FAQ/Move List by JLacano

Version: 1.3 | Updated: 01/01/70 | Printable Version

                           Tobal 2 FAQ v1.3
                      by John Lacano and Frostbyte
This FAQ is maintained by John Lacano (lacano@worldnet.att.net).

Thanks to:
-Ignacio Lucas (delucas@hotmail.com) for providing various information, 
 including the Load method for obtaining monsters.
-Mark Bradley (ataru@netcom.com) for helping with the potions and 
 stones and for making the excellent potion description pictures.
-Justin Sison (kuno12@geocities.com) for providing the winning pose code
 and various other information.
-Additional moves provided by Drblasfemy@aol.com, mmlwang@ucla.edu, 
 and chojin@sprintmail.com.

Legal Stuff:
This document is (c)1997 John Lacano.  All rights reserved.  No part of 
this document may be reproduced without the express written consent of 
John Lacano.  No part of this document may be changed in any manner.  
This document may be freely distributed for personal use provided it is 
not charged for.  No part of this document may be included in any 
magazines, CD-ROM compilations, or pay web sites.

Tobal 2 and all characters are (C)1996, 1997 SquareSoft. All rights 

Version Info
v1.3  Added Rumors section (5.3).
      Updates to Quest Tips section (3.6).
      Added poison food tip (3.5).
v1.2  Added dungeon locations for beginners (3.6).
      Method for obtaining Dual Horn (5.1).
      Choose winning pose code added (5.2).
      Father/Priest correction (4.4).
      Number of Floors for Castle and Cave (4.3).
v1.1  Updated monster list, hidden characters.
      Added "returns" to make everything look good on the web(comments?).
      HTML version available, e-mail me for info. -John
v1.0  Added Mark's moves.
      Added Mark2's moves.
v0.9  Corrected potion information.
      Dance code, repeat speech code.
      Practice with "F" monsters trick.
      Analog controller projectile.
      Basic quest moves added.
      Chocobo and Dog moves added.
v0.8  More quest tips, potion info, and stone info.
      Added potion RGB list.
      Added character backgrounds.
      Updated moves (Chuji,Epon,Ill,Gren).
      Fixed spacing problem on monster list.
v0.7  Added Moves Section provided by FrostByte.
      Added Monster List.
      Another reorganization (sorry!).
v0.6  More Potion Information.
      Analog Controller Information.
v0.5  Added Potions and Stones section to Quest Mode.
      Added unblockable attacks and counters.
      Renamed Menu Translations to FAQ.
v0.4  Added Version Info, Index, and Quest mode information.
      Also did a little reorganizing and tweaking.
v0.3  Added the replay menu options.
v0.2  Added hidden character info.
v0.1  Initial release.

1.0  MENUS
    1.1  Tournament
    1.2  VS
    1.3  Quest
    1.4  Training 
    1.5  Option
    2.1  Common Moves Legend
    2.2  Character Moves
      2.2.1  Chuji Wu
      2.2.2  Epon
      2.2.3  Oliems
      2.2.4  Hom
      2.2.5  Fei Pusu
      2.2.6  Ill Goga
      2.2.7  Mary Ivonskaya
      2.2.8  Gren Kuts
      2.2.9  Chaco Yutani
      2.2.10  Doctor V
      2.2.11  Mufu
      2.2.12  Nork the Mysterious
      2.2.13  Emperor Udan
      2.2.14  Mark
      2.2.15  Mark2
      2.2.16  Chocobo
      2.2.17  Dog
    2.3  Move Tips
    2.4  Character Backgrounds
    3.1  Moves
    3.2  Status Screen
    3.3  Potions
    3.4  Stones
    3.5  Food
    3.6  Quest Tips
    4.1  Methods to Unlock Monsters
    4.2  Using the Monsters
    4.3  Dungeons
    4.4  List
    5.1  Hidden Characters
    5.2  Codes
    5.3  Rumors

1.0  MENUS

Main Screen:


Pick a character and start fighting. (duh!)
See Using Monsters (section 4.2) for info on the red, blue, green, 
and gray monsters.

1.2  VS

Two player mode.
See Using Monsters (section 4.2) for info on the red, blue, green, 
and gray monsters.

1.3  QUEST

Initial choices:
-New Game

During the Quest Mode, pressing select will bring up the following menu:
-Equip Stone

In town, there is a Church, speaking with the priest will bring up this:
-About Saving
-Don't Save


Select a character to practice with.
Push L2 and R2 to reset characters to the center of the ring.
See Using Monsters (section 4.2) for info on the red and blue monsters.

While in Training Mode, press Start to get the following menu:

-Control Data (display controller input)
-Status (display damage info and button grid)
-Slow Motion (the higher the number, the slower the game)
-Color Change**
-Practice Reversals (push guard and square when OK flashes)
-Character Select (choose new characters)
-Return to Title (leave training mode)
-Exit (resume training)

*Options for Player and Computer from left to right, Player starts at
Controller 1, Computer starts at Controller 2.
-Controller 1
-Controller 2
-Enemy (computer controlled opponent)
-Syagami (crouching)
-Guard (always defends)
-1 Hit Guard (defends after one hit)
-Down (stays down after a fall)
-Jump (jumps up and down)
-High Attack
-Middle Attack
-Low Attack

**Choosing this option will bring up a menu of the clothes your fighter 
is wearing.  Select an item by moving up or down.  The three numbers at 
the top represent the amount of Red, Green and Blue in that order.  
Move left or right to select a color.  Add more of a certain color by 
pushing triangle, reduce a color by pushing X.  Clear will reset your 
fighter to normal colors.


-Game Options (see below)
-Button Configuration
-Memory Card (see below)
-Replay (see below)
-Screen Adjust
-Theater (move left or right to select movie)
-About the Analog Controller
      The analog controller has three different settings:
      digital (no light), analog pad (red light), and
      analog stick (green light).  To use analog control
      without the vibrations, use the setting for the
      analog stick. 
      [NOTE: You'll probably want to use the Free Setting
      in the button configuration and change the button 
      positions if you use the analog stick mode.]
-Return to Title

Game Options
-Number or Rounds to Win
-Time Limit
-Endurance Mode (OFF, recover 10%, recover 20%, etc.)
-Sound (STEREO, Mono)

Memory Card
-Auto Save (OFF, on)

Replay (FIGHT MEMCARD displayed at top of screen)
-Smooth(?) Motion Program (ON, off)
  This option should be ON, otherwise the game will look terrible.
-Save Replays (OFF, on)
  Brings up save options after a fight (FILE, New File, Don't Save)
-View Replays (see below)

[NOTE: If you use an analog controller, saved fights will not be 
recorded correctly.  You can still save fights, but when you view them 
later it won't be the same fight.]

  View Replays Menu
  -Files (if you have saved any)
  -Create New File
  -Rename File
  -Erase File
  -View Demo Fights
    Viewing Options (appears after selecting a file or View Demo Fights)
    -View Once
    -View Continuous
    -Copy  [not available for demos]
    -Move  [not available for demos]
    -Delete (NO, yes)  [not available for demos]

      Camera (appears after View Once or View Continuous is selected)
      -Control Yourself
      -Look at Player 1
      -Look at Player 2

        Power Gauge (appears after camera mode is selected)


2.1  Common Move Legend (all facing right)

f/F = forward/hold = tap/hold your direction pad to the right
b/B = back/hold    = tap/hold left
u/U = up/hold      = tap/hold up
d/D = down/hold    = tap/hold down
J = jump        = (default L1 or L2)
G = guard       = (default R1 or R2)
H = high attack = (default Triangle)
M = mid attack  = (default Square)
L = low attack  = (default the X button)
A = action      = (default the circle button) only used in Quest Mode

f,f = quick dash
f,F = run
b,b = quick escape
b,B = skip backwards
f/b+G+H = roundhouse
f/b+G+L = low sweep

G+M = grab
d+G+M = low grab (hold block to keep grabbing)

After Grab: (offense / your grab)
f/b/d/u = move
tap U = high punch combos
tap D = low shin kick
M = throw
f,b = push back

After Grab: (defense / opponent's grab)
f/b/d/u = counter their move
b,b = escape
U = high blow escape
D = low kick escape
G+M = throw

(after throw) G+M = counter throw/escape/reversal
(after block) f+M = counter attack  

Recovery Moves
G+M = recover from juggles.
J+G (hold) = stay grounded 
J = flip recovery
H = recover and high attack
M = recover and mid attack
L = recover and low attack
f/d/b/u = directional roll.

Distance Attack
b+M, b/B = chi attack (hold back to increase your power at the cost of
           your own life.)

2.2  Character Moves
Move listed with a (*) is an extended chain move they are very hard to 
pull, you can only execute them with PRECISE button presses. Use the
practice mode and the combo bar to practice these.  You'll know if you 
pull one of these off, usually these moves are accompanied by a star 

2.2.1  Chuji Wu
height: 175 cm
weight: 70 kg
age   : 18

(grab) M          :   Over-shoulder Trip
(grab) b+M        :   Back Toss
(grab) f+M        :   Forward Trip 
(grab) u/d+M      :   Shoulder Toss
(grab)(pull) f+M  :   Tackle
(tackle) H        :   Face Punch
(tackle) L        :   Low Punch
(tackle) M        :   Back Toss
(side grab) M     :   Hip Toss
(side grab) M     :   Shoulder Toss
(back grab) M     :   Gut Throw.

Normal Attacks      
H,M               :   Punch, Side Kick
H,L               :   Punch, Sweep
H,H,H             :   2 Punches, Roundhouse
H,H,M             :   2 Punches, Gut punch
*HHM,M            :   2 Punches, Power Gut Punch
*HHM,M,L          :   2 Punches, Sweep Fakeout
H,H,L             :   2 Punches, Sweep
H,H,f+L           :   2 Punches, Forward Sweep
L,L               :   Low kick, Sweep
L,M,M             :   Low kick, Side Kick, Cartwheel
*LM,M             :   Low kick, Side Kick, Power Sweep
f+M               :   Shoulder attack
b+H               :   Back fist
b+M               :   Back flip
b/d/u+L           :   Monkey Sweep
b/d/u+L,M         :   Monkey Sweep, Horse Kick
*b/d/u+L,L        :   Monkey Sweep, Power Sweep
f,f+M             :   Power Punch
f,f+H             :   Heel Kick
b,b+M             :   Reverse Flip
d+M               :   Left Upper
u+M               :   Right Upper
G+H,H             :   High Kick, Roundhouse
G+B+H,M           :   Left Hook, Right Hook
*G+B+HM,M         :   Left Hook, Right Hook, Power Punch
G+B+M,M           :   Power Punch, Uppercut
*G+B+M,H          :   Super Punch
G+F+M,M           :   Uppercut, Uppercut
G+L               :   Low Sweep
*G+L,M            :   Right Hook Fakeout
*G+L,M,M          :   Low Sweep, Double Scissors Kick
*G+L,M,M,M        :   Low Sweep, Triple Scissors Kick
[Hold briefly M],M:   Elbow, Backhand

Turning Attacks (back turned)
H,H,H,L,M,M       :   Backfist, 2 Punches, Trip, Side Kick, Reverse Flip
H,H,H,L,L         :   Backfist, 2 Punches, Trip, Sweep
*HHHLM,L          :   Backfist, 2 Punches, Trip, Side Kick, Power Sweep
H,H,M             :   Backfist, Punch, Gut Punch
*HHM,M            :   Backfist, Punch, Power Gut Punch
*HHM,M,L          :   Backfist, Punch, Sweep Fakeout
M                 :   Horse Kick

Dodge Attacks
U,U/D,D+H         :   Jumping Roundhouse
U,U/D,D+M         :   Shoulder Ram
U,U/D,D+L         :   Trip

While Standing
(crouch) M        :   Double Scissors

b+G+M,H           :   Power Punch


2.2.2  Epon
Height: 165 cm
Weight: 50 kg
Age   : 19

(grab) M          :   Spinning Throw
(grab) b+M        :   Reverse Trip
(grab) f+M        :   Forward Trip
(grab) u/d+M      :   Stomach Throw
(side grab) M     :   Neck Throw
(side grab) M     :   Judo Throw
(back grab) M     :   Stomach Throw
f,f+G+M           :   Flip Over (when enemy is crouching)

Normal Attacks
H,H,H             :   3 Punches
H,H,H,f+H         :   3 Punches, Knee
*HHHf+H,M         :   3 Punches, Knee, Rolling Kick
H,H,H,f+H,f+L,M   :   3 Punches, Knee, Sweep, Rolling Kick
H,H,G+H           :   2 Punches, Roundhouse
H,H,M,M           :   2 Punches, Uppercut, Reverse Crescent Kick
H,H,M,L           :   2 Punches, Uppercut, Foot Sweep
H,H,H,M           :   3 Punches, Elbow
*HHHM,L           :   3 Punches, Low Fakeout
H,M,L             :   Punch, Side Kick, Sweep
*HM,L             :   Punch, Side Kick, Power Sweep
H,M,f+M           :   Punch, Side Kick, Mule Kick
H,M,M,M           :   Punch, Side Kick, Side Kick, Gut Punch
H,H,L             :   2 Punches, Sweep
M,M               :   2 Side Kicks
*M, H             :   Side Kick, Power Side, Mule Kick
M, L              :   Low Kick, Trip
L,M,H             :   Low Kick, Side Kick, Roundhouse
L,M,L             :   Low Kick, Side Kick, Sweep
L,M,M             :   Low Kick, 2 Side Kicks
L,M,M,f+H         :   Low Kick, 2 Side Kicks, Knee
*LMMf+H,M         :   Low Kick, 2 Side Kicks, Knee, Rolling Kick
L,M,M,f+H,f+L,M   :   Low Kick, 2 Side Kicks, Knee, Sweep, Rolling Kick
f+M               :   Mule Kick
                      (you can chain this into any combo starting with H)
f+M, B            :   Super Mule Kick (hold back to delay)
f,f+M             :   Crescent Kick
*f,f+M,M,L        :   Crescent Kick, Power Crescent Kick, Power Sweep
*f,f+L,M,L        :   Low Punch Fakeout
b,b+M             :   Rolling Heel Kick
f,f+H             :   Flying Heel Kick
b,b+H,L           :   Flying Roundhouse, Sweep
d/u/b+H,L         :   Crescent Heel Kick, Sweep 
d/u/b+M           :   Reverse Crescent Kick
f/u/b+L,M         :   Right Sweep, Rolling Kick
f,f+L,H           :   Left Sweep, Crescent Kick
*f,f+L,M          :   Elbow Fakeout
f+H               :   Knee
G+H,H,H           :   3 Roundhouse Kicks
G+H,M,L           :   Roundhouse, Uppercut, Sweep
G+H,M,M           :   Roundhouse, Uppercut, Crescent Kick
G+H,f+M           :   Roundhouse, Mule Kick
G+H,b+M           :   Roundhouse, Gut Punch
f+G+M             :   Heel Upper
f+L,M             :   Sweep, Low Flip

Turning Attacks (back turned)
H                 :   High Chop
                      (you can chain this into any combo starting with H)
M                 :   Reverse Crescent Kick
L                 :   Low Swipe

Dodge Attacks
d,d+M/u,u+M       :   High Roundhouse Sweep

While Standing
(crouch) M        :   Low Crescent

H,M,f+M,b         :   High Punch, Middle Kick, Charge Kick

b+G+M             :   For high and middle attacks

2.2.3  Oliems
Height: 198 cm
Weight: 110 kg
Age   : 20

(grab) M          :   Body Slam
(grab) b+M        :   Jumping Suplex
(grab) f+M        :   Back Breaker
(grab) (push) M   :   Shoulder Breaker
(grab) u/d+M      :   Stomach Throw
(side grab) M     :   Body Drop
(side grab) M     :   Side Suplex
(back grab) M     :   Atomic Drop

Normal Attacks
H,H,H,M           :   3 Punches, Roundhouse
H,H,M,M           :   2 Punches, Axe Kick
H,H,M,f+M         :   2 Punches, Kick, Headbutt, Chicken Dodge
B+H,H,H,H,H       :   Blur Punches
B+HHHHH,M,H,H,H   :   Blur Punches, Gut Punch, 3 Backfists
B+HHHH,L,f+M,M    :   Blur Punches, Low Kick, Headbutt, Chicken Dodge
*B+HHHH,L,M       :   Blur Punches, Low Kick, Power Headbutt
B+HHH,M           :   Blur Punches, Overhead Kick
M,M               :   Axe Kick
f+M,M             :   Gut Punch, Scissors Kick
f,f+M,M,...       :   Headbutt, Chicken Dodge
b+M,M,M,M         :   3 Uppercuts, Chop
b+M,M,H,M         :   3 Uppercuts, Overhead Kick
b+M,M,H,H,L,f+M,M :   2 Uppercuts, Blur Punches, Headbutt, Hook
*b+M,M,H,H,L,M    :   2 uppercuts, Blur Punches, Power Headbutt
b,b+M             :   Heel Kick
b,b+H             :   Backfist
b,b+H,H,M         :   Backfist, Elbow, Overhead Kick
f,f+H             :   Flying Heel Kick
*f,f+H,M          :   Flying Heel Kick, Stomp
M,f+M,M           :   Kick, Headbutt, Hook
f,f+M,M           :   Headbutt, Chicken Dodge
*L,L,..           :   Infinity Low Kicks
*L,L,..,M         :   Infinity Low Kicks, Stomp
G+H,H,H           :   3 Backfists
G+H,M,M           :   Backfist, Punch, Gut Punch
G+H,M,L           :   Backfist, Punch, Swipe
G+H,L             :   Backfist, Swipe
b/f+G+M,H         :   Charge, Roundhouse
b/f+G+M,M         :   Charge, Overhead Kick
b/f+G+M,L         :   Charge, Sweep
G+L,M,M..         :   Sweep, Headbutt, Chicken Dodge
*G+L,M            :   Sweep, Power Headbutt

Turning Attacks (back turned)
H,M               :   Elbow, Overhead Kick
M                 :   Back Flip

Dodge Attacks
u,u+M/d,d+M       :   Side Hook

While Standing
(crouch) f+M      :   Gut Punch
(crouch) f+M,M    :   Stomp

b+G+M,H           :   Deflect, Power Kick
b+G+M,b+M         :   Deflect, Axe Kick
b+G+M,L           :   Deflect, Foot Sweep

b+G+M             :   Deflects high attacks and sets up unblockable

2.2.4  Hom
Height: 180 cm
Weight: 150 kg
Age   : 21

(grab) M          :   Head Slam
(grab) b+M        :   Power Bomb
(grab) f+M        :   Head Slam
(grab) u/d+M      :   Stomach Throw
(grab) (push) b+M :   Sommersault Throw
(side grab) M     :   Elbow Throw
(side grab) M     :   Side Head Slam
(back grab) M     :   Body Toss

Normal Attacks
H,H,H             :   2 Punches, Roundhouse
H,H,M,M           :   3 Punches, Uppercut
H,M,M             :   3 Punches
H,M,L             :   2 Punches, Sweep
H,L               :   Punch, Sweep
*H(long tap),H,.. :   Infinity Punch
*H(long tap),H..M :   Infinity Punch, Mid Punch
d/u/b+H,M         :   Split Kick, Uppercut
d/u/b+H,L         :   Split Kick, Sweep
b+M,M             :   Double Uppercut
b+M,L             :   Uppercut, Sweep
f,f+M,M           :   Axe Kick
f,f+H             :   Overhead Punch
*f,f+H,M          :   Overhead, Spinning Punch
f,f+M,tap H       :   Half Axe, Power Punch
f,f+M,tap H, L    :   Half Axe, Sweep Fakeout
b+G+M             :   Extended Grab
d+J+G             :   Switch Off
f+M,M,b+M         :   2 Kicks, Headbutt
f+M,M,H           :   3 Kicks
b,b+M,L,L,L,M,(F) :   Back Flip, Breakdance Kicks, (Rocket Dash)
b,b+M,M,d+M       :   Helicopter Kicks
L,M               :   Low Kick, Double Punch
f/d/u+L,L,M       :   2 Low Kicks, Kick
b,b+L,L,L,L       :   Flip, Low Kicks
b,b+L,M,M,d+M     :   Flip, Low Kick, Split, Helicopter Kick
b,b+L,H           :   Flip, Low Kick, High Kick
G+H,M,M,...       :   Roundhouse, Infinity Punch
G+H,L             :   Roundhouse, Sweep
B+L               :   Rocket Dash

Turning Attacks (back turned)

Dodge Attacks
u/d+M             :   Side Chop

While Standing
(crouch) b+M      :   Headbutt

f,f+M,H,H         :   Stomp, Windup Punch 
                      (keep hitting H for more power, L to cancel)


2.2.5  Fei Pusu
Height: 161 cm
Weight: 50 kg
Age   : Unknown

(grab) M          :   Spinning Throw
(grab) b+M        :   Rolling Throw
(grab) f+M        :   Forward Spin
(grab) u/d+M      :   Stomach Throw
(grab) (push) b+M :   Reverse Spin
(side grab) M     :   Spinning Throw
(side grab) M     :   Neck Throw
(back grab) M     :   Reverse Forward Spin

Normal Attacks
H,H,H             :   2 Punches, Roundhouse
H,H,f+M           :   2 Punches, Overhead Kick
H,H,b+M           :   2 Punches, Backflip
f+H,M,M           :   3 Punches
H,M,L             :   Punch, Kick, Sweep
*H,M,L,M(M),M     :   Punch, Kick, Sweep, Power Upper(delay), Uppercut
*H,M,L,M(M),L,L   :   Punch, Kick, Sweep, Power Upper(delay), Hell Sweeps
*H,M,L,M(M),L     :   Punch, Kick, Sweep, Sweep Fakeout
u/d/b+H           :   Split Kick
*u/d/b+H,M,M      :   Split Kick, Flame Upper, Power Upper
f,f+H             :   Roundhouse
M,L               :   Kick, Sweep
*M,L,M(M),M       :   Kick, Sweep, Power Upper(delay), Uppercut
*M,L,M(M),L,L     :   Kick, Sweep, Power Upper(delay), Hell Sweeps
*M,L,M(M),L       :   Kick, Sweep, Sweep Fakeout
f+M               :   Overhead Kick
b+M               :   Uppercut
b+M,(hold M)      :   Delayed Uppercut 
b+M(M),L          :   Sweep Fakeout
*b+M,M            :   Uppercut, Power Upper
*b+M,L,L          :   Uppercut, Hell Sweeps
*b,b+M,L,L        :   Backflip, Hell Sweeps
f,f+M,M,M         :   Kicks, Uppercut, Sweep
*f,f+M,M,M,H,H,H,L:   Kicks, Uppercut, Sweep, Punch, Punch, Backflip, Stomp
                      (You have to see this!)
f,f+M,(M)         :   Kicks, Delayed Uppercut
f,f+M,(M),L       :   Kicks, Sweep Fakeout
f,f+M(hold)       :   Punch Fakeout
f+L,L             :   2 Low Kicks
*f+L,M,M          :   Low Kick, 2 Flame Uppers
*f+L,M            :   Low Kick, Roundhouse Sweep
L,M               :   Low Kick, Double Punch
b/u/d+L,L         :   Sweeps
f,f+L,M           :   Low Kick, Double Kick
*f,f+L,M,M        :   Low Kick, Heel Kick, Double Kick
d+G+H             :   Flying Roundhouse
G+H,M             :   Roundhouse, Uppercut
*G+L,L,M,L,L      :   Sweep, Hell Sweep, Back Flip, Hell Sweep
d+G+L,M           :   Low Kick, Double Kick

Turning Attacks (back turned)
M                 :   Backflip

Dodge Attacks
u,u+M/d,d+M       :   Side Chop

While Standing
(crouch) f+L,H    :   Roll, Double Kick
(crouch) M        :   Heel Kick
*(crouch)M,M      :   Heel Kick, Double Kick

u+M,b/d+M,b       :   Sidestep, Power Punch

b+G+H             :   For high attacks
b+G+M             :   For middle attacks
b+G+L             :   For low attacks

2.2.6  Ill Goga
Height: 201 cm
Weight: 180 kg
Age   : Unknown

(grab) M          :   Body Slam
(grab) b+M        :   Back Slam
(grab) f+M        :   Head Toss
(grab) u/d+M      :   Stomach Throw
(grab)(push) M    :   Body Slam
(side grab) M     :   Head Slam
(side grab) M     :   Head Slam
(back grab) M     :   Body Slam

(grab) hold G, M  :   Mount 
(mount) H         :   High Punch
(mount) L         :   Low Punch
(mount) M         :   Throw

Normal Attacks
H,H,H             :   3 Punches
H,M               :   Punch, Double Punch
H,M,L             :   Punch, Double Punch, Kick
H,L,L,H           :   Punch, 2 Kicks, Elbow
H,L,L,L,H         :   Punch, 3 Kicks, Roundhouse
b+H               :   Tail Swipe
*b+H,H            :   Power Swipe
f+H               :   Boot Kick
f,f+H,L           :   Headbutt, Low Kick
*f,f+H,H,H        :   Triple Headbutt
*f,f+H,H,L        :   Double Headbutt, Low Kick
b/d/u+M           :   Double Punch
b/d/u+M,H         :   Roundhouse Fakeout
b/d/u+M,L         :   Double Punch, Low Kick
b,b+M             :   Uppercut
f,f+M             :   Knee
f+M               :   Mid Kick
b+L(hold)         :   Lay down (stay down, direction to move) 
b+L,L             :   Lay Down, Swipe
b+L,b+M           :   Lay Down, Uppercut
b+L,M,M,M         :   Lay Down, Tail Strikes
f+L,L             :   2 Low Swipes
f+L,H             :   Swipe, Overhead Punch
f+L,M,M           :   Swipe, 2 Punches
G+H,H,M,M         :   2 Overheads, Uppercut, Tail Swipe
G+H,L             :   Overhead, Sweep
G+H,M,M           :   Overhead, 2 Punches
b+G+M,M           :   Tail Swipes
G+L,M,M,M         :   Tail Swipes

Turning Attacks (back turned)

Dodge Attacks
d,d+M/u,u+H       :   Side Upper

While Standing
(crouch) f+M      :   Hammer
(crouch) b+M,M    :   Double Hammer
(crouch) M, f+M   :   Headbutt, Knee

b+H (hold)        :   Spinning Tail Whip


2.2.7  Mary Ivonskaya
Height: 189 cm
Weight: 140 kg
Age   : 33

(grab) M          :   DDT
(grab) b+M        :   Delayed Suplex
(grab) f+M        :   Body Lift
(lift) M          :   Back Breaker
(lift) f/b/d/u+M  :   Direction Drop
(grab) (push) b+M :   Giant Swing
(grab) u/d+M      :   Neck Throw
(side grab) M     :   Neck Drop
(side grab) M     :   Arm Breaker
(back grab) M     :   Back Suplex
f+G+M             :   Tackle
(tackle) H,H...   :   Face Punch
(tackle) L,L...   :   Stomach Punch
(tackle) M        :   Rolling Throw
(hold G) f,f + M  :   Ground Throw
                      (different from each direction)

Normal Attacks
H,H,H             :   3 punches
*HH,M,H           :   2 Punches, Mid Punch, Roundhouse
*HHH,M            :   3 Punches, Gut Punch
H,M,L             :   2 Punches, Low Kick
H,M,H,H           :   3 Punches, Slap
H,M,H,L           :   3 Punches, Low Kick
b+H,H             :   Hook Punches
b+H(hold)         :   Power Right Hook
*b+H,H,M          :   Hook Punches, Gut Punch
f+H               :   Power Slap
f,f+H             :   Drop Kick
M,H               :   Mid Kick, Drop Kick
M,L               :   Mid Kick, Sweep
f,f+M             :   Boot Kick
b+H               :   Right Hook
f+M,M             :   Hammer, Hammer Uppercut
b+M               :   Overhead Chop
b+M(hold)         :   Power Chop
b,b+M,M           :   Overhead Hammer, Uppercut
f+L,L,L           :   Ali Kicks
*f+L,L,M,H        :   Ali Kicks, Mid Kick, Drop Kick
*f+L,L,M,L        :   Ali Kicks, Mid Kick, Sweep
f+L,M,H           :   Ali Kick, Mid Kick, Roundhouse
f+L,M,M           :   Ali Kick, 2 Mid Kicks
b+L               :   Sweep
G+H               :   Jumping Roundhouse
G+L,M             :   Sweep, Power Overhead Punch

Turning Attacks (back turned)

Dodge Attacks
d,d+M/u,u+M       :   Sweep

While Standing
(crouch) M, H     :   Mid Punch, Roundhouse
(crouch) f+M      :   Gut Punch

b+H (hold)        :   Power Hook
b+M (hold)        :   Power Chop
G+L,M             :   Foot Sweep, Hopping Punch

b+G+M             :   For high and middle attacks
b+G+L             :   For low attacks

2.2.8  Gren Kuts
Height: 175 cm
Weight: 70 kg
Age   : 18

(grab) M          :   Body Slam
(grab) b+M        :   Low Suplex
(grab) f+M        :   Shoulder Drop
(grab) u/d+M      :   Neck Throw
(grab) (push) b+M :   Neck Throw
(side grab) M     :   Neck Breaker
(side grab) M     :   Neck Breaker
(back grab) M     :   Back Toss

Normal Attacks
H,H,H,M           :   2 Punches, Roundhouse, Mid Sweep
H,H,H,L           :   2 Punches, Roundhouse, Low Sweep
H,H,M             :   2 Punches, Mid Punch
*HHM,L,b+M,M      :   2 Punches, Mid Punch, Sweep, Double Sommersault
*HHM,L,M,M,M,M,M  :   2 Punches, Mid Punch, Mid Kick, 2 Punches, 2 Overheads
*HHM,L,M,M,M,M(hold)     2 Punches, Mid Punch, Mid Kick, 2 Punches, Stance
 then    -H       :   Overhead Flip
   or    -L,b+M,M :   Low Kick, Double Sommersault
*HHM,L,M,M,L,M    :   2 Punches, Mid Punch, Mid Kick, Punch, Sweep, Uppercut
*HHM,L,M,L,M      :   2 Punches, Mid Punch, Mid Kick, Sweep, Uppercut
H,M,L             :   2 Punches, Sweep
*HML,M            :   2 Punches, Sweep, Uppercut
*HM,M,L,M         :   2 Punches, Uppercut, Sweep, Uppercut
*HM,H,H,H         :   2 Punches, 3 Roundhouse
*HM,H,M,M,M,M     :   2 Punches, Roundhouse, 2 Mid Punches, Overheads
*HM,H,M,M,M(hold)        2 Punches, Roundhouse, 2 Mid Punches, Stance
 then    -H       :   Overhead Flip
   or    -L,b+M,M :   Low Kick, Double Sommersault
*HM,H,L,M         :   2 Punches, Roundhouse, Sweep, Backflip
*HM,H,L,M         :   2 Punches, Roundhouse, Sweep, Uppercut
f,f+H             :   High Sweep
f+M               :   Uppercut
b+M               :   Gut Punch
*b+M,L,M          :   Gut Punch, Sweep, Uppercut
*b+M,M,M,M        :   Gut Punch, Punch, 2 Overheads
b,b+M,M           :   Overhead Kicks
b,b+M,L,M         :   Overhead Kick, Sweep, Backflip
*b,b+M,L,M        :   Overhead Kick, Sweep, Uppercut
b+M,f             :   Delayed Gut Punch
f,f+M             :   Mid Sweep
*L,b+M,M          :   Low Kick, Double Sommersault
f+L               :   Sweep
*f+L,M,M,M,M      :   Sweep, 2 Punches, Overhead Kicks
*f+L,M,M,M(hold)         Sweep, 2 Punches, Stance
 then    -H       :   Overhead Flip
   or    -L,b+M,M :   Low Kick, Double Sommersault
*f,f+L,M          :   Sweep, Uppercut
*b,b+L,b+M,M      :   Sweep, Double Sommersault
G+H,H,H           :   3 Roundhouse
*G+H,M,M,M        :   Roundhouse, Punch, Double Sommersault
*G+H,M,L,M        :   Roundhouse, Punch, Sweep, Uppercut
G+H,L,M           :   Roundhouse, Sweep, Backflip
*G+H,L,M          :   Roundhouse, Sweep, Uppercut
b+G+M             :   Flaming Scissors Kick
d+L~M             :   Crouch into a Slicing Spin Kick
d,d/u,u+[hold M]  :   Crane Stance (You can hop around in any direction)
   -M             :   Double Axe Kick (After releasing M press again
                          for second one)
   -H             :   Overhead Flip (Rises higher than Nork)
   -G             :   Cancel Stance
d,d/u,u+H         :   Spin Kicks (This is his Dodge Attack)

Turning Attacks (back turned)

Dodge Attacks
d,d+M/u,u+M       :   Axe Kick

While Standing
(crouch) f+M      :   Uppercut
(crouch) b+M,M    :   Double Sommersault
(crouch) f+H      :   Roundhouse

b+G+M             :   Super Axe Kick


2.2.9  Chaco Yutani
Height: 174 cm
Weight: 58 kg
Age   : 23

(grab) M          :   Shoulder Toss
(grab) b+M        :   Body Push
(grab) f+M        :   Tackle
(Tackle) H        :   Face Punch
(Tackle) L        :   Stomach Punch
(Tackle) M        :   Arm Breaker
(grab) u/d+M      :   Neck Throw
(side grab) M     :   Arm Breaker
(side grab) M     :   Arm Breaker
(back grab) M     :   Arm Breaker

Normal Attacks
H,H,H,M           :   2 Punches, Double Palm Strikes
*H,HHH,M          :   3 Punches, Double Palm Strikes
f+H,M             :   Double Palm Strikes
H,H,L             :   2 Punches, Sweep
*HHL, M           :   2 Punches, Scorpion Kick
*H,HHL, M         :   3 Punches, Scorpion Kick
H,H,M,M           :   2 Punches, Elbow, Uppercut
*H,HHMM           :   3 Punches, Elbow, Uppercut
M,M               :   Side Kick, Heel Kick
M,H               :   Side Kick, High Heel Kick
*M,H              :   Side Kick, Spinning Heel Kick
M,G,H,f           :   Crouch Dash, Grab, Sidestep
M,G,H,H           :   Crouch Dash, Grab, Power Roundhouse
M,G,H,M           :   Crouch Dash, Grab, Mid Punch
*MG,H,M           :   Crouch Dash, Grab, Power Punch
M,G,H,L           :   Crouch Dash, Grab, Trip
*MG,HL,H,H        :   Crouch Dash, Grab, Trip, Air Spin Kick
M,G,M             :   Crouch Dash, Power Punch
MG,b+M,M,f+M      :   Crouch Dash, Overhead Hammer, Elbow, Shoulder Strike
M,G,f+H,M         :   Crouch Dash, Double Palm Strike
M,G,L             :   Crouch Dash, Trip
L,L               :   2 Low Kicks
*f+L,M,M          :   Low Kick, 2 Spinning Heel Kicks 
*f+L,M            :   Overhead Sweep
f+M               :   Uppercut Swing
M,f               :   Power Uppercut
d+M,D or u+M,U    :   Super Uppercut
b,b+H             :   Spinning Heel Kick
f,f+H             :   Spinning Roundhouse
f,f+M             :   Double Fist
f,f+L             :   Rolling Low Kick
b,b+M             :   Forward Flip Kick
*b,b+M,M          :   Flip Kick, Overhead Sweep
*b,b+M,L          :   Overhead Sweep
b+M,M             :   Mid Fist, Chop
b+M+L             :   Overhead Sweep
*b+M+L,M,M,...    :   Infinity Overhead  (only when blocked)
*d+L,G, M         :   Back Dodge, Power Punch
*d+L,G, H         :   Back Dodge, Double Palm Strike
*G+L, M           :   Scorpion Kick
*G+L, L,...       :   Infinity Sweep
*G+L, L,..., M    :   Infinity Sweep, Scorpion Kick
G+H               :   Roundhouse

Turning Attacks (back turned)
H                 :   Roundhouse
M                 :   Shoulder Strike

Dodge Attacks
u,u+H/d,d+H       :   Side Flip Kick

While Standing

u+M,u/d+M,d       :   Charge Punch
b+L,G,H           :   Bend Over Backwards, High Two-handed Punch
b+L,G,M           :   Bend Over Backwards, Middle Punch

b+G+M             :   For high and middle attacks

2.2.10  Doctor V
Height: 202 cm
Weight: 105 kg
Age   : 32

(grab) M          :   Tackle
*(tackle) M       :   Hold
*(hold) H         :   Face Punch
*(hold) L         :   Stomach Punch
*(hold) M         :   Rolling Side Throw
(grab) b+M        :   Guard Pull
(grab) f+M        :   Forward Trip
(grab) u/d+M      :   Neck Throw
(back grab) M     :   Back Trip

Normal Attacks
H,H,H,M           :   2 Punches, Elbow, Side Kick
H,H,M             :   2 Punches, Side Kick
H,M,L             :   2 Punches, Trip
H,H,L             :   2 Punches, Trip
f+H,H,M           :   2 Elbows, Side Kick
f+H,H,L           :   2 Elbows, Side Kick
*f+H,H,H          :   Elbow, 2 Power Punches
*f+H,M            :   Elbow, Uppercut
b+H               :   High Kick
b+H,M             :   Overhead Knee
b,b+H             :   Straight Arrow
b,b+H,M           :   Back Attack
b+M               :   Uppercut
f+M,M             :   Elbow, Knee
f,f+M             :   Boot Kick
b,b+M,M,L         :   2 Mid Punches, Trip
f+L,M,H           :   Trip, Elbow, Roundhouse
*f+LMH,M,M        :   Trip, Elbow, Overhead Kick, Heel Kick
b+L,M             :   Low Kick, Horse Kick
b+G+H,H           :   2 Left Hooks
b+G+H,M,M         :   Left Hook, Overhead, Uppercut
f+G+M             :   Elbow Uppercut
b+G+M,M,M         :   Triple Knee
*b+G+M,H          :   Knee, High Kick
*b+G+M,M,M        :   Knee, Overhead Kick, Heel Kick
*b+G+M,L          :   Knee, Trip
G,G (hold G)      :   Dodging Stance (D)
b/d/u/f           :   Dodge
(D) M,M,M         :   Triple Uppercut
(D) f+H           :   Super Punch
(D) f+M           :   Super Overhead Hammer

Turning Attacks (back turned)

Dodge Attacks
u+H               :   Spinning Elbow

While Standing

b,b+H             :   Posing Charge Punch (M to cancel)
b,b+M (hold)      :   Crouching Charge Punch (H or L to cancel)


2.2.11  Mufu

(grab) M          :   Spinning Pile Driver
(grab) b+M        :   Spinning Body Toss
(grab) f+M        :   Giant Swing
(grab) u/d+M      :   Body Toss
(side grab) M     :   Spinning Neck Throw
(side grab) M     :   Spinning Neck Throw
(back grab) M     :   Spinning Reverse Body Toss

Normal Attacks
H,H,H             :   Triple Hammer
f+H,H,H,H         :   Double Punch, Slap
f+H,M             :   Double Punch, Mid Kick
b+H               :   Heel Kick
M,M,M             :   Triple Mid Kick
*MM,M,M,M         :   2 Mid Kicks, 2 Stomps, High Kick
*MM,MM,M,H        :   2 Mid Kicks, 2 Stomps, Kick, Split Punch, Taunt
f+M,H             :   Split Punch, Taunt
b+M,M,M           :   2 Stomps, High Kick
*b+M,M,H,H        :   2 Stomps, Split Punch, Taunt
b,b+M             :   Uppercut
L,H               :   Low Kick, Heel Kick
f+L,L,L           :   Travelling Low Kick
f+L,M             :   Low Kick, Turnaround Heel Kick
*f+LL,MM,MMM      :   Travelling Kicks, 2 Mid Kicks, 2 Stomps, High Kick
*f+LL,MM,MM,MH    :   Travelling Kicks, 2 Mid Kicks, 2 Stomps, Split Punch

Turning Attacks (back turned)
M                 :   Horse Kick

Dodge Attacks
u,u+M/d,d+M       :   Uppercut

While Standing



2.2.12  Nork the Mysterious


Normal Attacks
H,H               :   2 Punches
b+H               :   Right Hook
b+M               :   Uppercut
f+M,M,M           :   Triple Hammers
G+H,H,M           :   Triple Overhead Punches

Turning Attacks (back turned)

Dodge Attacks

While Standing
(crouch) M        :   Uppercut
(crouch) b+M      :   Right Hand Splat



2.2.13  Emperor Udan

(grab) M          :   Arm Swing
(grab) b+M        :   Frankensteiner
(grab) f+M        :   Arm Swing
(grab) u/d+M      :   Side Toss
(grab) (push) b+M :   Back Toss
(side grab) M     :   DDT
(side grab) M     :   Body Drop
(back grab) M     :   Belly Suplex

Normal Attacks
H,H               :   2 Punches
H,M               :   Punch, Mid Punch
*H,M,H,H,L        :   2 punches, Roundhouse, Sweep
*HM,HH,Mb+M,b+M,L :   2 punches, Roundhouse, Kick, Flip, Ram, Stomp
*HM,HH,Mb+M,M,M   :   2 Punches, Roundhouse, Kick, Flip, Drop Kick, Flip
b,b+H (H)         :   Spinning Roundhouse (delay)
b+H               :   Spinning Roundhouse
f+H (H)           :   Forward Spinning Roundhouse (delay)
b+M,b+M,L         :   Double Flash Kicks
*b+M,b+M,L        :   Double Flash Kicks, Stomp
*b+M,b+M,M,M      :   Flash Kick, Drop Kick, Reverse Flip Kick
f+M               :   Spinning Punch
f,f+M             :   Flip Kick, Flash Kick
b,b+M,M,M         :   Drop Kick, Reverse Flip Kick
f,f+L,M,M         :   Low Drop Kick, Reverse Flip, Back flip
b,b+L             :   Low Shoulder Ram
G+H,H,L           :   Double Roundhouse, Sweep
*G+HH,Mb+M,b+M,L  :   Double Roundhouse, Kick, Flip, Ram, Stomp
*G+HH,Mb+M,M,M    :   Double Roundhouse, Kick, Flip, Drop Kick, Flip

Turning Attacks (back turned)
M                 :   Drop Kick
L                 :   Low Sweep
H                 :   Spinning Punch

Dodge Attacks
u+H/d+H           :   Roundhouse
u,u+H/d,d+H       :   Spinning Roundhouse
u,u+M/d,d+M       :   Side Sommersault, Shoulder Ram
u,u+M/d,d+M,M     :   Side Sommersault, Stomp
u,u+M/d,d+M,L,M,M :   Side Sommersault, Reverse Flip, Back Flip

While Standing
(crouch) M        :   Sommersault
(crouch) b+M      :   Flip Stomp
(Crouch) f+M,M    :   Reverse Flip, Back Flip



2.2.14  Mark

(grab) M          :   Shoulder Throw
(grab) b+M        :   Frankensteiner
(grab) f+M        :   Rolling Throw
(grab) u/d+M      :   Side Throw
(side grab) M     :   Side Suplex
(side grab) M     :   Body Drop
(back grab) M     :   Suplex

Normal Attacks
H,H,H             :   High Knee, 2 Spinning Kicks
H,H,M             :   High Knee, Spinning Kick, Hop Kick
H,M,M,M,M,M,M     :   High Knee, Axe Kick, 2 Flips, 2 Forward Flips, V Kick
H,M,L             :   High Knee, Axe Kick, Foot Sweep
M,M               :   Gut Kick, Forward Flip Kick
L,M,M             :   Low Kick, Side Kick, Backwards Kick
L,M,L             :   Low Kick, Side Kick, Foot Sweep
L,L,M,M,M         :   Low Kick, Foot Sweep, 2 Flip Kicks, Mule Kick
b+H,M,M           :   Scorpion Kick, Gut Kick, Forward Flip Kick
b+H,L,L,M,M,M     :   Scorpion Kick, Double Sweep, Sweep, 2 Flips, Mule Kick
b+M               :   V Kick
b+L               :   Breakdance Sweep
b,b+H             :   Headspin (unblockable)
b,b+M             :   Backflip Kick, Roll Away
b,b+M,M           :   Backflip Kick, Pop Up Kick
f+H,H,...         :   Infinite Kicks
f+M,M             :   Forward Flip Kick, Handstand Kick
f,f+H             :   Headspin
G+H,H,...         :   Infinite Spin Kicks (can change to below move anytime)
G+L,M,L,M...(L,M) :   Infinite Low and Middle Spin Kicks

Turning Attacks (back turned)
H                 :   High Knee
M                 :   Back Kick
L                 :   Low Kick

Dodge Attacks
u+H/d+H           :   Sidestep Kick
u+M/d+M           :   Side Flip Kick
u+L/d+L           :   Foot Sweep

While Standing
(crouch) M        :   Handstand Kick

b,b+H             :   Headspin


2.2.15  Mark2

(grab) M          :   Shoulder Throw
(grab) b+M        :   DDT
(grab) f+M        :   DDT
(grab) u/d+M      :   Side Throw
(side grab) M     :   Spin Throw
(side grab) M     :   Armbreaker
(back grab) M     :   Suplex

Normal Attacks
H,H               :   Backhand, Straight Punch
H,M               :   Backhand, Spin
M,H               :   Hook, Backhand
M,M,H             :   Hook, Low Backhand, Backhand
M,M,M             :   Hook, Low Backhand, Straight Punch
M,M,L             :   Hook, Low Backhand, Tail Sweep
L,H,M             :   Low Kick, Axe Kick, Power Gut Kick 
L,M,H             :   Low Kick, Kick, Power Axe Kick
L,M,M             :   Low Kick, Kick, Power Gut Kick
L,L,L             :   2 Low Kicks, Tail Sweep
b+H,M             :   Scorpion Kick, Tail Strike
b+M,M             :   2 Flipping Tail Attacks
b,b+H             :   Power Tail Swat
b,b+M             :   Uppercut
f+M               :   Power Two-handed Punch
f+M,M,H           :   Fake Power Punch, Hopping Tail, Flipping Tail
f,f+M             :   Power Punch
f,f+L,L,L         :   Three Tail Sweeps
G+H               :   Tail Spin
G+L,L,L           :   Three Tail Sweeps

Turning Attacks (back turned)

Dodge Attacks
u+H/d+H           :   Sidestep, Kick
u+M/d+M           :   Flip Kick

While Standing
(crouch) H        :   High Kick
(crouch) M,M      :   V Kick, Tail Strike
(crouch) L,L,L    :   Three Tail Sweeps

hold G,M,M(timing):   Power Tail Spin
G,M, release G    :   Power Tail Spin


2.2.16  Chocobo


Normal Attacks
H                 :   High Peck
M                 :   Middle Peck
L                 :   Low Kick
f+M               :   Middle Kick

Turning Attacks (back turned)

Dodge Attacks

While Standing



2.2.17  Dog

f,f+G             :   Jump onto opponent

Normal Attacks
H,H,H             :   3 Paw Scratches
M,M               :   Kick, Double Kick
b+H,H,H...        :   Bark
b,b+H             :   Howl
b+M               :   Play Dead
b+L               :   Growl
f+H               :   Pouncing Attack
f+M               :   Double Kick
f,f+M             :   Head Attack
f+L               :   Leg Bite

Turning Attacks (back turned)

Dodge Attacks
u+M (or d+M)      :   Side Hop

While Standing
M                 :   Beg



2.3  Move Tips

All 10 main characters now have fireball attacks.  These are done by 
pressing back, sqr, back(hold).  The longer you hold back, the more 
powerful the projectile becomes, but it will drain your life as it is

To perform a projectile using the analog controller, push down on the 
left analog stick as if it were a button (this is referred to as L3, 
pushing the right analog stick is R3), then hold middle attack to 
charge.  Release the middle attack button to launch the projectile.

Close Range Unblockables
For these attacks, the button combinations should be performed as fast as
possible (and usually hold the last button for a little longer).  For
example, with Chuji press back+guard+sqr and try to slip you're thumb to 
triangle immediately.  If done correctly, you will see an aura around 
your fist/foot similar to launching a projectile. 

You can hold back and guard and wait for an attack.  The other button 
should be pushed just after your opponent starts his attack but before
anything connects.

Many of the monsters are derivatives of other monsters, for example 
Tri Horn is based on Dog.  Usually there are a few slight differences
between similar monsters.

Some of the monsters (especially those that normally can't grab) have
special throws.  These throws are done by pressing f,f+G+M.  A few 
examples of this are Dog, any zombies, any jellies, Mohican Penguin 
(what the hell?!?), and Silver Wizard (there are probably more).

2.4  Character Backgrounds

Recently, Kuts Foundation has been bought up all of Tobal's mines and
started selfishly mining them.  To this end, Kuts Foundation has been
working the miners very hard and frequently taking over it's smaller 
rivals.  As one of the miners who has been bought up, Chuji is now
infuriated by the practices of the company.  Chuji enters the 99th
Tournament in order to strike down the head of the company, Gren Kuts.

Previously, Epon's father injured numerous opponents in the Tobal 
tournament using a brutal style as he became the Super Tobal Man.  
Having said that, the true reason he fought so hard for the prize money 
was because he needed it to help Epon who suffered from a terrible 
illness when she was a child.  But the public bathed him with blame for 
the rough fight, so he was banished by the Emperor of Martial Arts and 
disappeared.  Epon was told this story by her mother when she had grown, 
in order to clear her father's name, she has once again entered the 

Oliems' master entered the Tobal No. 1 Tournament.  However, his opponent 
was a Kittaiku-seijin (Epon's father) who beat him, showering him insults 
like "Chicken Bastard".  Not only was the name of the famous military 
champion humiliated, but rumors of the Kientakku-seijin's weakness began 
to spread.  In order to restore Kientakku-seijin pride and honor, Oliems 
joins the Tournament aiming for the championship.  [Note: Kientakku-seijin 
approximates to Kentuckian in English, a little bit of Toriyama humor]

Recently Hom's body had become weak.  He was worried that his master, 
Fei, had done this to him on purpose.  As long as he suffered from this 
condition and did not have [?some kind of permit?], he could never be 
independent.  Thinking this, Hom saw Fei as an incentive to enter the 
99th Tournament.  Fei opposed Hom's entry saying "You will stop on your 
way to your goal", but Hom didn't understand his meaning.  Ignoring Fei, 
Hom proceeded to enter the contest.

Recently, Hom's condition has worsened.  In the middle of training, Hom 
would stop moving and he had to be fixed.  Suddenly Fei remembered that 
the special Molmoran Stone was actually the Royal Stone.  The point is, 
Hom is a robot powered by the Royal Stone that Fei obtained after he won 
the 66th Tournament.  Perhaps the stone's power has become weak.  The 
only way to get another Royal Stone is by winning the Tobal No. 1 

Ill thought that if he won the 98th Tournament, he could present his
girlfriend with a nose ring [wedding ring?].  He thought it would be 
good for her to see his gallantry at the Tournament, but Ill was horribly 
defeated.  Moreover, his girlfriend fell in love with the champion, Gren, 
and couldn't stand to look at Ill.  In order to win back his girlfriend's 
love by defeating Gren, Ill has entered the Tournament.

One day a letter was delivered to Mary by Gren Kuts' butler.  The letter 
said that because Gren wanted to continue his study of martial arts, he 
wished to block Mary from entering his Tournament.  Enclosed in the 
envelope was a blank check.  Mary was in financial trouble because of her 
family situation and because of the state of Professional Wrestling which 
offered her no opponents.  The lure of the prize money was too much and 
Mary ignored Gren and entered the contest.

Gren became the Super Tobal Man by defeating Emperor Udan in the 98th 
Tobal Tournament.  But lately, Gren has heard terrible rumors about the 
Kuts Foundation.  Somehow the Foundation has been buying up land on Tobal 
and committing various crimes.  Thinking that this situation will injure 
the honor of the Kuts' House, Gren left for Tobal in order to investigate 
the Foundation.  And as long as he's on Tobal, Gren has decided to join 
the 99th Tournament...

In order to investigate an evil "ki" that has begun emanating from planet 
Tobal, a woman, Chaco, has been dispatched from the ranks of the Galaxy 
Patrol.  She found the Kuts Foundation to be very suspicious and is 
determined to find proof of it's wrongdoings.  At the same time, the 99th 
Tobal No. 1 Tournament is being held.  Chaco really has three reasons for 
entering the Tournament.  To find new evidence, to test her martial arts 
skills, and also she would like to meet once more a man she has only 
glimpsed before, Gren...

Doctor V
As well as being a famous surgeon, Doctor V also comes from a family of 
military fighters.  He believes he has taken the road of medical science 
to the extreme and he can feel the limit of the latest technology.  In 
order to study ancient medical techniques, Doctor V has taken a trip to 
the center of the Universe.  The ancient medical texts mentioned a 
certain stone without necessarily confirming it's existence.  He also 
heard that the winner of the Tobal No. 1 Tournament will be given the 
Royal Stone by Emperor Udan.  Thinking that this stone would be useful 
in his research, Doctor V enters the competition.

A native from the planet Jarungu.  Since no one else understands his 
language, Mufu is a very puzzling character.  [Note: Jarungu approximates 
to Jungle in English]

Like most of his race, Nork has a weak mind, but Emperor Udan has 
increased his strength and size...

At the last tournament, the final opponent to stand against Gren was of 
course Emperor Udan.  However, at this tournament it seems that there 
exists a competitor who is even stronger than Udan.

Greed has blinded the director of the Kuts Foundation, the digging in 
the mountains has resulted in chaos, and after a seal in the ground was 
broken, a legendary warrior has reappeared.  This warrior possesses the 
kind of power only spoken of in Tobal's ancient legends, and yet no one 
knows where he came from.  The reason for the seal inside the mountain 
is unknown.  Where will he go?  What will he do?  Everyone is getting 
wrapped up in the mystery.


3.1  Quest Moves
These moves are specific to the quest mode.  Anyone who has played Tobal 
No. 1 will already be familiar with these.

u,u               :   Run
G                 :   Stop
G+left (or right) :   Turn
hold G, b,b       :   180-degree turn
J+u               :   Climb (useless)
O+direction       :   Move without changing directions
G+O               :   Get item (hands must be empty)
G+M               :   Use item
G+H               :   Throw item
G+L               :   Set item down
G+O               :   Put item in bag 
Select            :   Open menu
L2                :   Turn on/off on-line manual

3.2  Status Screen
Different parts of the body gain experience according to how much they 
are used.  There are eight different things you can level up.

The four on the left from top to bottom are:
-Left Arm
-Left Leg
The four on the right from top to bottom are:
-Right Hand
-Right Leg

On the right are the Stones you have equipped.
Below that is a ratio of your food level.
Next is your money (in units of Mols).
Finally, your total time is displayed.

3.3  Potions
Those of you familiar with Tobal No. 1 will remember those pesky potions.  
Potions can be bought in town or picked up from defeated monsters in the 
dungeon.  A potions effect is indicated by it's color, unfortunately each 
time you start (or return to) a quest, all the potion colors will be 
different.  So in one quest a potion may increase your hit points while in 
another it will poison you.  Once you drink a potion, you will remember 
it's effect for the rest of that dungeon (but not after saving and 
returning to a game) and the effects will be listed (in Japanese).

Price     Effect
-----     ------
 N/A      Show Map for Level
 N/A      Grow
 N/A      Shrink
 N/A      Curse All Stones
 N/A      Poison (slow)
 N/A      Poison (fast)
 N/A      Increase Equipped Stone by 1
 N/A      Decrease Equipped Stone by 1
  20      Decrease Stamina Bar by ~10
  20      Decrease Life Bar by ~16  
  20      Stay Awake  
  50      Identify Unknown Items in Inventory  
  60      Increase Stamina Bar by ~10
  60      Minus 30 Stamina Points
  60      Fall Asleep
  60      Decrease All Attributes by 1
  60      Decrease Guard by 1
  80      Increase All Attributes by 1 (arms, legs, head, etc.)
  80      Increase Guard by 1 
 100      Hyper 
 100      Plus 100 Health
 100      Minus 100 Health 
 100      X2 (multiplies effects of next potion by 2) 
 150      Random Effect and Uncurse Stones (White Potion) 
 160      Increase Life Bar by ~16 
 160      Instant Dizzy 
 250      Maximum Health  
 300      Muteki (can't be touched) 
 300      Tetsujin (all attacks are unblockable) 
 300      Invisible (monsters won't attack) 

A new feature in Tobal 2 is the ability to mix potions.  To mix two 
potions together, try to throw one potion into another (works well in 
corners).  The resulting color is determined by somehow adding the other 
two colors together.  Here's a list of possible RGB values, of course 
the effects will change each time you play, but this may give you 
something to work with.

     Color                 R       G       B
     Red                  191     25      26
     Pink                 229     51      153
     Cherry Blossom       255     153     204
     Red Bean             127     51      51
     Tea                  127     51      0
     Kohaku (?)           255     204     140
     Gold                 204     165     38
     Shu (?)              229     51      0
     Lemon                255     255     51
     Koge Tea (?)         63      38      0
     Yellow               255     178     0
     Blue-green           0       127     127
     Yamabuki (?)         255     127     0
     Water                51      229     229
     Sky                  0       153     255
     Purple               114     0       165
     Dark Blue            0       25      127
     Gunjyo (?)           0       25      76
     Gray                 127     127     127
     Sepia                165     89      25
     Yellow-green         102     255     25
     Azure                25      51      204
     Oodo (?)             178     127     25
     Deep Green           0       63      0
     Silver               165     165     178
     Green                0       127     0
     Orange               255     76      0
     Uguisu (?)           165     255     127
     Black                25      25      25
     White                229     229     229

If you continue to combine light-colored potions, you will eventually 
reach the White Potion.  When the White Potion is used in a combination, 
the result will be the White Potion so it is useless to try to combine 
it.  The White potion has two effects, first it uncurses your stones, 
second it has a random effect.

3.4  Stones 
Also new to Tobal 2 is the ability to equip Stones.  These Stones affect 
different attributes depending on their colors.  The colors always affect 
the same attribute, but you won't know whether it will raise or lower 
your stats until you use it.  Once a Cursed Stone (lowers stats) is 
equipped, you'll have to find a potion to remove the curse (after which 
the gem can be removed).

Like the potions, these Stones can be combined (using the same method).  
The resulting color of the Stones will be the color of the stationary 
Stone (not the one thrown).  The effects of the two stones will be 
combined to form a new number.

Stones without a + or - next to the name will have an effect of +1 when 
equipped, but +0 when combined.  Stones with a +0 value cannot be thrown 
to combine (as it would have no effect), but they can be used as the 
base Stone in a combination.

Color Effects:
-Green Stone:  Life Bar
-Yellow Stone:  Stamina Bar
-Red Stone:  Arms, Legs, or Throw
-Blue Stone:  Guard
-Transparent Green Stone:  Revive, equip at maximum health
-Purple Stone:  Used to capture enemies

Remember, some Stones will increase an attribute and some will decrease it.  
To see the effects of your equipped stones, press Select, then Start.  
Numbers will appear next to the body parts affected.

3.5  Food
Most of the animal enemies you find will drop food when defeated.  Before 
you chow down, be sure to check the color of the food.  Make sure that 
the food isn't greenish gray (this food is rotten and will poison you).  
Early on, most good food will be brown, but later it will be the color of 
the animal defeated.  For example defeating the Red Crest will give you a 
red Dragon Steak, or beating a Green Lizard will get you a green Lizard 
Tail.  Basically, if the food isn't the color of the animal you just 
defeated, don't eat it.  [Note: Cheese, jellies, and bread will never be

Poison food can still be useful though.  Throw a piece of rotten meat near
a monster flame.  After the monster becomes active, if it walks on the
food, it will eat it and become poisoned.  But be careful, if you use a
piece of meat with a bone, the monster will be able to throw the bone
back at you!

Eating food while your stamina bar is at full will increase your guard 

Eating jellies left by certain enemies will add ten food points and also 
have different effects depending on the color.
-Blue Jelly:  Guard x2
-Yellow Jelly:  Freezes Stamina Bar for short period (eat before a long nap)
-Red Jelly:  Tetsujin (all attacks become unblockable)
-Black Jelly:  Muteki (can't be touched)
-Green Jelly:  plus 50 to health

3.6  Quest Tips

Dungeon Locations
I will give the dungeon locations in relation to the Church (save point).
To get to the Church from the starting point, exit the house, turn right,
walk forward past the crossroad, and the Church will be the first (and 
only) building on the right.

Practice Dungeon:  Exit the Church, turn right and enter the door in the
side of the wall.

Egyptian Ruins:  Exit the Church, turn left and walk to the crossroad,
turn left again and go into the door in the side of the wall (a small
patch of dark green grass forms a triangle just above the door).  In the
middle of the next area, there is a house next to a hill.  Enter the 
house and talk to the Archaeologist.  Now climb the hill next to the 
house and cross the bridge to get to the Ruins.  After completing the
Ruins, go back to the Archaeologist's house and talk to him again.  He
will give you the key for the next level.

Desert Spaceship:  Exit the Church, turn left and walk to the crossroad,
turn right and go to the arch in the side of the wall (you will be able
to see the dock and water on the other side of the arch).  Go into the
small house on the dock and talk to the Gate Keeper.  If you have the 
Archaeologist's key, the Gate Keeper will lower the drawbridge for you.
Go across the drawbridge and through the courtyard (there is a small
fountain in the courtyard).  Now you should be in a room with two doors,
an upper door and a lower door, take the lower door.  Next is a room with
three doors, the door on the right takes you to a small village, there is
a shop there if you need to replenish supplies.  Take the door in the
middle (straight ahead), you will come out of an igloo in the desert.
Turn right and walk to the stone path, turn left on the path and walk
straight ahead to the spaceship.  The entrance to the Desert Spaceship is
the hole on the top.  After beating this level, head back towards the
igloo that you came out of, but instead of turning right off of the stone
path, turn left and go to the second igloo.  Inside this igloo, Priest is
waiting to give you the key to the Mine levels.

Mine Levels:  Take the same path as if you were going to the Desert
Spaceship, but when you get to the room with three doors, take the door to
the left.  Go to the bottom of the pit to find the entrance to the first
Mine Level.  After beating Mine Level 1, you will enter into the heart of
the Mine.  The door immediately to your right is the entrance to Mine Level
2, but it's locked.  On the other side of the bridge there is a save point
and a shop (I reccomend you use both).  Now take the staircase down to find
one of the entrances to the Mini Mine (it's better to use the lower entrance
because the key is always in the same place).  Get the key from the Mini
Mine and head back to the locked door to enter Mine Level 2.

Castle:  Take the same path as if you were going to the Desert Spaceship,
but when you reach the room with the upper and lower doors, take the upper

Cave:  Exit the Church, turn left, walk straight ahead and enter the door
in the side of the wall.

Using the Shop
To buy items, just pick up whatever you want, the cost of the items you 
have picked up will be displayed in the lower right hand corner.  When 
you talk to the Shopkeeper, he will ask if you want to buy the items you 
are holding, the top (default) response is yes, the lower response is no.  
You have to either buy or drop any items you pick up, otherwise you won't 
be able to leave the shop.

To sell items, drop any items you want to sell and talk to the Shopkeeper.  
Again the top response is yes (sell), and the lower response is no (don't 

If you don't like the selection in the shop on a particular visit, go to
the church, save your game, and reset (press L1,L2,R1,R2,Select,Start at
the same time).  Now go back to your game and the items in the shop will
be different.  However, if you buy an item, then the rest of the items in
the shop will only change after you go into the next dungeon.

Probably the most important attribute to keep at a high level is Guard.  
If you don't continually increase your Guard level, enemies on the lower 
floors will be able to kill you in one hit.  Be sure to eat a lot of food 
while your Stamina is full to increase Guard.

Negative Stones can be very useful when combined.  Try combining all the 
negative Stones you find into a blue or green Stone.  Once you get a lot 
of these Stones combined, throw them at an enemy.  The effect is that the 
monster's guard (blue) or health (green) will be greatly reduced.  After 
defeating the monster, you can recover the Stone with it's power slightly 
reduced.  Be careful though, if you throw a Stone and miss, your enemy can 
pick it up and throw it back at you.

Just as negative stones can be useful, poison food can also work to your
advantage.  When you have some poison food, leave it on the ground near
a monster flame.  If the monster encounters the food while moving towards
you, it will pick up the food and eat it, thus becoming poisoned.

Always try to kill all the monsters on a level, if you try to skip ahead 
to the Boss, you will quickly discover that your arms and legs aren't 
powerful enough to defeat the enemies.

Try not to rely too much on one single attack or combo.  If you're a 
puncher, make sure to keep your leg levels up because later on you will 
face enemies that are too low to punch (i.e. the lizards and worms).

Except for the Practice dungeon, defeating all (or most) of the monsters 
on a floor, will cause roaming monsters to appear.  These monsters will 
be blue flames bouncing around the halls which become monsters just like 
the stationary red flames.  Don't get surprised by these monsters while 
taking a nap.

Desert Spaceship
There are no animals in the Desert Spaceship dungeon, so be sure to stock
up on food in town before going in.

The exit for each level of the Desert Spaceship will not appear until all 
the monsters on that floor have been defeated.  [Note:  The exit of each
level may be linked to one certain enemy on each floor, but I haven't
verified this yet.]

After passing through Mine Level 1, you will enter the heart of the Mine.  
There is a Priest here to save your game and also a Shopkeeper.  In order 
to go on to Mine Level 2, you have to enter the Mini Mine to find the key.  
In the Mini Mine, your stats will not increase and you won't receive any 
items either, so get the key and get out as soon as possible.  The key is 
located on the lower floor.

In Mine Level 2, you will encounter Green Man.  Green Man is equipped with
a Revive Stone (Transparent Green Stone), so if you beat him, he will
instantly revive and keep on fighting.  But you can use this to your
advantage.  When he gets low on health (his first bar of health), capture
him with a Purple Stone.  After being captured, he will leave his Revive
Stone FULLY CHARGED!  Pick it up and equip it for an extra life.

4.0  Monsters
This is a nearly complete list of all the monsters found in Tobal 2.  It 
also contains information on where to locate and capture monsters to use 
as playable characters.  There are spoilers here, so only read on if you 
don't want to try to figure this out for yourself.

4.1  Methods to Unlock Monsters

Any monsters located in the dungeons can be captured.  First you must 
have a Purple Stone, beat any monster down to about 10% health and throw 
the Stone at it.  The monster will die and the next monster of that type 
will have a C next to its name.

Monsters that must be loaded are not found in any dungeon (some of them 
are in the overworld though).  These monsters are found using the Green 
Monster option in VS Mode.

The best (fastest) way to get these monsters is to set the number of 
rounds to 5 and each fighters health to 16 (minimum).  Also be sure to 
have enough room on your memory card to save replays.  Using this method 
to keep fights short will allow you to save around 60 replays per slot 
on your card.

Once you find a new monster, choose it for at least one fight, this will 
put it on your list of monsters (however it will have F status).  Now 
use the Gray Monster option, it will ask for another memory card.  
Remove and then re-insert your memory card and press circle.

This method may also allow you to use monsters from the dungeons.

Some monsters become accessible only when certain conditions are met 
(such as the Totems).  These methods are listed for each individual case.

4.2  Using the Monsters
These descriptions refer to the four different colored monsters available 
on the character select list.  They can be used in Tournament Mode, VS 
Mode, and Training (only the Red and Blue are available in Training).

-Red Monster:  A list of all monsters you have come in contact with 
either in the quest mode or through the Green Monster option.  
Controllable monsters are highlighted and marked with a C, 
uncontrollable monsters are marked with an F.  This option becomes 
available after you encounter a monster in quest mode.

-Blue Monster:  Allows you to load a saved character from the Quest Mode.  
This option is available from the start of the game.

-Green Monster:  Uses a saved replay to access a monster.  This monster 
will be unplayable and will have stats (presumably) generated by 
information from the saved fight.  This option becomes available after 
using a monster in VS Mode.

-Gray Monster:  Load monster data from another memory card.  The first 
time you use this, Super Trix will become a playable character.  This 
option becomes available after using a monster in VS Mode.

4.3  Dungeons
1. Practice  [5 Floors]
2. Egyptian Ruins  [8 Floors]
3. Desert Spaceship  [5 Floors]
4. Mine Level 1  [5 Floors]
-  Mini Mine  [2 Floors] 
	Note: Stats will not increase in the Mini Mine
5. Mine Level 2  [7 Floors]
6. Castle [13 Floors]
7. Cave [38 Floors] (all stats are reset)

4.4  List

Num   Monster                 Dungeon           How to Access	
001   Dog                     None              Load (see section 5.1)
002   Brown Lizard            Ruins             Capture
003   Wyvern (boss)           Castle            Capture
004   Deino                   Ruins             Capture
005   Cougar                  None              ???
006   Shopkeeper              None              Load
007   Brown Ape               Practice          Capture
008   Skeleton                Castle            Capture
009   Silver Wizard           Mine2             Capture
010   Chocobo                 None              Load (see section 5.1)
011   Silver Gorem            Castle            Capture
012   Azurite Gorem           Castle            Capture
013   Bronze Gorem            Mine 2            Capture
014   Mono Eye                None              Beat Normal (no continues)
015   Wraith                  Castle            Capture
016   White Ferret            Castle            Capture
017   Thin Man                Mine 2            Capture
018   Zircon Gorem            Mine 2            Capture
019   Hound                   None              Load (see section 5.1)
020   Nebak                   None              Load (see section 5.1)
021   Red Zeppel              None              Beat Hard with a monster
022   Zombie                  Ruins             Capture
023   Dragon Puppy            None              Load
024   Tategami (boss)         Mine 2            Capture
025   Mad Plant               None              Load (see section 5.1)
026   Lich                    Castle            Capture
027   Ripper                  Castle            Capture
028   Totem 1st               None              See all Easy endings
029   Totem 2nd               None              See all Normal endings
030   Totem 3rd               None              See all Hard endings
031   Mujaki                  Castle            Capture
032   Phantom                 Castle            Capture
033   Axe Beak                Ruins             Capture
034   Blue Emu                Ruins             Capture
035   Cockatrice              None              Load
036   Blue Jelly              Practice          Capture
037   Tie Tamper LD           Mine 2            Capture
038   Bear                    Ruins             Capture
039   Owl Bear                Mine 2            Capture
040   Red Jelly               Practice          Capture
041   Green Jelly             None              ???
042   Yellow Jelly            Practice          Capture
043   Executer                Castle            Capture
044   Punk Head               Practice          Capture
045   Blind Beast             Castle            Capture
046   Deep Blue               Mine 1            Capture
047   Star                    Castle            Capture
048   Blue Star               Castle            Capture
049   Red Star                Castle            Capture
050   Green Star              Castle            Capture
051   Black Star              Castle            Capture
052   Gray Ghoul              Practice          Capture
053   Green Ghoul             Practice          Capture
054   Blue Skeleton           Castle            Capture
055   Wight                   Castle            Capture
056   Ikkaku (boss)           Mine 2            Capture
057   Black Dog               None              Load (see section 5.1)
058   Grell                   Spaceship         Capture
059   Penguin                 Practice          Capture
060   Grimlock                Ruins             Capture
061   Knocker                 Ruins             Capture
062   Red Cap                 Ruins             Capture
063   Jaki                    Ruins             Capture
064   Dark Elf                None              Beat Hard without continues
065   Red Crest               Ruins             Capture
066   Gray Mouse              Practice          Capture
067   White Mouse             Practice          Capture
068   Brown Mouse             Practice          Capture
069   Black Mouse             Castle            Capture
070   Father                  None              ???
071   Green Lizard            Ruins             Capture
072   Gray Lizard             Ruins             Capture
073   Battle Emu              Ruins             Capture
074   Gaze Eye                Ruins             Capture
075   Small Helm              Ruins             Capture
076   Violet Worm             Mine 1            Capture
077   Repair Droid            Spaceship         Capture
078   Patrol Drone            Spaceship         Capture
079   Alien's Cocoon (boss)   Spaceship         Capture
080   Attacker                Spaceship         Capture
081   Hammer Head             Spaceship         Capture
082   Dual Hammer             Spaceship         Capture
083   Great Hammer            Spaceship         Capture
084   Carrier                 Spaceship         Capture
085   Empty Carrier           Spaceship         Capture
086   Heavy Attacker          Spaceship         Capture
087   M1 Droid                Spaceship         Capture
088   Power Carrier           Spaceship         Capture
089   Red Attacker            Mine 2            Capture
090   Thor's Hammer           Mine 2            Capture
091   Gae Bolg                Mine 2            Capture
092   Giga Pile               Mine 2            Capture
093   Pile Driver             Mine 1            Capture
094   Brown Mole              Practice          Capture
095   Gray Mole               Practice          Capture
096   Red Frog                Practice          Capture
097   Green Frog              Practice          Capture
098   Yellow Frog             Practice          Capture
099   Gray Frog               Practice          Capture
100   Green Man               Mine 2            Capture
101   Laser Drone             Spaceship         Capture
102   Vortex Shell            Mine 1            Capture
103   Gharbi                  Castle            Capture
104   Frost Bear              Mine 2            Capture
105   Purple Bear             Ruins             Capture
106   Dark Thing              Mine 1            Capture
107   Silver Ape              Ruins             Capture
108   Gold Ape                Ruins             Capture
109   Coelophysis             Ruins             Capture
110   Struthiomimus           Castle            Capture
111   Dagger Tail             Castle            Capture
112   Shilhpid                Castle            Capture
113   Dryad                   Castle            Capture
114   Big Hand                Mine 1            Capture
115   Snaky Head              Mine 1            Capture
116   Bishop                  Mine 1            Capture
117   Undine                  Castle            Capture
118   Water Devil             Ruins             Capture
119   Tie Tamper              Mine 2            Capture
120   Giga Hammer             Mine 2            Capture
121   Gravel Carrier          Mine 2            Capture
122   Power Carrier2          Mine 2            Capture
123   Black Ferret            Mine 2            Capture
124   Dual Pile               Mine 1            Capture
125   Seeker                  Mine 1            Capture
126   Analyzer                Mine 2            Capture
127   D Purple                None              Beat Normal with a monster
128   Feeler                  Spaceship         Capture
129   Dark Feeler             Mine 2            Capture
130   Red Spike               Mine 2            Capture
131   Rock Breaker            Mine 1            Capture
132   Lode Hammer             Mine 1            Capture
133   Carrier LDE             Mine 1            Capture
134   Power Hammer            Mine 1            Capture
135   Black Worm              Mine 1            Capture
136   Black Chocobo           None              ???
137   White Dog               None              Load
138   Ohma (boss)             Cave              Capture
139   Ohma 2 (boss)           Cave              Capture
140   Trix                    None              Beat Easy with a monster
141   Super Trix              None              Load Monster in VS mode
142   Wiseman                 None              Load
143   Priest                  None              Load
144   Miner Boss              None              Load
145   Worker                  None              Load
146   Inn Master              None              Load
147   Gate Keeper             None              Load
148   Elder                   None              Load
149   Archaeologist           None              Load (see section 5.1)
150   Wizard Phantom          Castle            Capture
151   Taxim                   Castle            Capture
152   Ghost                   Mine 1            Capture
153   Blind Master            None              Load (see section 5.1)
154   Violet Penguin          Practice          Capture
155   Anciant Horn            None              Load (see section 5.1)
156   Dual Horn               None              Use Gray option ?? times
157   Tri Horn                None              Save 100 replays
158   Spike Shield            None              View 100 replays
159   Brown Ferret            Mine 2            Capture
160   Mohican Penguin         Practice          Capture
161   Orc                     Castle            Capture
162   Dark Orc                Castle            Capture
163   Orc Guard               Castle            Capture
164   Silver Emu              Castle            Capture
165   Blue Lizard             Castle            Capture
166   Killer Ape              Castle            Capture
167   Violet Devil            Castle            Capture
168   Kasyabo                 Castle            Capture
169   Joker                   Castle            Capture
170   Psycho Chuji (boss)     Mine 1            Capture (with Chuji)
171   Psycho Epon (boss)      Mine 1            Capture (with Epon)
172   Psycho Oliems (boss)    Mine 1            Capture (with Oliems)
173   Psycho Ill (boss)       Mine 1            Capture (with Ill)
174   Psycho Mary (boss)      Mine 1            Capture (with Mary)
175   Psycho Fei (boss)       Mine 1            Capture (with Fei)
176   Psycho Hom (boss)       Mine 1            Capture (with Hom)
177   Psycho Gren (boss)      Mine 1            Capture (with Gren)
178   Psycho Doctor V (boss)  Mine 1            Capture (with Doctor V)
179   Psycho Chaco (boss)     Mine 1            Capture (with Chaco)
180   Black Attacker          None              Beat Easy without continues
181   Box Man                 Practice          Capture
182   Puppet                  Practice          Capture
183   Specter                 Castle            Capture
184   Loader                  None              ???
185   Berserker               Castle            Capture

This section contains information about hidden characters, how to access 
them and codes for the game.  Those of you who want to find this stuff 
out for yourself should stop reading now.

5.1  Hidden Characters
Mufu - beat easy mode
Nork - beat normal mode
Udan - beat hard mode

Trix (Toriyama Robo) - beat easy mode with a monster
D Purple - beat normal mode with a monster
Red Zeppel - beat hard mode with a monster

Black Attacker - beat easy mode without using continues
Mono Eye - beat normal without using continues
Dark Elf - beat hard mode without using continues

Super Trix - load monster data from another mem card in VS mode 
             (gray monster option)

Tri Horn - becomes playable after 100 replays are saved
Spike Shield - becomes playable after 100 replays are viewed
Dual Horn - use the gray monster option a certain number of times
            (choose gray option, remove memcard, insert memcard, O, repeat)

Chocobo - beat Practice (1st) Dungeon
Mark - beat Egyptian Ruins (2nd) Dungeon
Dog - beat the Desert Spaceship (3rd) Dungeon
Mark2 - beat the Castle (6th) Dungeon 

Totem 1st - see all 10 endings on easy mode
Totem 2nd - see all 10 endings on normal mode
Totem 3rd - see all 10 endings on hard mode

Archaeologist - this one is very rare, but can be obtained using Load Method
                (see Rumors section for hints on getting Archaeologist)

Most of the Load monsters appear from replays randomly (or through some 
formula which I don't understand).  There are a few monsters, though, 
that only appear from replays of specific monsters.  Use Character 1 
versus Character 2 in VS Mode and save the replay.  Then use the Green 
Monster option to get the resulting monster.

Result               Character 1               Character 2
001  Dog             ---  Any Character        ---  Dog
010  Chocobo         ---  Any Character        ---  Chocobo
019  Hound           001  Dog                  007  Brown Ape
020  Nebak           001  Dog                  107  Silver Ape
024  Tategami        001  Dog                  108  Gold Ape
025  Mad Plant       021  Red Zeppel           127  D Purple
056  Ikkaku          001  Dog                  166  Killer Ape
057  Black Dog       001  Dog                  167  Violet Devil
137  White Dog       001  Dog                  010  Chocobo
153  Blind Master    028  Totem 1st            029  Totem 2nd
155  Anciant Horn    029  Totem 2nd            030  Totem 3rd

5.2  Codes
Adjust Size:
When selecting your character, hold down L2 and R2 and push triangle.  
Now you can adjust the size of your character by pushing L2 (shrink) or 
R2 (grow).  This won't work on quest mode though.

Character Dance:
To make your character dance after a match (instead of playing through 
Hard mode), press up+right+L2 during the replay.

Repeat Winning Speech:
As soon as your character finishes his/her victory speech, press L2+Left 
to make them repeat it.

Practice With "F" Monsters:
To use a monster that has not yet been captured, select the monster right 
above it on the monster list (this monster may have to be "C"), now push 
O then down very quickly (almost at the same time).  Unfortunately, this 
will only work in Practice mode.

Eye Roll:
Move the directional pad around to move your character's eyes in their 
victory pose (not really a code, but pretty neat anyway).

Repeat CG Movie:
Press select while a movie is playing to restart it from the beginning.

Choose Winning Pose:
Press up, down, left, or right to choose your winning pose and speech.

5.3  Rumors
Here are the latest rumors circulating around the Internet.  Of course,
I can't confirm or deny any of these, but I will try to rate them
according to how reliable I think the sources are.  One star(*) means
it's probably not true, five stars(*****) means you can safely put
some money down with your friends.

Rare Loadable Characters:
Loader and Archaeologist may be found using the Replay Method (or
Green/Gray or Load, whichever you prefer to call it), but they are
very rare.  (*****)

Formula for Replay Method:
Part of the formula for generating the monsters via the Replay Method
may be the complexity of the moves used.  Jeff Coleburn (vsp@netaxs.com)
generated Archaeologist three times by setting up matches between the
Psycho characters and letting them fight each other.  (****)
[Note: After talking to Jeff, I started doing a lot of replays with
       computer controlled Psycho characters.  It only took about thirty
       replays to come across Archaeologist.]

Cook Food/Boil Potions:
Use an Invisibility Potion to become invisible.  Now hold a piece of
rotten meat or a potion in your hand (it will be visible) and run
through a monster flame.  The rotten meat should become good and the
potion should become lighter.  Don't stay in the flame too long or else
your item will vanish (used or stolen by the monster).  (***)

Method for obtaining Black Chocobo:
The method for obtaining Black Chocobo may have something to do with
watching the demonstration replays already stored on the disc.  (**)
[Note:  A lot of people have Black Chocobo, but no one knows how they
        got him]