Tomato Adventure for Gameboy Advance FAQ/Walkthrough Version 6.0 by Rachel "Triple Rach" Oliver (triplerach@hotmail.com) 09/11/02 ======== Contents ======== 1) Updates 2) Story/Game Info 3) Basic Controls 4) Menu Screen 5) Walkthrough A) Kobolei Village B) Chichikaba Forest C) Hanzo Lab 1 D) Mayonen Land E) Hanzo Lab 2 F) Namp Lagoon G) Hanzo Lab 3 H) Ois Town I) Hanzo Lab 4 J) Tall Tall Valley K) Hanzo Lab 5 L) Soy City M) Hanzo Lab 6 N) Balsami Dome O) Hanzo Lab 1 P) Gimmick Palace 6) Items 7) Clothes 8) Gimmicks 9) Time Limit Quiz Q/A 10) Author Stuff 11) Credits ======= Updates ======= 6.0 (09/11/02) - Walkthrough complete. Still a few missing Gimmicks and stuff to add later. 5.0 (08/26/02) - Added onto walkthrough up to sixth Super Kid, more to inventory. Not much left but the end of the game. 4.0 (08/23/02) - Added onto walkthrough up to fifth Super Kid, more to inventory. 3.0 (08/15/02) - Walkthrough up through fourth Super Kid, more to inventory, gave the questions/answers for the Time Limit Quiz its own section. 2.0 (08/11/02) - Added more to walkthrough and inventory lists. 1.0 (08/06/02) - Started. Walkthrough up to first Super Kid, unfinished item, Gimmick, armor lists. =============== Story/Game Info =============== "This story takes place in a land ruled by and intended for kids: the Ketchup Kingdom. On the holiday, Tomato Day, King Abiira makes an important announcement, declaring a rebirth of the nation with the help of the six Super Kids, and unveiling an awesome machine, the Super Cara-Cooker. Unfortunately, just after the machine is unveiled, the TV of a boy named Demiru blows out. The adventure begins when you take control of Demiru, and set out to have your TV repaired..." Tomato Adventure is a very cute and unique RPG meant for young kids, and is currently only available in Japan. It's fairly simple compared to the more complex RPGs out there. But I still think it's very fun; it reminds me a lot of Super Mario RPG. ============== Basic Controls ============== FIELD: Walk - D-Pad Run - Hold B while moving Talk/Check - A Menu Screen - Start MENU SCREEN: Select Option - D-Pad Affirm - A Cancel - B (GIMMICK SCREEN) Raise Difficulty Level - R Lower Difficulty Level - L Access Gimmick Info - Start (Start again to practice) View Gimmick Controls - Select IN BATTLE: Select Command - D-Pad Affirm - A Cancel - B (And each Gimmick has its own specific controls.) =========== Menu Screen =========== -GIMMICK- Gimmicks are your weapons in this game. You can go to this screen to choose which four Gimmicks you want to equip on your character (if they have more than four to choose from). You can also set the Difficulty Level higher or lower for each Gimmick as you like. -ITEM- View or use the items you've obtained. -CLOTHES- Choose which outfit you want to equip on a character. -FRIENDS- View the stats of each character, and choose who will be an active character. Demiru will always be in your party, but you can choose whoever you like as a second. -IMPORTANT THINGS- These are event items that you hold indefinitely until they are automatically used. Some you'll hold onto forever. You can also view the Toy Parts you've collected here. -GIMMICA- (won't appear until you unlock it at Lard Coliseum) This is all the Gimmick Cards you have collected. The Gimmick Card game is an optional side-quest/mini-game that I'm not very good at and I just don't much understand. Sorry! (You'd probably be better at it than me.) -SAVE- Save your game. Note that you can save your game just about anywhere in this game. -RETURN- Go back to the field screen. -PACIFIERS- The number of Pacifiers you've collected. Pacifiers are useless at first, until you meat Kaizou in Ois Town. If you give your Pacifiers to Kaizou, he'll make you new Gimmicks. -TOPAR- Topar is the currency in Tomato Adventure, and the amount you have is displayed in the bottom right corner. =========== Walkthrough =========== ----------------- -KOBOLEI VILLAGE- ----------------- After the introduction and demonstration (basically what I put in the Story section), you'll find yourself in Demiru's house, and his TV has cut out. The TV Seremo made him is broken. Try to fix it by repeatedly pressing A. Although that doesn't really work out so well. So, now you have to go to Seremo's house, since he made the TV, and get him to fix it. His house is below the village, and if you talk to the cat outside of the entrance to his house, he'll say Seremo is busy. So just go walk to all of the other villagers for now. They'll talk about how this village is where the tomato haters, AKA the Droppers, live, and they can't leave unless they learn to like tomatoes. You'll find a PACIFIER in the bottom left corner of the bear house, another PACIFIER in the drawer in Demiru's bus house, and a CK FRUIT atop the ladder in the can house. Once you've talked to all the villagers, Seremo's house will be open, so head on in and talk to him (there's a PACIFIER on his bed when you can get to it). You'll complain to him about your TV, but then he'll make it up to you by giving you a cool weapon called a Gimmick. The particular Gimmick he gives you is the GEAR YOYO. And he'll also explain to you about how Gimmicks and battles work, and then the Gimmick Difficulty Meter on the menu screen. Once you leave Seremo's house, head outside and you'll find Demiru's girlfriend, Pasaran, looking for him (and missing him despite his being in plain sight). Then she'll mention remind how he'd promised to go with her to the Toy Ruins, and so they have to head off to the village's guard office at the top of the village. (PACIFIER at the right door when you can get to it.) The guard won't let you out, even though the Droppers are supposed to be allowed to leave this village since it's Tomato Day. The guard says if they want out, they have to defeat him. Which isn't very difficult. It only takes two rounds, and the regular battle music plays instead of boss music. Once you're on the world map, head left to the Chichikaba Forest. ------------------- -CHICHIKABA FOREST- ------------------- (Note: I recommend always fighting every monster on every screen.) The Toy Ruins are within the Chichikaba, and so are monsters, so Pasaran tells Demiru to be careful. Head up, and then right across the second screen. Before you can head into the third screen, Semero will show up with some more info for you. He'll explain about losing Strength, also known as HP, and how to use items. After he's gone, head up to the third screen. Here, you'll find a tree behind the sign that you can climb up and pick a CK FRUIT from. There's a lot of trees like this throughout the forest, so take heed! Walk all the way to the right, then head up the vine to the fourth screen. Head right across this screen, picking up both CK FRUITs along the way. Before you can move on, Seremo will show up again, remembering he has to explain about Gimmick powering-up items. (For the record, I recommend distributing the power-up items evenly among your Gimmicks rather than trying to fill up one Gimmick at a time.) Once he's gone, head down the vine to the fifth screen. Then head generally right until you get to the tree, and when you try to take the CK FRUIT, it will turn out to be a person. You'll be chased onto the sixth screen, where you'll find out it's just Seremo AGAIN. This time, he has another Gimmick for you: the MAGNEHAND. After he's gone, talk to the little lizard-looking thing, and he'll warn you about the upcoming area and give you a CK GUMMY RED. Then head across the tongue bridge to the seventh screen. Things get a bit more complicated here. You'll meet up with the jump machines, the Takopyon. They'll explain that if you hit A to jump on their head, and you hit A again at just the right moment, you'll spring off of it. Try it with the first Takopyon, then head through the door to the Toy Ruins. -TOY RUINS- This place is really cool-looking! Head right, down the ladder and up the lego, then into the house and up the lego ladder through the chimney to the second screen. First head to the right, and onto a third screen where you'll find an egg with a RENDA DENCHI. Then go back to the second screen, and go left until you come to the Takopyon. If you jump on it when it's green, you'll jump higher. Try it, and get the CK GUMMY RED from the egg. Before you head up the ladder, go down the lego and you'll find a CHAMELEO COLOGNE in an egg behind the six of hearts. Then head back up the lego and up the ladder to the fourth screen. Head right, up the little white doll (I think it's supposed to be a doll, anyway), and down the other white doll, then hop across with the Takopyon. The green Takopyon you see here is broken, so just head right, and up the doll ladder. Head up another doll ladder on the fifth screen, and then up a normal ladder to the sixth screen. There's a robot there named Rui-Rui, and he wants you to find his BATTERY. And he gives you a SURPRISE SPRING in return. Then head all the way back down to the fourth screen, and head left until you reach the Takopyon. The SURPRISE SPRING will fix it, so hop across when it's green to the upper level of the left side. Then head up the ladder to the other side of the fifth screen. Head left first, up the lego ladder to find a PLASTIC JACKET to equip on Demiru. Then head right until you come to a little gray thing. It's Rui-Rui's BATTERY. Head right towards the green Takopyon, but jump on it when it's red instead. Then head down the lego ladder to pick up a SPEED CAN. Then go back up to the fifth screen, hop across the red Takopyon, then jump back across on the green Takopyon. And go up the ladder to meet Rui-Rui again. Once he has his BATTERY back, he can move freely again (and get out of your way). Make sure you heal up and save before you head up the ladder in the rocket. A scene will ensue where Pasaran says her toy, the Gimmick Robo, was supposed to be in this box. But it's gone, so they look for it, until something grabs Pasaran. Now you're both in some airship with these two purple dudes named Gorikki and Burikki. They've kidnapped Pasaran for Abiira, but this boy's in the way. Abiira says to bring Pasaran to the Gimmick Palace and get rid of the boy. BOSS: BURIKKI and GORIKKI As long as you stay healthy and keep attacking, these two aren't much trouble. Even after you win, they'll drop you through the trap door, and escape with Pasaran. Demiru will land in the Tomato Pond, the Gimmick Palace's moat. If you talk to the sign, there's some kinda CK GUMMY behind it, and you can opt to eat it and have all of your HP completely refilled. (You can do so repeatedly.) Head up and right, picking up the TIMING DENCHI from the egg, until you get to the second screen. Straight to the right through here, with a DOCTOR COFFEE in the first egg, a CK GUMMY RED in the second, and a RENDA DENCHI in the third. Head right through the fourth screen, picking up the TIMING DENCHI before you head through the exit up top. You'll end up outside the Gimmick Palace, and Demiru decides to head in to save Pasaran. But there's an impassible wall in the way in the first room, and this mole dude pops in to tell Demiru he needs to beat the six Super Kids and collect the six keys called "Toy Parts" in order to break through this wall. And the first of the six Super Kids is Woops of Mayonen Land. ------------- -HANZO LAB 1- ------------- Before you can head off to Mayonen Land, you have to make a stop at Hanzo Lab 1. There's a PACIFIER to right of the little yellow tomato dude, Tomakii. Head inside the house, and talk to the eldest of the Hanzo Brothers, Hanzou. The Hanzo Brothers are famous inventors of Gimmicks (or something like that), and he'll make you a new Gimmick: the ANGRY VOLCANO. He'll also tell you to meet up with his five brothers for more Gimmicks, and then you can leave. -------------- -MAYONEN LAND- -------------- CLOTHES SHOP: Mayo Jacket - 60 ITEM SHOP: CK Gummy Red - 8 CK Gummy White - 25 Rainbow Drop - 200 Doctor Coffee - 5 HOTEL D'MAYO - 5 First off, treasure: PACIFIER in the first house; CK GUMMY RED in the egg in the second house; PACIFIER in room 22 of the inn; PACIFIER in the lobby of the Mayo Spa. Now, if you try to head to the top of the town and go in Woops's mansion, the guards won't allow you unless you bring a lovely souvenir for Woops. So, talk to the townspeople to find out about where to get a souvenir. One girl will tell you Woops wants a mushroom, and some others will tell you about Dr. Enokin having a special mushroom called the BELL MUSH that makes you beautiful if you eat it. So, head to the Mushroom Research Lab on the third level of town and talk to the Mushroom Kid, Dr. Enokin. There's a PACIFIER in the flowers near the door. Dr. Enokin tells you he needs the special water from the bath of the Mayo Spa, but the bath is off limits, so he can't grow the BELL MUSH. So, head to the Mayo Spa to investigate. Talk to the girl by the stairs, and she'll explain about there being a weird robot in the cave stopping the water from flowing into the bath. Head up through the room above, and there's a PACIFIER in the statue next to the bubble lift. To use the lift, stand on the pad and press A, then once you're on top of it, hold A to ascend, and release A to descend. When you want to go back down from the top pad, it works the same way. Once you're atop the cliff, there is this dude standing in the way of the cave called Pot Mania. He says he won't let you through unless you bring the thing he likes. Judging by the name, he likes pots. If you head back indoors, the person wandering around the lobby will mention someone with a pot has gone to get a perm. So, head to the barbershop, and talk to the person in the chair to receive the HOT POT. Then head back to the cave entrance, and save before you talk to Pot Mania again. You'll have to fight him. But he shouldn't be much trouble, he doesn't even get the boss music. He'll run away after you beat him, and then you can head straight into the cave. -MAYO HOLE- Pick up the PACIFIER in the skeleton to the left of the entrance, then just head right to the second screen. Hop on the pad, and let yourself descend down the falls, and head down to the third screen. There's a MACH APPLE right in front of the entrance. Head right to a fourth screen, and go up the falls to find a TIMING BOLT in the egg. Then go back to the third screen, and head left towards the fifth screen. It's just straight down, and to the right. On the sixth screen, Pot Mania will show up. Instead of fighting you, this time he'll give you a CK GUMMY PEACH before he runs off, and refill your HP! There's a DOKIDOKI DENCHI in the egg, then head down to the seventh screen. Be sure to save your game, because the robot is in here, and you'll have to fight it. BOSS: TOMATO ROBO There's nothing particularly challenging about this boss. A few hits with ANGRY VOLCANO should do the trick. Once you beat the Tomato Robo, a girl will pop out, not too thrilled about you trashing her robot. She'd made this robot for Abiira, and was using the hot bath water to dye it red like tomatoes so he would like her. Demiru explains how he intends to defeat the Super Kids and meet with Abiira, and so the girl insists she's coming with him. And he can't refuse, since he broke her robot. Once Aresa joins your party, walk over to the remains of the Tomato Robo, and you'll hop across to the eighth screen. Seremo will show up, and offer to explain about Awesome points. Once Seremo leaves, head up to a ninth screen. Talk to the dude there, and he'll tell challenge you to a quiz: Answers: Q1 - Usogaeru (second choice) Q2 - Usootama (first choice) Q3 - Bubbles (first choice) Q4 - Six You'll receive a RETURN RING as a prize. Head back to the eighth screen, and go right to the tenth screen. Head up the falls via the bubble lift, and take the right to the eleventh screen. Pick up the CHAMELEO COLOGNE in the egg, and head down to the twelfth screen. There's a LIFE CAN in the first egg, a CK COOKIE in the second, and a SPEED DENCHI in the third, and then head up to the thirteenth screen. Get the RAINBOW DROP from the egg, then head up the lift, and left to the fourteenth screen. A scene will ensue once you walk over near the big skull. Now that you've gotten the bath water back to normal, Demiru will put some of the water in the HOT POT, and you need to take it back to the Mushroom Research Lab. Dr. Enokin will be overjoyed, and he'll quickly grow a BELL MUSH to give to you as thanks. Now you can head up to Woops's mansion at the top of town, and use the BELL MUSH as a souvenir to get in. -MAISON D'WOOPS- Once inside, talk to the girl in the middle, and she'll allow you passage to Woops's room. Be sure to get the PACIFIER below the painting first. From here, simply climb up the staircase. In the hall after the stairs, you'll find a PAPATARA SKIN and a CK MILK in the eggs, and a PACIFIER in the flower pot next to the guard. Save and heal up! Once you proceed towards the door, you'll find out this was all a trap, and you'll fall through the floor, almost into a pot of soup. Woops will then show up, and explain her plan to eat Kid Soup (it's supposed to give you smooth skin). Now it's time to fight. BOSS: SUPER KID #1, WOOPS This will be a lot harder than the other bosses so far. First, attack the mirror, because that can boost Woops's defense. Next, take out the bathtub, which refills Woops's HP. And finally, target Woops herself. Once the mirror and tub are gone, she'll unleash this attack that's good for about 35 damage, and poisons you, so be sure to stay healthy. Your prize for beating Woops is the SCREW, the first of the Toy Parts. And just afterwards, that mole dude will return, and explain that saving Pasaran is critical to the safety of the kingdom. And he gives you the SPY DATA 1 so you'll understand: Abiira needs Pasaran's energy for the Super Cara-Cooker. The Super Cara-Cooker is not a great machine that makes you a kid forever, but a machine that turns kids into toys! Abiira wants to turn this kingdom into a land of toys. And the Super Cara-Cooker needs special Heart Energy that Pasaran has. Laugh Energy, Tear Energy, Anger Energy, Excitement Energy, and Love Energy all five make up Heart Energy. So now Abiira is going to steal all that from her. (You can view your SPY DATAs anytime you like in the little robots near the entrance of each town. The mole dude tells you that the next Super Kid is Auch in Namp Lagoon. ------------- -HANZO LAB 2- ------------- There's a PACIFIER to the left of the house. Once you go inside, you'll meet the second eldest of the Hanzo Brothers, Hanzon. And when you show him the SCREW, he'll give you Demiru's K WOOF-WOOF and Aresa's DOKKIRI BALLOON. Now you can head on to Namp Lagoon. ------------- -NAMP LAGOON- ------------- CLOTHES SHOP: Spike T-Shirt - 100 Heavy Metal Apron - 120 ITEM SHOP: CK Gummy Red - 8 CK Gummy White - 25 CK Cookie - 30 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Return Ring - 25 HOTEL ALCATRA - 15 Well, there's nothing you can do besides talk to the dude standing there. He'll blast you to Rock Island for 10 Topar, and you don't have much choice but to take the offer. -ROCK ISLAND- There isn't much to do outside, so head into the Hotel Alcatra where most of the activity is. (PACIFIER on the left couch.) Some of the people walking around will tell you that Auch is in Auch Theater, which is below the sea. And to go down the elevator outside which leads below the surface, you'll need a LAGOON TICKET. Anyway, first you should head up from the lobby to the shops and buy whatever supplies you need. Then go back to the lobby and head right to 2F. (PACIFIER in the sink of the middle room.) Head right again to 3F, and you'll notice the hit band Balbie is in a recording session. They can't seem to get the "numbing" sound, though. Leave and go back to 2F, and a glowing girl will show up and talk about some great music in the other studio. So head all the way back towards the shops, and the stairway to the other 2F will be open. Inside is none other than Burikki and Gorikki. They're working on their million seller, and you'll have to fight them again. BOSS: BURIKKI and GORIKKI They've gotten a bit stronger since last time. Take out Burikki first, he's the one on the top, because he has this powerful BuriBuriRoll attack. Once you defeat them, you'll find they've left something behind. It's the source of their musical talent, the AMAZING ORGAN. (PACIFIER in the microphone stand.) Now head back to the other recording studio, and you'll end up giving the AMAZING ORGAN to Balbie. The electric effect seems to produce the "numbing" sound they've been looking for, so they'll give you the LAGOON TICKET you need as thanks. Head back outdoors, and talk to the little blue dude to ride the elevator down into the water. Once you arrive at the Lagoon Station, the attendant there will give you URASHIMA GUM so that you can travel on the ocean floor. So head down the ladder into the water, where you'll meet up with that mole dude again. He explains that Auch has headed towards the Sunken Ship. In order to open the path to the Sunken Ship, you have to fire missiles at the ghost octopusses. He gives you a hint: 3 5 6 7. Don't bother paying him to explain it, because I'll do it for free! ;) The trick is to fire a missile at the three-legged octopus, then the five- legged octopus, and so on. It costs 10 Topar to fire a missile, and you have to target the octopus (not too hard). It's a bit of a maze down here, but the pattern is: left, up (missile), up, left (missile), down (missile), down, down, left (missile). Now you can take the new path into the Sunken Ship. -SUNKEN SHIP- This ship obviously sunk around Christmas time. First climb up the chain, and head right into the second room. You'll find a donut on the floor, which had apparently belonged to Auch. If you head down the chain, you can find Captain Garco's diary for 12/23, a SPEED CAN, and a CHAMELEO COLOGNE. Head up the chain twice to find the diary for 12/24, and a PACIFIER in the brown thing between the trees. Up once more there's the diary for 12/25 at 9:00, where Captain Garco notices the ship beginning to slant. And up one final chain is a diary for 12/25 at 10:00. In the left room, there's a RENDA BOLT, as well as the diary for 12/25 at 12:00, where the ship sinks into a hole caused by the MirroClam. Head back out and to the room on the right to proceed. Head right across this room, being careful, as a lot of the Christmas trees are enemies. In the next room, head down the stairs and left into the next room. Left across this room with more enemy Christmas trees, and into another staircase. Pick up the RETURN RING in the egg as you head down, and go right into the next room. Here, it's a bit tricky as you head across, because of some moving floors. In the next room, there's another staircase, where you'll have to fight Captain Garco, who turns out to be a pirate parrot. BOSS: CAPTAIN GARCO Captain Garco's not too bad. A few rounds of K WOOF-WOOF and DOKKIRI BALLOON should do the trick. But be careful of his attack Interference attacks, which cause Confusion on one of your Gimmicks (IE, it's harder to use that Gimmick). The afflicted Gimmick has a orange face next to it. In the next room, there's more moving floors, and a CK GUMMY WHITE in the egg. (You can't fall off the edge, which I think makes it a bit too easy.) You'll come out to another staircase, this time with moving floors. (I thought this was supposed to be a pirate ship, not an airport.) Generally follow along the path of the moving floor in the next room, ignoring the first platform with a door for now. Keep going until you reach the Takopyon, and jump over and head through the door. Here, you'll meet the Art Kid, Jean Ludwig Hawkseye. He wants to draw a picture of Captain Garco's face, but can't remember what it looks like. Which is where you come in. You'll have to go in each room and set each facial feature. The trick to it is to stop the roulette on the part before the one you want. First, in the bottom left room, set it as the big open eye. Bottom right room, eye patch. Top right room, pirate hat. Top left room, oval-shaped beak. As thanks, Jean Ludwig Hawskeye will give you a GOLD KEY, which you can use on a door of the same color. Head back outside, and spring off the Takopyon. You'll arrive at the platform I told you to ignore. Inside is a locked gold door, and a PACIFIER in the top right Christmas tree. BUT... You'll have to fight Captain Garco again once you head through the door. BOSS: CAPTAIN GARCO There's two Captain Garcos this time. But the one in the front row is the real one. He doesn't seem to be much stronger than last time, though, so it should be pretty easy if you've fought all the enemies so far and leveled up. More moving floors in this room, as well as a CK COOKIE and a SPEED BOLT. Once you've made it into the next room, first you should head left to the Treasure Course. Here you'll find a bunch of Takopyon, and meet up with some blue ones, which make you jump higher. The pattern is: Red, blue, blue, red, blue, red. And through the door, there's a MACH JERSEY and a FUEL PART. Then head all the way back to the intersection, and head to the right this time. In here, there's a little game called Dokidoki Panel going on, and you can't access the menu screen. You can step on the panels to destroy the enemies, but I prefer the experience. It's a good idea to use the panels if you're low on HP, without the menu. But in any case, you have to step on the panels to move on. And in the next room, there's another game called Tsurutsuru Bowling. You have to move up and down, then hit A in front of the ball, right when you think you'll hit the pin. It's much harder the second round. -_-;; Once you finish those little games, you'll end up in another staircase. Go to the first room on the right, where you can take another quiz. Answers: Q1 - Five Q2 - Slippery Floors (second choice) Q3 - 12/25 Q4 - Tenpuku Land (first choice) Your reward for your troubles is an AURORA DROP. Head back out to the staircase, and try to open the blue egg. There's no item, but it's a switch that creates a chain. Ignore the chain for now, and continue down the stairs to the second room on the right. There's a little dude there, who's surely one of Auch's henchman, according to Aresa. Get the CK MILK from the egg, then follow him down the chain. Head left through this room, and in the next room, you'll have to fight Captain Garco again. But for the last time, at least. BOSS: CAPTAIN GARCO The only real difference from last time is that they're both real, and you'll have to defeat both of them. Again, just be careful of his Interference attacks. It turns out Captain Garco was that dude from the games in disguise. He thinks it will be a great attraction for his amusement park, Tenpuku Land. You'll probably want to save before you head into the next room. Also, you can, and should, eat that donut there to refill your HP. Once you proceed through the door, you'll find the MirroClam that Auch had been searching for, which has the Mirror Pearl inside. Aresa really wants it, but before she can have it, a female octopus named Takochuriina will show up and try to claim it. Boss time. BOSS: TAKOCHURIINA All you have to do is kill the tongue to win the battle. But, the hinge has this shield technique that can greatly increase everyone's defense. So, I recommend killing first the hinge, then the tongue, and not fighting Takochuriina herself at all. Takochuriina only does about 10 damage each round, while the tongue does around 25, so there's really no loss in letting her live. Before you can take the Mirror Pearl, Auch will show up and thank you for defeating the MirroClam, then run off with the Mirror Pearl himself, then runs off to Auch Theater. You'll then be warped outside of the Sunken Ship, and Auch Theater has suddenly appeared on the next screen. -AUCH THEATER- When you first enter, you'll find an ALARM BELL and a CK GUMMY WHITE in the eggs. Head left first, since there's a blocked off door for which you need a passcode. To get the passcode, you'll have to talk to Nans from the band Balbie. He'll have his students show you the passcode. The first is simple, each kid corresponds to a button on the GBA. The second time, they'll be rearranged as, from left to right, Left, Down, Up, Right, A, B. The third time, you'll have to talk to the machine to see a flashback or something, where everyone is talking in reverse. You'll have to watch the ones that don't jump, AND enter that code backwards. (The passcodes are... #1: Up, Down, A, B; #2: Left, Up, B, Down; #3: Right, A, Down, Up, B.) Through the door, Auch's henchman accidentally get eliminated, and Aresa insists you follow her Mirror Pearl into the next room. And in the next room lies Auch. BOSS: SUPER KID #2, AUCH Auch shouldn't be too much trouble for you if you've been leveling up. The target should be his hair, but first you should take out the donut, because it heals him. There doesn't seem to be much point in fighting the microphone, but destroy it if you like. After the battle, you'll receive the second Toy Part, the GEAR. And, the Mirror Pearl will crack open, and that mole dude will pop out (angering Aresa very much that the Mirror Pearl is broken). He'll give you the SPY DATA 2, which you can watch to see Abiira absorbing Pasaran's Laugh Energy. And he'll tell you the next Super Kid is What of Ois Town. ------------- -HANZO LAB 3- ------------- There's a PACIFIER in front of that thing floating in the water before you head in. In here you'll meet the third eldest of the Hanzo Brothers, Hanzoro. And he'll give you Demiru's SNEA-CAR and Aresa's RABBIT SHOES. Once you leave his house, Seremo will show up again, and offer to explain about equipping Gimmicks now that you have more than four. Now you may proceed to Ois Town. ---------- -OIS TOWN- ---------- CLOTHES SHOP: Gogo Shirt - 175 Sumo Jacket - 280 Snake Leather Dress - 210 ITEM SHOP: CK Gummy Red - 8 CK Gummy White - 25 CK Cookie - 30 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Return Ring - 25 HOTEL MANPUKU - 20 LUCKY CAFE: Lard Juice - 2 Choco Water - 4 Custard Juice - 7 Chichikaba Juice - 1 Chichikaba Fresh - 3 Hot Choco - 10 (These drinks don't seem to do anything.) As soon as you walk into town, you'll bump into a peddler who offers to trade a "full tank" of Awesome points for a PACIFIER. Talk to the dude in front of the snake, and he'll explain that if you let yourself get swallowed by snake like this, you can transport to another part of town. These snakes are called Nomiconda. (It's a pun -- "nomikonda" is Japanese for "swallowed", and "conda" comes from "anaconda".) So, walk into the snake, and you'll pop out somewhere else! In the first building, the Nomiconda Management Center, there's two PACIFIERs, one in each pot. Also, in the hotel, each room has a PACIFIER in the red closet thing. Also, head right through the next yellow Nomiconda, to Bob's shop to stock up (PACIFIER in the left plant). And there is a PACIFIER in the sofa in the house to the right of that. Then head back to the first section of town, and go down towards the little purple ladder that leads into the ground. You'll come to the home of Kaizou, a robot who claims he makes better Gimmicks than the Hanzo Brothers. The price for his amazing Gimmicks are PACIFIERs, and if you've been following this walkthrough all the way through, you should have twenty-six so far (or maybe more if you've found some I haven't). You'll receive the LINEAR GLOVE for free, and then talk to him again to receive the ROD UFO and KING MEOW. But then his head will start to hurt, and so you can't do anything more for now. The only thing left to do now is to head up the little path to the right of the cafe. (Climb up the wall here and there's a PACIFIER next to the yellow statue.) You can't use the non-yellow Nomicondas yet. Now, head down the ladder, and you'll be taken to the Kasuidou (it's flowing with chocolate!). Falling into most of the holes here will take you back to the entrance. In the second room, pick up the CK GUMMY GOLD as you flow down, and then left. In the third room, it's left all the way through, until you come to a tiny hole in the top left corner. Fall into it to find a treasure room containing: AURORA DROP, RAINBOW DROP, DOCTOR COFFEE, TIMING BOLT, BARRIER APPLE, SPEED DENCHI. In the fourth room, the hole in the bottom left corn is another treasure room: RETURN RING, RENDA BOLT, AURORA DROP, CK PUDDING, FUEL PART, CHAMELEO COLOGNE. Then flow straight up, and into the fifth room. The second hole at the top of the fifth room has a treasure room with: HANZO'S WHISPER, SPEED CAN. And then you can head head up the ladder at the end of this room to resurface outside of Lard Coliseum. There's a little scene with the owner of Lard Coliseum, Butchavez, and her right hand man, Richard. It seems only the heavy folk are allowed in. Head to the right, and there's a blue snake charmer there. Talk to him, and you'll have to fight him (he's not very hard, or even a boss). Your prize is the BLUE BANANA, which you can use to move through the blue Nomicondas. So, head through the blue one right here, and you'll come out just outside the Kasuidou again. Head down, and you'll bump into someone...who turns out to be that mole dude again. He was wearing a Manpuku Suit, which is what you need to enter Lard Coliseum. To get one, you have to visit the suit designer, who's through the other blue Nomiconda. So, head right through the yellow one, and go right again through the blue one. You'll notice there's someone stuck in there, and he asks you to try to get him out. After thirty minutes of helping, he's still stuck. So, he says that in order to get out of there, you need to find his TUGGER DOLL in his villa. And he gives you ten COUPON TICKETs for your trouble. (And you'll have to name him, default is Sofubii.) Once you're back out in the open, you'll notice the path down is no longer blocked, so go down there, and through the blue Nomiconda on the right. You'll come out to a red snake charmer, and you get the RED BANANA if you beat him. (There's a PACIFIER in the left strawberry on this screen.) Then head right through the red Nomiconda, and into the ice cream house. (PACIFIER in the green dresser.) Quiz time again. Answers: Q1 - Manpuku (first choice) Q2 - Four kinds Q3 - Yellow (second choice) Q4 - Swimming (first choice) Your prize is a FUEL PART. Head back out through the red, then the blue, then through another red, and you'll come to a green snake charmer, whom you'll obviously get the GREEN BANANA from if you win. (PACIFIER up the wall on this screen.) Talk to the person standing there, who'll explain they've lost their pet, Pochi. You should agree to help find it, then head through the yellow. There's actually nothing in here but enemies, so after you defeat them all (or opt not to go in at all), go back out and through the red. Here at Maze 2 (as the signs call it), first go in the yellow and claim the CK MILK, then head back out and through the blue. When you come out to Maze 3, go through the red. In here, you'll find Pochi, and he doesn't seem to want to go back to his owner. BOSS: POCHI Well, this battle's a bit tricky. Pochi's two henchman will each heal him every round, restoring 60 HP total. And if you kill the henchman, they'll be revived right away. So, the best strategy is to ignore the henchman and just attack Pochi with your strongest Gimmicks (probably ROD UFO and KING MEOW) until he's beaten. The battle could last a while, and in that time, your Awesome meter will probably fill, pending you successfully execute your attacks. MECHA-MECHA PANIC is very effective in this battle. Pochi's owner will give you four PACIFIERs for your trouble! Head to the left screen to pick up a DOKIDOKI BOLT, BARRIER APPLE, and a RENDA BOLT, then head right again and go up the ladder back to the surface. You should be at Maze 4 now (check the sign to make sure). Head through the blue, and you'll come out at your next destination -- Sofubii's Villa. (PACIFIER on the top floor, in the plant next to the right set of lockers.) There will be an attendant there who'll explain that you need to get slim here. There's the Hurdle Machine, Aerobics, and Barbel Lift. You use up one Coupon Ticket every time you do one of them. And you can check on the scale to see how you're doing ("6:00" is target weight). If you do too much (5:00 or earlier), go to the dining hall. Once you become slim, your prize will be waiting for you outside. There's now a little room next to the villa, so head inside (PACIFIER in the boombox), and talk to the doll sitting there. It's Sofubii's TUGGER DOLL. There's also a LETTER addressed to Sofubii. And you'll automatically be warped towards the inner part of town, so just head right through the blue Nomiconda to meet up with Sofubii again. And his TUGGER DOLL will then free him, so you can finally see what he looks like. And it also turns out Sofubii is the suit designer you've been looking for! But before he makes you one, you give him the letter. (Basically, it says, "If you're reading this, you're probably slim. You must use this doll to help people who are stuck in the Nomicondas.") Sofubii tears up at having failed father, and then joins your party. You need to get to his house to get to a Manpuku Suit, and you'll have to go through the Kasuidou. (The one right here, not the other one from before with all the swimming and holes.) Decline to play the race at first so you can go back out and switch Aresa with Sofubii*. Then go through the race, and have fun! There's a CK GUMMY WHITE, DOKIDOKI DENCHI, and a SPEED DENCHI down here. You'll come out at Sofubii's house, and he'll make you the Manpuku Suits. ("manpuku" = "full stomach", by the way...) Eventually, you'll explain your mission to beat the Super Kids and meet Abiira, etc, and Sofubii will ask to join you, because adventuring is a sure fire way to lose weight. (PACIFIER in the yellow statue in Sofubii's house.) (*You'll notice Sofubii's level is a lot lower than Demiru and Aresa's. You should keep him in your party so that he can catch up. Inactive party members still gain a little experience in this game, so it will take a while for Sofubii to catch up to Aresa. And he probably won't catch up to her until about the time you get Rereku, who will also be levels behind. There's a clear pattern, and if you follow it, everyone should be about the same level when you reach the Gimmick Palace, when you can use whomever you like. In essence, keep Sofubii in your party until you get Rereku.) You can now go back out through the blue Nomiconda, and you can also now go to the Lard Coliseum the easy way (through the blue Nomiconda near the first Kasuidou). Once inside, you have the option of buying some items from Bob (the same items as in his item shop), but your goal is to talk to the dude in front of the long hallway and choose to compete in the Stomalympics. You'll have to fight some battles, the first two being some easy monsters. But the last battle is against Burikki and Gorikki. BOSS: BURIKKI and GORIKKI This battle seems a bit simpler than the Pochi fight to me. Have Demiru take out Burikki (in the back) first, because he can heal, while Sofubii's CHOUSENPUUKI attacks both of them. Even after you win, the two of them will blast you and blow up your Manpuku Suits, exposing you to Whatt, and greatly angering him. The Coliseum will empty, and the only place left to go is up the stairs on the right towards Whatt's chamber. Bob is there on the way, still willing to sell items. When you meet up with Whatt (I love the way he talks!), he'll tell you how this coliseum is sacred to him and the other manpuku people, and trespassers hurt his eyes. BOSS: SUPER KID #3, WHATT The main target is of course the head, but first you'll want to take out his bell, because it supplies him with Lard Juice, which can increase his defense and restore HP. And then take out the straw, because that sucks HP from you. But that only applies to Demiru, because Sofubii can still only attack everyone (not that that's a bad thing). Oh, and be careful of his Super Hammer attack that he uses after you destroy the straw and the belt, it's good for over 60 HP damage (luckily he needs a round to charge up for it). Your prize is the third Toy Part, the SPRING. And, of course, the mole dude will show up with SPY DATE 3, showing Abiira sucking up Pasaran's Tear Energy. (Aresa wishes it was her Heart Energy being sucked up instead.) The mole dude will tell you to head towards the "scaary scary" Tall Tall Valley to face the next Super Kid, Lilbi. Also, now that you've defeated Whatt, Lard Coliseum is dedicated to the Gimmick Card game, which you can unlock by talking to the little card dude, Gimmica Mania. And, Lard Coliseum will also now be accessible from the world map. Unfortunately, I'm no good at the Gimmick Card game, so I'm of no help in that aspect of the game. :( ------------- -HANZO LAB 4- ------------- (PACIFIER in the upper left corner of the inside of his house.) Here you'll meet up with the fourth eldest of the Hanzo Brothers, Hanzochi. And he'll give you Demiru's BITE-BITE, Aresa's SPIDERSHOT, and Sofubii's SUN LASER. Now you can move on to Tall Tall Valley. Also, you can now go back to Kaizou. His head was hurting before because he ran out of ideas, but he gets new ideas after you receive new Gimmicks from the Hanzo Brothers. You should have 38 PACIFIERs altogether, and thus should receive CYCLING CANNON, LAND ROCKET, NOISY FACE, and REBOUND FROG, before his head starts to hurt again. ------------------ -TALL TALL VALLEY- ------------------ CLOTHES SHOP: Skull Jacket - 300 Ghost Robe - 350 Bat Suit - 320 ITEM SHOP: CK Gummy White - 25 CK Gummy Peach - 90 CK Milk - 100 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Return Ring - 25 Hatena's Mask - 50 HOTEL DEVIL - 25 You'll find a PACIFIER on both the leftmost and rightmost graves when you first enter. Keep going left until you come to the suspicious tree that stinks. Then head left and talk to the dude standing over the cliff. He wants to become a star, and once he does, Aresa makes a wish, which opens up the suspcious, stinky tree. Head inside, and in the room on the far right, you'll meet up with none other than the fourth Super Kid, Lilbi! BOSS: SUPER KID #4, LILBI Rather than going through all kinds of ordeals to reach the Super Kid, here you meet up with them right off. Not only that, but the fight's pretty easy! Once you defeat Lilbi (shouldn't take you too long), you'll receive the fourth Toy Part, the LIGHT BULB. As you leave the room, the mole dude will show up, but he's forgotten the SPY DATA, so he just leaves again. Once you head out of the tree and back into the graveyard, you'll notice that blocked off pathway is now open. An invisible man will come out and bump into you, and you'll have to fight him. He isn't much, and he'll run away before you can beat him. And he takes your LIGHT BULB with him! The only thing left to do now is to head forward into the town to try to find him. Problem is, everyone here is invisible. (PACIFIER in the purple blob-shaped house, the second room in the hotel, and the lamp post outside the pumpkin house.) The townspeople have all been turned invisible by Lilbi's magic paint, except for the one inside the pumpkin house, Dario. (PACIFIER in the left bookshelf.) Talk to him, and he'll explain that if it rains the magic paint will wash away, exposing the thief. But it won't be raining anytime soon, because the Crybaby Sisters who live in the Moon Church atop S.Cream Mountain are the source of rain. For some reason, they're not crying lately, so you'll have to go up there and fix things. And Dario will give you a GONDOLA TICKET so you can take the gondola up to S.Cream Mountain. However, if you talk to the man operating the gondola, he won't let you ride it unless you get a NEW GONDOLA TICKET, which you have to buy from the Hide and Seek Kid, Kemlin. As you come back out from the gondola screen, there'll be a flashing dude who will tell you that Kemlin is in the house with the blue interior, and he's the most invisible person in town (you can't see him at all). The blue interior house is the bat house to the left of the hotel, and he's sitting near the TV. He won't sell you the NEW GONDOLA TICKET unless you bring him the SKULL DIAMOND. And you get the SKULL DIAMOND as a prize from a quiz. To take the quiz, buy a HATENA'S MASK from the store, and go back to the Toy Graveyard and talk to the dude there. This quiz is special. It's much different from the others, and much harder. Silhouette Quiz Answers: Q1: Chocorina (second choice) Q2: left Q3: Happy (second choice) Q4: right Hearing Quiz Answers: Q1: Angry Volcano (second choice) Q2: Mayonen Land (second choice) Q3: Annihilated... (third choice) Q4: Kawaii Mogeha (fourth choice) The Time Limit Quiz is where it gets complicated. There's thirty seconds, and you have to correctly answer at least ten questions. The questions are random, though, so I can't help you much here, especially if you don't know any Japanese. If you do, I've made a section listing all the different questions and answers near the end of this FAQ. If you don't, I don't know what to tell you besides just randomly pick answers and hope you get lucky. :\ And the prize for your ordeal is the SKULL DIAMOND, of course. Take it back to Kemlin, and he'll sell you the NEW GONDOLA TICKET...for 0 Topar! Now you can head back to the gondola, and you'll ride up to S.Cream Mountain. -S.CREAM MOUNTAIN- (PACIFIER in the gears of the gondola.) Once you enter the mountain, head up on the first screen, and then left on the second (right is a dead end). On the third screen, head right first, and pick up the MACH APPLE and TIMING BOLT on the fourth screen. Then head back out and take the left to the fifth screen. Here, you'll find a bunch of eyeballs. You can stand in front of them and pull or push them with the D-Pad. If you move an eyeball, the other eyeballs of that same color will move. First pull the red eyeball out, opening to the path to the left so you can go in and pick up the DOKIDOKI BOLT. Return to the fifth screen, and head up the hill until you get to the gray eyeball. Pull it all the way out to receive a RAINBOW DROP, then head up and right to the seventh screen. Push the first purple eyeball in, then head up and push the other one in. The eighth screen is pretty straight forward, other than being cluttered with monsters. On the ninth screen, keep going up until you get to the intersection, then take the upper path. Pull the upper green eyeball out, then head straight left through the tenth screen to the eleventh. Pull the gray eyeball out to get a CK MILK, then head all the way down and right to the twelfth screen. Push in the white eyeball, then head back around to the ninth screen (with the green eyeballs). Go back down towards the intersection, and turn right this time. Head right straight through the thirteenth screen until you come to the fourteenth screen. Here, there's some vines, and red eyeballs shooting out. You have to repeatedly press up to ascend, or down to descend. The trick to avoiding the eyeballs going up is to climb up as high as possible and stop, then go again the second they start to retract. Once you reach the fifteenth screen, pull the gray eyeball out to receive a CK GUMMY PEACH. Then head all the way left and push in the yellow eyeball, and go down to the sixteenth screen. Head right straight through the seventeenth screen, and you'll come back out to the eleventh screen. Go down and pull out on the gray eyeball, then head back up to the tenth screen. The path is open now, so head through to the eighteenth screen. Head straight up the vine, and at the top, you'll receive an egg with an ABIIRA'S DIAPER inside. Head right to the nineteenth screen, and keep going generally up, then take a right to the twentieth screen. And at the twentieth screen, head down for the exit. From here, climb up the orange wall, and you'll find yourself outside the Moon Church. -MOON CHURCH- Inside, if you talk to each of the Crybaby Sisters, you'll learn about the Amedosu Machine that converts their tears to rain. The Amedosu Machine is broken, though, and they need to go to the Moon Balloon and play the "Help Me" melody on the Organ of Prayer to call for help, but... As you talk to each of them, they'll move out of the way of the doors. Head in the right door first, and you'll find a CHURCH KEY in the Amedosu Machine. Now you can go into the right room, and get the HELP ME SCORE at the top of the ladder (PACIFIER in the lower right portion of the bookshelf). Now if you talk to Bena again, the sister on the right, she'll reveal a ladder and refill your HP. Take the ladder up, and then climb the rope towards the Moon Balloon. Once you reach the top, you'll find the Organ of Prayer, and someone who claims it's his organ. Then there's a flashback, and he turns out to be the older brother of the three Crybaby Sisters. Sofubii says he can play the organ, his big fingers make him quite skilled, and this ghost will want to test his handwork. BOSS: ORGAN FAN There shouldn't be anything particularly difficult about him, pending you've healed up after the monsters on the rope. Or, well, even if you haven't. After the battle, Sofubii will show off his organ skills, and Hanzochi will catch the SOS message and come fix the Amedosu Machine. Then the Crybaby Sisters will fill up the Amedosu Machine, and the rain will pour down on the town and wash away the magic paint, exposing everyone. So now you should back to the town. But before you do, go back up to the Organ of Prayer to find a PACIFIER. Then leave the church and climb down. Instead of going all the way back through S.Cream mountain, take the right path, and you can play the Scream Surfin game all the way down. Once you return to town, one person will tell you about the Cat-Bat Kid, who's a scarily devoted fan of Lilbi's. The Cat-Bat Kid just happens to be the one who stole the LIGHT BULB, and he's hanging out in front of Kemlin's house. After you talk to him and recognize him, you'll have to chase him back to the Magical Tree, where he'll trap himself inside. There's not much you can do here, so head back into town. Someone will tell you the rain has made the roots of the Magical Tree start moving. If you defeat them, you can open the way into the tree. One root is below the coffin house, another is outside the pumpkin house, and the third is hidden in the second hotel room. The roots don't even get boss music, and they're pretty easy; just aim for the crystals. Once the roots are gone, the Magical Tree is open, and the Cat-Bat Kid is waiting in Lilbi's chamber. He's revived her, though Lilbi isn't very grateful. This time, Lilbi's gotten a lot tougher. BOSS: DEATH LILBI Lilbi is much stronger now, but the battle is pretty straightforward. As time goes on, Lilbi will pop up a second and third head, but it's a waste of time to attack those. Just keep attacking the first head. And your prize will be the LIGHT BULB all over again. And the mole dude will show up afterwards, this time telling of a report on the news about a mini-size Super Cara-Cooker, the Super Petit-Cooker. It shrinks people, and was created by the next Super Kid, Sharap of Soy City. And he'll also give you SPY DATA 4, which shows Abiira getting Pasaran's Anger Energy. ------------- -HANZO LAB 5- ------------- (PACIFIER to the right of the house.) Inside you'll meet up with the fifth eldest of the Hanzo Brothers, Hanzone. And he has Demiru's TAIL BUN-BUN, Aresa's BAD VACUUM, and Sofubii's BRILLIANT CATFISH to give to you. You can also now return to Kaizou, and you should have 48 PACIFIERs in all (unless you're finding some I've missed; if so, I'd love to hear where!). He'll give you the HONEY VULCAN, PYRAMET, FART HORN, and KAMIKAMI, and then you won't have enough for anymore. (Even if you did have enough, his head would start to hurt.) ---------- -SOY CITY- ---------- CLOTHES SHOP: Techo Jacket - 460 Metro Skirt - 500 Digital Suit - 520 ITEM SHOP: Timing Star - 500 Renda Star - 500 Dokidoki Star - 500 Speed Star - 500 CK Gummy White - 25 CK Gummy Peach - 90 CK Milk - 100 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Return Ring - 25 HOTEL DE SOY - 27 The mole dude had told you to go to the Subway, but you need a FREE TICKET to do that. The only other places to go are Soy Way, which you need a LICENSE for, and the Soy Police. Head into the Soy Police (PACIFIER in the rightmost plant of the first floor), and go up to the second floor. Pick up the SPEED CAN from the egg before you head through the door. You'll have to take a "test" to receive your LICENSE. BOSS: POLICE KID There's really nothing hard about him at all. Just...attack. Now that you've passed your test, you'll get your LICENSE. (PACIFIER in the leftmost computer of the test room.) So you can now freely travel Soy Way, which is cluttered with monsters (good idea to get rid of them all ASAP). First you should go left, then up, and you'll end up outside the hotel. You can go up to find the Soy Department Store. And you should also head into the building to the left of the hotel. There's a PACIFIER in the thing that looks like a door on the first floor, and another in the left room of the second floor. The right room has Rui-Rui the robot (remember him?), and he asks if you remember his name (Rui-Rui of course, first choice). He'll give you two PACIFIERs for getting it right! On the third floor is an AURORA DROP and a DOKIDOKI BOLT in the two eggs. Your destination is two screens to the right of the hotel, and through the yellow building. You'll come out at the second part of town, and the green building is the visitor's center. (PACIFIER in there.) Inside you can buy a FREE TICKET for 10 Topar (...). Now you have full access to the Subway, so head inside the one next door. (PACIFIER in the first green thing.) The mole dude will show up and tell you about some great person on the train just before you head on. Head right through all the cars, and after you pick up the CK GUMMY WHITE, you'll come to the office of the Mole Times. The head of the paper, Makbi, will explain how they've been monitoring your progress. And the mole dude turns out to be correspondent #007, Rereku. And, as thanks for coming, Makbi will give you... BOSS: ASSASSIN KIDS ...Two robots to face. They don't have too much HP, but they can do some damage and inflict poison. Shouldn't take more than two rounds. Afterwards, it turns out to have just been a test. Makbi wants you to go to Soi Bank and investigate a secret vault for him that supposed to be preserving Abiira's deluxe tomato juice. If you do this, Makbi will tell you where the Soy Satellite that Sharap is at is. And Rereku will join your party to help. (Switch Sofubii with him.) Then the subway train will come out to the third part of town, outside Soy Bank. Head inside, and there's a PACIFIER in the rightmost banking box. If you talk to the robot, he won't let you through unless you withdraw money from the high tech banking box. Talk to the leftmost banking box, and you'll get some letter from Butchavez and CONTRACT MONEY. Then the robot will let you through. -SECRET VAULT- As soon as you get into the second room, you'll bump into the thief, Berry. Apparently she plans on stealing the tomato juice. Then she'll flee the room and leave you to fight her henchman robo. After the battle, move the robot onto the green switch to open the door. (PACIFIER in the doorway.) There's no point in heading through the door just yet, though. First, head to the right. Here's where things get complicated. You need to get the door open by pushing the safes onto all the switches. -ROOM 1: (PACIFIER near the left switch.) Right safe down one. Left safe left onto the switch. Right safe right three, up three. -ROOM 3: Left safe up one onto the switch. Right safe down two. Left safe up two, off of the switch. Middle safe left two, up one. Left safe right three. Right safe right one, down two. -ROOM 5: [Safes ordered 1-4, from left to right.] #1 left one, up one. #2 down two, left three. #3 down one, right three. #4 up three, right one. Once you reach the sixth room, Berry will already be there, and she'll run off with the Juice Room key and leave you to fight two more of her henchman robos. After that, head all the way out, and go left this time. Instead of switches, you'll have to find the keys to the next room inside of the safes. There'll be kids inside the safes, who will either be lying or telling the truth about which of them has the key. If you correctly guess whether they have the key or not, you won't have to fight them. I think it's best just fight everyone for the experience, but you can get a prize if you guess correctly. You can find a PLATINUM MANTLE for Demiru in the fourth room, and you'll meet up with Berry in the sixth room again. Same story, except with three robots to fight. Finally you can head through the center hall. This time it's a matter of finding the switch to open the door inside one of the safes. The three kids will give you hints if you catch them. ROOM 1: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [*] [ ] [ ] [1] [ ] [ ] [ ] [ ] ROOM 2: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [*] [ ] [ ] [ ] [ ] [ ] [ ] [-] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [1] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] * = switch - = fake safe 1 = CK Pudding The door to the third room was previously locked, and needed the two keys Berry had to open. It's open now, so obviously Berry is in there. And you'll have to fight her. BOSS: BERRY and HELPER ROBO G x2 If you destroy the robots, Berry will just bring them back. It's best to just focus on her. She's not too difficult, especially if you've fought every one of those kids in the safes. After the battle, Berry will convince you all to drink some of the deluxe tomato juice. Even Demiru, who hate tomatoes. And then you'll all fall asleep and wake up outside the bank. And your CONTRACT MONEY is gone. But Rereku says you can go to Soy Satellite anyway by going to the rooftop of Soy TV. You should take the train twice to get to the station outside of the Soy Police (PACIFIER in the leftmost green thing). Then head back out to Soy Way and go all the way right. The Police Kids who were once in the way are gone, so you can go to the next screen right outside of Soy TV (PACIFIER in one of the blue things along the road). -SOY TV- (PACIFIER in the couch of the waiting room.) There's a Thumb Championship competition going on, and if you participate, you can go to the rooftop. Tell the robot you want in, and after the introductions (Nans of Namp Lagoon, and Dr. Enokin of Mayonen Land), the contest will start. You have to repeatedly press A to reach the top. (I always fail the first time, but it seems easier the second.) And guess who's up at the rooftop... BOSS: BURIKKI and GORIKKI These two aren't much worse than usual, and you should still have full life from the free healing after your sleep. First take out Gorikki (on the bottom), because he can heal and seems to have less HP. They'll run away after the battle as usual, and then you can enter the saucer and Makbi will take you all up to Soy Satellite. There's a TIMING BOLT and a CK GUMMY PEACH in the two eggs. It's pretty straightforward from here on, with Sharap and the Super Petit-Cooker being in the room after the moon. After you meet up with him, he'll shrink the moon to show off the force of the Super Petit-Cooker. BOSS: SUPER KID #5, SHARAP This battle can be a real pain if you don't know what you're doing. First you need to attack the plus sign. When both arms are minus signs, attack the connector at the bottom. After about two rounds, you won't be able to get them both minus signs anymore. At that point, go minus, minus, connector, and the connector will be fried. After that just attack the connector a few rounds, and that'll do it. After the battle, your prize will be the fifth Toy Part, the BODY. And Makbi will give you SPY DATA 5 after you exit the satellite, which shows Pasaran losing her Excitement Energy. (You have to repeatedly press A during this one.) The final Super Kid is Cheqida of Balsami Dome. ------------- -HANZO LAB 6- ------------- (PACIFIER in the both the bottom left and bottom right corner of the outside of the house.) Here you'll meet up with the sixth eldest, or rather, the youngest, of the Hanzo Brothers, Hanzora. And he'll give you Demiru's BANANA SNOWBOARD, Aresa's CUE-HIT ARROWS, Sofubii's ELECTRIC DRUM, and Rereku's SEED FUKIN. He'll also say that you can go back to the eldest brother, Hanzou, to receive more Gimmicks once you've collected all the Toy Parts. Also, you can head back to Kaizou in Ois Town. You should have 63 PACIFIERs in all, and he'll give you the POPOKON and ROLLING UNION before you'll not have enough for the next. (I really think I must've missed some in Tall Tall Valley...) -------------- -BALSAMI DOME- -------------- CLOTHES SHOP: 4th Dimension Shirt - 760 Cheqida Skirt - 650 Diamond Scarf - 999 Hurricane Suit - 780 Lightning Coat - 850 ITEM SHOP: CK Gummy White - 25 CK Gummy Peach - 90 CK Milk - 100 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Hanzo's Whisper - 50 Mach Apple - 30 Barrier Apple - 60 Return Ring - 25 GUMMY SOFA - Free! When you first enter, everyone will run off but Demiru. Someone named PApipiPA will then come up to Demiru and explain about aligning the mirror worlds or something. But then when you head inside the dome, there's a PACIFIER to the left of the receptionist. If you head to the screen to the right, you'll come to the shops, and to the right of that is the pillow artist, Pillo. (PACIFIER in the stack of pillows(?) in this room.) Pillo wants to make a new pillow, but the bird he needs, Popokku, is gone. Nothing you can do about that now, so head out of there, and up into the art gallery. (PACIFIER in the right wall of the box room.) You can wander through the rooms if you like, but the person you should talk to is the Art Kid, Gureco, in the clock room. A girl in the clock room also says she's seen a bird around here... His newest work is the Clock of Beginning, except that it's missing a hand. He wants you to go in the dungeon and get it for him, and thus gives you GOMA'S KEY. Now if you head right into the box room, you can go into the left box, the Wabi Room. -WABI ROOM- When you head down there, agree to help the person there, and you'll have a choice between: Course 1 - Gather Eggs; Course 2 - Fight Monsters; and Course 3 - Everything. Course 1 you must gather all the eggs, Course 2 you must fight all the monsters, and Course 3 you have to do both. Pick whichever one you like. Note that you can't touch the weird monsters in any of them, or you'll have to start over from the beginning of the room. If you don't do everything in the room, you'll also have to start over from the beginning of that room. After you finish, the person will suddenly be different, because it's actually Berry this time, and she has the HAND OF BEGINNING. Somehow or other, she'll actually convince you to drink some tomato juice again, and you'll all fall asleep again. When you wake up, head into the next room, and fight off the three Helper Robos to free the person from before. Berry has jumped into the scroll, and he'll help you to go in after her. It's another course this time, and you'll have to chase Berry up until you finally fight her again. BOSS: BERRY and HELPER ROBO G x2 This battle is almost exactly the same as last time, except that Berry's gotten a little stronger. But you've also gotten stronger, so this shouldn't be much trouble at all. After the battle you'll get the HAND OF BEGINNING, and a ride out of there from Berry and her robot. You'll also bust open the entrance to the Sabi Room as you make your exit. Head back to the clock room and give the missing hand to Gureco. Once it's reattached, Popokku will pop out of the clock, and Pillo will then come to claim him. If you go back to Pillo's room, he'll have a special present to give to you in thanks: the DREAM PILLOW. In the cloud room, if you sleep on the bed there with this pillow, you'll be taken to the Reverse World. -REVERSE WORLD- As soon as you arrive, someone named piPAPApi will riddle you more with stuff about the two worlds, and say that you need to repeat the same things. First head to the room with the paintings and go down, then head right into the room of the pillow artist, Pollo. (PACIFIER in the stack of pillows(?) in this room.) Pillo wants to make a new pillow, but the bird he needs, Kukuppo, is gone. Nothing you can do about that now, so head back out of there, and up into the art gallery. (PACIFIER in the right wall of the gift room.) You can wander through the rooms if you like, but the person you should talk to is the Art Kid, Dareco, in the clock room. A girl in the clock room also says she's heard a bird around here... His newest work is the Clock of Ending, except that it's missing a hand. He wants you to go in the dungeon and get it for him, and thus gives you BAKU'S KEY. Now if you head right into the gift room, you can go into the left gift box, the Rem Labyrinth. (Here's where things stop being identical...) -REM LABYRINTH- First head up the ladder, and then go generally straight through the first few rooms until you come to one with a weird wall. The second block from the left is a false wall, and you can walk all the way left for a CK GUMMY WHITE, and all the way right to the next room. Straight up through here, and in the next room, first take the left path to claim a CK MILK. Then head back and go up through the wall and to the left into the next room. Get the RENDA BOLT from the egg, and head up the ladder into the next room. This is the warp room that can take you to the Non-Rem Labyrinth, so long as you have DARECO'S LOOK. To find that, first head left into the next room, and lead the flame to the candle to light it up and open the door. From the newly opened room, take the top path, and defeat all the monsters to get DARECO'S LOOK. Now you can go back to the warp room, and talk to DARECO'S LOOK to go to the Non-Rem Labyrinth. NON-REM First head left into the next room, and straight through all the way to the deadend room. Beat the monster here, and you'll open up a new path in Rem. Then head all the way back to the warp room, and this time go right. Lead the water around so that it puts out the flames, and it will also extinguish the ones in Rem. There's nothing more you can do here, so head back to Rem. REM First go left back all the way to the room with two paths, and this time take the lower one. Head all the way up through here, and in the next room, you'll find SHEEP ICON 1. With this, go back to the warp room, and then go right. Lead the water to extinguish the flame, and go right through the false wall into the next room. Lead the flame around to light the candles, and you'll notice it opens up a path in Non-Rem. NON-REM Head right again, and go through the false wall right into the candle room. Then hop across the ledge on the new blue Takopyon and into the next room. Head generally down through this weird room, picking up the CK GUMMY PEACH and TIMING STAR along the way. In the next room, put out the flames, and you'll free up a few paths both here and in Rem. First take the lower path here, and you can get a LIFE CAN and a SPEED BOLT in the eggs. Go back out and take the upper path now, and pick up the RENDA STAR on your way up the ladders. This leads to the warp room again. REM Head all the way down, then all the way right through the back of the false walls. Now you should be in the room where you'd put out the flames, so take the newly opened lower path. In the next room, first go left, and you'll find a FUEL PART in the egg. Then go back out and take the right door. You're in another weird room. Take the TIMING BOLT, SHEEP ICON 2, and HANZO'S WHISPER as you head generally up. In the next room you'll find a RED MEMORY and a Takopyon. Hop across the Takopyon, and then keep going left until you come to the Red Door. Return his memories to him, and he'll disappear. You can go through the doorway to the next room, and push the water onto the vine to make it grow. Climbing it here will only lead you to the Blue Door whom you can't help yet, so head back to the warp room. NON-REM Head right, and then left through the fake wall. Keep going left until you come to the vine, then climb it and go right first. And look who's back... Answers: Q1 - Gummy Sofa (second choice) Q2 - Popopopou! (first choice) Q3 - Berry (second choice) Q4 - Mystery Loop (first choice) After you win, the quiz dude will finally give up and become a normal kid, and leave you a CK PUDDING. Go back out and take the left door this time, and lead the flame around to light the candles. Head into the new room and pick up the BLUE MEMORY, then return to the warp room. REM Head right, and then left through the fake wall. Keep going left until you come to the vine, then climb it and give the Blue Door his memories. In the next room, you have to hop across Takopyon. The trick is to jump when it's the same color as the one above you. Green, red, blue, green, blue. Go through the door, and you'll find SHEEP ICON 3. Go back to the warp room, and with all three SHEEP ICONS now, a new path will open. Go up, and you can find the MOON GOWN hidden in the left corner of the false wall. The next room is another weird one. Get the SPEED STAR from the egg and head through the upper door first. Skip through the next room and keep going left until you come to the GREEN MEMORY. Now go back to Non-Rem. NON-REM The Green Door is right here, so return his memories to him and head up. There's an AURORA DROP in the right corner of the false wall. The next room is obviously a weird one. Pick up the BARRIER APPLE and DOKIDOKI BOLT as you head up and into the next room. Lead the flame so that it disintegrates the vines, and then head back to Rem. REM Go back into the room where the vines were blocking off the water, and lead the water into the pot in the middle of the room. Now go back into the weird room and head into the lower room, and you'll find the HAND OF ENDING floating in the water. Luckily, as soon as you step back out of the room, you'll be given the option of returning to the surface right away! Head back to the clock room and give the missing hand to Dareco. Once it's reattached, Kukuppo will pop out of the clock, and you'll have to fight him. BOSS: KUKUPPO The battle is pretty straightforward the first time. But after you win, you'll have to fight it, err, them, again. BOSS: DIVIDED KUKUPPO x3 This time they're a bit stronger, and if you destroy one, they can regenerate. Just keep attacking, and use multi-target Gimmicks if you have any equipped. Pollo won't be too thrilled with you killing his bird. And then piPAPApi will show up and tell you you need to maintain the balance. Since there's no way to return Kukuppo, you need to get rid of Popokku. Head back to the Forward World the same way you left it, then go into Pillo's room and talk to Popokku to start the battle. BOSS: POPOKKU The battle is pretty straightforward the first time. But after you win, you'll have to fight it, err, them, again. BOSS: DIVIDED POPOKKU x3 This time they're a bit stronger, and if you destroy one, they can regenerate. Just keep attacking, and use multi-target Gimmicks if you have any equipped. The two worlds are balanced now, and PApipiPA and piPAPApi will together give you the CHEQIDA PILLOW, and then be on their way. Go to the bed in the cloud room and choose to sleep on the CHEQIDA PILLOW instead of the DREAM PILLOW, and you'll be taken to...somewhere. I hate this next part so much. >_< You have to climb up this huge ladder, right? Except that some mirror image of yourself is following you at an incredible pace. And bumping into the lightning slows you down. When you hit the lightning, you now have to press the direction on the screen to climb up from now on. On the second-to-last screen, the direction to press won't appear! And on the last screen, you'll get caught, but it's okay this time. (Just PApipiPA and piPAPApi messing around?!) If you make it through this ladder climb from hell, Cheqida is waiting for you at the top. BOSS: SUPER KID #6, CHEQIDA Cheqida is pretty strong, and his Interference Paint attack will cause Confusion on your Gimmicks (very annoying). The trick to this battle is to simply attack both of his hands until they're the same color as his hat. And then attack his head. After the first two times you do that, you'll have to start just attacking his hands, until everything is all different colors, then go for the head again until the battle ends. Your prize for all of this is the sixth and final Toy Part, the BATTERY. And you'll get SPY DATA 6, showing Pasaran's Love Energy being taken...or not taken...or something. Well, in any case, it's not too late for you to go to the Gimmick Palace and save her. But first you need to go back to Hanzo Lab 1. ------------- -HANZO LAB 1- ------------- Talk to Hanzou again, and this time he'll give you Demiru'S TURTLE SHELL GLOVE, Aresa's LOVE-LOVE DO RE MI, Sofubii's HOT ELEPHANT, and Rereku's HYPER YOKOZUNA. You can't get any more Gimmicks from the Hanzo Brothers. Also, if you head back to Kaizou, you should have 68 PACIFIERs, and he'll give you the BUNNY HOPPER. Then you won't have enough for the next Gimmick. You can always trade in a full tank of Awesome Points for more PACIFIERs, and I've probably missed some PACIFIERs so far that maybe you've found. ---------------- -GIMMICK PALACE- ---------------- ITEM SHOP 1: CK Gummy White - 25 CK Gummy Peach - 90 CK Milk - 100 Rainbow Drop - 200 Doctor Coffee - 5 Alarm Bell - 10 Chameleo Cologne - 30 Hanzo's Whisper - 50 Mach Apple - 30 Barrier Apple - 60 Return Ring - 25 ITEM SHOP 2: CK Gummy Peach - 90 CK Gummy Gold - 500 CK Milk - 100 Timing Star - 500 Renda Star - 500 Dokidoki Star - 500 Speed Star - 500 Well, now you should be at the point that all your characters but Demiru are at about the same level. But it's still a good idea to switch characters as often as necessary to keep their levels even, as there are points here where you'll have to have a certain person in your party. As soon as you step inside, a scene will ensue. The six Toy Parts will join to form a robot, and Rereku will explain that the six Super Kids were originally a toy robot. The robot's head is missing, because Abiira is the head. Then the robot smashes through the wall and opens the path for you. Inside, the person who looks like one of those PACIFIER exchangers will sell you items, and I recommend you stock up. This is the end of the game; go crazy with your cash! -GARDEN AREA- Head left through the first two garden rooms, picking up the CHAMELEO COLOGNE along the way. The third and fourth garden room you come to will require Rereku to use his mole skills to get through. If you hit A on a dig spot, you'll dive down and come up somewhere else. Here's a little map of the rooms: - (brown roots, you can walk on them but not dig) x (green plants, can't walk on them) And letters represent dig spots. Go through A, and you'll come out at the other A, and so on. THIRD ROOM: xxxx-BxB-Cxxxx--FxGxxxxxJ---Kxxxx--4xxxx --xx---x-DxxxxC--xx--xxxIxxxxxKxx--N------ -AxA--xxExxDxxxxxxxx-----3xLxL----NON----- --xxxxxxxxxxxxxxxxx--xxxJxxxxxMxx--N------ xxxxxxxE-12-HxH-GxFxxxxxI---Mxxxx---xxxx 1 = Dokidoki Bolt 2 = Renda Bolt 3 = CK Gummy White 4 = Barrier Apple L: If you go through L, you'll pop 3 over to the left, making it accessible. N: Go through one N, and you'll come up at the next N clockwise. O: If you dive down O, you'll come back up where you started, but 4 will appear. FOURTH ROOM: xxxxxxDxxF-D-FxxJx---xxxN----------O-xx-H-Y-xYx-xYx---x- -x-B-xx-xx-xxx-xx-x-K-xxxxxxxxxx2--xxOxxxxxxxxx-Z-xx-x-xx- 8 --ACA---ExGx1xGxI-x--L--x4-SxxP--x--PxxUVWXXWV-Z*Z---x-xx- 7 -x-B-xx-xx-x-x-xx-xJx-M-x-T-xQxx--3xxUxxxxxxxxx-Z-xxxx-xx- xxxxxxExxHxLxIxxKxNM---xS-RxRQ-------xx5-Y-6xYx-xYxxx--- 1 = Fuel Part 2 = Doctor Coffee 3 = Mach Apple 4 = CK Gummy Gold 5 = Hanzo's Whisper 6 = Speed Bolt 7 = Timing Bolt 8 = Rainbow Drop C: If you dive down C, you'll just pop out an enemy. T: If you dive down T, you'll pop out 4. Y: The Ys all interconnect clockwise. Z: The Zs all interconnect counterclockwise. *: This is the exit. And once you reach the exit... BOSS: GIMMICK ROBO This battle isn't particularly hard at all, other than the robot has a lot of HP and can cause Confusion on your Gimmicks. Afterwards, it'll smash through the wall and open up your path again. And you can now have whomever you like in your party. -FACTORY AREA- There's a CK MILK and a CHAMELEO COLOGNE in those first two eggs. In the next room, you'll come to the inner area with all the vines, and instead of Takopyon, there's Tomapyon. These're different in that the longer you hold down A, the higher you'll jump. Here's the path: (Each sentence being one platform.) Medium jump. TIMING BOLT, door. Any jump. Door. Big jump. Medium jump. CHAMELEO COLOGNE (ladder), left. Door. Medium jump. Medium jump. Medium jump. Right. GOLD POT, CK PUDDING, left. Any jump. Any jump. Big jump. CK GUMMY PEACH, door. BARRIER APPLE, any jump. Door. Any jump. Door. Any jump. CK MILK, big jump. Any jump. Door. Any jump. Door. Any jump. Medium jump. Door. Left. Across the conveyor belt, door. HANZO'S WHISPER, COSMO MANTLE, PALACE KEY 1, PACIFIER in the middle of the floor, door. Back across the conveyor belt, right. Any jump. Big jump. RENDA BOLT, door. Big jump. Any jump. Door. Any jump. Door. Any jump. Medium jump. Door. Any jump. Door. Right. Door. Any jump. Door. Big jump. Big jump. Door. Any jump. Any jump. Door. Right. If I made any sense at all, you'll now be in a room with the Gimmick Robo, who quickly disappears again. You can ride the lifts here with A. This is where Sofubii comes into play, as you can use him to bust through the X's in the floors and fall below. Same as before: Door. Lift up, right. CK GUMMY WHITE, left. Lift down, right, fall through. Right. Lift up, left. ALARM BELL, right. Fall through. Lift up, right, door. Lift down, left, HANZO'S WHISPER, lift up up up. Left. Door. DOKIDOKI BOLT, door. Lift up, right. Door. Right. Door. Lift up, right. Door. Fall through. Lift up, left. Door. CK GUMMY WHITE, door. Lift up, left. SPEED BOLT, left. Door. BARRIER APPLE, door. Fall through. Door. Lift up, left. Fall through. Fight boss. BOSS: GIMMICK ROBO This battle starts off the same as the last one, until the Gimmick Robo moves up to the second row. Now he can heal, but not often enough to make a difference. Finally, he'll return to the back row just before you defeat him. And, of course, he'll do his robot smashing thing and open up a new path. -ELECTRIC AREA- The lift in here works just like the ones in Mayonen Land. Ride it up to the second level, and then head left through the door. Walk/slide left across the fan room, and there's a RETURN RING and a CK GUMMY PEACH in the eggs. At the end is a room with an AURORA DROP, LIFE CAN, PALACE KEY 2, a PACIFIER in the middle of the floor, and a second store. Even if you spent everything at the first store, you should have some money from all the battles you've fought. Personally, I think it best to buy lots of Stars to power up your Gimmicks rather than anymore healing items. Anyway, once you're satisfied, head back to the lift and go all the way up to the top. You'll have to fight the Tomato Leader to get through. Once you defeat him, you'll come to another fan room. Walk/slide right through here, and you end up in another lift room. Ride up to the second level, and then head into the door on the right. This time it's another conveyor belt room, so head right to the other side. There's a PACIFIER in the middle of the floor, and a STAR COAT for Rereku in the egg. Head up the ladder, and hit A to use PALACE KEY 1 on the door. Pick up the FUEL PART, then head up the ladder and repeat the process with PALACE KEY 2. There's a STAR SUIT for Sofubii in the egg, then head up the next ladder. You probably don't have PALACE KEY 3 yet, so flip the switch on the wall instead to open up a different path. Just head generally left through this little electric room. If you fall down, there's plenty of opportunity for experience down there. Either way, you'll come out back in the lift room. Go up to the top level, and fight this Tomato Leader to move on to another electric area. There's a DOKIDOKI STAR and a CK MILK on the way, and falling down takes you back to the beginning, not the end. Next you'll end up in the area where Aresa is required. Remember how she has a remote control for robots? Well, if you press the switch, a robot comes out of the tube. Defeat it, and you can control it. You have to move the robot over in front of the yellow computers, and press A to make it explode. Blowing up the computers allows your party to move past the electric zappy things. The problem is, the robots movement is sometimes mangled. For instance, pressing left can make you go up, then up goes right, and so on. If you've ever played Earthbound, it's like the mushroom status. If you mess up and the robot goes over the edge, just step on the switch and get another one. The squares with lightning bolts on them rearrange the controls yet again. You can get the electric eggs by just walking into them with the robot. Speaking of which, they contain: SPEED STAR, CK MILK, RENDA STAR, BARRIER APPLE, TIMING STAR, CK GUMMY PEACH. Be careful in the third room with the sometimes invisible floor, and be sure to put the robot between the last two computers when you blow it up. Also in the third room is a pathway leading to a FUEL PART, DOUBLE APPLE, PALACE KEY 3, and a PACIFIER in the middle of the floor. You should head back to that third door now. The trek back isn't that bad. There's a STAR ROBE for Aresa past the third door, and once you head up the ladder, not only is there a PACIFIER in the middle of the floor, but you'll have to fight... BOSS: NABIIRA Close, but not yet. Those two lackeys in the front you may recognize from the Tomato Pond from much earlier in the game. Yeah. This isn't a really hard battle, just attack Nabiira, and ignore the others unless you have multi-target Gimmicks equipped. Afterwards, he leaves you a STAR JACKET for Demiru. This Star stuff is the best armor in the game. Anyway, now head back to the third robot room, and once you proceed through the door, you'll come to a room with no exit, meaning you'll have to fight you-know-who again. BOSS: GIMMICK ROBO This time, there'll be two of them. But just keep attacking the front one. The only difficult part about this is the robot having a lot of HP. And now your path is clear. -FINAL AREA- Well, this part is a bit of a maze, and you can't save. You can ride the little lifts with A. Ride the first red one up, and head right. Then go up the ladder and head right again. Finally go down the little corner and you'll finally end up in the second room. Go left past the ladder, and then take the green lift up. Then go up the ladder, and all the way left. Ride the red lift down, and then go back up the ladder, right, and down the next ladder. Take the red lift down to pick up a CK MILK, then go back up and down the ladders, left off the screen. Take the green lift up, head right, and go up the ladder. Third room. First take the leftmost red lift up, and then head left across the green one. Go down and up the ladder, then walk all the way left. Head up the ladder here, and take the green lift left. Then keep going straight left and up the ladder. Fourth room. Ride the red lift up, then go up the ladder and take the purple lift down. Then ride the other purple lift right. From here take the green lift up, and head all the way right. Take the second ladder down, and ride the red lift left. Then go up the ladder and up the next one, and take the red lift left. Finally, walk all the way left to the exit. Take the last lift in the fifth room, and you'll find some salvation afterwards. There isn't a PACIFIER in the middle of the floor this time, and you can save again. There's also a can of special tomato juice which you can repeatedly use to refill your health. And a Tomapyon which will take you back to the very beginning of the palace. (There's a Tomapyon back to this room there now.) What I recommend here is taking a visit to Kaizou. You should have 5 more PACIFIERs to give him, making a total of 73, which earns you KAGEJIKU. And you can always get more PACIFIERs by exchanging Awesome points. Note that if you return to the world map, all the enemies will come back. In the next room you'll find...Pasaran! The happy reunion ends up providing the Love Energy, however, and Burikki and Gorikki will show up to claim it. This is your final battle with them, their "Special Starlight Combination". BOSS: BURIKKI and GORIKKI Well, the only strategy here is to just attack. No tricks except that they're a bit stronger. Afterwards, Burikki and Gorikki turn on each other, and then Abiira makes off with Pasaran, intending to marry her AND use the Super Cara- Cooker. Once you climb the ladder, you'll come to one more room that's just a big ladder to the top. Preparations for the final battle: 1) Make sure you have plenty of recovery items; you can buy the wonderful CK GUMMY GOLDs from the second store here in the palace, but the status items you'll need (HANZO'S WHISPERs and RAINBOW DROPs) you'll have to get from the first store here or one of the towns. 2) Pick whomever you like to fight the final battle. If you're good at executing their Gimmicks, and work well with them, then go for it. Everyone has their own advantages. Aresa has good Attack, average Speed, and average HP; Sofubii has average Attack, poor Speed, and great HP; and Rereku has good Attack, great Speed, and poor HP. Personally, I like to use Aresa, but I've beaten it with everyone, so I wouldn't say she's clearly the best choice. If you fail with one person, you could always try again with someone else. 3) Your party should all be at least level 60. If you exit the palace and come back, there's plenty of enemies to level up with, should you feel the need. 4) Hopefully you've been distributing your Gimmick power-up items evenly throughout the game. If not, well, all that matters is that the ones you plan to use in the final battle are strong, right? You can always buy lots of Stars if you want. But if you don't have the money and/or want a challenge, leave things as is. 5) If you don't think your Gimmicks are strong enough, and can't afford to buy any Stars, why not go build up Awesome points and trade them in for PACIFIERs to get new Gimmicks from Kaizou? It's a tedious process, and probably isn't necessary, however. Back to the game, now. Abiira plans on turning all the kids in the kingdom into toys now, including turning Pasaran into a "wife robo". Luckily, you arrive just before he does anything. BOSS: ABIIRA The first thing you should do is take out is the Slice Shield, which will lower Abiira's defense. After that just attack Abiira's head. After a while, his gun will turn into a Pasaran doll which will heal Abiira every other round or so. Once his head turns into a pacifier, it means he's almost done for. Afterwards, somebody shows up to crash the celebration -- the Gimmick Robo. Pasaran's Gimmick Robo. (Remember?) And this is why Abiira wants to marry her, from remembering being her robot. Then the Gimmick Robo joins with Abiira somehow, and now it's time for the REAL final battle. BOSS: ABIWRATH This is the real final battle, and rightfully so. Attack one of the pacifiers on the sides until the barrier turns from yellow to blue. Then focus on Abiwrath until the blue disappears and the pacifiers turn into guns. This is where it gets really tough. The pacifier guns lower your speed and defense, and make you very vulnerable to the AbiraStorm attack. Don't heal; use spend all of your time attacking the pacifiers, and when somebody dies, use a DROP on them. Otherwise, you'll just spend every round healing until you die or run out of items, because you'll just get slower and weaker. If you come back from a fall, all the lowered Speed and Defense effects will be gone. Once the pacifiers are out of your way, you should have both attack Abiwrath, healing when necessary. Finally, the pacifiers will come back and turn red, and Abiwrath will turn into...something... After a few rounds, it's all over. Well, now just enjoy the ending. Statistics for all your Gimmicks play during the credits. Even ones you don't have. ===== Items ===== ITEM: EFFECT: CK Fruit Recover 20 HP (single) CK Gummy Red Recover 60 HP (single) CK Gummy White Recover 100 HP (single) CK Gummy Peach Recover 240 HP (single) CK Gummy Gold Recover all HP (single) CK Cookie Recover 60 HP (all) CK Milk Recover 180 HP (all) CK Pudding Recover all HP (all) Timing Denchi Attack of Timing Gimmick +1 Renda Denchi Attack of Renda Gimmick +1 Dokidoki Denchi Attack of Dokidoki Gimmick +1 Speed Denchi Attack of Speed Gimmick +1 Timing Bolt Attack of Timing Gimmick +3 Renda Bolt Attack of Renda Gimmick +3 Dokidoki Bolt Attack of Dokidoki Gimmick +3 Speed Bolt Attack of Speed Gimmick +3 Timing Star Attack of Timing Gimmick +5 Renda Star Attack of Renda Gimmick +5 Dokidoki Star Attack of Dokidoki Gimmick +5 Speed Star Attack of Speed Gimmick +5 Fuel Part No. of Turns of a Gimmick +1 Speed Can Character's Speed +5 Life Can Character's Max HP +5 Return Ring Warp to the beginning of a dungeon Rainbow Drop Revive a fallen ally with half HP Aurora Drop Revive a fallen ally with full HP Doctor Coffee Cures Poison status Alarm Bell Cures Sleep status Hanzo's Whisper Cures Confusion status Mach Apple Raises Speed 50% for three turns Barrier Apple Raises Defense 15% for three turns Double Apple Raises Speed and Defense for three turns Chameleo Cologne Run away from battles Coupon Ticket Coupons for working out in Sofubii's Villa Pacifier Collect to get more Gimmicks from Kaizou (CK = Chichikaba) IMPORTANT THINGS: Surprise Spring Used to fix Takopyon in Toy Ruins Battery Belongs to Rui-Rui the robot Hot Pot Use to enter Mayo Hole, hold Mayo Spa water Bell Mush A souvenir used to meet Woops Amazing Organ Helps the band Balbie record a hit Lagoon Ticket Allows use of the elevator on Rock Island Urashima Gum Allows you to walk on the ocean floor Gold Key Opens the gold door in the Sunken Ship Blue Banana Lets you go through blue Nomicondas Red Banana Lets you go through red Nomicondas Green Banana Lets you go through green Nomicondas Tugger Doll Sofubii's doll that helps him get unstuck Letter Letter to Sofubii from his father Gondola Ticket Ticket for gondola, no good Hatena's Mask Give to person in graveyard for a quiz Skull Diamond Give to Kemlin for a New Gondola Ticket New Gondola Ticket Ticket for gondola, actually works Church Key Key to door in Moon Church Help Me Score Score to the song "Help Me" License Allows free travel on Soy Way Free Ticket Lets you ride the subway Contract Money Money from Butchavez Goma's Key Key to the Wabi Room Hand of Beginning Missing hand to the Clock of Beginning Dream Pillow Sleep on it to go to the Reverse World Baku's Key Key to the Rem Labyrinth Dareco's Look Allows passage between Rem and Non-Rem Sheep Icon 1 For path in Rem Labyrinth Sheep Icon 2 For path in Rem Labyrinth Red Memory Belongs to the Red Door Blue Memory Belongs to the Blue Door Sheep Icon 3 For path in Rem Labyrinth Green Memory Belongs to the Green Door Hand of Ending Missing hand to the Clock of Ending Cheqida Pillow Sleep on it to meet with Cheqida Gold Pot Show to Pot Mania for a card Palace Key 1 Opens the first door in Gimmick Palace Palace Key 2 Opens the second door in Gimmick Palace Palace Key 3 Opens the third door in Gimmick Palace ======= Clothes ======= DEMIRU: Vinyl Shirt Defense 5 Plastic Jacket Defense 7 Mayo Jacket Defense 12 Spike T-Shirt Defense 17 Gogo Shirt Defense 25 Sumo Jacket Defense 26, HP up Skull Jacket Defense 37 Techno Jacket Defense 51 Platinum Mantle Defense 57, Speed up, HP up 4th Dimension Shirt Defense 72, Speed up Star Jacket Defense 105 ARESA: Nylon Skirt Defense 8 Papatara Skin Defense 15 Heavy Metal Apron Defense 20 Snake Leather Dress Defense 30, HP up Ghost Robe Defense 41, Speed up Metro Skirt Defense 55 Cheqida Skirt Defense 65 Diamond Scarf Defense 85, Avoid bad status Star Robe Defense 100, Avoid bad status SOFUBII: Lard Suit Defense 23 Bat Suit Defense 40 Digital Suit Defense 53, Speed up Hurricane Suit Defense 70, Speed up Star Suit Defense 100, HP up REREKU: Ninja Coat Defense 49, Speed up Lightning Coat Defense 75, Speed up Star Coat Defense 100, Speed up ALL: Mach Jersey Defense 22, Speed up Abiira's Diaper Defense 43, Avoid bad status Moon Gown Defense 80, Speed up, HP up Cosmo Mantle Defense 93, Avoid bad status ======== Gimmicks ======== Using Gimmicks is not as simple as using weapons in other games. Each Gimmick has its own special controls that if you execute properly, you can deal more damage. There are four different types of Gimmicks. TIMING: You have to time things just right RENDA: You have to repeatedly hit the proper button(s) DOKIDOKI: Kind of a miscellaneous category SPEED: You have to be quick to get it right The higher you set the Difficulty Meter on the menu screen, the harder it is to use each Gimmick. You might think it's a good idea to just leave everything at L1, but the higher the Difficulty Level of a Gimmick, the quicker it fills up the Awesome meter in battle. And once Aresa, Sofubii, or Rereku have their Awesome meter filled enough, they have the option of doing an Awesome attack. You can only use each Gimmick a certain number of turns before it runs out. Once all of your equipped Gimmicks run out of turns, they all automatically refill. And now, an [incomplete] list of Gimmicks, and how to use them: -------- -DEMIRU- -------- -GEAR YOYO- Turns = 10, Attack = 21, Timing = 27 Hit A when the blue is in the red space. [From: Seremo, Kobolei Village] -MAGNEHAND- (Speed Down) Turns = 7, Attack = 27, Renda = 30 Keep pressing A until the blue reaches the end of the bar. [From: Seremo, Chichikaba Forest] -ANGRY VOLCANO- Turns = 5, Attack = 40, Dokidoki = 45 Try to pick a space that has a volcano underneath. I don't think there's any way to tell, it's all random. [From: Hanzo Lab 1, first visit] -K WOOF-WOOF- Turns = 5, Attack = 47, Speed = 52 Move the cursor over the ball and press A. The number of times to do this is displayed on the right. [From: Hanzo Lab 2] -SNEA-CAR- Turns = 7, Attack = 52, Dokidoki = 62 A button combo will scroll by (from right to left), and you have to input that combo afterwards. [From: Hanzo Lab 3] -LINEAR GLOVE- Turns = 7, Attack = 55, Renda = 66 Jam down on whichever button is displayed until the blue reaches the end of the bar. [From: Kaizou, free] -KING MEOW- (Steal Topar) Turns = 7, Attack = 59, Speed = 79 Choose the numbers from least to greatest. As it gets harder, it uses Japanese numbers, so leave it on L1 if you don't know any Japanese. [From: Kaizou, 7 Pacifiers] -BITE-BITE- Turns = 7, Attack = 63, Timing = 78 Hit A when the clamps are snapped together. [From: Hanzo Lab 4] -NOISY FACE- Turns = 7, Attack = 70, Timing = 98 Hold A and then release it just right so that the ball stops in the red space. [From: Kaizou, 17 Pacifiers] -TAIL BUN-BUN- Turns = 10, Attack = 70, Renda = 81 Repeatedly alternate between left and right on the D-Pad until the blue reaches the end of the bar. [From: Hanzo Lab 5] -PYRAMET- (Defense Down) Turns = 5, Attack = 77, Dokidoki = 89 Remember the button combo that's first displayed, then input that combo after it disappears. [From: Kaizou, 31 Pacifiers] -KAMIKAMI- (Multi) Turns = 5, Attack = 82, Timing = 98 Hit A when it lands on the "kichi" ("good luck") kanji. It's the one that looks like a plus sign and a square. The other one is "kyou" ("bad luck"), and it has an X in a square. [From: Kaizou, 43 Pacifiers] -BANANA SNOWBOARD- Turns = 7, Attack = 77, Speed = 92 Hit the button displayed. The number on the right is how many you'll have to hit. [From: Hanzo Lab 6] -ROLLING UNION- Turns = 7, Attack = 87, Speed = 107 Hit the button opposite the one displayed. The number on the right is how many you'll have to hit. [From: Kaizou, 57 Pacifiers] -TURTLE SHELL GLOVE- Turns = 10, Attack = 85, Timing = 102 Hit A when a ball gets in the red area of the bar. You have to catch as many as the number displayed on the right. [From: Hanzo Lab 1, second visit] ????????????? ????????????? ????????????? ------- -ARESA- ------- -BUBBLEHORN- (Sleep) Turns = 7, Attack = 28, Speed = 33 Hit the button combo displayed in left-to-right order. [Default] -DOKKIRI BALLOON- (Poison) Turns = 7, Attack = 37, Dokidoki = 44 Some pictures will be displayed, then some will change. Hit A on the ones that have changed. [From: Hanzo Lab 2] -RABBIT SHOES- Turns = 5, Attack = 54, Timing = 69 Hit A to stop the rabbit head in the red space. [From: Hanzo Lab 3] -ROD UFO- (HP Absorb) Turns = 5, Attack = 56, Dokidoki = 62 Count how many aliens fall out of the little spaceship, and then input that number on the right with the up and down buttons. And hit A to confirm. [From: Kaizou, 4 Pacifiers] -SPIDERSHOT- (Speed Down) Turns = 7, Attack = 59, Dokidoki = 70 Move the red space over the spot where the ball had vanished and hit A. [From: Hanzo Lab 4] -LAND ROCKET- Turns = 7, Attack = 68, Dokidoki = 87 Each question mark will turn into a number for a short period of time, until it just stays all question marks. Once it gets to that point, input the numbers as they were with up and down, and hit A to confirm. [From: Kaizou, 13 Pacifiers] -BAD VACUUM- (Poison) Turns = 5, Attack = 74, Renda = 85 Use B to move left, and A to move right, and collect the number of balls displayed on the right. [From: Hanzo Lab 5] -HONEY VULCAN- (Multi, Poison) Turns = 5, Attack = 76, Renda = 91 Repeatedly hit whatever button appears until the blue reaches the end of the bar. [From: Kaizou, 26 Pacifiers] -FART HORN- (Sleep) Turns = 5, Attack = 80, Speed = 92 A combo of a directional and A or B will be shown. Press the direction and A or B simultaneously. The number of combos you have to hit is displayed on the right. [From: Kaizou, 37 Pacifiers] -CUE-HIT ARROWS- (One-Hit KO) Turns = 5, Attack = 70, Timing = 78 Hit A when the ball is in the red space (the red space moves). [From: Hanzo Lab 6] -LOVE-LOVE DO RE MI- Turns = 7, Attack = 90, Speed = 104 Hit the button highlighted in yellow. The number of buttons you'll have to hit is displayed on the right. [From: Hanzo Lab 1, second visit] -BUNNY HOPPER- Turns = 5, Attack = 90, Timing = 115 Hold A down for a little while, and then release it to let the ball bounce around. Then hit A again once the ball lands in the red space. [From: Kaizou, 65 Pacifiers] ????????????? ????????????? --------- -SOFUBII- --------- -CHOUSENPUUKI- (Multi) Turns = 5, Attack = 58, Renda = 69 Repeatedly hit A to keep the ball in the red space until you finally touch the end of the bar. [Default] -SUN LASER- Turns = 7, Attack = 68, Dokidoki = 95 Move the blue bar so that it connects with the ball. [From: Hanzo Lab 4] -CYCLING CANNON- Turns = 5, Attack = 68, Renda = 89 Repeatedly hit A to keep the blue moving with the arrow. Stay in the white when the arrow's in the white, and in the red when the arrow's in the red. [From: Kaizou, 10 Pacifiers] -REBOUND FROG- Turns = 5, Attack = 74, Speed = 82 Pictures of types of weather will be shown, and then just one picture of a type will be shown. Input the number of times that picture had appeared with the up and down buttons, and then confirm it with A. [From: Kaizou, 21 Pacifiers] -BRILLIANT CATFISH- (Multi) Turns = 5, Attack = 73, Timing = 99 Hit A when you think the timer is close to zero. [From: Hanzo Lab 5] -ELECTRIC DRUM- Turns = 7, Attack = 81, Renda = 93 Repeatedly alternate between A and B until the blue reaches the end of the bar. [From: Hanzo Lab 6] -POPOKON- Turns = 5, Attack = 86, Renda = 103 Keep pressing A to get the blue to the end of the bar. But don't press it when the exclamation point is there. [From: Kaizou, 50 Pacifiers] -HOT ELEPHANT- Turns = 5, Attack = 84, Speed = 110 Catch the balls in the little catcher thing at the bottom of the screen. The number to catch is displayed at the right. [From: Hanzo Lab 1, second visit] -SLOT BAZOOKA- (Multi, Steal Topar) Turns = 5, Attack = 92, Timing = 110 Hit A in each column so that all three symbols match up. [From: Kaizou, 81 Pacifiers] ????????????? ????????????? -------- -REREKU- -------- -SHURIKEN GUN- Turns = 10, Attack = 74, Speed = 94 Press the button opposite the yellow one. You have to do it the number of times shown on the right. [Default] -HEDGEHOG FIREWORKS- Turns = 5, Attack = 82, Dokidoki = 95 Watch the smiley face, then when it disappears, hit A on the space it last appeared at. [Default] -SEED FUKIN- Turns = 7, Attack = 86, Timing = 103 Hit A when the ball is within the space that used to be red. [From: Hanzo Lab 6] -HYPER YOKOZUNA- Turns = 5, Attack = 94, Renda = 109 Keep pressing A to keep the blue to the right of the arrow. [From: Hanzo Lab 1, second visit] -KAGEJIKU- (Multi) Turns = 5, Attack = 91, Speed = 112 Choose a panel with A, and try to make the next choice the matching picture. [From: Kaizou, 73 Pacifiers] -HIDARUMA- Turns = 5, Attack = 97, Renda = 112 Hit A 16 times to make the blue reach the red. If you do it too slowly, your 16 turns end before you reach the red. [From: Kaizou, 90 Pacifiers] ????????????? ----------------- -Awesome Attacks- ----------------- To execute these, fill up the Awesome meter until a gear turns yellow. Or fill it up even more until the second one turns yellow. ==ARESA== ONE GEAR: Mecha-Mecha Panic TWO GEAR: Tomato Robot #2 ==SOFUBII== ONE GEAR: Sunny Sometimes!? TWO GEAR: Gulp Choco ==REREKU== ONE GEAR: Mole Rush TWO GEAR: Invincible Song =================== Time Limit Quiz Q/A =================== Q: Sofubii no mise no iro wa? A: midori Q: Eigo de 'konnichi wa' wa? A: harou Q: 86479 - 69472 = ? A: 17007 Q: Gyakusaisei no kizzu no iro wa? A: orenji Q: Burikki to mou hitori wa? A: Gorikki Q: Toranpu de akai no wa? A: daiya Q: Heisei ichinen wa nannen? A: sen kyuuhyaku hachijuu kyuunen Q: Uupusu wa dotchi? A: onna no ko Q: Auchi ga suki na mono wa? A: dounattsu Q: 'Konnichi wa' no gyaku wa? A: hachininko Q: Demiru no ie wa nani? A: basu Q: 59372 - 38471 = ? A: 20901 Q: Mirakai o hoshigatte ita no wa? A: Takochuriina Q: Mittsume no Toipaatsu wa? A: supuringu Q: Kono geimu wa omoshiroi? A: omoshiroi! Q: Saigo ni hiraita Nomikonda wa? A: midori Q: Kinoko ga suki na kizzu wa? A: Enokin Hakase Q: Oisu Taun no chika wa? A: Kasuidou Q: Obake tako ni utsu misairu wa? A: yari ika Q: Hanzo Kyoudai no nibanme wa? A: Hanzon Q: Demiru no mittsume no Gimikku wa? A: Ikari Kazan Q: Barubii no gitaa wa dare? A: Nansu Q: Tomato ga kirai na kizzu wa? A: Doroppaazu Q: Bero no naga~i ikimono wa? A: kameberon Q: Sora tobu enban wa? A: karouna nigou Q: Hanzo Kyoudai wa nannin? A: rokunin Q: Rokku Airando no hoteru wa? A: Arukatora Q: Fujisan no takasa wa? A: 3776 meitoru Q: Ohoshisama ni nareru tani wa? A: hoshigake no tani Q: Supai Deita no kameraman wa? A: supai ari ============ Author Stuff ============ If you wish to contact me for questions, complaints, or anything else, I can be reached via email at: triplerach@hotmail.com Or, if you have AOL Instant Messenger, my name is Magikarp46 This document is 2002 by Rachel Oliver. I have only submitted this to GameFAQs, it should not be appearing anywhere else. If you see this document anywhere else, let me know so's I can get my fists dirty! If you would like to use this on your own site, email me and let me know. I have no problem with it so long as you don't change anything around. ======= Credits ======= Well, I couldn't have done it without these people: Nintendo/Alphadream - They made this game! Me - Well, I'm writing this walkthrough. :P My brother - For introducing me to this game. I wouldn't have otherwise even known it existed. GameFAQs - For being the greatest video game website there is. And thank you for your time. Bye-bye!