dislodge their armor so that
you can salvage it for Junk. Make sure that you also break apart any debris
lying around the area before proceeding through the archway when the iron
grating lifts.
In the next area, start by destroying the pots to your left and right. You're
at the top of a steep staircase now. As you descend, note that on the floor
ahead, there are square patches filled with circles. Spikes come out of those
at regular intervals. Unless you like pain, spikes are bad. Avoid them. You
still want to break apart the stone columns, though, particularly the one
that's in the corner to the left side of the staircase as you first descend.
Breaking it reveals a bin that contains a bunch of Junk. On the side of the
room, you'll also notice a grated door and a ladder to its right. Climb the
ladder up a ledge, then you'll see a narrow beam stretching out toward a
floating ledge. Walk carefully out on the beam, then jump to the greenish
ledge. This will prompt a second one to appear after a moment. Walk out onto
that one as the first one that appeared started to fade. You're going to
basically have to walk along a line that's shaped like a horseshoe as new
ledges slowly appear and keep you guessing where to go next. When you reach
the opposite side of the airborne gauntlet, you'll find a lever that you can
pull to open the door far below. Then you can jump out to the left, to a
ledge some distance over the floor, and then from there to the floor before
passing through the doorway.
Once you do, you'll see some purple vases that you can break to your left. Do
so, then head down the hall to the right. As you follow it, you'll come to an
area with colored bands across the floor. As you approach, that triggers a
Phantom to bust out of the wall. Charge your drill and turn away promptly.
Though the camera didn't make it obvious, he actually is attacking you from
behind. It's the same guy that was such a pain in the butt in the forest.
Your charged shot will remove his shield but it could very well miss (that
would be bad). Once his shield is gone, move in close and swing your drill
like mad to hit him before he lets loose projectiles and other damaging things
along those lines. Once he's defeated, continue down the hallway and break
some pots before heading through the door and into the next room.
Explore this area and as you do, two sets of two spiders will drop from the
ceiling. They're the red variety and thus take a little extra punishment, but
you still should be able to defeat them without taking any damage. Also
destroy the wood carving that looks like a pyramid, and use charged drill
attacks to remove the stone pillars. There's also a patch of soil that you
can use to refill your drill a bit, in case you took damage in the brutal
fight in the proceeding hallway. When you're done destroying debris, head
along the wall and skirt its outer edge near the fence's left side to make
your way around it and break open a vase, destroy a wood carving and open a
treasure chest for some [CHOCOLATE]. Now go back around and ascend the
staircase that runs along the room's edge.
At the top of the stairs, look down the walkway and you'll see a Phantom.
Make sure that you charge your drill before you approach, then start toward
him and let loose with your charged shot. An alarm will sound as two of his
companions behind him join the fray. You're probably going to do best if you
use the Tornado Drill to take care of things (and that won't prevent you from
getting some Junk). Take out the monsters and you've probably pushed onward
through the arch and into a room with some pots and a vase forming a square on
the floor. There's also a boulder blocking the way to the next room. Start
by tending to the pots and vase.
When you go through the next room, you'll see an open doorway leading forward.
Start powering up your drill as you approach it. When you get near, an iron
grating comes up. Suddenly you're in a room with a Phantom... and his two
buddies. If you need to, munch on some candy and then take care of the guys
with some Tornado Drill attacks and maybe a few charged hits. Note that if
they hit you much at all, you are dead. It's as simple as that. Their shots
do way too much damage. It's best to move in right away and let loose with
the Tornado shots until the gunslinger is gone, then finish up with the
charged shots on his cohorts (charged shots are the best way to remove their
spiked belts). After you defeat the enemies, remove the wooden crates with
drill attacks, and also break open the pot. Then pass through the next
doorway.
Depending on how your trip through this dungeon has been going, you'll
probably be relieved to find that you've reached the treasure room. Break the
pillars if you want a lot of valuable coins, then jump on the altar to grab
the [TABLE]. Now you'll be taken back to the world map in victory. Head back
to Monster Village and talk to Pierre, who is depressed because of his missing
table. You'll give him the one you just recovered from the ruins, which will
cause the Dark Mist to loosen its grip on the landscape and make another
portion of the map available. You can now explore further to the southeast in
the ruins.
Before you take advantage of that, it's probably a good time to head back to
the village. Talk to your grandpa as he enters and he'll mention that your
parents have contacted him about some new ruins they found. Also, you can
trade coins for prizes and money. Perhaps there's even something nice he'll
give you. That's not why you're here, though. Unless you've been spending,
you now have enough money to buy a few different things. You should also have
enough Junk to make an upgrade. I recommend upgrading the headband to level
3, which will give you a 25% reduction in damage while wearing it, in addition
to the 50% increase in attack power. When you're done shopping, return to the
world map by way of Monster Village and head to the area you just made
available in the southeast.
=====================================
Potato Ruins (Kilometer Path) {W1014}
=====================================
Items: Chocolate, Cookie, Mystery Bag, Phonograph
When you enter this dungeon, you'll find that there are a series of wiry
statues, with three on either side and another directly ahead that wants to
know a password before you can proceed. It's time to quiz the other six
statues for clues. The first one on the left says that the password is 'I'
and that the next clue is two spaces over. If you talk to the second statue
to his left, you'll be told that the password is 'L' and the next part is to
his front. Cross over the center of the room to the corresponding statue on
the other side and he'll say that the password is 'L' and the first part is to
his front and side, which means that the middle statue on the left side of the
room has the first letter of the password. That statue claims that the
password is 'D' and says the next piece of the password is to his front.
Cross back over and the next statue says that the password is 'R' and the next
part is to the forward left. That would be the first statue you checked,
which was 'I.' So the password can be only one thing: DRILL (the final statue
has nothing to share, except his belief that thinking up passwords is tricky).
Armed with the correct password, go talk to the statue that blocks the way
forward and tell him your answer. He'll open the door and you can pass
through to the next room.
From where you enter, look to your right left and make sure that you smash
open the purple vases. Then run forward through the hallway and follow as it
descends along a staircase. You should see a treasure chest ahead, on a
raised pedestal. Go ahead and jump at it, but you won't make the leap.
Instead you'll fall to the area below, where there are stone statue heads,
pillars and vases. You should break those with charged attacks, of course,
but first there are some red spiders that will drop down from the ceiling.
Deal with them, then start drilling debris for coins. There's also a portion
of weak wall near the statue head, so you should take care of that, too. A
girl has to have priorities!
When you've collected what treasure you can, there's still the small matter of
leaving the room. Behind the statue head, you'll find a lever. Pull it to
make a blue platform drop down. Step on it and it will lift you high enough
that you can safely jump to that treasure chest you couldn't reach before.
Open it to find a [COOKIE]. From there, jump back onto the floating ledge,
and then back again to the other side. It's a long leap, but you can make it.
If you fail, just drop down and pull the lever again to re-orient the platform
and make another attempt. Once you make it back to that other side I
mentioned, though, drop to the flat area to the left. This will prompt a
Phantom to send a series of spiked balls rolling toward you. To avoid them,
you need to leap over them just before they can hit you. The problem is that
they'll roll back and forth through the area as you make your way across it,
so you may have to jump them several times. When you reach the end of the
space, the Phantom will disappear through a low hole. There are also vases
here, which you should obviously break. You can't quite squeeze through the
hole after the Phantom, but you'll notice that there are spidery signs of
decay along the surface of the wall. Use a powered drill attack to break
through and get some coins.
On the other side of the rubble, break the pot to your right and you'll
probably see a telltale blue circle that means there's an enemy nearby that
you can target. Start powering your drill, then drop down to his level and
take him out quickly. If your attempt fails, you'll probably just drop next
to the level below (along with your fleeing enemy) and have to fight three
Phantoms at once. A charge attack will be a good start to things, then some
Tornado Spins. Once it's just you and the guys in the spiky belts, charge
your drill and let them come at you single-file, then charge through to remove
the belts and finish them off with more spinning attacks for a nice assortment
of Junk. Now there's the matter of progressing to the next area. To do so,
hop back up the raised ledges you just descended, and on the other side you'll
find a lever you can pull. Doing so will cause a door to open elsewhere in
the dungeon. Backtrack along the area where the spiked balls started rolling
toward you (they're following a different pattern now that's easier to avoid,
thankfully), then take a right and head past where the floating ledge allowed
you to reach the treasure box. Drop down and proceed through the door at the
end of that corridor, which is now open.
You're now in another room. There are four pots nearby, two on your left and
two on your right. Smash them, then set about the task of crossing a wide gap
that fills half the room. You'll do that by dropping down to the floor below,
where beams of light make things very dangerous. As soon as you land, start
mashing the 'Square' button to glide through the hazard and toward the ladder
located toward the right edge of the wall on the opposite side of the area
(well, I'm assuming some people will have to do that; I always wait until I
see a wide break in the lines, then just run for it). Anyway, from the top of
the ladder you can advance to a platform that refills your life, and also
there are pots to smash. There's even a destructible stone pillar if you're
feeling frisky, though it contains only a few paltry coins and isn't worth
getting if you're afraid you might fall back down to the floor to your left.
Do what suits you before proceeding through the nearby doorway into the next
room.
Here, there are cannons positioned in three corners of the room. You can take
them out with charged drill attacks to make things easier. Start with one on
your right, then one in the next corner from there, and finish it up with the
one that would've been to your left as you entered. Now you can turn your
attention to a recess in the floor, where you should smash some vases and pull
a lever to make some iron grating rise. However, some armored Phantoms will
attack. Use your Drill Tornado to eliminate the threat, then a charged drill
to break through the weakened wall they were guarding.
Through that hole, you'll notice a mound of soil ahead that you can use to
recharge your drill. There are fences lining either side of the room, with
cool boulders behind them. You can break holes in portions of those fences,
including the ones right by the door, but don't start there. Instead, walk
toward the mound. As you approach, two Phantoms will attack. They can absorb
your attacks unless you attack with charge attacks, so do that to remove their
armor and collect junk. If you need shelter while charging, you can keep
boulders between yourself and your enemies so they can't harm you. Once the
enemies are stripped bare, Tornado Drill attacks should make quick work of
them. Now you can go back and drill through the room's debris at your
leisure. There's nothing better than coins in any of the rubble, but that's
okay.
When you're done looting, head through the door and into the next room.
There's a single cannon aimed straight at the door, with a Phantom manning it.
He fires as you enter, so move left to avoid the shots and start charging your
drill, then head forward and take out the cannon and operator with a charged
shot. Along the way, an alarm will sound and two more Phantoms join the fray.
You have to keep moving at this point, since your regular attacks and Drill
Tornado won't harm any of these guys. The cannon should be your first
priority, and then any other incidental foes. Once you're free of the hazard,
you should also notice vases and weak walls along the side of the room (as
well as stone columns). Tend to those with your drill, as well.
From where you entered, the weak wall to the right leads to another chamber
with some electric barriers you have to Guard Dash your way through so that
you can reach and pull a lever. That'll open the door in the previous room
and you can take out the electric generators with charged shots on the way
back through, along with some pillars. The weak wall that was on the left
leads to a room that holds a treasure chest with [CHOCOLATE]. Once you grab
it, several spiders will drop to attack. Take them out with Tornado Drill
attacks, then return to the previous room and pass through the archway you can
now access.
Through there, make sure that you break the pots on either side. Then drop
down climb the ledges to your right and left, where levers wait. When you've
pulled both, you'll reveal a chest in the middle of the room below. Drop down
and open it to find the [MYSTERY BAG]. Then proceed toward the door beyond
but be ready for cube-shaped enemies (four of them) to drop and attack. A
single Drill Tornado attack will take them all out