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    Quest Mode FAQ by Kao Megura

    Version: 0.2 | Updated: 01/01/70 | Printable Version | Search This Guide

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    -------------------------------------------------------------------------
         T O B A L   2   Q U E S T   M O D E   M I N I - F A Q   v 0 . 2
    -------------------------------------------------------------------------
    
                        for the Sony PlayStation (import)
                               by Chris MacDonald
    
     Unpublished work Copyright 1997-2001 Chris MacDonald
    
     This document is protected by US Copyright Law, and the Berne Copyright
     Convention of 1976.  It is for private and personal use only--it cannot
     be reprinted in part or in whole, or reproduced in any way or in any
     form (written or otherwise).  It is a free document that cannot be used
     in any sort of commercial transaction, including selling it or giving
     it away as a gift.  This FAQ cannot be referenced, altered, or used by
     anybody (including webmasters, publishers, and magazine staff) without
     my express written permission.  This FAQ was created and is owned by
     me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
     exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
     acknowledged and respected that are not specifically mentioned herein.
    
     I expressly forbid the following publishers/publications from using this
     FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
     Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
     PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
     and Prima Games.  Remember, plagiarism is a crime and is punishable by
     law.
    
     Tobal 2 is (c) Square of Japan and (c) Dream Factory.
    
    
    ========
    CONTENTS
    ========
    
    1. INTRODUCTION
        - Key
        - Quest Mode Commands
        - HP and Stamina Bars
        - Menu Screen
        - Items
        - Shops
        - Churches
        - Miscellaneous
    2. THE DUNGEONS
        - Practice Dungeon
        - Pyramid
        - Desert Spaceship
        - Molmoran Mine
        - Castle
        - Final Dungeon
    3. GAMESHARK CODES
    4. AUTHOR'S NOTE
    
    
    -------------------------------------------------------------------------
    1.  I N T R O D U C T I O N
    -------------------------------------------------------------------------
    
    This is a Mini-FAQ for the Sony PlayStation game Tobal 2.  I wrote it
    specifically to cover the Quest Mode -- while some things in here do
    apply to other modes, this FAQ does not cover the whole game.  If you
    are looking for a general FAQ, I recommend you download John Lacano and
    FrostByte's Tobal 2 FAQ, which you can find at www.gamefaqs.com.
    
    Key  ____________________________________________________________________
    
     f  - tap forward         F  - hold forward         S  - Middle Attack
     b  - tap back            B  - hold back            X  - Low Attack
     d  - tap down            D  - hold down            T  - High Attack
     u  - tap up              U  - hold up              O  - Action
    
    
    Quest Mode Commands  ____________________________________________________
    
    u,u - Dash      (you will run slower and eventually stop after a while)
    u,U - Run       (you will run until you let go or enter another command)
    d,d - Backstep  (a quick dash backwards...only goes back a few steps)
    d,D - Retreat   (a quick backwards walk...doesn't go very far)
    
    G               - Stop Moving/Guard
    G+l or r        - Turn Left or Right
    G+b,b           - Turn 180 degrees
    O+any direction - Move while facing in the same direction
    G+O / hold G, O - Pick up an item near your feet (when not carrying
                      anything)
                    - Place item in storage
    G+M / hold G, M - Use item (eat food)
    G+H / hold G, H - Throw item in the direction you're facing
    G+L / hold G, L - Place item at your feet
    Start           - Pauses the game (you can do this while the Menu is
                      activated, too)
    Select          - Activates Menu Screen
    L2              - When the Menu is activated, shows/hides the information
                      box that explains the Menu functions.
    O / X           - When the Menu is activated, O accepts a command and X
                      declines a command/closes a window.  If you're in the
                      initial Menu screen and press X, the menu will close.
    O               - When talking to a person or enemy, hold O to speed up
                      or continue their message.
    
    HP and Stamina Bars  ____________________________________________________
    
    When playing the game, you'll see your character's name in the upper-left
    corner.  Below that is your character's HP, represented by a green bar
    and numbers (current HP/maximum HP).  Below that is a yellow bar that
    indicates how much Stamina you have.  You can lose HP by getting injured
    in battle, drinking certain potions, eating rotten food, or running out
    of Stamina.  As you lose HP, the green color in the bar will be replaced
    by red and the number indicating you current HP will decrease.  If the
    bar turns entirely red/the number reaches zero, then the game is over.
    
    The Stamina bar will also slowly turn red--you'll lose one point of
    Stamina every few seconds.  If your current HP is less than your maximum
    HP, you'll gain back 1 point for each point of Stamina lost.  Otherwise,
    it has no effect upon you.  Once the Stamina bar is completely empty,
    you'll lose 1 point of HP every second, so eat some food before you die.
    Even rotten food will restore Stamina, but you will get poisoned, so
    unless you have a lot of HP, look for good food instead.  Poisoning is
    indicated by your HP bar (it will flash red).  You will remained poison
    for a certain period of time, during which you lose one point of HP a
    second.  There is no remedy for poison aside from letting it run it's
    course.
    
    You can increase the size of your HP and Stamina Bars by drinking
    certain potions.  These give you more HP and enable you to last longer.
    More Stamina means you will be able to last longer while in the dungeons.
    
    
    Menu Screen  ____________________________________________________________
    
    To bring up the Menu Screen, press SELECT.  Make sure you're in a safe
    place when you use it--you can't control your character while in the
    Menu, which leaves you open to a monster's attacks.  In the upper-left
    corner of the Menu are three options:
    
     AITEMU  - Press O to show any items you may be carrying.  You can have
     (Item)    up to 8 items total (you won't be able to put any more in
               storage if you try).  If you press Down twice, you'll see
               the KII AITEMU (Key Item) screen, which shows how many Key
               Items you have on you (up to 8 maximum).  To take an item
               out of storage, put the cursor over it and press O.
    
     (SLEEP) - Choosing this option makes you lie down and sleep, as long as
               your current HP is less than your maximum HP.  Drinking
               a potion may also make you sleepy.  When you sleep, you lose
               Stamina at a rapid rate, but your HP recovers just as
               quickly.  It's useful when you need a HP boost or if you
               have plenty of food on you.
    
     SOUBI   - Lets you equip any stones you may have found.  Choose an
     (Equip)   empty space (there are 5 total), and press O to bring up
               your Item Menu.  Pick a stone to equip, press O again.  To
               remove a stone, highlight that stone and press O.  If the
               holder turns red when you equip a stone, it is cursed, and
               you cannot remove it until you drink a White Potion.  While
               stones usually increase the strength of your body, cursed
               stones will decrease your body's powers.  Not all stones
               are meant to be equipped, though--equipping a purple or
               translucent green stone will have no affect on your stats.
    
               If you pause the game while in the Menu, a row of four red
               numbers will appear on either side of the figure below (the
               stick-man :))  They indicate how any equipped stones are
               affecting your body statistics.  If it's a plus, that means
               that body part acts like it's the indicated number of levels
               ahead.  A minus means that a body part acts like it was at
               a lower level (so if your Left Hand's level is 5 and you
               equip a stone that's +1, your Left Hand acts like it is at
               Level 6.
    
    Below the options is the information box (if you haven't disabled it).
    It explains how the three options works and gives you a description of
    any item you've selected with the cursor.  Beneath that is a larger box.
    On the right are your five stone holders, and below that is the amount
    of Stamina you have left shown in numbers as opposed to a bar.  Under
    that number is the amount of Moru (mol, the currency) you have; this
    can be used to purchase food, potions, and stones from shops.  Finally,
    at the bottom is a timer that keeps track of how long you've been
    playing the game for.
    
    On the left side of the large box is a list of your statistics:
    
     Head            Level  EXP     O     Level  EXP            Body
     Left Hand        ''     ''   --|--    ''     ''      Right Hand
     Left Foot        ''     ''     |      ''     ''      Right Foot
     Throw Strength   ''     ''    / \     ''     ''           Guard
    
    You gain EXP from fighting monsters.  Hit a monster with your right
    fist and you 'Right Hand' stat. will get some experience points (EXP).
    Guard against an enemy's attack and you'll get EXP for that part of
    your body, too.  Use combos involving many parts of your body and you
    will earn EXP for all those parts.  After you've gained 100 EXP for
    a particular body part, it will gain a level.  Raising levels is
    important because it increases the power of your body.  Your hands
    will do more damage, you will be more successful at grappling, you
    can take less damage from attacks, etc.  For this reason, it's
    important that you fight monsters when possible and not try and skip
    through levels.
    
    
    Items  __________________________________________________________________
    
    POTIONS
    These come in a variety of colors.  Once you've imbibed a potion, you'll
    remember it's effects for the rest of the current game (but not if you
    save your game and return to it later or exit Quest Mode and enter it
    again).  You can throw potions at monsters, too, but you won't remember
    the effect of that potion.  You can win potions from monsters, or you
    can buy them in a shop, as shown below:
    
     Potion Type                                                Price
     ______________________________________________________     ____________
     Your size increases.                                       (cannot buy)
     Your size decreases.                                       (cannot buy)
    
     Curses all equipped stones.                                (cannot buy)
     Uncurses all equipped stones, neutralizes Poison,          150  Mol
     plus one random effect (color is always white).
    
     Poison (1 HP/second).                                      (cannot buy)
     Poison (1 HP/every few seconds.                            (cannot buy)
    
     Rating of one equipped stone goes up by 1.                 (cannot buy)
     Rating of one equipped stone goes down by 1.               (cannot buy)
    
     Stamina bar size increases by 10 or less points.           60  Mol
     Stamina bar size decreases by 10 or less points.           20  Mol
    
     HP bar size increases by 16 or less points.                160 Mol
     HP bar size decreases by 16 or less points.                20  Mol
    
     Instantly become dizzy.                                    160 Mol
     Instantly fall asleep.                                     60  Mol
     Unable to sleep.                                           20  Mol
    
     Gives description of any unknown stones you have.          50  Mol
     Show the completed map for that dungeon floor.             (cannot buy)
    
     All body stats. increase by 1 level.                       80  Mol
     All body stats. decrease by 1 level.                       60  Mol
    
     Your 'Guard' stat. increases by 1 level.                   80  Mol
     Your 'Guard' stat. decreases by 1 level.                   60  Mol
    
     Gain back all lost HP.                                     250 Mol
     Gain 100 Hit Points                                        100 Mol
     Lose 100 Hit Points                                        100 Mol
     Lose 30 points of Stamina.                                 60  Mol
    
     x2: Next potion you drink will become double-strength      100 Mol
     Muteki: become invincible for a limited amount of time     300 Mol
     Tetsujin: enemies can't block your attacks.                300 Mol
     Invisible: you can run past monsters                       300 Mol
     Hyper: speed increases/you can chain combos for a          100 Mol
            limited amount of time
    
    Potions marked (cannot buy) can only be found by killing monsters in
    dungeons or buy mixing potions.
    
    You can also mix potions together to create new ones.  To do this, place
    a potion on the ground, step back, and throw another potion at it.  The
    color of the two potions will result in one potion of a new color.  If
    you keep mixing potions, you'll end up getting a white potion.  Unlike
    the other potions, the white kind always has the same effect (see above).
    You'll know if you mixed a potion because a chart appears showing the
    new color you've created.  The effect of a potion only lasts a little
    while, so act quickly after drinking it.
    
    
    STONES
    Unlike potions, stones always have the same colors, and their colors
    always mean the same thing.  You can equip some of them using the
    SOUBI option in you Menu, although others are used for different
    purposes.  The only random thing about stones is that while the color
    may be the same (i.e. a red stone affects your Arms, Legs, and Throw
    levels), you won't know if it will increase or decrease that particular
    statistic until you've equipped the stone or used a potion that tells
    you what the effects of stones are.  The possible stone types include:
    
     Color                     Affects/Use
     _________________         ____________________________________________
    
     Red                       Hands, Feet, and Throw levels.
     Blue                      Guard power level.
     Green                     Maximum HP you can have.
     Yellow                    Maximum Stamina can have.
     Purple                    Throw at enemies to capture them.
     Translucent Green         Will bring you back to HP if you equip it
                               when your current HP equals your maximum HP.
    
    The Purple Stone does not affect the Quest mode directly: it is used
    to enable monsters in other modes of play.  To capture a monster, you
    must damage it so that it only has a few points of HP left and then
    kill it by throwing the stone at it.  It can be used on certain bosses,
    too.  You can create stones with new effects by putting one stone on the
    ground and throwing a stone at it.  The color will change to that of
    the stone you put in the corner, but the effect will be a combination
    of the two stones.  Take note of the description of stones before you
    try combining them: those that don't have a '+' or '-' score won't
    create a new effect when combined.  These stones can't be thrown, but
    they can be used as the stones you set down (since the one you throw
    determines the resulting new effect of the stone).  You'll know if you
    were successful in creating a new stone because you'll hear a sound
    cue and the thrown stone will disappear.  Unlike potions, stones sold
    in shops have varying prices, I think.  If you've uncursed a stone
    by drinking a white potion, you can equip it and dequip it without it
    re-cursing you.  You can always tell if a stone is cursed or not because
    it's description will be in yellow or red characters instead of white.
    
    
    FOOD
    You must eat food from time to time to keep your Stamina Bar full.
    Generally, food that is the same color as the enemy you defeated is good
    to eat, and food that isn't that color should not be eaten.  Likewise,
    brown food is usually good, but green-gray food is almost always bad for
    you.  While even rotten food will fill your Stamina bar, it will poison
    you, too.  Be cautious when eating food because even though it may look
    safe, that isn't always true.
    
    There are three types of food, meat, cheese, and jelly.  Meat comes in a
    variety of types, and in some cases, you can use the bone left behind as
    a weapon once you've finished eating.  Eating food when your Stamina bar
    is maxed out will give your 'Guard' stat. more EXP, so if you have food
    to spare, you can do this to increase you Guard level quickly.  Cheese
    does little for your Stamina bar, but it'll never poison you and so is
    safe to eat no matter what condition you're in.
    
    An easy way to get back stamina is to eat a lot of poisoned meat (which
    is usually more plentiful than normal meat), then drink a White Potion
    (mix one beforehand by combining a lot of useless potions).  Since the
    White Potion always has the added effect of curing poison, you'll never
    have to worry about eating food as long as you have one of these on
    hand.
    
    Jellies come in different colors and are won from the 'jelly'-type
    monsters, as well as the 'star' enemies.  They always add 10 points of
    stamina (unlike meat, in which the number varies) and cannot poison you.
    In addition, jellies have the following effects when eaten:
    
     Type                          Effect
     ____________                  ______________________________________
     Red Jelly                     You gain 'Tetsujin' (Iron Man) status.
     Blue Jelly                    Your 'Guard' stat. doubles.
     Green Jelly                   Gain 50 HP.
     Yellow Jelly                  Stamina bar will not decrease
     Black Jelly                   You gain 'Muteki' (Invincible) status.
    
    As you can see, certain jellies have the same function as potions, but
    because they always have the same color/effect you can be assured that
    you're not eating something dangerous :)  Of particular use are the
    Blue and Yellow jellies: I'd suggest saving your Blue Jellies for boss
    encounters or for when your fighting enemies that can dizzy you quickly.
    The Yellow jelly is probably the best one available because it give you
    about 10 seconds of free Stamina use.  You can go to sleep and gain back
    lots of HP without losing any Stamina.  These are also useful in case
    you're running low on food and don't want to end up losing HP (but it's
    still better to eat food then to eat yellow jelly).
    
    
    WEAPONS
    There are several types of weapons in the game.  They're used by throwing
    them at enemies.  Be careful, because if you miss, a smart enemy will
    throw them back at you.  The weapons include:
    
     Type                           Damage    Won From/Notes
     ___________________________    ______    _______________________________
     DAINAMAITO (Dynamite)          100       'Carrier' and 'Hammer'-types.
     HANMAABORUTO  (Hammer Bolt)    40        As above, and mechanical foes.
     KOWARETANESHI (Silver Bolt)    30        Mechanical foes.
     BURUU  NA x   (Blue Bone)      35        'Blue Skeleton' monster
     ZYOUBU NA x   (Large Bone)     70         'Skeleton' and 'Lich'-types.
     CHIISA NA x  (Small Bone)      30        Left behind when you eat joints
                                              of meat.  Not all meat has
                                              bones in it (like tails or
                                              worm meat).
     CAPTURE STONE                  Varies*   Captures enemies killed with it.
     STONE                          0         Plus effect of stone.
     MEAT (any kind)                1         Plus possible poisoning.
     JELLY (any kind)               1         Plus effect of jelly.
     CHEESE                         1
     COIN                           Worth     Inflicts damage equal to the
                                              amount of Mol it is worth.
    
     * The Capture Stone will kill an enemy with less than 10 HP.
    
    However, if you combine cursed stones, you can create a weapon that will
    severely hamper your enemies' stats., and you can keep using it should
    you defeat that monster :)
    
    
    COINS
    When a coin is dropped, you can walk over it in order to add it to your
    supply of cash (Mol).  Collecting coins are important since it's the
    only way to get money.  However, you can also pick up coins and put
    them in your inventory or throw them if you wish.
    
    
    Shops  __________________________________________________________________
    
    After all this talk of items, you're probably thinking of getting some
    for yourself.  In addition to finding items in dungeons, you can also buy
    them in shops.  There are three of them: one is in the town near the
    house you start in, the other one is in the row of buildings in the desert
    town you can go to from the castle, and the third one is in the inner
    level between the two mines in the strip-mine area (also accessible from
    the castle, once the drawbridge has been lowered).  Shops sell eight items
    at a time, and the items being sold changes each time you save and return
    to your Quest mode file, just like potions.  You can buy meat, cheese,
    potions, and stones from the shops, providing you have enough Mol to do
    so.  Mol coins are sometimes dropped by enemies when they are killed.
    
    To purchase items, pick up the object that you want.  Talk to the
    merchant in the shop, he asks if you want that particular good.  Choose
    HAI (yes, the top option), or IIE (no, the bottom option) to buy it.
    You have to have enough money or he won't let you buy it.  Every time
    you pick up an item in the shop, it's price is shown in the window in
    the lower right-hand corner.  Sure'd be nice if it showed the amount of
    Mol you had on you, too....  If you can't buy an item, you'll have to
    drop it before the merchant will let you exit the shop.  If you want to
    sell an item, put it in your hands and drop it.  Then, talk to the
    merchant (this is done the same as before, choose the top option to sell
    that item, and the bottom option to decline).  After you've sold an item,
    you can't pick it up and leave the shop, but you can always buy it back.
    
    
    Churches  _______________________________________________________________
    
    There are three Churches; one in the town near the entrance to the
    Practice Dungeon, one in the desert village, and another one in the open
    area between the mine levels (these last two churches are near the shops
    you can find in the same areas).  Talk to the man inside the church and
    he'll give you three options:
    
     SEEBU SURU                - Save your game.
     SEEBU NITSUITE ? KU       - Learn how the Save feature works.
                                 Only appears in the Town church.
     ? MOSHINAI                - Return to game (without saving).
    
    You can have up to eight save files; just choose a file and press O to
    save.  Saving files does not take up extra space on the Memory Card.
    Although you can beat the Quest Mode in one sitting, it's advisable that
    you save from time to time, especially after completing a dungeon.
    
    When you want to continue a saved game, choose Quest mode and pick the
    bottom option to bring up the eight save files.  Pick the file you
    want and press O to continue that game.  Note that when you first start
    a new game, you can hold Up to select your character's alternate costume.
    However, once you save your game and return to it, that character will
    be back in his/her first-player costume for the remainder of the game.
    
    
    Dungeon Info.  __________________________________________________________
    
    AUTOMAP
    As you explore a dungeon, you'll automatically map the layout of the
    dungeon.  This appears in the lower-right corner of the screen.  If you
    drink a certain potion, you can instantly have the whole map shown for
    you.  Each time you reach a new level, you'll start out with a new map.
    On the map, white indicates a wall, blue indicates a passage, red lines
    are where monsters are located, and a red square shows where the exit is.
    Items and moving monsters are not shown on the automap.  Your character
    and the direction he/she is facing in is shown by the glowing triangle.
    
    Automapping is a useful feature because excluding the first and last
    floors of a dungeon, the rest are all randomly created each time you
    play.
    
    
    MONSTERS
    There are two types of monsters: stationary and moving.  The most
    frequent kind are stationary monsters; they appear as red balls of fire
    that attack you when you approach them.  Moving monsters look like balls
    of blue flame that bounce down hallways--if they get too close to you,
    then the area you're at is sealed off (just like a normal monster
    encounter), and you have to fight that monster as you would normally.
    Moving monsters do not appear on the first and last floors of a
    dungeon, and they only show up once you've killed almost all the enemies
    on that particular floor.
    
    EXITS
    You'll never end up in a battle with an exit in the room unless it's
    against a moving monster.  If you leap down the exit, the battle ends
    and you go to the next level.  Similarily, enemies knocked into the
    exit die instantly and the battle will end (but you won't get any items
    and when you use the exit, the enemy won't be there).  Items can also
    be thrown into exits (they disappear for good).
    
    
    Miscellaneous  __________________________________________________________
    
    Any attack that you can perform during a normal game (Tournament, VS,
    or Training) can be used in Quest Mode.  This includes the projectile
    attacks.  However, your choice of characters is limited to the ten
    normally-available ones.
    
    The names for each character's projectile attack are as follows:
    
    Chaco Yutani
     - Ougi...DokuritsuShikiShouHaRenKiDan
       Secret Self-Supporting Style: Manipulated Destroying Refined Spirit
              Bullet
    
    Chuji Wu
     - Ougi...BakuretsuHappa
       Secret Exploding Blast
    
    Doctor V
     - Ougi...Saajikaru Waiku Foton
       Secret Surgical Way Cool Photon
    
    Epon
     - Ougi...Puresuteru Aroo
       Secret Prestel Arrow
    
    Fei Pusu
     - Ougi...ShippuDotouShoMouKyuuGokuFuuunRaiJinKokuGekiKyuuRyakuShiTe
              KuroDama
       Secret Gale Anrgy Wave Various Fierce Ultimate Wind Clouds
       Lightning God's Black Violent Sphere: Capturing Point Black Ball
    
    Gren Kuts
     - Ougi...Roiyaru Suwoodo
       Secret Royal Sword
    
    Hom
     - Ougi...Morumoran Biimu
       Secret Molmoran Beam
    
    Ill Goga
     - Ougi...Garan Uiiva Hanmaa
       Secret Grand Wave Hammer
    
    Mary Ivonskaya
     - Ougi...Roshian Shottoputto
       Secret Russian Shotput
    
    Oliems
     - Ougi...Tosa Katta
       Secret Toss Cutter
    
    Mark, Ohma  (not usable in Quest Mode)
     - (unknown)
       (Secret Royal Sword)
    
    Mark 2, Ohma 2  (not usable in Quest Mode)
     - (unknown)
       (Secret Molmoran Beam)
    
    
    -------------------------------------------------------------------------
    2.  T H E   D U N G E O N S
    -------------------------------------------------------------------------
    
    Note that the dungeon's first floor is called 'Floor Zero' by the game,
    and the last floor (where you fight the bosses) is not numbered.  I count
    both these floors as part of the total layout of the dungeon, so for
    example, the empty floor before the boss of the Castle dungeon is labled
    Floor 12, but I consider it to be Floor 13.
    
    
    PRACTICE DUNGEON  _______________________________________________________
    
    You'll start off inside a house.  Go out into the front room and
    approach the door to go outside.  Turn to the right and run down the
    path until you see an entrace in the wall (it's near the church).
    Approach the entrace and you'll see that it's the PURAKUTISU DANJON
    (Practice Dungeon).  You're also asked if you want to enter the
    dungeon  You can choose HAI ('Yes', the top option) or IIE ('No', the
    bottom option).  So, use the O button to choose 'Yes' and you'll enter
    the dungeon.
    
    If you want an extra boost before going into the Practice Dungeon, head
    down the road until your reach the entrance to the Final Dungeon.  You
    can't go in there yet, but if you head left until you reach the corner,
    you'll find a green stone.  It always raises your HP by 12 points, never
    lowers it.
    
    The Practice Dungeon has 6 levels (0-5).  Unlike most dungeons, once
    you've killed almost all of the stationary monsters (red flames), no
    moving monsters will appear (these are long blue flames that float down
    hallways and turn into monsters if you get too close).  Also, a lot of the
    monsters in this dungeon will talk to you when you meet them, unlike the
    enemies in other dungeons.
    
    The boss of the dungeon is the Brown Ape.  It moves fast and strikes for
    decent damage.  I suggest using jump kicks to wear it down, followed by
    some combos.  Don't use slow moves since the Ape will simply knock you
    out of them.  When it's dead, pick up the blue stone and step into the
    beam of light (you can't exit the dungeon without getting the stone).
    Choose the bottom option to stay where you are or the top option to
    return to the dungeon entrance.  As with all dungeons, you can't enter
    a dungeon that's already been completed.
    
    
    PYRAMID  ________________________________________________________________
    
    Once you're back outside, run along the road until you reach the
    crossroads, then turn to the right.  Go through the archway and you'll
    reach a broad area with a house.  Enter the house and talk to the man,
    then climb up to the top of the hill and go across the bridge.  There's
    a pyramid here; it's the entrace to the Pyramid dungeon.
    
    This dungeon has 8 floors.  You will run into roaming monsters here after
    taking out enough monsters, so be careful.  Watch out for enemies that
    you have to hit using low attacks, and be wary of the tougher foes
    like Gaze Eye and Tiny Helm.  Also, the meat you get from the 'bear'
    enemies is usually poisonous.  The boss of the dungeon is Mark.  His
    moves are very fast and he has many low-hitting kick combos.  Since he
    will guard against your attacks, knock him into the air and use juggles
    and follow-ups to damage him.  When you beat him, he'll become a usable
    character in the other modes of play.
    
    
    DESERT SPACESHIP  _______________________________________________________
    
    After leaving the dungeon, talk to the man in the house again and he'll
    give you an item.  Then, return to the town and go along the large road
    until you come to the bridge that leads to the castle.  Enter the house
    nearby and talk to the guard.  He'll lower the bridge.  Go into the
    castle and go through the courtyard.  You'll arrive at a room with an
    upper and lower exit.  Take the lower one.  The next room has three
    exits: take the one in front of you (though you can take the right exit
    to visit the desert village if you want).
    
    The north exit leads out into the desert.  Turn to the right and walk
    until you see a large path lined by pillars.  Go north along the path
    (away from the igloo-like building you came out of).  This leads into
    another area.  Keep running until you come to a large sphere buried in
    the ground.  Jump on top of it and leap into the hole to enter the Desert
    Spaceship.  Note that this is the only dungeon in which you are not
    asked whether you want to enter it or not.  The Desert Spaceship dungeon
    has 6 floors.
    
    In this dungeon, the exit will not appear for you to use until you've
    killed all or almost all the monsters on that floor.  This forces you
    into dealing with moving monsters.  For this reason, try to explore as
    much of each floor as you can before killing off the monsters.  This
    way, should the exit be in an area you passed through earlier, it will
    appear on your map.  Once it does, make your way to the exit as fast as
    you can, since there are an endless supply of moving monsters.
    
    Furthermore, most of the monsters in the dungeon are mechanical.  You
    have to change your fighting style when going against a mechanical
    opponent.  For one thing, certain types cannot be knocked to the ground,
    and the majority of them will not be pushed back by your attacks.  They
    are slow, but powerful, so move in quickly to attack, then back away.
    If you need more room, draw a monster's attention to one side, then
    move around it.  Some of the smaller monsters (like the Dual Hammer)
    can jump over you, and the floating machines (like the Patrol Drone)
    can shoot laser beams at you, so take note of this when attacking.
    Against the very slow monsters (like '-carriers') long combos are
    particularly useful since they won't be knocked back--you can just keep
    combo'ing until they drop.
    
    This in turn brings up another danger.  Mechanical monsters don't drop
    food for you to eat, and the biological monsters (like the Grell) won't
    drop food either (since they're not jellies or 'normal' monsters).  So,
    be sure that you have a lot of food on you before tackling this dungeon.
    Any yellow jelly that you still have from the other dungeons will also
    come in handy.  Luckily, you will probably end up with an abudance of
    bolts and dynamite, which can be used to severely injure an enemy from
    far away.
    
    The boss of this dungeon is the Alien's Cocoon.  When it collects
    energy (indicated by sparkles), it will spin the objects surrounding
    it very quickly, either for a high or low attack.  This causes plenty
    of damage and can easily damage you.  However, the Cocoon is so slow
    that you can easily win by simply darting in and attacking, then moving
    away and coming in again from another direction.  Any weapons you have
    on you can also be used to injure the boss, although you could always
    save them for the next dungon.
    
    
    MOLMORAN MINE  __________________________________________________________
    
    When you leave the Desert Spaceship, it is sealed up.  Find the path
    that leads away from the Spaceship and keep following it until you
    reach the raised area with the pillars.  If you turn to the left, you'll
    see an igloo-like building.  Enter it and talk to the man inside to get
    a key.  Leave the building, turn left, and keep walking until you reach
    another building; this is the one that returns you to the castle.  Once
    you're back in the room with the three doors, take the opening to your
    right.
    
    This leads to a large, grassy area.  You can simply walk or jump down
    the sides of the cliffs.  At the bottom of the cliffs is a large hole,
    a building, and a mine entrace.  Approach the mine entrace to enter the
    dungeon (choose the top option to enter, just like the way you entered
    the Practice and Pyramid dungeons).
    
    The first half of the dungeon is 6 floors deep.  You'll run into normal
    monsters and mechanical ones, too.  Take special caution when fighting
    the Bishop or Ghost: the former has combos that start high and end low,
    and the latter can make low swooping attacks and knock you off your feet
    easily.
    
    The boss of this part of the dungeon is a copy of whatever character you
    are using called Psycho (name).  It can utilize all your attacks,
    including your projectile attack.  However, it does not have the same
    amount of HP that you do (only 255 points).
    
    When you exit the mine, head across the iron bridge.  Here there are
    two openings that lead to a church and a shop.  You're now at an
    interesting point in the game.  Think of this area of the mine like
    so:
              __________           __________
             |          |         |          |
       Entrance         |         |         Entrance (lower walkway)
        /Exit           ----Path---   Key    /Exit
             |          |         |          |
         ^   |__________|         |__________|  ^
         |                                      |
         |                                      |
          ----Right---Shop and Church---Left----
    
    
    When you first arrived here, you may have noticed a locked door.  You
    need a key to open that door and continue to the lowest level of the
    mine.  There are two mine floors here connected by a path: you can
    take the entrance to the right of the shop and church, go through the
    floor, across the path, then through the other floor and end up on the
    walkway.  Or, you can go left, use the walkway entrance, and do the
    whole thing in reverse.
    
    However, the key is on the lower level, so wouldn't it make sense to
    simply take the lower (left) entrance, find the key on that floor, and
    then go back the way you came to exit out?  Yup.  Inside this section of
    the mine, you won't gain EXP for killing enemies and you won't get
    items, either.  So you'll want to get out as soon as possible because
    there's no point in staying in there.  So, take the lower entrance,
    get the key, and go back out.  Watch out for the Bronze Gorems (Golems)
    in this area; they can attack very quickly, take little damage, and
    even have an unblockable attack.
    
    Once you have the key and are back outside, go back to the entrance to
    this area and approach the locked door.  You'll enter the last part of
    the mine.  It's 8 floors deep.  There are three bosses.  First, you
    must fight Ikkaku, a dog-like creature who is easily dispatched with
    low hitting combos.  Then there's Tategami, who can be killed in the
    same way.  After they're killed, you finally get to fight the boss,
    the Silver Wizard.  The key to defeatting him is staying in close and
    never giving him a chance to strike.  Although the Silver Wizard only
    has three attacks, they are ability to throw high, medium, and low-
    hitting fireballs.  If he knocks you down, roll out of the way or
    else you'll be hit by a low fireball when you try to get up.
    
    
    CASTLE  _________________________________________________________________
    
    Leave the mine and return to the room with three exits.  Take the exit
    back to the castle room with the upper and lower entrace.  You can now
    go into the upper entrance, so climb up the sides of the room, go through
    the door, and in the next room, keep running until you arrive at the
    entrance to the Castle dungeon.
    
    The Castle is 14 floors long.  It's filled with tough enemies like the
    Skeleton and Star monsters.  There are no mechanical monsters, but some
    of the strongest foes of the game are in the Castle dungeon, like the
    Violet Devil, Azurite Gorem, and Undine.  The first boss of this dungeon
    is the Wyvern.  It has a two-hit tail swipe attack and can breath fire.
    Use repeated jump kicks to bring it close to the ground, then nail it
    with high attacks.  If you're standing on your feet when it breathes
    fire, you can knock it out of that attack with a jump kick if you're
    fast enough.  Notice how the Wyvern's shadow is considerably smaller
    than it is in other modes? :)
    
    After you've killed the Wyvern, heal yourself as best you can and keep
    walking.  Here you'll meet Mark again.  He fights just like he did in
    the Pyramid dungeon, but if the Wyvern beat you badly, you're going to
    want to fight very carefully.  After killing Mark, he comes back as
    Mark 2.  Watch out for Mark 2's many knockdown attacks and don't forget
    that it has a projectile attack, too.  After Mark 2 is killed, walk
    up the incline.  You'l be teleported to a small chamber.  Stand on the
    raised block of stone and you'll be warped out of the dungeon after a
    brief FMV sequence.
    
    
    FINAL DUNGEON  __________________________________________________________
    
    Once the Castle dungeon is cleared out, you'll find yourself back in the
    town.  When you're ready to go to the Final Dungeon, enter the opening
    near the Shop.
    
    As soon as you enter the Final Dungeon, you lose all your items and Key
    Items, your HP and Stamina bars drop back to 255 and 100 points,
    respectively, and all your statistics are reset to Level 1 with zero
    experience points.  You can still raise levels, find items, and do
    everything else normally inside the Final Dungeon, it's just that you're
    doing it from scratch this time around.
    
    The Final Dungeon is 39 floors long.  The floors are broken up as
    follows, with the type of monsters changing depending on the set of
    floors you're currently traversing:
    
    0-4   - Monsters from the Practice Dungeon.  No moving monsters.
    5-11  - Monsters from the Pyramid.  Moving monsters appear in the
            dungeon from now on.
    12-15 - Monsters from the Desert Spaceship.  The exit will not appear
            until most of the monsters have been killed.
    16-25 - Monsters from the Molmoran Mine.
    26-37 - Monsters from the Castle.
    38    - No monsters.
    39    - Boss fight.
    
    The boss fight is against Ohma, who fights just like Mark.  After Ohma
    is killed, it becomes Ohma 2.  You guessed it--Ohma 2 fights just like
    Mark 2.  Use the same strategy on these guys that you used on Mark and
    Mark 2.  Once they're dead, you've beaten the game!
    
    
    -------------------------------------------------------------------------
    3.  G A M E   S H A R K   C O D E S
    -------------------------------------------------------------------------
    
    Please give proper credit to the creators of these codes if you use them
    in any way not mentioned in the disclaimer.  These codes were made using
    a GameShark with PAR software version 1.98.
    
    80000000 - 0000 = Master Code (default)
    
    80123E70 - 0FEE = Infinite HP
    
    801282E8 - FFFF = Enables Mufu, Nork, Udan, Mark, Mark2 and Chocobo
    
    801282E0 - 00xx = Character Select (press left to show character)
    
    Replace xx with =
    
    00 - Chuji
    01 - Epon
    02 - Oliems
    03 - Hom
    04 - Fei
    05 - Mary
    06 - Ill
    07 - Gren
    08 - Doctor V
    09 - Chaco
    0D - Mark
    0E - Mark 2
    0F - Chocobo
    10 - Dog
    11 - Red Monster Option
    12 - Blue Monster Option
    20 - Carrier LDE
    21 - Wyvern
    22 - Deino
    23 - Brown Ape
    24 - Skeleton
    25 - Red Jelly
    26 - Green Jelly
    27 - Dog (2nd player color)
    28 - Ohma 2
    29 - Elder
    2F - Hound
    30 - Violet Penguin
    31 - Gravel Carrier
    40 - Black Ferret
    42 - Dual Pile
    44 - Seeker
    46 - Silver Wizard
    48 - Wyvern (2nd player color)
    60 - Blue Star
    62 - Giga Hammer
    72 - Worker
    80 - Thin Man
    81 - Battle Emu
    82 - Pile Driver
    86 - Brown Mole
    88 - Mad Plant
    92 - Nork
    
    NOTE: I _highly_ advise that you use this code with a Comms Link.  This
    is because some of the characters may not show when you activate the
    code.  Using a Comms Link, you can turn the code off, enter the code for
    another character, turn it on, then enter the variable you wanted and
    you can use that character.  You can't do this with just the GameShark
    alone and you may not be able to use certain characters (such as Mark)
    because of this.
    
    With the Character Select Code, you can use any of the characters in any
    mode, including Quest Mode (remember, don't turn the code switch on until
    you are at the Character Select screen or you won't be able to select the
    character you want).  Note that you cannot change the outfit colors of
    any of the monsters, only the 'normally available' characters, bosses, and
    extras.  Also, if you use a monster in Quest Mode and save it to a Memory
    Card, you can play that file using the monster, without a GameShark.
    
    The reason why the variable listing for this code isn't in the exact order
    is because out of 255 possible variables, about two-thirds of them either
    give you a blank space (not selectable), or Chuji Wu.  The remainder of
    the unlisted codes either give you characters already listed above, or
    glitch the game (there are two of these, 68 and CB).  Note that if you
    put the code to 100 (the next variable after FF), the default character
    becomes Epon (and so on) but the selection is still the same (so 028, 128,
    C28 or FF28 would still give you Ohma 2).  While I'm sure that there is a
    way to select the other monsters and the 'bonus' creatures like the
    Totems and Mono Eye, it apparently can't be done with this code.  All of
    the codes listed above apply to the first player side only.  They will
    work in any game mode.
    
    These codes were made and tested by K. Megura, excluding the 'Character
    Select' code which was made by Charles Mac Donald.
    
    
    -------------------------------------------------------------------------
    4.  A U T H O R ' S   N O T E
    -------------------------------------------------------------------------
    
    First off, I'd like to thank John Lacano and FrostByte for writing
    their Tobal FAQ v1.1 as quite a bit of the information in this file is
    based upon info. taken from their FAQ.  Also, thanks to Charles Mac
    Donald <cgfm2@hooked.net> for the Character Select GameShark code.
    Thanks to Ignacio DeLucas <delucas@hotmail.com> for the White Potion
    info.
    
    That's it!
    
     Unpublished work Copyright 1997-2001 Chris MacDonald