/ \__________________________________________________________/ \ < O _________________________O_( )_O__________________________ O > | | | | ( ) --------- M A D O U M O N O G A T A R I ---------- ( ) | |__________________________________________________________| | < O _________________________O_( )_O__________________________ O > \ / \ / Guide by J. "Avelline" Fitzgibbon. Version 1: 1st of August '03 ========================================================= Table of Contents ========================================================= I: Introduction II: Walkthrough -Jewel One -Jewel Two -Jewel Three -Jewel Four -Jewel Five -Jewel Six -Jewel Seven -Jewel Eight -Trial Labyrinth III: Misc - Help! - Contact Information IV: Credit and Thanks V: Disclaimers, etc. ========================================================= I: Introduction ========================================================= The Madou Monogatari ('Road of the Magic Story') series is Compile's forerunner to the more popular Puyo Puyo games. While the average Puyo Puyo fan might like the idea of a Puyo themed RPG the reality of the games are that they are pretty difficult if you don't understand a word of what's being said. These are the people that this guide is intended for: English speaking Puyo Puyo fans who picked this game up on the misconception that they'd be able to muddle through it in a weekend and, like I did, get completely and helplessly stuck. This guide is the result of many, many hours and months of trial and error, back-tracking and guess work in order to find a solution. This game is, sadly to say, one of the easier Madou Monogatari titles as it doesn't have the usual 3D maze format that Compile love so much. This has the benefit of making it much simpler to follow and the puzzles easier to solve. However, even if you're pretty experienced at playing foreign language RPGs the leaps in logic required to piece the nonsensical plot and events together here are enough to give anyone a headache. I've hopefully made this walkthrough as easy to follow as possible, but you have to bear in mind that the map design in this game favours unnecessarily large, sprawling locations and there's going to be a frustrating amount of wandering about and back tracking whatever you do. Another troubling aspect about this game is that things often do not always have to be done in a set order, and it may well be that this guide does not cover the most direct method for collecting the eight jewels. This guide is also by no means perfect and if you come across a better method for doing something then feel free to email me so I can check it out and alter the guide accordingly. I have made up names for any enemies who are not staple Puyo Puyo characters and indicated these made up names with an asterisk. I'd be delighted if someone could find out the true names for me. I'm also aware that this guide is not complete: I'm missing the final upgrades for ice, fire, thunder and the charge up spells. If anyone is aware of their location, please contact me so that I can add them into the guide. I believe that my gaming skills, which are dreadful at the best of times, have met their match and the chances of me being able to find them are doubtful to say the least. ========================================================= II: Walkthough ========================================================= After the brief introductory sequence our young heroine, Arle, is pushed into the cruel outdoors with a mysterious letter grasped in her sticky little mitts. The first place you need to go is to the magic school which is easily reached by following the path going north. You can pause to investigate the houses you pass but there isn't much of interest there. Once you're inside the school grounds you'll see your teacher stood outside waiting for you and you're ready to begin your first lesson. When that's over you'll be herded along with the rest of your class into the library. On the library walls are blue plaques which cause teach you new spells (signified by a dance). Remember what these look like because you'll need to hunt them out during the game to learn new spells or upgrade existing ones. ** - - - - - - - - - - - - - - - - - - - - - - - - - SPELLS: Fire (flame), ice (Snowman) and Thunder(Lightning bolt): These are your three basic attack spells which you'll rely on most of all (if not exclusively). These can be upgraded three times during the game. Healing (heart): Again, expect to use this one a lot. his can also be upgraded. Spell 1 Looks like a grinning face on the menu. It causes a pretty ring of flowers to circle your enemy and stops them from taking their next attack. This is useful for stopping charge up moves from taking place. Spell 2 It resembles two spirals and a dot on the menu, and I think that this lowers the enemy's attack power, although due to the absence of health meters, I'm not 100% certain. However, when preformed a load of little monkey-like creatures come and dance around before disappearing. Very odd indeed. Spell 3 Looks a bit like a sign from a toilet door. Lowers the enemy's defence. It also looks very pretty, since you get a firework effect. ** - - - - - - - - - - - - - - - - - - - - - - - - - In order to escape from the library you need to read a book from each shelf. Once that's accomplished, exchange some words with the teacher and choose the second option when he asks you a question. -------------------------------------------------------------- [Jewel One] -------------------------------------------------------------- Right! Now you're free and loaded to the teeth with destructive magic. Your first quest is to pick up eight jewels (You can see the location of seven of them by pressing 'select'). You can start off by going east until you reach a house with an old woman parked outside. Your conversation will be interrupted by four familiar faces from the Puyo Puyo games: Sukedoutara (Love those shades), Zombie Jr, Nasu Gurave and, my personal favorite, Skeleton-T. They'll rush past without giving you a second glance, but don't worry, you'll meet again. After this happens, you'll be teleported back home. I suggest you then go back, past the old lady's house where you've just come from. North of there, you'll find a vacant house where the four characters you've just seen live. More importantly, you can work your way through the trees to the right, and find a cave with another plaque on the wall, teaching you spell number four. Now, follow the path back, and go up past the school. From here it branches off in three directions. To the right is a cave, but unfortunately, you can't get across the stepping stones. To the left is your local branch of Flying Squirrel Airlines, which you can't use either, since it only takes you to places you've been before, and obviously you haven't been anywhere. That leaves the main path, which will take you into a sparkley forest, and your first opportunity for a battle. The two opponents you'll find here are: * - - - - - - - - - - - - - - - - - - - - - - - - - 1: GREEN PUYO The weakest enemy in the whole game! He can usually be defeated in one hit. Spell of choice: Ice 2: CAIT SITH These two siamease kitties shouldn't cause you too much of a bother. Beware of their charge up attack though, since it certainly caught me off guard! The two cats will nod at one another, before playing dead. After the next turn, they will both leap forward and scratch you. If you haven't gained many levels there's a good chance that you'll bite the bullet, so watch out! Spell of choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Going right then left up through the forest will lead you to a lake, where you'll see Sukiya Podes terrorising a group of frogs. Two will take the injured one away once he's left and the King Frog will appear. After a chat, he'll teach you to jump, presumably in exchange for you taking care of Sukiya Podes for them. If you've managed to get a few levels under your belt by this point, then feel free to proceed across they lilypad maze (see below if you get stuck) to fight Sukiya Podes. If not, then you might want to go back into the forest to gain some levels because Sukiya Podes is pretty tough. Remember though, that the King Frog will remove your jumping power until you come back to do the business. Maze Solution: the lilypads appear and disappear depending on which ones you jump on, so it can be frustrating, but it's not that tough. One route that works is: Up, left, left, left, up, up, up, right, right, down, right, down, up, right, right, right, right, up, left, down, down, down, up, left, left, left, left, left, left, up, right, right, right, up, up. * - - - - - - - - - - - - - - - - - - - - - - - - - 3: SUKIYA PODES. Can be tough depending weather you took the time to train up in the forest or not. On a completely unrelated note, does anyone else think that he looks like something out of South park? Like Cait Sith, he has a nasty charge up attack to watch out for. Spell of choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Once he's finished the frogs will drag him away and the King will have another chat, and will give you your first jewel. Congratulations! -------------------------------------------------------------- [Jewel Two]--------------------------------------------------- -------------------------------------------------------------- North west from here you'll find a gate, but this will remain locked until you get the right item, so it's back into the forest. While exploring, you probably came across the log house in the top north west corner of the forest. This is actually Sukiya Podes' residence, and will now be open. When you talk to him, Arles will go and look at his set of shelves. Once the speech is over, check the object sat on the red cushion on the shelves and Arle will take it with her. Now you've got the frog hop ability for good, you can pass the stepping stones in the cave. However, first you might want to check out the mountain (East of Arle's house) at the top, you'll now find our creepy little rabbit friend; Carbunkle! After you've talked, he'll dance away. You'll also notice a small treasure chest halfway up on a little shelf. Don't worry about trying to get it yet, since you'll need to gain another ability first. Go back to the cave. Once across the stepping stones you'll see two routes. The south route isn't open yet, and the way is blocked by two huge, creepy looking gates, guarded by a creature that puts me in mind of the Water Rat from the Wind in the Willows. Follow the route north, and you'll see another blue plaque along the way, this one will upgrade your fire spell to the level two. Don't bother trying to get the switch across the pool, because, once again, you'll need to gain another item before you can press it. Go out through the top door, and you'll find yourself in a completely different setting. There's a beautiful garden, full of flowers and fairies. Go through, past the blue locked door, then back out into the mountain ranges. To the south you'll find another cave, with the same kind of big creepy gates, which are locked too. Instead, go across the bridges and into the cave there. You'll find another spell plaque at the end of one of the corridors: ** - - - - - - - - - - - - - - - - - - - - - - - - - Spell 5 (Looks like a bubble with a big 'Z' in it): A sleeping spell. When it works, a herd of sheep will fly across the screen in a dreamy pink haze and stop your opponent from attacking. ** - - - - - - - - - - - - - - - - - - - - - - - - - Then follow the doors out to village number two. This is a much larger village than the first one. There's even some shops to spend your hard earned cash in. there's a food shop (with a bag over the door, and Pakista behind the counter), a weapons shop (with a sword over the door and Momomo behind the counter) and a third shop (with a Puyo over the door and Fufufu as the owner) the purpose of which I'm not quite certain. You'll have earned quite a bit of money through battles, but even so I tend not to bother buying things in the shops since their effects can be a bit hit-and-miss. Besides, you should have gained plenty of healing items amongst your battle spoils, and that's the only thing you might really need. However picking up a couple of the kite-shaped crystals from Pakista's shop (cost: 2000) is a good idea because they will regenerate you when you die, like the fairies in Zelda. Also the statue of two figures near the entrance will refresh your health, too. If you go east a far as possible and work your way through the trees you'll find a cave that has a plaque to upgrade your healing power. The first thing to do is go west, to the houses and enter the first one you see. Inside will be the four characters who charged by earlier, in the process of attacking someone. Once they see you, they'll leave (after Sukedoutara gives their victim a final boot to the head) and you'll rush over to talk to the poor guy. After he's taken care of, go west to the shops and then south and you'll find Zoh Diamouh's temple. there's not much to do here, except try out the portals. South from this building is a place with seems to be a kind of extension of the public temple. There's a crack in one of the floors, but once again you'll need to find another item first. You'll find that this town's branch of Flying Squirrel Airlines is open. Talk to the mouse, select the second option when he asks you a question, and then hop on your flying squirrel and you're away! You'll find Sukedoutara and Co. are now back in their house. After a bit of chit-chat, Sukedoutara will produce a ring and throw in on the floor and you'll be promptly attacked by Zombie Jr. * - - - - - - - - - - - - - - - - - - - - - - - - - 4: ZOMBIE Jr Not a very tough opponent at all. His little intro speech takes an awfully long time, though. Spell of Choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Once he's defeated, the other three will clear out, and you can take the ring. The ring will appear as a card in the left side of the status bar, and to use it, press the action button and Arle will preform a slam, on what appears to be a giant tomato (Don't ask; I don't know). This is what you need to break open the cracked floor in Zoh Daimaoh's temple, so use the flying squirrel to get back there. Once you're there, stand on the crack and use the ring, and Arle will fall through the floor. From there you should see two portals, like those in the public temple. The right one leads back outside, and the left leads down into the dungeon. There's nothing down there, since it's just the place you end up when ever you use the wrong portal, so just come straight back up. The enemies you'll encounter are: * - - - - - - - - - - - - - - - - - - - - - - - - - 5: MUMMY Another standard enemy. His charge up move causes a lot of damage, but you can usually bump him off before he gets a chance to pull it off. Interesting observation; His bandage throw move looks kind of like he's throwing a roll of toilet paper. Spell of choice: Fire 6: ZOMBIE Stronger than the Mummy, and kind of annoying. he throws bits of zombie flesh at you (ick), or uses his head as a football. Nastiest of all, when you beat him,he explodes and bits of pulsating flesh fly all over the place. Bleugh. Spell of choice: Fire, although they all seem to work pretty well. * - - - - - - - - - - - - - - - - - - - - - - - - - Going up leads you to a hall, with four passages. You have to choose the correct one, or you'll be washed down into the dungeon again. Choose the third from the left and you can pass, where you'll come to three portals. The left one leads to a dead end, and the middle one leads to another part of the dungeon, where you'll find another blue plaque to learn spell number six. * *- - - - - - - - - - - - - - - - - - - - - - - - - Spell 6 (Looks like a diamond): A charge up move. This is a really useful spell, since it acts as a power up, making your next attack super strong. Like fire, ice, thunder and healing, this spell gets upgraded as you progress through the game. ** - - - - - - - - - - - - - - - - - - - - - - - - - Go back up and take the right portal. You'll pass a locked blue door, and then go on to the next (blue) area of the temple. As before, the portal directly to your left leads down into another dungeon so it's not worth exploring unless you want to gain some levels, since battles are more frequent. Go up and choose the passage on the far left to avoid getting washed down into the dungeon, and then on to three more portals. The middle one leads to the next area, while the two on either side cause you to drop down into another dungeon, but the pentagram close by takes you back up. From there go to the portal at the top and round to the third (green) area. The same things happen here. This time choose the second passage on the left, and go to the three portals. The left portal leads to other portals which drops you into the same dungeon as before. The middle one leads to the next area, however the portal is broken. The right one, however, leads to another portal which drops you into a different part of the dungeon. Find the switch and press it before going back down to the locked blue door you passed earlier, which should now be open. Acquire the statue's head from the treasure chest and then go back to put it on the broken portal. Now once you're through, you'll find a room full of rubble, and a red curtain which slowly lifts up to reveal the Evil Elephant God himself! And he doesn't look happy either! * - - - - - - - - - - - - - - - - - - - - - - - - - 7: ZOH DAIMOAH Not quite tough enough to live up to his status as a God. Still, he has some nasty attacks that can do an awful lot of damage if you're not careful. Spell of choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Once he's defeated, he'll fall back and cause a shower of rubble, amongst which is your second jewel! After that, exit, and the doors will close on her with a slam in a display of graceful losing. Now you'll have to slog your way back to the surface. -------------------------------------------------------------- [Jewel Three] -------------------------------------------------------------- Once you've left, you'll find that Sasori Man is now in his fan-assisted boat by the dock (west from the shops). Talk to him and choose the second option and then either option (The first takes you there quickly, the second does it slowly) to the questions He asks. He'll take you to the next dock, and ask you another question. Choose the first option to abandon ship and enter village three. Village three is somewhat smaller than village two, and is populated almost entirely by ugly dog-people. To the west you'll see some stepping stones, and across them is a mountain, although you can't get very far up it at the moment so I wouldn't bother paying it a visit just yet. In the north east of the village is an opening with two girls stood in front of it. In here is a plaque which powers up your ice spell to level two. Hurrah! Go to the east exit of the village and you'll find yourself in a beautiful spakley wood. Two enemies to look out for: * - - - - - - - - - - - - - - - - - - - - - - - - - 8: RED PUYO: Just like the green one, except stronger and bouncier. It has some fire moves, too. spell of choice: Ice 9: DRACO CENTAUROS One of my favorites from the Puyo games, so I was looking forward to fighting her. Most of her attacks are fire-based, and she seems to have a high defense. Spell of choice: Thunder * - - - - - - - - - - - - - - - - - - - - - - - - - To the very north is another outlet of Flying squirrel Airlines. To the east is the entrance to the main forest, which is really where you want to be headed about now. Head east as much as possible until you come across a well, and jump down into it. This part can be quite hard at this stage, but I prefer to get it out of the way. Once inside, you'll have a long chat with some blue-haired personage before it disappears in a puff of smoke. Keep going, and you'll see a hole in the wall. As usual, you can't use it yet, but remember it's position, then go down into the water. Two more enemies to watch out for: * - - - - - - - - - - - - - - - - - - - - - - - - - 10: BLUE PUYO An aquatic puyo. It's moves are pretty rubbish, so you don't have much to look out for. Spell of choice: Surprisingly enough, fire seems to work best. 11: MERMAID* Although it might look a bit like her, sadly this isn't Seriri from the Puyo games. She's also quite tough at this stage. Spell of Choice: Fire again. * - - - - - - - - - - - - - - - - - - - - - - - - - In the first room with lots of doors, take the bottom right one to find a treasure chest. Taking the door to the bottom left will give you a frightening glimpse of an enormous fish. Take the middle-right door to proceed onwards. Following the doors, you'll soon walk underneath the enormous fish, but don't worry, it won't attack you. Go past it and through the door to find a cucumber stuck to the wall which you must take. There are nine more to collect, but none of the are really hidden so there shouldn't be much of a problem with finding them. Once you've got them all, leave the cave and Arle will throw the cucumbers into the water, which causes a huge tidal wave. The blue haired person comes and picks you up, and you'll find that the giant fish is now sticking his head out of the water. Inside his mouth, check the sparkle and you'll be surrounded by little spider creatures, and have to fight: * - - - - - - - - - - - - - - - - - - - - - - - - - 12: SPIDER-TAUR* A very tough opponent, which is why I suggest you level up a bit in the cave before you tackle her. She can take an awful lot of damage. Spell of choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Once she's finished, the other spider creatures will drag her away. You can now leave the well, after another chat to Blue-hair, and you'll get your third jewel. -------------------------------------------------------------- [Jewel Four] -------------------------------------------------------------- Once outside follow the stepping stones south as far as possible, and then east. Following this path you should find another blue plaque, this time, powering up your 'charge up' move. Keep going and you'll eventually come to an open area with a kind of lever. Check it and a load of Pannottys will jump out with their flutes and dance about, and of course Arle joins in. There must have been quite a party because the next thing we see is little Arle asleep, and the Panottys have gone. However they've left one of their flutes behind for her. Talk to the 'lever' thing again, choose the second option and Arle will remove the ball from the top. Go back to where the stepping stones are near the well, and take the middle right fork and then take the east fork then the south west. You should come across another plaque to power up your thunder to level two (finally!). Keep going on that route and you should come to the large mansion you can see in the middle of the forest on the map, which is Satan's residence. The doors set into the wall lead down to a kind of dungeon, but only the middle cell is occupied. The next room is split into lots of little rooms, some with boards in them. Keep going and you'll come to a Draco stood in front of a giant portrait of the man himself. Have a chat with her and she'll ask you some questions, and throw you out if you get any wrong, but fortunately you can have as many attempts as you need. This is where knowledge of the Japanese language would be really helpful. If you're in the same boat as I am, you'll just have to muddle through as best you can. I have a feeling that these are random, but if not, the answers are: C A B B C After you've answered the questions, the portrait will lift up and you can go and speak to Satan himself. I'm not quite sure what goes on here, but you get dinner and a show, which is nice. Much more preferable to his usual attempt at bodily harm. Now you can leave, but not before the demon kid in the dungeon kicks your arse for not coming to rescue him, I imagine. Now from here, you can go and explore the rest of the forest and whotnot, but the baddies get a bit harder, so I usually leave that for later. Instead go back to the forest entrance, and you'll find one of your class mates waiting for you. What's that Lassie? Trouble at the school? Off you go back to the magic school, you'll find Yoyoyo waiting for you, listen to what he says then make your way into the school. While you're here you can fight Mandragora (By checking the red flower in the garden) if you want to, however, she's very strong and it's easier to leave her for later. Instead go to the teacher's office (behind the classroom), and have a word with him. You'll discover he's gone a bit peculiar and he'll transport you a weird tower. Heal yourself with the statue because this labyrinth can be pretty unpleasant. I think it's rather pointless giving directions for this tower, since I believe that I'd just end up confusing everyone, myself included. You're better off just exploring it yourself. Three enemies are here to make trouble: * - - - - - - - - - - - - - - - - - - - - - - - - - 13: PURPLE PUYO Very bouncy and annoying, but not as tough as it's yellow counter part. Spell of Choice: Ice 14: YELLOW PUYO Quite tough, although it's moves aren't that great. Spell of choice: Ice 15: FAKE CARBUNKLE* Looks just like the normal one, except it's larger and is missing the jewel between it's eyes. Spell of choice: Thunder * - - - - - - - - - - - - - - - - - - - - - - - - - When you come across another healing statue, you're at the end. Go in the next room to find your headmaster in a richly decorated room. When he sees you, he'll fling his glass of wine away in true evil villain style before attacking you. Who doesn't appreciate a bit of theatrics every now and then? * - - - - - - - - - - - - - - - - - - - - - - - - - 16: HEADMASTER*. He's pretty tough. He has similar spells to you, except more powerful plus a kind of 'solar beam' move which, frankly, kicks arse. You'll probably have to heal a couple of times before the battle's over. Move of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - - Once he's finished, you'll see the demon from Satan's dungeon leap out from his body, showing you the cause of the trouble. Once again, he'll give you a kicking before disappearing in a puff of smoke. -------------------------------------------------------------- [Jewel Five] -------------------------------------------------------------- You'll then wake up at home, in bed. After you've talked to Arle's mum, there'll be an explosion and you can leave. I don't quite know what the significance of the explosion is, but hey, everyone likes explosions. Go back to school and talk to your teacher again and as a show of gratitude, He'll give you a spell book. If you read the book in front of a blue plaque or a bookshelf, you'll get a sparkley effect. If you read it in front of a gold plaque and then check the plaque, you'll be able to lean a new spell. Do this in the library, and you can learn fire level three! Return to the woods and follow the route to Satan's house, but instead of going south west on the final step, go east. You should come across a healing statue in an open area. This area contains a new enemy: * - - - - - - - - - - - - - - - - - - - - - - - - - 17: BAROMET: What game would be complete without an animal/vegetable hybrid? This sheep will sometimes try to give you an item, which I'm always far to paranoid to risk taking. Spell of choice: Fire The Purple Puyo is also here * - - - - - - - - - - - - - - - - - - - - - - - - - All of these trees are interconnected by tunnels and you can end up going around in circles if you're not systematic. Go to the most south western tree and you'll find the inside shrouded in darkness making it tough to navigate. Go down the stairs and head east, south, east to the furthest door. Follow the route and the treasure chest you find to reveal: * - - - - - - - - - - - - - - - - - - - - - - - - - 18: NASU GRAVE Yes he is an aubergene with glasses. Just what I was expecting to lurk inside a treasure chest. His attacks aren't very strong, but his endurance is very good. Spell of choice: Fire * - - - - - - - - - - - - - - - - - - - - - - - - - Once you've beaten him you'll aquire a ribbon which is useful for pressing switches over distances, such as the one in the first cave system. This teaches you thunder level three, which is an awesome looking move. Now return to the first lot of woods and go to Sukiya Pode's house. Check the cushion on his shelves, choose the second option and you'll deliver the ball you found with the Panottys. In return, he'll give you the mallet, so you can open the gate at the top of the forest finally! You'll also find that the forest has returned to it's sparkley glory. Go to the gate and smack the lever with the mallet. behind the gate you'll encounter: * - - - - - - - - - - - - - - - - - - - - - - - - - 19: TREE-BOY* I think this guy's pretty cool, actually. He can do a variety of attacks, but he's not too powerful Spell of choice: Thunder * - - - - - - - - - - - - - - - - - - - - - - - - - Keep going and you'll come to village four, which is inhabited by people who look like a cross between Charmanders and potatoes. These people, it seems, also have a thing for turnips. I believe that you have to speak to all of them and then to the village chief (The one that's walking on the spot) He should ask you a question. Choose the first option and the whole of the village will assemble for what looks to be a kind of trial. You can talk to any of them and choose the first option to see something weird. You'll find yourself outside and the villager you picked will be talking to the elder. They'll be pushed into a hole where they'll float for a second or two before falling in. Then all of the villages throw small green puyos on top of the victim before a huge one squashes them completely. When you go to repeat the process they won't return. It's an amusing spectacle, but I don't reccomend trying it. Instead, if you select the villager in the cloak on the bottom right then they'll turn into a puff of smoke to reveal the source of the trouble: * - - - - - - - - - - - - - - - - - - - - - - - - 20: SKELETON-D Just like his more familiar double, except he has a bottle of beer instead of his usual poison tea. As always, what he lacks in difficulty he makes up for in sheer coolness. He can swig his beer to get health back and has an ice move identical to yours. Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - Go around and talk to the villagers and each one you didn't squash will give you an item in gratitude. You'll also recieve your fith jewel. -------------------------------------------------------------- [Jewel Six] -------------------------------------------------------------- Your destination now is the Village of the Dog-People. Once there go over the stepping stones to the west and up the mountain side. Up this way are two new enemies: * - - - - - - - - - - - - - - - - - - - - - - - - 24: CANINE-TAUR* The bizarre way that she scoots off backwards once she's beaten really irritates me, however you have to respect someone who has found a use for static electricity other than sticking balloons to your hair. She looks quite a bit like Skyla from the Puyo games, except miscoloured. Spell of choice: Thunder 25: WITCH One of my most hated opponents from the Puyo games and she has versions of your three attack spells. She does fall off of her broomstick with a satisfying thump, though, which is a good thing. Spell of choice: Thunder * - - - - - - - - - - - - - - - - - - - - - - - - Halfway up you'll find another branch of flying squirrel airlines, which is handy because you'll end up traipsing up and down this mountain side quite a lot. If you continue up to the top you'll find another area filed with flowers and a couple of fairies, but you can't do anything there until you have all eight jewels. Use the flying squirrel to return to the most north eastern village. Enter the cave system that leads back to village 1 but as you go towards the area full of fairies Harpy will fly over and lay the smack down on Arle before disappearing into the blue door and conveniently leaving it open. Here there are more new enemies: * - - - - - - - - - - - - - - - - - - - - - - - - - 21: SPIRIT* Not particularly difficult or interesting, but I like her liquid-looking skirt. Spell of choice: Fire; but they all work quite well. 22: HEADLESS KNIGHT* Making something into a headless spirit instantly makes it about ten times cooler. Much in the same way that headless horsemen and headless pirates naturally out do their counterparts, this knight is cool. She's also pretty tough, with a mean charge up swipe attack. Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - - The route is very linear until you exit a door with a blue plaque next to it which sadly doesn't contain a spell. Above this are three more doors and if you don't choose the correct one, you go back to the start. Choose the left door to proceed to the next level. On this level there are three doors; choose the right most one. On the next level choose the second from the left out of the four doors. Now that's over proceed up the stairs and you'll hear a whistling sound and see Harpy's shadow. Play your flute to summon down Harpy so you can fight her. * - - - - - - - - - - - - - - - - - - - - - - - - - 23: HARPY I still think she looks like more of a punk angel than a Harpy. She can also be pretty tough Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - When Harpy departs she'll ask you a question before dropping a bag (I think it's money), which is nice especially under the circumstances and you'll get your sixth jewel. -------------------------------------------------------------- [Jewel Seven] -------------------------------------------------------------- Back tracking along the route you've just come isn't difficult and you can use the flying squirrel to get to village one. Once there, enter the cave and you'll find that Ratty has left his guard post, and with good reason! One of the doors has been completely blown off. If you haven't already pressed the switch to get thunder level 3 then you might want to make the detour now. Two new enemies here are: * - - - - - - - - - - - - - - - - - - - - - - - 23: WILL-O-WISP Another easy villain. His voice sample really grates on my nerves, for some reason. Spell of choice: Ice 24: BANSHEE TRIO Aw! They might be a bunch of evil, death-predicting spirits but they're just so cute! You have the option to let them run away when they hold up their sign, but I normally make them take their medicine. Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - There's also another blue plaque along here which upgrades your charge-up move to level three, another which upgrades your healing power to level three and a golden plaque which upgrades ice to level three. Once you've gone down enough sets of stairs you end up in what appears to be an underwater area. You'll notice that the music changes to the shop music when you go into the door directly to the right of the one you've just emerged from. This area contains a treasure chest which gives you a small round thing the purpose of which, as with most things in this game, is a complete mystery. Sasori Man and his boat are also here to take you out of the caves if you wish, but proceed past him to get to more shops (one of which, in an act of inter dimensional distortion is owned by Sasori Man himself). The top door leads to another set of gates which are still locked. I recommend that you go back the way you just came to the underwater ares and take the door on the far left. You'll go down several stair cases before reaching a branched area. The east fork takes you, unexpectedly, to a large, elegant looking place with sinister music and lots of large, empty rooms. This contains the plaque which teaches you healing level four and Momomo. After chatting to him, leave back the way you came and take the fork that goes south, then west. From here, if you proceed across the stepping stones you'll eventually reach an area with the plaque to teach you: ** - - - - - - - - - - - - - - - - - - - - - - - - Spell 7 It looks like an arrow with a small explosion next to it on the menu screen. When put into action, yellow explosions surround Arle for a moment and then an evil looking angel with a knife (!) comes to hover by her shoulder. At the end of the turn he'll fly forward to attack. ** - - - - - - - - - - - - - - - - - - - - - - - - Go back to the stepping stones and go back the way you came. Although you can proceed south if you want to it won't do you much good: the path branches off again here. The west path takes you down to another set of stone gates which have a pair of statues outside which I always expect to shoot lazers for some reason. The don't, fortunately, but they still won't let you through and the east path is a dead end. Go back to the shop area and you'll find a small, yellow dragon waiting for you. What he actually wants is a bunch of flowers (how predictable.). On the bright side you should have aquired an elephant card to go in your status bar. Use it to shrink Arle down to a teeny-tiny size (for reasons unknown, riding a teeny-tiny elephant). This is useful for getting into the small openings which you're bound to have noticed here and there in walls. There's one in this shopping area which contains absolutely bugger all but gives you an opportunity to fight: * - - - - - - - - - - - - - - - - - - - - - - - - 25: Flea* He jumps! And bounces! And spits a green acid-like substance! Who doesn't love performing fleas? Sadly, tiny Arle doesn't ride her elephant into battle. Spell of choice : Fire * - - - - - - - - - - - - - - - - - - - - - - - - You can also go back to Satan's forest to the area where the Pannottys were and approach the lever. Choose the second option and a black sphere will be placed on top causing the forest to go cloudy. You can also go to the area with flowers shown in the forest on the map. Check on of the flowers and you should get it as an item. This flower will stop Mandragora from fighting you when you wake her up in the school garden. Instead, she should give you a leaf. Inside the school building get the girl with the green hair and the glasses to combine the leaf Mandragora gave you with the flower you picked in Satan's forest. You should get a tiny circular item. Now go to the area that's full of flowers and fairies and check the flowers. One fairy should fly towards you, but instead of telling you off, she'll give you a bouquet. Take these flowers to the small yellow dragon inside the tunnels and he'll leave. The two large stone gates with statues in front will now have opened to reveal an area full of dragon skeletons and Skeleton -T and Suketoudara waiting for you. * - - - - - - - - - - - - - - - - - - - - - - - - 29: SKELETON-T Aha! This is the real skeleton T, complete with poisonous tea. I thought he was quite tough, to be honest, but he was cool as ever. Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - Once he's dead (or whatever the alternative for an animated skeleton) they'll leave behind a sparkley egg. Go and find Momomo again, and he'll leave to dig a hole, come back briefly and then disappear again. Leave Momomo's room, go up the stairs and then into the next door and up the stairs you find there. You should discover that the wall of the room has been broken down and inside is: * - - - - - - - - - - - - - - - - - - - - - - - - 30: DRAGOON Much larger than the other yellow dragon. I maintain that anyone who found this easy must have been stuck for a very long time! I had to heal loads of times before this thing bit the dust. Spell of choice: They all seemed ineffectual. * - - - - - - - - - - - - - - - - - - - - - - - - Go to the shopping area and buy the egg from Fufufu. He's not exactly giving it away, so you'd had better have saved up. If not you can easily make up the 4000 through the seemingly endless stream of random battles that happen in this area. Return to the area where you fought Skeleton-T and you should find that the small dragon is waiting for you. Talk to him and he'll put your egg on top of the alter. Go back to the area where you fought the large dragon and he'll give you your sixth jewel. Finally you can now leave this miserable cave. Hurrah! -------------------------------------------------------------- [Jewel Eight] -------------------------------------------------------------- Go back home to Mum and you'll be given a letter, which is an invitation to a fight with Sukedoutara. The next day, go back to school and Sukedoutara will be waiting in the playground for you, with a group of spectators, as with all true schoolyard scraps. * - - - - - - - - - - - - - - - - - - - - - - - - 31: SUKEDOUTARA Another character I adore. Who could dislike a badass fish with human limbs? The way he straightens his shades after he slaps you is great. However, this battle seemed to go on for absolutely ages. Spell of choice: Ice * - - - - - - - - - - - - - - - - - - - - - - - - Once you're finished with that he'll grudgingly hand over the last jewel! Hooray! Now travel to the duo of fairies atop the mountain to discover that one of them is missing. You need to find her before they can open the gate for you. Check the flowered area in Satan's woods and you should find her being held captive by none other than: * - - - - - - - - - - - - - - - - - - - - - - - - 32: OWL BEAR A very easy battle compared to the last one. I can never quite decide if he looks cute or freaky. Spell of choice: Fire. * - - - - - - - - - - - - - - - - - - - - - - - - Return to the mountain top and the two bees will be reunited. Talk to them and they'll transform together into a green haired girl in a kimono and produce a magic door to a very pretty dimension. Enter and you'll find a treasure chest containing a scroll. Now you can triumphantly march back to the headmaster's office to...see him get beaten up by the same green-haired demon from before. Prepare to battle: * - - - - - - - - - - - - - - - - - - - - - - - - 33 CREEPY DEMON* He looks much cooler in person than one would suspect from the in-game sprite we've seen running around. Actually, if it weren't for his weird feet he's look suspiciously like Satan. Hmmm. Anyway, he mimics all of your normal attacks and performs a defensive move if you do any others, but he's not too hard. * - - - - - - - - - - - - - - - - - - - - - - - - -------------------------------------------------------------- [Trial labyrinth] -------------------------------------------------------------- Once you've saved the headmaster's posterior again you'll spend a final night at home because tomorrow's your big day. Go back to the school to find that the teacher's waiting for you by the bottom gate. They'll be a brief assembly before you're sent into the tower to earn your graduation. You can buy items from Pakista's shop (I recommend picking up a crystal or two) and if you continue left from the shop you find switches that create platforms across the moat in the main room. Simply fiddle with them until you get all of the squares to appear at once. I started at the right most door (for reference I'll call it route 1) . * - - - - - - - - - - - - - - - - - - - - - - - - Route One contains every colour of Puyo you've previously encountered and: 34: BIG GREEN PUYO Starts off teeny and then grows huge, but seems to have very weak moves. I like him Spell of choice: Ice In the other areas you can come across every single random enemy in the game. * - - - - - - - - - - - - - - - - - - - - - - - - There are six floors to go up, but the enemies aren't much challenge. At the top you'll receive a large, red jewel. The you have to return to the main room. The center door takes you to a switch you can push. This makes a new path appear on the second floor of route 1 which leads to four buttons. With each set of buttons there are three which transport you back down and one which makes the buttons on the next floor appear. On the second floor, choose the circle. On the third floor, choose the '8' On the fourth floor, choose the '8' On the fifth floor, choose the 'B' On the sixth, you'll pick up your second red jewel. Return to the main room and you'll find that the two switches in the left hand door can now now pushed. Pushing the switches opens the different doors, but all of the routes lead to the same place: If you chose the right door (press both switches) then you need to follow the path laid out on the black tiles: Treading on a grey one results in the next door being shut. On the next floor tread on the path marking in alternating black and pale grey tiles only; avoid the red and dark grey ones. On the next floor tread tread on the path marked in alternating grey tiles, red tiles and light grey tiles. They must be stepped on in that order: stepping on a red tile after a light grey tile will make the door shut. On the next floor tread only on the path marked in alternating black, light grey and red tiles. In the center door (press the right hand switch), just keep going through doors until you see one marked 25. That floor has a door with Carbuncle marked over it which leads to the boss. The right hand door (press the left switch) leads to a maze designed by people with cruel souls. I would suggest out of the three alternatives that the right hand door is the easiest route. At least you won't be running around in circles. Whoa, that's boss music if I ever heard it. Open the gates at the top and you'll find that some...thing has got it's paws on your next red jewel! And what's more, creepy, green-haired demon kid is here too. Together they form: * - - - - - - - - - - - - - - - - - - - - - - - - THE TECHNICOLOUR DEMON* He has all of creepy-demon's moves, that is to say your ice and thunder spells level two fire and a shield maneuver. However he also has a really powerful Puyo attack. This battle made me realise how much games like this need life meters. I swear I was stuck in this battle for half an hour * - - - - - - - - - - - - - - - - - - - - - - - - Once you're finished with him, he'll revert back to his smaller form and Satan will drop in to cart him off. Back outside the tower you can speak to the headmaster before Sukedoutara arrives. And that's it! Congratulations, you've graduated! ========================================================= III: Misc. ========================================================= -------------------------------------------------------------- [Help!] -------------------------------------------------------------- As you might have noticed, although this guide allows you to reach the end of the game, there are still some mysteries that are left to uncover. If anyone can answer any of these questions for me, I'd be extremely grateful. a) Where are the remaining plaques that power up the ice, fire, thunder and charge up spells to level four? b) Two of the large sets of gates with guards in the cave system connecting village one and village two are still locked. How are they opened? c) When you're inside the same cave system mentioned above and take a 'slow' ride on Sasori Man's boat (by selecting the second option both times) you sail past a large house with Pakista stood outside. You can give him money going up in sums of eight. What's going on? d) From the small treasure chests found spread around the place you receive small round objects which resemble jewels. What do they do? Any answers will be gratefully received at: ghastil @ lycos . com (Remove the spaces) and contributors will be given due credit in the guide itself. -------------------------------------------------------------- [Contact Information] -------------------------------------------------------------- Any suggestions, comments, additions and such will be warmly recieved at: ghastil @ lycos . com (Remove the spaces when you send) Please make the subject something relevent to this guide so it doesn't accidently suffer the same fate as the huge volumes of spam I recieve. ========================================================= IV: Credits and Info ========================================================= -------------------------------------------------------------- [Credit] -------------------------------------------------------------- Thanks go to: -The Puyo Puyo Museum (http://www.puyo.b3.nu) which enlightened me regarding a few character names (and for being a great Puyo Puyo resource all around) -Ranma 91 and Elie Nishi who's discussions on the Puyo Puyo message group (http://groups.yahoo.com/group/puyopuyofanclub/) helped me figure out one of the harder puzzles. I would have never known which two items to combine and who to give the flowers to. -Compile for the game itself. -------------------------------------------------------------- [Contact and Distribution] -------------------------------------------------------------- Any comments, additions, corrections and so forth will be glady recieved at: ghastil @ lycos . com Please make your subject heading something relevent to the guide so that it doesn't accidently suffer the same fate as the huge volumes of spam I revieve. Please also double check that what you are sending isn't already available in the guide itself. Please DO NOT post this document elsewhere without my explicit permission. ========================================================= V: Disclaimer ========================================================= All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ is copyright J. Fitzgibbon 2003