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    Find Mii II Guide by shadowmathfreak

    Version: 1.0 | Updated: 02/02/12 | Search Guide | Bookmark Guide

                           Find Mii II
                           Rabbit Locations
                           January 3rd, 2012
                           By: shadowmathfreak (Jeffrey Feng)
                           Copyright  (c)  2012  Jeffrey Feng
                           Version 0.5
    Legal Notice
    This FAQs may not be reproduced except for private or personal use. The
    only site allowed to host this guide is http://www.gamefaqs.com. If you want
    to host this guide, send me an e-mail, and I will most likely say yes. I 
    don't mind you using my guide, but please give me credit whenever necessary.
    Contact Information
    If you see any errors in my FAQ, want to make suggestions, or ask me other 
    things, send me an e-mail at jafeng56@gmail.com. If you do, put
    "Mii2" in the topic title. I'll do my best to respond to all 
    e-mails, though I might not be able to. I didn't access my previous 
    contributor email at all, but I promise I will regularly check this one.
    Table of Contents
    1. Basic Info
    2. The Quest
    3. Secret Quest
    4. Credits
    1. Basic Info
    Did you complete the original Find Mii twice? Find it too easy? Well, for 
    those who did, and found all the hats in the original quest, Find Mii II 
    is available, but you'll need to download the system update that was 
    available on December 2011. For those currently reading this guide, if 
    your system is up to date, then you're good to go. Just make sure 
    you've completed Find Mii twice and gotten all the hats.
    Find Mii II plays a lot like the original Find Mii. However, in this new 
    quest, enemies are tougher, new enemies are introduced, and you can now 
    combine your heroes into teams to create devastating combos.
    When you have a hero attack an enemy, that hero will attack three times 
    before the enemy scares your hero away, unless you manage to defeat it. 
    The amount of damage you deal is determined by the level of your hero.
    A level 1 hero will do 1 damage per hit, while a level 6 hero will do 6 
    damage per hit. A critical hit deals three times the normal damage. To 
    increase the level of your heroes, you must Streetpass  with another Mii
    multiple times. The level of any hero cannot exceed 7. However, in this 
    quest, you're able to team up heroes and attack together. Only similar or 
    same colors may team up. What constitues similar colors is unknown to me 
    at this moment. The level of a team is determined by adding the levels of 
    the two heroes together, then adding one to that number. For example, a 
    combo of a level 5 and a level 3 hero will team up to form a level 9 team. 
    That team then can attack for 9 damage per hit! It's very useful, as you 
    can get more damage than you normally would from attacking with a single hero.
    If you decide to use magic, your hero will cast his or her magic once,
    before getting tired and retreat. Magic can be useful for attacking 
    and powering up your heroes. Keep in mind that some magic is useful for
    only the current room. The effect wears off when all of your heroes have 
    fled, or you clear the current room.
    The list of magic is as follows. The magic a hero casts is dependent on
    the color of the shirt he or she is wearing:
    Purple - Poisons enemy. At the end of each round, the enemy will take a 
             single damage of health before scaring your hero off. If you have 
             ten heroes with you, cast the purple magic first for best results.
    Red - Fire Magic. This is one of the only two magic spells that deals damage.
          Can hit through shields.
    Pink - Fills all subsequent heroes with daring. The chance of a critical hit 
           increases, but the chance of missing also increases. Your hero won't 
           flee until he or she attacks at least once.
    Light Blue - Freezes all enemies in the room. Allows your hero to get in extra
                 hits until the enemy unfreezes.
    Dark Blue - Water Magic. The other of the two magic that deals damage. Again, 
                useful for attacking through shields if you do not have a specific
                Mii of a certain color.
    Yellow - Summons a sandstorm. Reduces the accuracy of your own heroes, but also
             reduces the accuracy of the enemies.
    Green - Strengthens the next hero in line, doubling their original level, so a
            level 2 hero behind the hero casting green magic would temporarily be 
            level 4. However, this magic is only good for the next hero in line, 
            not every other hero. If you decide to switch heroes after casting the
            magic, you've essentially wasted that magic. No levels can exceed 7, 
            so you cannot use green magic to buff a level 6 hero to level 12. How
            unfortunate. :(
    Orange - Invigorates all subsequent heroes, granting them an extra attack per
             round. This means all heroes/teams will attack four times instead of
             the usual three. One of the more useful magics out there.
    White - Casts light magic. This is useful only for lighting up dark rooms.
    Black - Casts a shadow over the room. This is useful only to darken dazzling 
    Light Green - Puts all enemies in the room to sleep, allowing your heroes to 
                  get extra hits in before your enemies wake up.
    Brown - Summons a wandering hero. The level of the hero may be higher, lower, 
            or the same as the hero casting it, so you may get unlucky, or you 
            just might simply get a hero with a useful magic spell.
    You can also combine spells in this new quest. Only teams of the same color 
    can use combination spells:
    Dark Blue + Dark Blue = Attacks with great water damage.
    Red + Red = Attacks with great fire damage.
    Yellow + Yellow = Summons a great sandstorm.
    Green + Green = Greatly strengthens the next hero in line.
    Light Green + Light Green = Puts enemies in an even deeper sleep. Go attack 
    Light Blue + Light Blue = Same as light green in terms of effects.
    Orange + Orange = Greatly invigorates all subsequent heroes, allowing them 
                      even more attacks to the usual three you get.
    Purple + Purple = Inflicts enemy with deadly poison, taking two damage 
                      at the end of each set of attacks instead of one.
    I'll test out the other magic combos later.
    Another thing to note is that when two same colored Miis perform a combo 
    attack, they get one extra hit, allowing four hits instead of the usual three.
    You have to rescue your Mii and his two children, but how can you rescue them 
    without heroes? In Find Mii II, you can gather heroes through Streetpass, 
    hiring wandering heroes, or hiring old allies. Streetpass costs nothing, 
    however, hiring allies do.
    You can hire wandering heroes like in the original quest, at the cost of two 
    play coins. Unfortunately, their levels can only be level one or two.
    New to Find Mii II, you have the option to hire old allies, up to three at any 
    given time. These are Miis you have Streetpassed with, and helped you in your 
    original Find Mii quest. The cost to hire a level 1 old ally is 3 play coins, 
    and the cost increases for each level, up to 9 play coins for a level 7 hero. 
    They cost a lot because you could potentially have a couple level 7s at your 
    disposal, or you might need a specific magic user.
    You can only have a maximum of ten heroes in any given session.
    Also new to Find Mii II is the ability to purchase potions. These potions can 
    benefit you during battle in certain ways. The potions are as followed:
    Vial of Valor - Calls back up to three heroes that have left the battle. Costs 
                    8 play coins to purchase. This potion is especially useful if 
                    you have two level 7 heroes who left, as it would normally 
                    cost 18 play coins to hire them from the start.
    Power Potion - When you use this potion, the next hero in line will have their 
                   level doubled, so it is essentially green magic, but at the cost 
                   of 20 play coins. Remember that recalling the hero will waste 
                   that potion, so order your heroes carefully!
    Dispelling Draft - Blows away the enemy's gas at the cost of 2 play coins. 
                       Useful in rooms where enemy spews gas that prevents you 
                       from using magic, weakening your heroes, etc.
    Bottled Barrier - Prevents enemies from using their magic. If you know an enemy 
                      will cast magic at a later time, you can use 2 play coins to 
                      prevent them from doing so.
    Now, select Venture Forth, and proceed with the quest!
    2. The Quest
    Perilous Prairie – Entrance
    Enemies – Yellow Slime (10 HP)
    Nothing too special here. If you have a level 4+ Mii it will go down pretty 
    quickly if none of your attacks miss.
    Rewards: Yoshi Hat, Peach’s Crown (2nd playthrough), Boo Hat (3rd playthrough)
    Perilous Prairie – Exit
    Enemies – Yellow Slime (x2) (10 HP each)
    It’s pretty much the same as the previous room, except there are two of them 
    now. Easy enough if you have level 4+ Miis.
    At this point, there’s a fork in the path. The top path leads to the Bewitching 
    Bog area, while the bottom path leads to the Ransacked Ruins area. I’ll be 
    covering both areas.
    Bewitching Bog – West
    Enemies – Blue Slime (25 HP)
    Unfortunately a level 7 Mii cannot defeat this enemy by his or her self unless 
    there’s a critical hit, or the Blue Slime is put to sleep or frozen, or if a 
    previous orange Mii uses its magic. Otherwise, it’s the same as any other 
    Bewitching Bog – East
    Enemies – Blue Slime (25 HP), Yellow Slime (10 HP)
    Try to knock out the Yellow Slime with a single Mii or single team if 
    possible, because if you don’t, the blue slime will use healing magic to
    restore some HP to the yellow slime.
    Rewards – Top Hat
    Ransacked Ruins – West
    Enemies – Shambling Mummy (15 HP)
    The mummy will scare off the first hero in line unless the Mii’s color is the 
    same as the mummy. Attack it, shouldn’t be long before it goes down.
    Ransacked Ruins – East
    Enemies – Shambling Mummy (15 HP), Yellow Slime with yellow shield (10 HP)
    Once again, the mummy will scare off your first Mii unless it’s the same color 
    as the enemy. Attack the yellow slime with a yellow, or use blue or red magic 
    for less damage.
    Rewards – Pirate Hat
    No matter if you picked the top or the bottom path, they eventually meet up at 
    the Restless Rise.
    Restless Rise – South
    Enemies – Blue Ghost (25 HP)
    The blue ghost will use mirage magic, creating a fake clone of itself. If your 
    hero attacks the fake clone, he or she will give up and turn back. However, the 
    blue ghost won’t create another clone for one turn, giving you the chance to 
    attack the real deal. Another way to deal with this bastard is to bring a 
    red-shirt Mii. If that Mii uses his fire magic, he or she will destroy the fake 
    clone and damage the real one as well.
    Rewards: Arwing Hat, Triforce Hat (2nd playthrough), Fox Hat (3rd playthrough)
    Restless Rise – North
    Enemies – Armored Ghost (20 HP)
    Level 1s won’t dent this enemy at all unless they somehow manage to get a 
    critical hit. This enemy takes damage one less than the level of your Mii/team. 
    For example, a level 5 Mii will only deal four damage in this case. Either use 
    level 2+ heroes, use green magic or a Power Potion to temporarily boost the 
    levels of your Miis, use the magic of a red or blue shirt Mii, or combo team 
    the armored ghost.
    Upon defeating the armored ghost, the prince will be freed.
    Once again, there’s a fork in the path, however, this time there are three 
    choices. You can take the top path towards Mount Malice, the middle path to 
    the Forest of Sorrow, or the bottom path to the Diabolical Altar. Like always, 
    I will cover all three paths.
    Mount Malice – West
    Enemies – Granite Golem (25 HP)
    This guy is tough. The granite golem will take damage two less than the level 
    of your hero/team, so a level four team will only deal two HP of damage per 
    hit. Use the same tactics as you would against the armored ghost, except this 
    time, don’t allow a level 2 hero attack by him or herself unless you’re 
    confident with critical hits.
    Mount Malice – East
    Enemies – Pink Slime (50 HP)
    For every Mii/team that doesn’t defeat the pink slime, it will use growth magic 
    on itself. I have no idea what that magic does, so if you know what it does, 
    let me know and I’ll credit you for it. Just unleash your attacks on him, 
    combined with sleep/freezing spells, and he’ll go down before you know it.
    Rewards – Cheeseburger Hat
    Diabolical Altar – West
    Enemies – Shambling Mummy (15 HP), Yellow Ghost with Shadowlight Shield (10 HP)
    Like always, the shambling mummy scares off the first Mii unless a certain 
    condition applies. In order to get rid of the Shadowlight Shield, you must 
    use a combo attack with a black shirt Mii and a white shirt Mii. Alternatively,
    just attack with red or blue magic for less damage.
    Diabolical Altar – East
    Enemies – Armored Ghost (20 HP), Roaming Mummy (30 HP)
    Upon entering this room, you’ll notice you’re in an extremely bright, dazzling 
    room. You need to use a black shirt Mii’s magic to return the room to seeable 
    condition. All other heroes in front are wasted. The easiest way to use the 
    least amount of play coins is to streetpass with someone you know that has a 
    black shirt Mii. Upon getting rid of the light, the roaming mummy will scare 
    your next hero in line unless certain conditions apply. The armored ghost 
    takes less damage once again. Defeat the enemies to clear the room. Nothing 
    too special about this room.
    Rewards: Ninja Hood, Soccer Ball Hat (2nd playthrough)
    After clearing the eastern part of the Diabolical Altar, you come across yet 
    another fork in the path. However, the bottom path is blocked unless you have 
    the Bronze Key, which can only be obtained after clearing this quest two times. 
    If you don’t have the Bronze Key, you’ll be forced to take the top path, 
    towards the Forest of Sorrow. If you’re on your third playthrough, keep reading 
    ahead. If not, skip ahead to the Forest of Sorrow.
    Ominous Shrine
    Enemies – Golden Golem (65 HP)
    Oooooh, a shiny enemy. Like any golem, he takes two less damage than he 
    normally would. Team up to create high levels and keep attacking him to bring 
    this shiny guy down.
    Rewards – Shy Guy Mask
    Forest of Sorrow – Entrance
    Enemies – Armored Demon (40 HP)
    Nothing special about this room besides the demon having +1 defense.
    Forest of Sorrow – Exit
    Enemies – Reaper Cadet (30 HP)
    Upon entering this room, you’ll notice it is filled with poison. You’ll need to 
    use two consecutive yellow shirt Miis in order to get rid of the poison using 
    sandstorm magic. Upon clearing the poison, the enemy spews curse gas, which I 
    have no idea what it does because I OHKOed it in one round. This enemy takes 
    one less damage than usual.
    Rewards: Floral Hat
    Castle of Darkness – Entrance
    Enemies – Iron Golem (45 HP)
    The iron golem is essentially a buffed up granite golem. Once again, he takes 
    two less damage from regular attacks, however, in addition, he also takes 
    slightly less damage from magical attacks. Unleash your attacks and he’ll go 
    down eventually.
    Upon defeating the golem, the princess will be freed. Only your Mii remains!
    Castle of Darkness – Courtyard
    Enemies – Roaming Mummy (30 HP), Marauding Mummy (45 HP)
    The roaming mummy will scare off the first hero in line in your party unless 
    you’re the same color as it is, so make sure that hero is a low leveled one 
    or is the same color. On occasion, the roaming mummy will use healing magic, 
    restoring some of the marauding mummy’s HP. Just keep attacking them and 
    they’ll eventually go down before long.
    Rewards: Epona’s Hat, Cake Hat (2nd playthrough), Pizza Hat (3rd playthrough)
    Castle of Darkness – Throne Room
    Enemies – Armored Demon (40 HP), Reaper Captain (45 HP)
    When you enter this room, you’ll see it is in flames. To extinguish the flames, 
    you must have two CONSECUTIVE dark blue Miis in your party. Any other heroes 
    in front of them, if any, are a waste. The two Miis will then use combo magic, 
    then retreat due to tiredness. After the flames are gone, the reaper captain 
    will spew barrier gas, preventing you from using magic, unless you use the 
    dispelling draft. Both enemies take one less damage than they normally would 
    from regular attacks. Keep attacking them and they’ll both eventually go down.
    Rewards: Donkey Kong Hat, Beehive Wig (2nd playthrough), Red Ribbon (3rd 
    Castle of Darkness – Roof (Final Room)
    Enemies – Armored Archfiend (60 HP)
    You’ll see your imprisoned Mii as soon as you walk into this room. Like always, 
    armored enemies take one less damage than they normally would. After the 
    archfiend scares off a Mii, it will cast fortifying magic, which makes it 
    stronger against your attacks, increasing its defense by 1 each time, which 
    can be troublesome if you stay in the room too long without defeating it. Use 
    a combination of magic and high level Miis if you have them. Light-green and 
    Light-blue Miis are especially helpful here, as they enable you to get in extra 
    attacks. Orange Miis work too. You can purchase a dispelling draft to get rid 
    of the magic as well.
    Upon freeing your Mii, a hand grabs the ruler of the kingdom.
    Ultimate Ghost – 150 HP
    The final boss of the previous Find Mii returns, and scares away the first Mii 
    in your party. It will also spew level down gas, which temporarily lowers all 
    of the Miis in your party by 1. Level 1s however cannot be weakened any further.
    Purchase a dispelling draft if you desire to return your levels to normal. Use 
    a combination of orange, light blue, light green heroes, and high leveled 
    heroes to take down the ultimate ghost.
    Upon defeating the Ultimate Ghost, your Mii rejoices again, until being 
    grabbed YET AGAIN.
    Dark Lord – 200 HP
    Dang this guy has TONS of HP. Neither Light blue nor light green magic will 
    affect him. It will take a while to bring this guy down if you don’t have two 
    level 7 heroes wearing similar or same colors. He will also spew level down gas,
    which you can get rid of with a dispelling draft. One he’s defeated, sit back 
    and watch the ending.
    Rewards: Prince’s Hat, Wario Cap and Bronze Key (2nd playthrough), Dark Lord 
    Helmet (3rd playthrough)
    After you beat the Find Mii II regular quest for the first time, the next time 
    you play, you'll see there's an option for a secret quest. This quest involves 
    even more places to explore, tougher enemies, and many more hats to collect. 
    Venture forth if you dare!
    3. Secret Quest
    Perilous Prairie - Entrance
    Enemies - Yellow Slime (x2) (10 HP each)
    Nothing special for a beginning room, attack away and they'll go down quickly.
    Rewards: Warp Pipe Hat, Daisy's Crown (2nd playthrough), Yellow Yoshi Hat
             (3rd playthrough)
    Perilous Prairie - Exit
    Enemies - Yellow Slime, Ghost with Yellow Shield (10 HP each)
    Again, nothing special about this room. Be sure to attack the yellow ghost 
    with a yellow hero, or use blue or red magic.
    At this point you have three paths to choose from. One is blocked off at the 
    moment, but as you read on, you'll know how to unlock the room. You can 
    choose to go to the Bewitched Bog, Ransacked Ruins, or the Shrine of 
    Judgment. The Shrine of Judgment is the path currently blocked.
    1st path:
    Bewitched Bog - West
    Enemies - Yellow Slime, Ghost with Light Blue Shield (10 HP each)
    Same as the Perilous Prairie - Exit, except the shield is light blue this
    time, so attack with a light blue hero instead.
    Bewitched Bog - East
    Enemies - Blue Ghost (25 HP)
    This ghost will use mirage magic, so either get lucky with hitting the real 
    one, or use one hero to destroy the clone, then attack away before it creates 
    a clone again. Don't use blue magic against this guy, it's useless.
    Merciless Mountain - West
    Enemies - Blood Red Ghost (50 HP)
    Don't use red magic against this guy. Slash away and he'll go down eventually.
    Rewards: Tomato Hat
    Merciless Mountain - East
    Enemies - Granite Golem (25 HP)
    This guy, again, takes two less damage than the level of your hero/team. 
    Use a team or level 3+ heroes to defeat this guy. Magic works wonders too.
    The prince will be freed upon defeating the golem.
    There's yet another fork in this road. You can proceed to the Forest of 
    Fright, or the Dolorous Deepwood.
    Forest of Fright - Entrance
    Enemies - Reaper Cadet (30 HP)
    This guy will spew curse gas upon the start, which may jinx your hero(es),
    making them lose a turn and wasting your hero(es). Use a dispelling draft 
    to get rid of the gas. This enemy takes one less damage than your level.
    Forest of Fright - Exit
    Enemies - Green Slime (7 HP)
    This guy is infuriating. He will evade every single one of your attacks, even
    magic, unless you put it to sleep or freeze it. Even then, he may still 
    somehow evade. However, putting him to sleep or freezing him is the only 
    way to even have a chance of hitting this guy. Luckily this guy has crap HP,
    so a level 7 hero can take it out in one hit.
    Rewards - Penguin Hat
    Yet another fork in the road. It's either the Shrines of Shadows, or the
    eastern part of Dolorous Deepwood.
    Shrine of Shadows - West
    Enemies - Reaper Cadet (30 HP), Blue Slime with Shadowlight Shield (25 HP)
    The reaper cadet will spew curse gas again, so some of your heroes may get 
    jinxed. Use a dispelling draft. Attack the slime with a combo of a black and
    white shirted heroes to get rid of that shield.
    Shrine of Shadows - East
    Enemies - Marauding Mummy (x2) (45 HP each)
    Your lead Mii will be scared off, but not all the time, but a high chance of 
    running away. Slash away to bring them both down.
    Rewards: Bear Hat
    2nd path:
    Ransacked Ruins - West
    Enemies - Roaming Mummy (30 HP), Shambling Mummy with Yellow Shield (15 HP)
    If the first mummy doesn't scare your hero away, the second one might, so it's
    up to luck to see if you still have your first hero. Attack the shambling 
    mummy with a yellow hero or use red or blue magic to defeat it.
    Rewards: Panda Hat, Samurai Wig (2nd runthrough)
    Ransacked Ruins - East
    Enemies - Marauding Mummy (45 HP)
    Again, your first hero in line might be scared off. Nothing special otherwise,
    attack away.
    Another fork. Choose whatever you haven't went through.
    Restless Rise - South
    Enemies - Armored Ghost (20 HP)
    Don't attack with a lone level one hero using physical attacks and you should 
    be good.
    Rewards - Ice Cream Hat
    Restless Rise - North
    Enemies - Armored Demon (40 HP)
    Same tactics apply for all +1 defense enemies.
    The prince is freed afterwards.
    Alternate path:
    Dolorous Deepwood - West
    Enemies - Armored Ghost (20 HP)
    This room is filled with poison, so bring to consecutive yellow Miis to 
    summon a sandstorm that gets rid of the poison. You should know how to take
    down this guy by now.
    Rewards: Lacy Headband
    Dolorous Deepwood - East
    Enemies - Reaper Captain (45 HP)
    The captain will spew bubbles to prevent you from using magic. Take this guy 
    down, make sure not to attack with level one heroes.
    The prince is then freed.
    Swamp of Sacrifice
    Enemeis - Green Slime with Light Blue Shield (7 HP)
    What makes this battle infuriating is not only a high evade enemy, 
    but a shield to deal with as well. Put the green slime to sleep or 
    freeze it, then hack away with a light blue hero.
    Mount Malice - West
    Enemies - Iron Golem (45 HP)
    There are flames in this room, so douse it with two consecutive dark blue 
    heroes. Don't attack with level 2s or lower.
    Mount Malice - East
    Enemies - Pink Slime (50 HP)
    Nothing special, hack away.
    Rewards: Hot Dog Hat
    The prince is then freed.
    Diabolical Altar - Front
    Enemies - Rampaging Mummy (60 HP)
    He'll scare your first hero off sometimes, so be prepared for that. Attack 
    away to defeat him, nothing special otherwise.
    Rewards: Silver Key, which unlocks the room at the beginning of the quest.
    Forest of Sorrow - Entrance
    Enemies - Two green slimes, one with Shadowlight Shield (7 HP each)
    Wow, this has got to be the most annoying room yet. Two extremely evasive
    enemies, one with a shield. Magic won't do anything, so you must bring 
    a light blue or light green hero, along with a black and white hero, to 
    bring these douches down. Even while frozen, they still manage to evade 
    attacks. No freakin awards either. :(
    Forest of Sorrow - Exit
    Enemies - Armored Demon (40 HP), Reaper Captain (45 HP)
    Again, poison fills the room, so bring two consecutive yellow Miis to do their
    job. The reaper captain will spew barrier gas to prevent the use of magic.
    You know what to do.
    Rewards: Football Helmet
    Silver Key Path:
    Shrine of Judgment
    Enemies - Iron Golem (45 HP)
    Fire fills the room, so bring two consecutive dark blue heroes to extinguish 
    the fire. Remember not to attack with anything lower than level 3.
    Rewards: ? Block Hat, Chomp Hat
    Dolorous Deepwood - South
    Enemies - Armored Ghost (20 HP), Reaper Captain (45 HP)
    The reaper spews barrier gas, so get a bottled barrier if you want to use 
    magic. Attack with level 2s and above.
    Dolorous Deepwood - East
    Enemies - Reaper Captain
    Just attack away, you're familiar with this now. He spews curse gas, so
    purchase a dispelling draft.
    The prince is freed after its defeat.
    You have two paths to choose from. I'll cover both.
    Diabolical Altar - West
    Enemies - Roaming Mummy (30 HP), Marauding Mummy (45 HP)
    Your lead hero might get scared off. Otherwise, nothing special.
    Diabolical Altar - East
    Enemies - Rampaging Mummy (75 HP)
    Beware of getting scared off, that's all.
    Rewards: Blooper Hat
    Alternate Path
    Perilous Peak - West
    Enemies - Blood Ghost (50 HP)
    Don't attack with red magic and you should be fine.
    Rewards: Sunflower accessory
    Perilous Peak - East
    Enemies - Pink Slime (50 HP)
    Attack away nothing special.
    Ominous Shrine
    Enemies - Golden Golem (65 HP)
    Don't attack with level 1s or twos and you should be fine. Ice fills this 
    room, so bring two consecutive red heroes to melt the ice.
    Sealed Passage
    Enemies - Reaper General (75 HP), Marauding Mummy (45 HP)
    Another annoying room. The reaper general spews curse gas, the mummy might 
    scare off your hero, and the reaper general takes two less damage than 
    normal enemies. In addition, the general can COMPLETELY REVIVE the marauding
    mummy. It would be in your best interest to get rid of the gas, and take 
    down the reaper before taking down the mummy.
    Rewards: Nintendo 3DS Hat, NES Hat
    Castle of Darkness - Entrance
    Enemies - Diamond Golem (85 HP)
    Oooooo, another shiny enemy. This guy takes two less damage than your level.
    In addition, he'll also use fortifying magic from time to time, making you 
    cause less damage. Use high level Miis or red or blue magic to defeat this 
    The princess will be freed upon the golem's defeat.
    Castle of Darkness - Courtyard
    Enemies - Reaper Captain (45 HP), Marauding Mummy (45 HP)
    Upon entering this room, you'll notice it is covered in ice. You'll need 
    two consecutive red shirt heroes to melt the ice covering the room. The 
    marauding mummy will then sometimes scare off your lead Mii. AFTER that, 
    the reaper captain will spew barrier gas, preventing you from using magic 
    unless you purchase a dispelling draft. Remember that the reaper captain 
    must be attacked by level 2+ heroes or teams.
    Castle of Darkness - Throne Room
    Enemies - Armored Demon (40 HP), Reaper Commander (60 HP)
    Upon entering this room, you'll notice you cannot see anything, as it's pitch 
    black. Bring a white hero for him or her to cast white magic to bring light 
    into the room. The reaper captain will spew curse gas to jinx your heroes, 
    so be sure to purchase a dispelling draft so you don't lose your heroes.
    Every single enemy in this room must be attacked by level 2+ heroes/teams.
    Rewards: Piranha Plant, Magic Hat (2nd playthrough), Devil Horns (3rd
    Castle of Darkness - Roof
    Enemies - Armored Archfiend (60 HP)
    Attack away with level 2+ teams/heroes. Purchase the bottled barrier if you 
    wish so he doesn't increase his defenses. Use blue or red magic as an 
    Your Mii will then be freed. However, like the last quest, that is short
    Ultimate Ghost - 150 HP
    Same tip applies as in the regular quest.
    After being freed YET AGAIN, your Mii rejoices until he or she is GRABBED
    Dark Emperor - 250 HP
    Wow, even more than the Dark Lord? This guy will spew level down gas, so
    purchase a dispelling draft if you want to return your levels to normal. 
    Just keep attacking and he'll go down after a long time. Thank god this guy 
    has no armor...
    Rewards: Princess's Crown, Waluigi Cap (2nd playthrough) and Golden Key (2nd
    playthrough), Dark Emperor Helmet (3rd playthrough). The golden key unlocks 
    the room in the bottom right of the map.
    I know I'm still missing hats from this playthrough. If you know which 
    hats are missing and how to obtain them, I'll give you credit the next time 
    I update this FAQ.
    4. Credits
    -SBAllen, and CJayC before him, for running such a wonderful site.
    -Nintendo, for making an awesome handheld, and including an awesome game
     within the handheld itself.

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