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by 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.
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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 ____________________________________________________________________
(you will run slower and eventually stop after a while) (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 G+l or r G+b,b
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 L2 - Activates Menu Screen - 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.
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.
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.
Body
'' / \
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. Your size decreases. (cannot buy) (cannot buy)
Uncurses all equipped stones, neutralizes Poison, plus one random effect (color is always white).
Poison (1 HP/second).
(cannot buy)
(cannot buy)
Rating of one equipped stone goes up by 1. Rating of one equipped stone goes down by 1.
Stamina bar size increases by 10 or less points. Stamina bar size decreases by 10 or less points.
60 Mol 20 Mol
HP bar size increases by 16 or less points. HP bar size decreases by 16 or less points.
Gives description of any unknown stones you have. Show the completed map for that dungeon floor.
All body stats. increase by 1 level. All body stats. decrease by 1 level.
80 Mol 60 Mol
Your 'Guard' stat. increases by 1 level. Your 'Guard' stat. decreases by 1 level.
80 Mol 60 Mol
Gain back all lost HP. Gain 100 Hit Points Lose 100 Hit Points
60 Mol
x2: Next potion you drink will become double-strength Muteki: become invincible for a limited amount of time Tetsujin: enemies can't block your attacks. Invisible: you can run past monsters
Hyper: speed increases/you can chain combos for a 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 ____________________________________________
_________________
Hands, Feet, and Throw levels. Guard power level. Maximum HP you can have. Maximum Stamina can have. Throw at enemies to capture them. Will bring you back to HP if you equip it
Translucent Green
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 ____________ Red Jelly Blue Jelly Green Jelly Yellow Jelly Black Jelly
Effect ______________________________________ You gain 'Tetsujin' (Iron Man) status. Your 'Guard' stat. doubles. Gain 50 HP. Stamina bar will not decrease 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
___________________________ ______ _______________________________ DAINAMAITO (Dynamite) 100 'Carrier' and 'Hammer'-types. As above, and mechanical foes. Mechanical foes. 'Blue Skeleton' monster 'Skeleton' and 'Lich'-types. Left behind when you eat joints
HANMAABORUTO (Hammer Bolt) 40 KOWARETANESHI (Silver Bolt) 30 BURUU NA x (Blue Bone) ZYOUBU NA x (Large Bone) CHIISA NA x (Small Bone) 35 70 30
of meat. Not all meat has bones in it (like tails or worm meat). CAPTURE STONE STONE MEAT (any kind) JELLY (any kind) CHEESE COIN 1 Worth Inflicts damage equal to the 0 1 1 Varies* Captures enemies killed with it. Plus effect of stone. Plus possible poisoning. Plus effect of jelly.
* 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:
? MOSHINAI
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.
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.
Chaco Yutani - Ougi...DokuritsuShikiShouHaRenKiDan Secret Self-Supporting Style: Manipulated Destroying Refined Spirit Bullet
Secret Gale Anrgy Wave Various Fierce Ultimate Wind Clouds Lightning God's Black Violent Sphere: Capturing Point Black Ball
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.
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.
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
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.
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 /Exit |
| |
| |
^ |__________| | |
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 lowhitting 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.
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.
801282E8 - FFFF = Enables Mufu, Nork, Udan, Mark, Mark2 and Chocobo
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
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.
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!
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 reserved. ====================================================================== = 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.
Added Moves Section provided by FrostByte. Added Monster List. Another reorganization (sorry!). More Potion Information. Analog Controller Information. Added Potions and Stones section to Quest Mode. Added unblockable attacks and counters. Renamed Menu Translations to FAQ. Added Version Info, Index, and Quest mode information. Also did a little reorganizing and tweaking. Added the replay menu options. Added hidden character info. Initial release.
====================================================================== = INDEX ====================================================================== = 1.0 MENUS 1.1 Tournament 1.2 VS 1.3 Quest 1.4 Training 1.5 Option 2.0 CHARACTERS 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 3.0 QUEST MODE 3.1 Moves 3.2 Status Screen 3.3 Potions 3.4 Stones 3.5 Food 3.6 Quest Tips 4.0 MONSTERS 4.1 Methods to Unlock Monsters 4.2 Using the Monsters 4.3 Dungeons 4.4 List 5.0 EXTRAS 5.1 Hidden Characters
5.2 5.3
Codes Rumors
====================================================================== = 1.0 MENUS ====================================================================== = Main Screen: -TOURNAMENT -VS -QUEST -TRAINING -OPTION ---------------------------------------------------------------------1.1 TOURNAMENT ---------------------------------------------------------------------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 -Continue During the Quest Mode, pressing select will bring up the following menu: -Item -Sleep -Equip Stone In town, there is a Church, speaking with the priest will bring up this: -Save -About Saving -Don't Save
---------------------------------------------------------------------1.4 TRAINING ---------------------------------------------------------------------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: -Player* -Computer* -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. ---------------------------------------------------------------------1.5 OPTION ----------------------------------------------------------------------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 ------------Difficulty -Number or Rounds to Win -Time Limit -Endurance Mode (OFF, recover 10%, recover 20%, etc.) -Sound (STEREO, Mono) -Exit Memory Card -----------Auto Save (OFF, on) -Save -Load -Exit 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) -Exit [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 -Exit 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) ------Normal -Dramatic -Control Yourself -Look at Player 1 -Look at Player 2 Power Gauge (appears after camera mode is selected) -----------Present -Absent ====================================================================== = 2.0 CHARACTERS ====================================================================== = ---------------------------------------------------------------------2.1 Common Move Legend (all facing right) ---------------------------------------------------------------------f/F b/B u/U d/D J = G = H = M = L = A = = forward/hold = tap/hold your direction pad to the right = back/hold = tap/hold left = up/hold = tap/hold up = down/hold = tap/hold down jump = (default L1 or L2) guard = (default R1 or R2) high attack = (default Triangle) mid attack = (default Square) low attack = (default the X button) 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 Throws: 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 Counters: (after throw) G+M = counter throw/escape/reversal (after block) f+M = counter attack Recovery Moves air G+M = recover from juggles. ground 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 trail. ---------------------------------------------------------------------2.2.1 Chuji Wu ---------------------------------------------------------------------height: 175 cm weight: 70 kg age : 18 Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (grab)(pull) f+M (tackle) H (tackle) L (tackle) M (side grab) M (side grab) M (back grab) M Normal Attacks H,M H,L H,H,H H,H,M : : : : : : : : : : : : : : : Over-shoulder Trip Back Toss Forward Trip Shoulder Toss Tackle Face Punch Low Punch Back Toss Hip Toss Shoulder Toss Gut Throw. Punch, Side Kick Punch, Sweep 2 Punches, Roundhouse 2 Punches, Gut punch
*HHM,M : *HHM,M,L : H,H,L : H,H,f+L : L,L : L,M,M : *LM,M : f+M : b+H : b+M : b/d/u+L : b/d/u+L,M : *b/d/u+L,L : f,f+M : f,f+H : b,b+M : d+M : u+M : G+H,H : G+B+H,M : *G+B+HM,M : G+B+M,M : *G+B+M,H : G+F+M,M : G+L : *G+L,M : *G+L,M,M : *G+L,M,M,M : [Hold briefly M],M:
2 Punches, Power Gut Punch 2 Punches, Sweep Fakeout 2 Punches, Sweep 2 Punches, Forward Sweep Low kick, Sweep Low kick, Side Kick, Cartwheel Low kick, Side Kick, Power Sweep Shoulder attack Back fist Back flip Monkey Sweep Monkey Sweep, Horse Kick Monkey Sweep, Power Sweep Power Punch Heel Kick Reverse Flip Left Upper Right Upper High Kick, Roundhouse Left Hook, Right Hook Left Hook, Right Hook, Power Punch Power Punch, Uppercut Super Punch Uppercut, Uppercut Low Sweep Right Hook Fakeout Low Sweep, Double Scissors Kick Low Sweep, Triple Scissors Kick 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 U,U/D,D+M U,U/D,D+L While Standing (crouch) M Unblockables b+G+M,H Counters none ---------------------------------------------------------------------2.2.2 Epon ---------------------------------------------------------------------: : : : : Jumping Roundhouse Shoulder Ram Trip Double Scissors Power Punch
Height: 165 cm Weight: 50 kg Age : 19 Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (side grab) M (side grab) M (back grab) M f,f+G+M Normal Attacks H,H,H H,H,H,f+H *HHHf+H,M H,H,H,f+H,f+L,M H,H,G+H H,H,M,M H,H,M,L H,H,H,M *HHHM,L H,M,L *HM,L H,M,f+M H,M,M,M H,H,L M,M *M, H M, L L,M,H L,M,L L,M,M L,M,M,f+H *LMMf+H,M L,M,M,f+H,f+L,M Kick f+M H) f+M, B f,f+M *f,f+M,M,L *f,f+L,M,L b,b+M f,f+H b,b+H,L d/u/b+H,L d/u/b+M f/u/b+L,M f,f+L,H *f,f+L,M f+H G+H,H,H G+H,M,L G+H,M,M G+H,f+M G+H,b+M f+G+M : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : Spinning Throw Reverse Trip Forward Trip Stomach Throw Neck Throw Judo Throw Stomach Throw Flip Over (when enemy is crouching) 3 Punches 3 Punches, Knee 3 Punches, Knee, Rolling Kick 3 Punches, Knee, Sweep, Rolling Kick 2 Punches, Roundhouse 2 Punches, Uppercut, Reverse Crescent Kick 2 Punches, Uppercut, Foot Sweep 3 Punches, Elbow 3 Punches, Low Fakeout Punch, Side Kick, Sweep Punch, Side Kick, Power Sweep Punch, Side Kick, Mule Kick Punch, Side Kick, Side Kick, Gut Punch 2 Punches, Sweep 2 Side Kicks Side Kick, Power Side, Mule Kick Low Kick, Trip Low Kick, Side Kick, Roundhouse Low Kick, Side Kick, Sweep Low Kick, 2 Side Kicks Low Kick, 2 Side Kicks, Knee Low Kick, 2 Side Kicks, Knee, Rolling Kick Low Kick, 2 Side Kicks, Knee, Sweep, Rolling Mule Kick (you can chain this into any combo starting with Super Mule Kick (hold back to delay) Crescent Kick Crescent Kick, Power Crescent Kick, Power Sweep Low Punch Fakeout Rolling Heel Kick Flying Heel Kick Flying Roundhouse, Sweep Crescent Heel Kick, Sweep Reverse Crescent Kick Right Sweep, Rolling Kick Left Sweep, Crescent Kick Elbow Fakeout Knee 3 Roundhouse Kicks Roundhouse, Uppercut, Sweep Roundhouse, Uppercut, Crescent Kick Roundhouse, Mule Kick Roundhouse, Gut Punch Heel Upper
f+L,M
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 While Standing (crouch) M Unblockables H,M,f+M,b Counters b+G+M : : : : High Roundhouse Sweep Low Crescent High Punch, Middle Kick, Charge Kick For high and middle attacks
---------------------------------------------------------------------2.2.3 Oliems ---------------------------------------------------------------------Height: 198 cm Weight: 110 kg Age : 20 Throws (grab) M (grab) b+M (grab) f+M (grab) (push) M (grab) u/d+M (side grab) M (side grab) M (back grab) M Normal Attacks H,H,H,M H,H,M,M H,H,M,f+M B+H,H,H,H,H B+HHHHH,M,H,H,H B+HHHH,L,f+M,M *B+HHHH,L,M B+HHH,M M,M f+M,M f,f+M,M,... b+M,M,M,M b+M,M,H,M b+M,M,H,H,L,f+M,M *b+M,M,H,H,L,M b,b+M b,b+H b,b+H,H,M : : : : : : : : Body Slam Jumping Suplex Back Breaker Shoulder Breaker Stomach Throw Body Drop Side Suplex Atomic Drop
: : : : : : : : : : : : : : : : : :
3 Punches, Roundhouse 2 Punches, Axe Kick 2 Punches, Kick, Headbutt, Chicken Dodge Blur Punches Blur Punches, Gut Punch, 3 Backfists Blur Punches, Low Kick, Headbutt, Chicken Dodge Blur Punches, Low Kick, Power Headbutt Blur Punches, Overhead Kick Axe Kick Gut Punch, Scissors Kick Headbutt, Chicken Dodge 3 Uppercuts, Chop 3 Uppercuts, Overhead Kick 2 Uppercuts, Blur Punches, Headbutt, Hook 2 uppercuts, Blur Punches, Power Headbutt Heel Kick Backfist Backfist, Elbow, Overhead Kick
f,f+H *f,f+H,M M,f+M,M f,f+M,M *L,L,.. *L,L,..,M G+H,H,H G+H,M,M G+H,M,L G+H,L b/f+G+M,H b/f+G+M,M b/f+G+M,L G+L,M,M.. *G+L,M
: : : : : : : : : : : : : : :
Flying Heel Kick Flying Heel Kick, Stomp Kick, Headbutt, Hook Headbutt, Chicken Dodge Infinity Low Kicks Infinity Low Kicks, Stomp 3 Backfists Backfist, Punch, Gut Punch Backfist, Punch, Swipe Backfist, Swipe Charge, Roundhouse Charge, Overhead Kick Charge, Sweep Sweep, Headbutt, Chicken Dodge Sweep, Power Headbutt
Turning Attacks (back turned) H,M : Elbow, Overhead Kick M : Back Flip Dodge Attacks u,u+M/d,d+M While Standing (crouch) f+M (crouch) f+M,M Unblockables b+G+M,H b+G+M,b+M b+G+M,L Counters b+G+M : : : : : : : Side Hook Gut Punch Stomp Deflect, Power Kick Deflect, Axe Kick Deflect, Foot Sweep Deflects high attacks and sets up unblockable
---------------------------------------------------------------------2.2.4 Hom ---------------------------------------------------------------------Height: 180 cm Weight: 150 kg Age : 21 Throws (grab) M : (grab) b+M : (grab) f+M : (grab) u/d+M : (grab) (push) b+M : (side grab) M : (side grab) M : (back grab) M : Normal Attacks H,H,H H,H,M,M H,M,M H,M,L H,L *H(long tap),H,.. : : : : : : Head Slam Power Bomb Head Slam Stomach Throw Sommersault Throw Elbow Throw Side Head Slam Body Toss 2 Punches, Roundhouse 3 Punches, Uppercut 3 Punches 2 Punches, Sweep Punch, Sweep Infinity Punch
*H(long tap),H..M d/u/b+H,M d/u/b+H,L b+M,M b+M,L f,f+M,M f,f+H *f,f+H,M f,f+M,tap H f,f+M,tap H, L b+G+M d+J+G f+M,M,b+M f+M,M,H b,b+M,L,L,L,M,(F) b,b+M,M,d+M L,M f/d/u+L,L,M b,b+L,L,L,L b,b+L,M,M,d+M b,b+L,H G+H,M,M,... G+H,L B+L
: : : : : : : : : : : : : : : : : : : : : : : :
Infinity Punch, Mid Punch Split Kick, Uppercut Split Kick, Sweep Double Uppercut Uppercut, Sweep Axe Kick Overhead Punch Overhead, Spinning Punch Half Axe, Power Punch Half Axe, Sweep Fakeout Extended Grab Switch Off 2 Kicks, Headbutt 3 Kicks Back Flip, Breakdance Kicks, (Rocket Dash) Helicopter Kicks Low Kick, Double Punch 2 Low Kicks, Kick Flip, Low Kicks Flip, Low Kick, Split, Helicopter Kick Flip, Low Kick, High Kick Roundhouse, Infinity Punch Roundhouse, Sweep Rocket Dash
Turning Attacks (back turned) none Dodge Attacks u/d+M While Standing (crouch) b+M Unblockables f,f+M,H,H Counters none ---------------------------------------------------------------------2.2.5 Fei Pusu ---------------------------------------------------------------------Height: 161 cm Weight: 50 kg Age : Unknown Throws (grab) M : (grab) b+M : (grab) f+M : (grab) u/d+M : (grab) (push) b+M : (side grab) M : (side grab) M : (back grab) M : Spinning Throw Rolling Throw Forward Spin Stomach Throw Reverse Spin Spinning Throw Neck Throw Reverse Forward Spin : : : Side Chop Headbutt Stomp, Windup Punch (keep hitting H for more power, L to cancel)
Normal Attacks H,H,H : H,H,f+M : H,H,b+M : f+H,M,M : H,M,L : *H,M,L,M(M),M : *H,M,L,M(M),L,L : Sweeps *H,M,L,M(M),L : u/d/b+H : *u/d/b+H,M,M : f,f+H : M,L : *M,L,M(M),M : *M,L,M(M),L,L : *M,L,M(M),L : f+M : b+M : b+M,(hold M) : b+M(M),L : *b+M,M : *b+M,L,L : *b,b+M,L,L : f,f+M,M,M : *f,f+M,M,M,H,H,H,L: Stomp f,f+M,(M) f,f+M,(M),L f,f+M(hold) f+L,L *f+L,M,M *f+L,M L,M b/u/d+L,L f,f+L,M *f,f+L,M,M d+G+H G+H,M *G+L,L,M,L,L d+G+L,M : : : : : : : : : : : : : :
2 Punches, Roundhouse 2 Punches, Overhead Kick 2 Punches, Backflip 3 Punches Punch, Kick, Sweep Punch, Kick, Sweep, Power Upper(delay), Uppercut Punch, Kick, Sweep, Power Upper(delay), Hell Punch, Kick, Sweep, Sweep Fakeout Split Kick Split Kick, Flame Upper, Power Upper Roundhouse Kick, Sweep Kick, Sweep, Power Upper(delay), Uppercut Kick, Sweep, Power Upper(delay), Hell Sweeps Kick, Sweep, Sweep Fakeout Overhead Kick Uppercut Delayed Uppercut Sweep Fakeout Uppercut, Power Upper Uppercut, Hell Sweeps Backflip, Hell Sweeps Kicks, Uppercut, Sweep Kicks, Uppercut, Sweep, Punch, Punch, Backflip, (You have to see this!) Kicks, Delayed Uppercut Kicks, Sweep Fakeout Punch Fakeout 2 Low Kicks Low Kick, 2 Flame Uppers Low Kick, Roundhouse Sweep Low Kick, Double Punch Sweeps Low Kick, Double Kick Low Kick, Heel Kick, Double Kick Flying Roundhouse Roundhouse, Uppercut Sweep, Hell Sweep, Back Flip, Hell Sweep Low Kick, Double Kick
Turning Attacks (back turned) M : Backflip Dodge Attacks u,u+M/d,d+M While Standing (crouch) f+L,H (crouch) M *(crouch)M,M Unblockables u+M,b/d+M,b Counters b+G+H b+G+M b+G+L : : : : : : : : Side Chop Roll, Double Kick Heel Kick Heel Kick, Double Kick Sidestep, Power Punch For high attacks For middle attacks For low attacks
---------------------------------------------------------------------2.2.6 Ill Goga ---------------------------------------------------------------------Height: 201 cm Weight: 180 kg Age : Unknown Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (grab)(push) M (side grab) M (side grab) M (back grab) M (grab) hold G, M (mount) H (mount) L (mount) M Normal Attacks H,H,H H,M H,M,L H,L,L,H H,L,L,L,H b+H *b+H,H f+H f,f+H,L *f,f+H,H,H *f,f+H,H,L b/d/u+M b/d/u+M,H b/d/u+M,L b,b+M f,f+M f+M b+L(hold) b+L,L b+L,b+M b+L,M,M,M f+L,L f+L,H f+L,M,M G+H,H,M,M G+H,L G+H,M,M b+G+M,M G+L,M,M,M : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : Body Slam Back Slam Head Toss Stomach Throw Body Slam Head Slam Head Slam Body Slam Mount High Punch Low Punch Throw 3 Punches Punch, Double Punch Punch, Double Punch, Kick Punch, 2 Kicks, Elbow Punch, 3 Kicks, Roundhouse Tail Swipe Power Swipe Boot Kick Headbutt, Low Kick Triple Headbutt Double Headbutt, Low Kick Double Punch Roundhouse Fakeout Double Punch, Low Kick Uppercut Knee Mid Kick Lay down (stay down, direction to move) Lay Down, Swipe Lay Down, Uppercut Lay Down, Tail Strikes 2 Low Swipes Swipe, Overhead Punch Swipe, 2 Punches 2 Overheads, Uppercut, Tail Swipe Overhead, Sweep Overhead, 2 Punches Tail Swipes Tail Swipes
d,d+M/u,u+H While Standing (crouch) f+M (crouch) b+M,M (crouch) M, f+M Unblockables b+H (hold) Counters none
: : : : :
Side Upper Hammer Double Hammer Headbutt, Knee Spinning Tail Whip
---------------------------------------------------------------------2.2.7 Mary Ivonskaya ---------------------------------------------------------------------Height: 189 cm Weight: 140 kg Age : 33 Throws (grab) M (grab) b+M (grab) f+M (lift) M (lift) f/b/d/u+M (grab) (push) b+M (grab) u/d+M (side grab) M (side grab) M (back grab) M f+G+M (tackle) H,H... (tackle) L,L... (tackle) M (hold G) f,f + M : : : : : : : : : : : : : : : DDT Delayed Suplex Body Lift Back Breaker Direction Drop Giant Swing Neck Throw Neck Drop Arm Breaker Back Suplex Tackle Face Punch Stomach Punch Rolling Throw Ground Throw (different from each direction)
Normal Attacks H,H,H *HH,M,H *HHH,M H,M,L H,M,H,H H,M,H,L b+H,H b+H(hold) *b+H,H,M f+H f,f+H M,H M,L f,f+M b+H f+M,M b+M b+M(hold)
: : : : : : : : : : : : : : : : : :
3 punches 2 Punches, Mid Punch, Roundhouse 3 Punches, Gut Punch 2 Punches, Low Kick 3 Punches, Slap 3 Punches, Low Kick Hook Punches Power Right Hook Hook Punches, Gut Punch Power Slap Drop Kick Mid Kick, Drop Kick Mid Kick, Sweep Boot Kick Right Hook Hammer, Hammer Uppercut Overhead Chop Power Chop
: : : : : : : : :
Overhead Hammer, Uppercut Ali Kicks Ali Kicks, Mid Kick, Drop Kick Ali Kicks, Mid Kick, Sweep Ali Kick, Mid Kick, Roundhouse Ali Kick, 2 Mid Kicks Sweep Jumping Roundhouse Sweep, Power Overhead Punch
Turning Attacks (back turned) none Dodge Attacks d,d+M/u,u+M While Standing (crouch) M, H (crouch) f+M Unblockables b+H (hold) b+M (hold) G+L,M Counters b+G+M b+G+L : : : : : : : : Sweep Mid Punch, Roundhouse Gut Punch Power Hook Power Chop Foot Sweep, Hopping Punch For high and middle attacks For low attacks
---------------------------------------------------------------------2.2.8 Gren Kuts ---------------------------------------------------------------------Height: 175 cm Weight: 70 kg Age : 18 Throws (grab) M : (grab) b+M : (grab) f+M : (grab) u/d+M : (grab) (push) b+M : (side grab) M : (side grab) M : (back grab) M : Normal Attacks H,H,H,M : H,H,H,L : H,H,M : *HHM,L,b+M,M : *HHM,L,M,M,M,M,M : Overheads *HHM,L,M,M,M,M(hold) Stance then -H : or -L,b+M,M : Body Slam Low Suplex Shoulder Drop Neck Throw Neck Throw Neck Breaker Neck Breaker Back Toss 2 2 2 2 2 Punches, Punches, Punches, Punches, Punches, Roundhouse, Mid Sweep Roundhouse, Low Sweep Mid Punch Mid Punch, Sweep, Double Sommersault Mid Punch, Mid Kick, 2 Punches, 2
2 Punches, Mid Punch, Mid Kick, 2 Punches, Overhead Flip Low Kick, Double Sommersault
*HHM,L,M,M,L,M Uppercut *HHM,L,M,L,M H,M,L *HML,M *HM,M,L,M *HM,H,H,H *HM,H,M,M,M,M *HM,H,M,M,M(hold) then -H or -L,b+M,M *HM,H,L,M *HM,H,L,M f,f+H f+M b+M *b+M,L,M *b+M,M,M,M b,b+M,M b,b+M,L,M *b,b+M,L,M b+M,f f,f+M *L,b+M,M f+L *f+L,M,M,M,M *f+L,M,M,M(hold) then -H or -L,b+M,M *f,f+L,M *b,b+L,b+M,M G+H,H,H *G+H,M,M,M *G+H,M,L,M G+H,L,M *G+H,L,M b+G+M d+L~M d,d/u,u+[hold M] direction) -M -H -G d,d/u,u+H
: : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : :
2 Punches, Mid Punch, Mid Kick, Punch, Sweep, Punches, Mid Punch, Mid Kick, Sweep, Uppercut Punches, Sweep Punches, Sweep, Uppercut Punches, Uppercut, Sweep, Uppercut Punches, 3 Roundhouse Punches, Roundhouse, 2 Mid Punches, Overheads 2 Punches, Roundhouse, 2 Mid Punches, Stance Overhead Flip Low Kick, Double Sommersault 2 Punches, Roundhouse, Sweep, Backflip 2 Punches, Roundhouse, Sweep, Uppercut High Sweep Uppercut Gut Punch Gut Punch, Sweep, Uppercut Gut Punch, Punch, 2 Overheads Overhead Kicks Overhead Kick, Sweep, Backflip Overhead Kick, Sweep, Uppercut Delayed Gut Punch Mid Sweep Low Kick, Double Sommersault Sweep Sweep, 2 Punches, Overhead Kicks Sweep, 2 Punches, Stance Overhead Flip Low Kick, Double Sommersault Sweep, Uppercut Sweep, Double Sommersault 3 Roundhouse Roundhouse, Punch, Double Sommersault Roundhouse, Punch, Sweep, Uppercut Roundhouse, Sweep, Backflip Roundhouse, Sweep, Uppercut Flaming Scissors Kick Crouch into a Slicing Spin Kick Crane Stance (You can hop around in any Double Axe Kick (After releasing M press again for second one) Overhead Flip (Rises higher than Nork) Cancel Stance Spin Kicks (This is his Dodge Attack) 2 2 2 2 2 2
Turning Attacks (back turned) none Dodge Attacks d,d+M/u,u+M While Standing (crouch) f+M (crouch) b+M,M (crouch) f+H Unblockables b+G+M Counters : : : : : Axe Kick Uppercut Double Sommersault Roundhouse Super Axe Kick
none ---------------------------------------------------------------------2.2.9 Chaco Yutani ---------------------------------------------------------------------Height: 174 cm Weight: 58 kg Age : 23 Throws (grab) M (grab) b+M (grab) f+M (Tackle) H (Tackle) L (Tackle) M (grab) u/d+M (side grab) M (side grab) M (back grab) M Normal Attacks H,H,H,M *H,HHH,M f+H,M H,H,L *HHL, M *H,HHL, M H,H,M,M *H,HHMM M,M M,H *M,H M,G,H,f M,G,H,H M,G,H,M *MG,H,M M,G,H,L *MG,HL,H,H M,G,M MG,b+M,M,f+M Strike M,G,f+H,M M,G,L L,L *f+L,M,M *f+L,M f+M M,f d+M,D or u+M,U b,b+H f,f+H f,f+M f,f+L b,b+M *b,b+M,M *b,b+M,L b+M,M : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : Shoulder Toss Body Push Tackle Face Punch Stomach Punch Arm Breaker Neck Throw Arm Breaker Arm Breaker Arm Breaker 2 Punches, Double Palm Strikes 3 Punches, Double Palm Strikes Double Palm Strikes 2 Punches, Sweep 2 Punches, Scorpion Kick 3 Punches, Scorpion Kick 2 Punches, Elbow, Uppercut 3 Punches, Elbow, Uppercut Side Kick, Heel Kick Side Kick, High Heel Kick Side Kick, Spinning Heel Kick Crouch Dash, Grab, Sidestep Crouch Dash, Grab, Power Roundhouse Crouch Dash, Grab, Mid Punch Crouch Dash, Grab, Power Punch Crouch Dash, Grab, Trip Crouch Dash, Grab, Trip, Air Spin Kick Crouch Dash, Power Punch Crouch Dash, Overhead Hammer, Elbow, Shoulder Crouch Dash, Double Palm Strike Crouch Dash, Trip 2 Low Kicks Low Kick, 2 Spinning Heel Kicks Overhead Sweep Uppercut Swing Power Uppercut Super Uppercut Spinning Heel Kick Spinning Roundhouse Double Fist Rolling Low Kick Forward Flip Kick Flip Kick, Overhead Sweep Overhead Sweep Mid Fist, Chop
b+M+L *b+M+L,M,M,... *d+L,G, M *d+L,G, H *G+L, M *G+L, L,... *G+L, L,..., M G+H
: : : : : : : :
Overhead Sweep Infinity Overhead (only when blocked) Back Dodge, Power Punch Back Dodge, Double Palm Strike Scorpion Kick Infinity Sweep Infinity Sweep, Scorpion Kick Roundhouse
Turning Attacks (back turned) H : Roundhouse M : Shoulder Strike Dodge Attacks u,u+H/d,d+H While Standing none Unblockables u+M,u/d+M,d b+L,G,H b+L,G,M Counters b+G+M : : : : Charge Punch Bend Over Backwards, High Two-handed Punch Bend Over Backwards, Middle Punch For high and middle attacks : Side Flip Kick
---------------------------------------------------------------------2.2.10 Doctor V ---------------------------------------------------------------------Height: 202 cm Weight: 105 kg Age : 32 Throws (grab) M *(tackle) M *(hold) H *(hold) L *(hold) M (grab) b+M (grab) f+M (grab) u/d+M (back grab) M Normal Attacks H,H,H,M H,H,M H,M,L H,H,L f+H,H,M f+H,H,L *f+H,H,H *f+H,M b+H b+H,M b,b+H b,b+H,M : : : : : : : : : : : : : : : : : : : : : Tackle Hold Face Punch Stomach Punch Rolling Side Throw Guard Pull Forward Trip Neck Throw Back Trip 2 Punches, Elbow, Side Kick 2 Punches, Side Kick 2 Punches, Trip 2 Punches, Trip 2 Elbows, Side Kick 2 Elbows, Side Kick Elbow, 2 Power Punches Elbow, Uppercut High Kick Overhead Knee Straight Arrow Back Attack
b+M f+M,M f,f+M b,b+M,M,L f+L,M,H *f+LMH,M,M b+L,M b+G+H,H b+G+H,M,M f+G+M b+G+M,M,M *b+G+M,H *b+G+M,M,M *b+G+M,L G,G (hold G) b/d/u/f (D) M,M,M (D) f+H (D) f+M
: : : : : : : : : : : : : : : : : : :
Uppercut Elbow, Knee Boot Kick 2 Mid Punches, Trip Trip, Elbow, Roundhouse Trip, Elbow, Overhead Kick, Heel Kick Low Kick, Horse Kick 2 Left Hooks Left Hook, Overhead, Uppercut Elbow Uppercut Triple Knee Knee, High Kick Knee, Overhead Kick, Heel Kick Knee, Trip Dodging Stance (D) Dodge Triple Uppercut Super Punch Super Overhead Hammer
Turning Attacks (back turned) none Dodge Attacks u+H While Standing none Unblockables b,b+H b,b+M (hold) Counters none ---------------------------------------------------------------------2.2.11 Mufu ---------------------------------------------------------------------Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (side grab) M (side grab) M (back grab) M Normal Attacks H,H,H f+H,H,H,H f+H,M b+H M,M,M *MM,M,M,M *MM,MM,M,H f+M,H : : : : : : : : : : : : : : : Spinning Pile Driver Spinning Body Toss Giant Swing Body Toss Spinning Neck Throw Spinning Neck Throw Spinning Reverse Body Toss Triple Hammer Double Punch, Slap Double Punch, Mid Kick Heel Kick Triple Mid Kick 2 Mid Kicks, 2 Stomps, High Kick 2 Mid Kicks, 2 Stomps, Kick, Split Punch, Taunt Split Punch, Taunt : : Posing Charge Punch (M to cancel) Crouching Charge Punch (H or L to cancel) : Spinning Elbow
b+M,M,M *b+M,M,H,H b,b+M L,H f+L,L,L f+L,M *f+LL,MM,MMM Kick *f+LL,MM,MM,MH Punch
: : : : : : : :
2 Stomps, High Kick 2 Stomps, Split Punch, Taunt Uppercut Low Kick, Heel Kick Travelling Low Kick Low Kick, Turnaround Heel Kick Travelling Kicks, 2 Mid Kicks, 2 Stomps, High Travelling Kicks, 2 Mid Kicks, 2 Stomps, Split
Turning Attacks (back turned) M : Horse Kick Dodge Attacks u,u+M/d,d+M While Standing none Unblockables none Counters none ---------------------------------------------------------------------2.2.12 Nork the Mysterious ---------------------------------------------------------------------Throws none Normal Attacks H,H b+H b+M f+M,M,M G+H,H,M : : : : : 2 Punches Right Hook Uppercut Triple Hammers Triple Overhead Punches : Uppercut
Turning Attacks (back turned) none Dodge Attacks none While Standing (crouch) M (crouch) b+M Unblockables none Counters none : : Uppercut Right Hand Splat
---------------------------------------------------------------------2.2.13 Emperor Udan ---------------------------------------------------------------------Throws (grab) M : (grab) b+M : (grab) f+M : (grab) u/d+M : (grab) (push) b+M : (side grab) M : (side grab) M : (back grab) M : Normal Attacks H,H H,M *H,M,H,H,L *HM,HH,Mb+M,b+M,L *HM,HH,Mb+M,M,M Flip b,b+H (H) b+H f+H (H) b+M,b+M,L *b+M,b+M,L *b+M,b+M,M,M f+M f,f+M b,b+M,M,M f,f+L,M,M b,b+L G+H,H,L *G+HH,Mb+M,b+M,L *G+HH,Mb+M,M,M : : : : : : : : : : : : : : : : : : : Arm Swing Frankensteiner Arm Swing Side Toss Back Toss DDT Body Drop Belly Suplex 2 Punches Punch, Mid 2 punches, 2 punches, 2 Punches,
Punch Roundhouse, Sweep Roundhouse, Kick, Flip, Ram, Stomp Roundhouse, Kick, Flip, Drop Kick,
Spinning Roundhouse (delay) Spinning Roundhouse Forward Spinning Roundhouse (delay) Double Flash Kicks Double Flash Kicks, Stomp Flash Kick, Drop Kick, Reverse Flip Kick Spinning Punch Flip Kick, Flash Kick Drop Kick, Reverse Flip Kick Low Drop Kick, Reverse Flip, Back flip Low Shoulder Ram Double Roundhouse, Sweep Double Roundhouse, Kick, Flip, Ram, Stomp 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 u,u+H/d,d+H u,u+M/d,d+M u,u+M/d,d+M,M u,u+M/d,d+M,L,M,M While Standing (crouch) M (crouch) b+M (Crouch) f+M,M Unblockables none Counters none : : : : : : : : Roundhouse Spinning Roundhouse Side Sommersault, Shoulder Ram Side Sommersault, Stomp Side Sommersault, Reverse Flip, Back Flip Sommersault Flip Stomp Reverse Flip, Back Flip
---------------------------------------------------------------------2.2.14 Mark ---------------------------------------------------------------------Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (side grab) M (side grab) M (back grab) M Normal Attacks H,H,H H,H,M H,M,M,M,M,M,M Kick H,M,L M,M L,M,M L,M,L L,L,M,M,M b+H,M,M b+H,L,L,M,M,M Mule Kick b+M b+L b,b+H b,b+M b,b+M,M f+H,H,... f+M,M f,f+H G+H,H,... anytime) G+L,M,L,M...(L,M) : : : : : : : : : : : : : : : : : : : : : : : : : : : Shoulder Throw Frankensteiner Rolling Throw Side Throw Side Suplex Body Drop Suplex High Knee, 2 Spinning Kicks High Knee, Spinning Kick, Hop Kick High Knee, Axe Kick, 2 Flips, 2 Forward Flips, V High Knee, Axe Kick, Foot Sweep Gut Kick, Forward Flip Kick Low Kick, Side Kick, Backwards Kick Low Kick, Side Kick, Foot Sweep Low Kick, Foot Sweep, 2 Flip Kicks, Mule Kick Scorpion Kick, Gut Kick, Forward Flip Kick Scorpion Kick, Double Sweep, Sweep, 2 Flips, V Kick Breakdance Sweep Headspin (unblockable) Backflip Kick, Roll Away Backflip Kick, Pop Up Kick Infinite Kicks Forward Flip Kick, Handstand Kick Headspin Infinite Spin Kicks (can change to below move 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 u+M/d+M u+L/d+L While Standing (crouch) M Unblockables b,b+H Counters none : : : : : Sidestep Kick Side Flip Kick Foot Sweep Handstand Kick Headspin
---------------------------------------------------------------------2.2.15 Mark2 ---------------------------------------------------------------------Throws (grab) M (grab) b+M (grab) f+M (grab) u/d+M (side grab) M (side grab) M (back grab) M Normal Attacks H,H H,M M,H M,M,H M,M,M M,M,L L,H,M L,M,H L,M,M L,L,L b+H,M b+M,M b,b+H b,b+M f+M f+M,M,H f,f+M f,f+L,L,L G+H G+L,L,L : : : : : : : : : : : : : : : : : : : : : : : : : : : Shoulder Throw DDT DDT Side Throw Spin Throw Armbreaker Suplex Backhand, Straight Punch Backhand, Spin Hook, Backhand Hook, Low Backhand, Backhand Hook, Low Backhand, Straight Punch Hook, Low Backhand, Tail Sweep Low Kick, Axe Kick, Power Gut Kick Low Kick, Kick, Power Axe Kick Low Kick, Kick, Power Gut Kick 2 Low Kicks, Tail Sweep Scorpion Kick, Tail Strike 2 Flipping Tail Attacks Power Tail Swat Uppercut Power Two-handed Punch Fake Power Punch, Hopping Tail, Flipping Tail Power Punch Three Tail Sweeps Tail Spin Three Tail Sweeps
Turning Attacks (back turned) none Dodge Attacks u+H/d+H u+M/d+M While Standing (crouch) H (crouch) M,M (crouch) L,L,L : : : : : Sidestep, Kick Flip Kick High Kick V Kick, Tail Strike Three Tail Sweeps Power Tail Spin Power Tail Spin
---------------------------------------------------------------------2.2.16 Chocobo
---------------------------------------------------------------------Throws none Normal Attacks H M L f+M : : : : High Peck Middle Peck Low Kick Middle Kick
Turning Attacks (back turned) none Dodge Attacks none While Standing none Unblockables none Counters none ---------------------------------------------------------------------2.2.17 Dog ---------------------------------------------------------------------Throws f,f+G Normal Attacks H,H,H M,M b+H,H,H... b,b+H b+M b+L f+H f+M f,f+M f+L : : : : : : : : : : : Jump onto opponent 3 Paw Scratches Kick, Double Kick Bark Howl Play Dead Growl Pouncing Attack Double Kick Head Attack Leg Bite
Turning Attacks (back turned) none Dodge Attacks u+M (or d+M) While Standing M Unblockables none : : Side Hop Beg
Counters none ---------------------------------------------------------------------2.3 Move Tips ---------------------------------------------------------------------Projectiles ----------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 charging. 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. Counters -------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. Monsters -------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 ---------------------------------------------------------------------Chuji ----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. Epon ---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 Tournament. Oliems -----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: Kientakkuseijin approximates to Kentuckian in English, a little bit of Toriyama humor] Hom --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. Fei --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 Tournament... Ill --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. Mary ---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 ---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... Chaco ----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. Mufu ---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] Nork ---Like most of his race, Nork has a weak mind, but Emperor Udan has increased his strength and size... Udan ---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. Mark ---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.
====================================================================== =
3.0 QUEST MODE ====================================================================== = ---------------------------------------------------------------------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 G G+left (or right) hold G, b,b J+u O+direction G+O G+M G+H G+L G+O Select L2 : : : : : : : : : : : : : Run Stop Turn 180-degree turn Climb (useless) Move without changing directions Get item (hands must be empty) Use item Throw item Set item down Put item in bag Open menu 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: -Head -Left Arm -Left Leg -Throw The four on the right from top to bottom are: -Body -Right Hand -Right Leg -Defense 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 ----N/A N/A N/A N/A N/A N/A N/A N/A 20 20 20 50 60 60 60 60 60 80 80 100 100 100 100 150 160 160 250 300 300 300 Effect -----Show Map for Level Grow Shrink Curse All Stones Poison (slow) Poison (fast) Increase Equipped Stone by 1 Decrease Equipped Stone by 1 Decrease Stamina Bar by ~10 Decrease Life Bar by ~16 Stay Awake Identify Unknown Items in Inventory Increase Stamina Bar by ~10 Minus 30 Stamina Points Fall Asleep Decrease All Attributes by 1 Decrease Guard by 1 Increase All Attributes by 1 (arms, legs, head, etc.) Increase Guard by 1 Hyper Plus 100 Health Minus 100 Health X2 (multiplies effects of next potion by 2) Random Effect and Uncurse Stones (White Potion) Increase Life Bar by ~16 Instant Dizzy Maximum Health Muteki (can't be touched) Tetsujin (all attacks are unblockable) 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 (?) Lemon Koge Tea (?) Yellow Blue-green Yamabuki (?) Water Sky Purple Dark Blue Gunjyo (?) Gray Sepia Yellow-green Azure Oodo (?) Deep Green Silver Green Orange Uguisu (?) Black White
229 255 63 255 0 255 51 0 114 0 0 127 165 102 25 178 0 165 0 255 165 25 229
51 255 38 178 127 127 229 153 0 25 25 127 89 255 51 127 63 165 127 76 255 25 229
0 51 0 0 127 0 229 255 165 127 76 127 25 25 204 25 0 178 0 0 127 25 229
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 poisoned.] 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 level. 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: the side of the wall. Exit the Church, turn right and enter the door in
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 door. 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 sell). 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. General ------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.] Mines ----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. is located on the lower floor.
The key
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 ---------------------------------------------------------------------Capture ------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. Load ---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. Other ----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 052 Gray Ghoul 053 Green Ghoul 054 Blue Skeleton 055 Wight 056 Ikkaku (boss) 057 Black Dog 058 Grell 059 Penguin 060 Grimlock 061 Knocker 062 Red Cap 063 Jaki 064 Dark Elf continues 065 Red Crest 066 Gray Mouse 067 White Mouse 068 Brown Mouse 069 Black Mouse 070 Father 071 Green Lizard 072 Gray Lizard 073 Battle Emu 074 Gaze Eye 075 Small Helm 076 Violet Worm 077 Repair Droid 078 Patrol Drone 079 Alien's Cocoon (boss) 080 Attacker 081 Hammer Head 082 Dual Hammer 083 Great Hammer 084 Carrier 085 Empty Carrier 086 Heavy Attacker 087 M1 Droid 088 Power Carrier 089 Red Attacker 090 Thor's Hammer 091 Gae Bolg 092 Giga Pile 093 Pile Driver 094 Brown Mole 095 Gray Mole 096 Red Frog 097 Green Frog 098 Yellow Frog 099 Gray Frog 100 Green Man 101 Laser Drone 102 Vortex Shell 103 Gharbi 104 Frost Bear 105 Purple Bear 106 Dark Thing 107 Silver Ape 108 Gold Ape 109 Coelophysis 110 Struthiomimus
Castle Practice Practice Castle Castle Mine 2 None Spaceship Practice Ruins Ruins Ruins Ruins None Ruins Practice Practice Practice Castle None Ruins Ruins Ruins Ruins Ruins Mine 1 Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Spaceship Mine 2 Mine 2 Mine 2 Mine 2 Mine 1 Practice Practice Practice Practice Practice Practice Mine 2 Spaceship Mine 1 Castle Mine 2 Ruins Mine 1 Ruins Ruins Ruins Castle
Capture Capture Capture Capture Capture Capture Load (see section 5.1) Capture Capture Capture Capture Capture Capture Beat Hard without Capture Capture Capture Capture Capture ??? Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture
111 Dagger Tail 112 Shilhpid 113 Dryad 114 Big Hand 115 Snaky Head 116 Bishop 117 Undine 118 Water Devil 119 Tie Tamper 120 Giga Hammer 121 Gravel Carrier 122 Power Carrier2 123 Black Ferret 124 Dual Pile 125 Seeker 126 Analyzer 127 D Purple monster 128 Feeler 129 Dark Feeler 130 Red Spike 131 Rock Breaker 132 Lode Hammer 133 Carrier LDE 134 Power Hammer 135 Black Worm 136 Black Chocobo 137 White Dog 138 Ohma (boss) 139 Ohma 2 (boss) 140 Trix monster 141 Super Trix mode 142 Wiseman 143 Priest 144 Miner Boss 145 Worker 146 Inn Master 147 Gate Keeper 148 Elder 149 Archaeologist 150 Wizard Phantom 151 Taxim 152 Ghost 153 Blind Master 154 Violet Penguin 155 Anciant Horn 156 Dual Horn times 157 Tri Horn 158 Spike Shield 159 Brown Ferret 160 Mohican Penguin 161 Orc 162 Dark Orc 163 Orc Guard 164 Silver Emu 165 Blue Lizard 166 Killer Ape 167 Violet Devil
Castle Castle Castle Mine 1 Mine 1 Mine 1 Castle Ruins Mine 2 Mine 2 Mine 2 Mine 2 Mine 2 Mine 1 Mine 1 Mine 2 None Spaceship Mine 2 Mine 2 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 None None Cave Cave None None None None None None None None None None Castle Castle Mine 1 None Practice None None None None Mine 2 Practice Castle Castle Castle Castle Castle Castle Castle
Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Beat Normal with a Capture Capture Capture Capture Capture Capture Capture Capture ??? Load Capture Capture Beat Easy with a Load Monster in VS Load Load Load Load Load Load Load Load (see section 5.1) Capture Capture Capture Load (see section 5.1) Capture Load (see section 5.1) Use Gray option ?? Save 100 replays View 100 replays Capture Capture Capture Capture Capture Capture Capture Capture Capture
168 Kasyabo 169 Joker 170 Psycho Chuji (boss) 171 Psycho Epon (boss) 172 Psycho Oliems (boss) 173 Psycho Ill (boss) 174 Psycho Mary (boss) 175 Psycho Fei (boss) 176 Psycho Hom (boss) 177 Psycho Gren (boss) 178 Psycho Doctor V (boss) V) 179 Psycho Chaco (boss) 180 Black Attacker continues 181 Box Man 182 Puppet 183 Specter 184 Loader 185 Berserker
Castle Castle Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 Mine 1 None Practice Practice Castle None Castle
Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture Capture
Capture (with Chaco) Beat Easy without Capture Capture Capture ??? Capture
====================================================================== = 5.0 EXTRAS ====================================================================== = 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). this will only work in Practice mode.
Unfortunately,
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]