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Enemies
Thanks to Gideon Zhi for some of the official enemy names from the game manual. The names I made up myself I put an asterisk (*) by.
Regular Enemies
Name |
Image |
Description |
Kobold |
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The first enemy you encounter. Moves once every turn. Deal with them by standing in place and letting them come to you, then nail them with either a regular attack or Critical. |
Slime |
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These basic enemies are slow and weak. They move once every two turns, and must be next to you to attack. Either take them out by shooting them down with Tia or have Fron wait for them to come to him. |
*Bat |
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Bats are among the most numerous enemies in the game. At first their only strong point is their speed - they can move two spaces every turn, allowing them to surround you if you're not careful. They have a weak attack, though, and not many hit points besides. The bat's last incarnation in the game is as a vampire bat which restores its own HP every time it attacks. At that point it will be more dangerous because it will take numerous regular attacks to dispose of, making it necessary to use your characters' skills to take them out. |
Goblin |
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Goblins are slow, but brutal. Their hits can even knock you back a space if your partner isn't behind you. When you first encounter them, they'll take a good number of shots to take down. They can move or attack only once every two turns, so an easy way to confront them is attack during their off round and retreat before they move - this way, they'll most likely follow you, allowing you to attack and retreat again and again until they're dead. Later in the game goblins are upgraded to have more HP, but by then you'll have enough AP to use on skills that they're less of a threat. |
Mummy |
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Mummies are slow and weak, making their only claim to fame their ability to whip bandages ahead two spaces to damage a character farther away than most other enemies can. They move/attack once every two turns. Fron and Tia are both more than a match for any one or even an entire group of mummies. |
*Earth Spirit |
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They move once every two turns. You fight two of them at once early on in the game, and at that point they're fairly strong. Their hits are strong and they have a lot of HP. Best thing to do is use regular attacks and save your AP for Recover. The last real battle also features these earth spirits, but at that point you should mainly try to avoid them while you're attacking the boss. |
Grasshopper |
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They can move once every turn, but they do so by hopping over a bunch of squares at once. They're weak, and Chitta's Thunder spell fries them in one hit each. Enjoy the barbecue, because you'll only see these guys in two battles in the game. |
*Spider |
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They move once every turn, don't hit too hard, and can be taken down by one JumpSlash. Nothing remarkable. |
*Shoot |
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These are what makes the fight with the Grene Eater tough. More often than not one of these little offshoots will sneak up behind you as you try to kill the big guy and start slapping you around. It's useless to kill them - the Grene Eater will just spawn more. They act once per turn. |
Zombie |
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These guys are nice and slow at one move every two turns. In addition, they show up right in time to put Tia's undead-killing SlvrArrows to good use. |
Flime |
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Flying slime. Flime. Get it? AHAHAHA...right. They can teleport around the board, and can act every turn. They have a long distance attack when you fight them on Graveyard Mountain, so it's best to snipe at them with Tia's arrows. Later on, atop the Desert Tower, it's best just to try and avoid them as you take down Tania, because she'll replace any that you kill. Thankfully they don't have a long-range attack at that time. Replacing it, though, is the ability to sap your HP, so stay away from them.. |
*Pirate |
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Since you can't really win the battle you fight them in, they don't really matter much. Pirates must be really stupid around Monstania, though, if you take into account the little stealth "battle" you go through to escape the ship. |
*Tentacle |
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No danger to you unless you're right next to them - which won't happen, with you being on a raft and them in the water. Well, besides the two that pop up through the raft. They move once per turn, and submerge for a bit when damaged. |
*Buckethead |
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Given a modified toaster and a drugged-up hamster to pilot it, *I* could make better guardians than these. They won't move until you close in on them. Once they do start going, they'll move once per round, but you'll most likely have killed them with Fron before they get to really do anything. JumpSlash is your friend, not theirs. |
Ohm |
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You can't kill them, but any damage flips them over on their backs - that's the point when you fight Ohms, to keep them from advancing towards the building you're defending. Don't worry about taking damage yourself, and be more concerned with dealing some type of damage to flip them over. |
*Antlion |
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More a pest than a true danger. These guys lay hidden under the sand until you step on one of the eight squares around them. Once you do, they pop up and trap you in those eight squares, and you can't leave until you beat it. They're stationary, though, so if you know where you're going you can avoid them. They can attack any of those eight squares around them once per turn. |
*Water Slime |
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Completely unremarkable. They act like Slimes, but are more powerful with more HP. Nothing to be worried about. |
*Snake |
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They're slow, but deadly. Their size hides a very powerful attack which can do a lot of damage in a short amount of time. Since they act once every two turns, handle them like you would goblins. |
Snowman |
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Say hi to the "Water Spirits" - they're snowmen. Try not to feel bad about attacking them. They move once per turn, and can attack from right beside you or with an icy wind from a distance - be careful of the icy wind, as it can knock you back multiple spaces and hit you multiple times. They can only use it in a straight line, though, and won't use it when standing right next to you. |
*Knight |
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Hehe...idiots. They line up horizontally just the right way to be nailed by a Kamaitachi or two. They act once per turn. Stay away from them as they can hit pretty hard. |
Salamander |
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Ooh...they're a pain. First up, they move once per turn and do good damage just with regular hits. However, they also have a flame breath which shoots out in a straight line and toasts anything there - both of your characters at once, if you're not careful. Make sure to keep out of their line of fire until you're up close. If you decide to attack them from a distance, use Fron's SonicBoom. |
*Gargoyle |
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Bigger than the bat, and with more hit points. Can't move as fast, however. He can dash from a number of spaces away in a straight line to hit you, so keep that in mind when approaching one. Take it out with a JumpSlash and then some regular attacks. Or ShineArrow. |
Bosses
Name |
Image |
Description |
*Big Slime |
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It may be bigger than its smaller brethren, but it's just as slow, moving once every two turns. This allows you ample time to attack it with Fron, retreat, attack again, retreat, and so on. Like some other bosses, it attacks by ramming into you and pushing you back a space. |
*Big Spider |
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Just like the slime, he can attack just by ramming into you and knocking you backwards. The hits from him will hurt, too. Unlike the slime, he is fast enough to catch you, moving once every turn. Compounding this problem is the fact that the board you fight him on is small enough to make the spider's speed and bulk a serious threat. Since it is such a large creature, though, Chitta's spells are particularly effective - ShineArrow will hit it two times per shot. |
Great Bear |
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The Great Bears are big and strong. The one encountered in the Ancient Ruins is tougher to take down than the one you run into in the Neugo Forest. As can be expected, they hit HARD. Since they act once every turn, attacking head on is a bad idea - more so because he can knock you back when he hits you. Stick to long range attacks to take bears down. Use DashAttack and Superang in the Ancient Ruins and ShineArrow in the Neugo Forest to safely take down these bruisers (the anchor tattoo on the bear's right arm is a nice touch, don't you think?). |
Grene Eater |
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What a pain...the Grene Eater can attack once every turn. While it can by itself attack you by shooting seeds or something a distance away from itself, it also spawns off up to three shoots (see above in the regular enemies section), which if killed it respawns. It's a stationary boss. Your best bet is to walk up to it and let loose as many JumpSlashes as you can manage, then use regular attacks until your HP is low. Then use a Cure-all, and get back to using JumpSlashes. |
Tania |
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Tania is a summoner/mage, through and through. In your first encounter, she summons some earth spirits. Your second encounter, in the Graveyard, you get to beat her herself up. While she can knock you back a space with her staff, she can't do any significant damage with it. When you confront her atop the Desert Tower, however, she displays a new ability - and a more dangerous one at that. In addition to summoning up some flimes, she now casts a Thunder spell every other round. It's just like Chitta's spell. It's best to hit her from long range, because while she relies mainly on her Thunder spell, she can still take a swipe at you with that staff, and knock you backwards. |
Sandworm |
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The sandworm isn't shown in full size here, given that he's rather large. In the game he has 6 links attached to the head, and you must do enough damage to get rid of the six of those to beat him. Make sure your partner is behind you when you attack so you don't get knocked back. |
Barambat |
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He can only move once every two turns, but he can attack every turn if someone's in range. He can attack up to two spaces away, but only one space at a time, and no one will survive more than a couple shots from him, no matter what they're equipped with. Keep your distance and bring him down with multiple DashAttacks. |
Black Curtain |
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Remember the battle with Tania atop the Desert Tower? The battle with Black Curtain plays out much the same, except the board is bigger and the annoying Flimes are replaced by slow, clunky earth spirits. You still have to watch out for Thunder. The best way to take the monster down is by using ShineArrow a lot - whenever Black Curtain gets hit, he teleports to a new location. Sneak in a few DashAttacks too, if you're able. |
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