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FAQ/Walkthrough by Skygor_II

Version: 1.10 | Updated: 04/14/09

Amazing Island Guide
For the Nintendo GameCube
By Skygor <dpgorski at yahoo.com>
14 April, 2009



=================
I. Introduction
=================
This is a little gem that is half minigames and half monster creation.  It is 
vicious cycle but a full designer is well worth it.  If you like E.V.O.: 
Search for Eden, Cocoron, Magic Pengel, Graffiti Kingdom, or Spore this isn't 
too bad for around US $10.

N.B. This guide cross references everything for (intended) ease of use.  So 
please pardon its length.


=======================
II. Table of Contents
=======================
   I. Introduction
  II. Table of Contents
 III. Story
  IV. Gameplay
         1. Controls
         2. Characters
         3. Concepts
   V. Story Mode
         BEGINNER COURSE
         INTERMEDIATE COURSE
         ADVANCE COURSE
  VI. Piggy Mode (Advance Tips)
 VII. Monster Card Game
VIII. Design Tips
  A0. Legend
  A1. Descriptive Appendix
         1. Frames
         2. Design Rules
         3. Hall of Life Powers
         4. Patterns
         5. Eyes
         6. Voices
         7. Accessories
  A2. Statistical Appendix
         1. Frame Statistics
         2. Frame Grades
         3. Thickness
         4. Patterns
         5. Eyes
         6. Voices
         7. Accessories
         8. Shops
  A3. Monster Card Game Appendix
         1. MC Descriptive
         2. MC Statisitcs
         3. MC GBA Statistics
         4. MC Structure
         5. Skills
         6. Chests
VIII. To Do List
  IX. Version History
   X. Acknowledgements
  XI. Copyright


============
III. Story
============
You're a kid who finds an old picture book of a fantasy island full of 
monsters, games, and the Maboo Tribe.    That night while you are sleeping a 
voice gives you a monster partner and jerks you to Amazing Island.  Surprise, 
surprise it has been taken over by bad guys called Evilings and only an 
innocent, hopeful, human child can save it.


==============
IV. Gameplay
==============
In order to save Amazing Island you must acquire Vision Orbs by beating 
Evilings in various challenges with a monster Partner you create.  The real 
goal however is to unlock more junk for monster creation.

----------------
IV.1. Controls
----------------
The controls are self explanatory in the game but here are some of the more 
obscure ones.

Hall of Life
--------------
Control Stick                       Move/Rotate X-Y Axis (up/down)
Control Pad                         Move/Rotate X-Z Axis (in/out)
C Stick                             Rotate Camera
L                                   Toggle Zoom
R                                   Toggle Fixed/Free Camera
                                       i.e. by 90 degrees or smoothly
X                                   Options Menu
X (Help Menu)                       Play Movie
Y                                   Tool Menu
Y (Tool Menu)                       Help
A                                   Confirm, Pen Down, Place Accessory
B                                   Cancel, Pen Up

Taking a Foto
---------------
Control Stick                       Pan left, right, up, down
C-Stick                             Zoom in, out
A                                   Take Foto
B                                   Cancel
Y                                   Talk to Partner for Emotes.

Battle Temple
---------------
Control Sick                        Move Partner
Control Pad                         Move Partner
B                                   Shoot
Hold B                              Charge Fireball
Release B (Charged)                 Fireball
A                                   Punch
Hold A                              Charge Dash
Release A (Charged)                 Dash attack

* Dash is fully charged after Partner's battle cry with fist flaming.
* Shot and dash can be charged simultaneously.
* Repressing A and B resets charge even if full.
* Standing still increases charge speed.

------------------
IV.2. Characters
------------------
Andy & Michelle
The hero and heroine of the game, or at least their default names.  They have 
been called to Amazing Island in hope that they will defeat the Black Evil.  
Their human ability of imagination allows them to use the Hall of Life to 
create and merge with monsters to battle the Evilings.  The only differences 
between them are appearance, starting packages, and gendered item order.  Andy 
gets girl items first while Michelle gets boy ones.  This mismatch is because 
they received a majority of the proper items from their starting package.  For 
simplicity this guide will refer to Andy.  Each saved game takes 2 memory 
blocks.

"Partner"
This is the monster character that is Andy's best bud.  It follows him around 
the Island and plays the games after merging with him.  How it looks doesn't 
affect game play aside from the stats attached.  Andy can talk to Partner to 
see its stats, Foto, and take a new Foto.  Only one monster can be held at a 
time, but each one can be saved to file.  Each saved monster takes 8 memory 
blocks.

Lagu
This is the Maboo that calls Andy to Amazing Island and gives him his first 
Foto.  Lagu says that he is needed to create a monster in the Hall of Life, 
but his function is not explicitly revealed.  In the meanwhile he'll explain 
various aspects of monster creation.

Folu
He runs the Water Mirror in the Hall of Life to shape the bodies of new 
monsters.  He also can give a short personality quiz to automatically create 
one.

Chinto
This is the final Hall of Life Maboo that customizes Partner's pattern, voice, 
eyes, accessories and name.  Using him doesn't erase the current monster body.

Jimba the Elder
As the elder of the Maboo he'll explain the history of the island and various 
game mechanics.  More importantly he functions as the system menu; saving and 
loading games, monsters, and linking with a Gameboy Advance for the Monster 
Card Game (MCG).

Jazz
Elder's assistant.  He'll show the all the Fotos (and statistics) of Andy's 
monsters, both saved and Monster Cards.  In addition he'll explain the nature 
of the battle against the Black Evil over the course of the game.

Course Watchmen
Ruby, Nimo, Dalu, and Suguru are lizard men guards of the Beginner, 
Intermediate, Expert, and Practice Courses respectively.  They'll explain how 
Courses work and teleport Andy and Partner to them.  In the meanwhile they 
like to play with their very long tongues.

Shop Girls
Jasmine, Cinnamon, and Ginger are the three shop girls on Amazing Island 
selling potions and items.  They'll come out of hiding one by one and increase 
their inventories over time.

Ow L. Rankin
This is the Village totem (tiki?) pole that keeps the top scores of all the 
events and courses.  He has his own file taking up 3 memory.

Village Kids
These are the local Maboo kids, with an occasional pig or chicken who seem to 
have inner ear problems since they keep tripping.  They give game tips and 
cheer Partner on during the events.

Painters
Pichi and Bundagio are living brushes that hang around in the shops.  They 
paint with human "essences" such as Laziness or Hope, and talk about their 
medium.

"Boss"
A fat mechanical statue that must be destroyed in certain events.

"Minion"
Some events need a little competition and these guys fill the job.  There are 
demons, rats, dragons, horses, spiders, and birds.

Dyna
The giant dragon skeleton of Cape Dyna.

"Turtle"
A flying turtle that serves as pick up and drop of crew for Partner in certain 
events.  It's always good to give props to the background crew who make events 
go smoothly.

Announcer Girl
The disembodied voice that cheers the Event and Course results.

Black Evil & Evilings
These are the guys responsible for the problems of Amazing Island with the 
Black Evil being their boss.  "Dancing" ones are the final challenge of a 
Course.  "Crawlies" are tadpole like heads that function as targets for some 
Events, while "Skinny" ones supplement Minions in others.

---------------
IV.4 Concepts
---------------

Memory Blocks
---------------
Saved Game                         3 Blocks
Scores & Options                   3 Blocks
Monster                            8 Blocks

Statistics
------------
Although the game can be completed with any monster, appropriate stats make 
Events easier and are essential for high scores.

Speed represent Partner's movement, and often is used for tapping events.
+ walking speed, e.g. Stonehead, Battle Temple
+ button tapping for running, e.g. Runs
+ speed bar drain or restoration appropriately, e.g. Waterskip, Sky Dive
+ distance of Dash attacks, e.g. Battle Temple

Power is Partner's strength and is used with the horizontal timing bar.
+ span of good/great horizontal timing bars, e.g. Waterskip, Catapult, etc.
+ effect of horizontal timing bar, e.g. Waterskip, Stone Spire, etc.
+ attack damage, e.g. Battle Temple

Mental would be better described as concentration or focus.  This is used with 
the rotational angle timer.
- speed of needle on angle timing bar, e.g. Basket Barrage, Catapult
+ span of good/great on angle bar, e.g. Basket Barrage, Catapult
+ slide reaction time, e.g. Darkness Corridor

Stamina is a seldom used stat that represents the monster's endurance or Hit 
Points (HP).  It is used with green colored energy bars.
- damage received, e.g. Battle Temple
- "damage" from crashes, e.g. Cloud Runs

Weight is how heavy a monster is, mostly used for physical situations when 
push comes to shove.
- launch height and distance, e.g. Waterskip, Catapult
+ push/shove, e.g. Spins, Battle Dome
* No effect to jumps in Beat'n Art
* No effect to geyser height in Spins

Element supposedly gives bonuses to certain events.  Determine by frame, 
Pattern, and mostly Accessories.  (I suspect element is told by the Event's 
Monster Cards.)
Water:  Waterskips
Fire:  Spin, Battle Down
Wind:  Sky Dive, Cloud Runs
Earth:  Stone Spire, Beat'n Art

Class is automatically assigned.  According to the manual and a village kid, 
higher class means a stronger monster.  Which specifically are higher classes 
or what determines a class is currently unknown.
   Legendary      Lavish
   Illusory       Plain
   Special        Strange
   Premium        Bizzare
   Elegant        Superb

Foto
This is a picture of a monster that is the link between the real world and 
Amazing Island, and is used for displaying a monster file.  Andy can take a 
Foto by talking to Partner and selecting "Take Foto".  Use the Control Pad and 
C-stick to reposition Andy for the snapshot.  Pressing Y while shooting will 
let Andy talk to Partner and get different emotions.  Pay attention to its 
eyes and accessories to see the differences.

Hall of Life
This is where Andy can make monster Partners.  First chose your Frame and draw 
the body.  Then accessorize it, name it, and finally take its Foto.  (Don't 
forget you can take Fotos outside for difference backgrounds.)  If designing a 
monster from scratch is too much, Andy can take a random personality quiz to 
have one automatically made.  Creating new monsters costs nothing.  More Hall 
of Life abilities are unlocked by Vision Orbs and Chance Stars.  See Appendix 
A1.4. for more details.

Courses & Events
A Course is a series of minigame Events.  At the start of an Event the 
instructions are displayed and Partner is given the option to use a potion.  
After the game the score is ranked if it's high enough and prizes are awarded.  
The player will always receive half their score points in Gold Credits.  An 
Event is completed only if 700 or more points are scored.  The maximum amount 
of points for an event is 3000, although some games have a human limit of 2000 
to 2500.  Completing all the Events clears the Course and awards a monster 
Frame.  The first time around, Courses end with a game of Eviling Volleying 
and award a Vision Orb.  Later Courses have different Paths to follow with 
different Events and subsequent prizes.

Practice Course
This is a special Course that lets Andy play any Event already completed 
without using Chance Stars.  Score is ranked and only Gold is awarded.

Chests
These are prizes awarded at the end of an Event if certain point values are 
met.  Only one of each metal chest can be won from repeating an Event i.e. 
Retries.  If Andy has all the chests of a certain metal or has acquired one 
already during this series of retries, and then the next lower one is given.  
Chest contents are assigned randomly and often follow a theme e.g. all wings.

Metal       Point       Contents
----------------------------------
Gold        1800        Monster Cards
Silver      1000        Patterns, Voices, Eyes, or Accessories
Bronze       700        Potion

If Andy scores 1800 points and receives only a Bronze Chest, then he has 
acquired every Item and Monster Card from this Event.

Chance Stars
In another game these would be called Lives.  Every time an Event is repeated 
on a Course, due to failure or by personal choice, Andy loses a Chance Star.  
When they reach zero, "Partner" is booted off the Course back to Maboo 
Village.  Not too worry, Chance Stars are restored completely and they are 
saved between games.  Andy gets a Chance Star every time a new monster is made 
with the maximum being 99.  Various design powers are unlocked in the Hall of 
Life by Chance Stars.  See Appendix A1.3. for details.

Monster Cards & Album
These are preset monsters created by the game developers.  It usually is 
easier to pick out "stronger" monsters from here if you don't have a guide 
such as this to help make desired traits.  They take up no memory blocks but 
cannot be modified in the Hall of Life.  They are acquired only from Golden 
Chests.

Potions
Performance enhancers are allowed on Amazing Island.  There is one for the 
four major stats in small, medium, and large sizes.  Only one may be used per 
attempt and if the score is ranked the potion used will be recorded as well. 
Potions can be won from Bronze Chests or bought from the shops.

Shops
There are three shops in the Village that sell potions and accessories.  Their 
inventories increase as more Vision Orbs are acquired.  Although Andy will be 
loaded with Gold, don't spend in all in one place.  There are several items in 
the 10kG range with the highest being 80000G!

Vision Orbs
These are concentrations of the "Power of Good" that must be collected to 
drive away the Black Evil.  They are acquired by completed a course path for 
the first time.  They enable new design powers in the Hall of Life, increase 
shop inventories, and advance character dialog.


===============
V. Story Mode
===============
This portion of the guide will cover completing the game.  (See Piggy Mode for 
advance techniques.)  To start off chose either Boy or Girl and give them a 
name them.  For simplicity I'll refer to Andy.  Here are their starting 
packages:

Legend
--------
Name                                Spd  Pow  Mnt  Stm  Wgt  Sum

Default Girl
--------------
Large Scale Pattern                  -3    4   -2    1    2    0
Cat Pattern                           5    2   -5    1  -10    3
Cow Pattern                           2    5   -5    1    6    3
Plaid Pattern                        -1    1    3   -3    0    0
Wood Pattern                          5    1   -6    3    0    3

Oblong Eye                           10  -10    0   10    0   10
Elongate Eye                        -10   12    0   10  -10   12

Cat Voice                             4    0    0   -3   -4    1
Elephant Voice                       -5    5    0    0    5    0
Bird Voice                            5    0    0   -5   -5    0
Cutie Voice                           0    0    0    2   -2    2

Little Horn                           0    3    2   -2    1    3
Medium Horn                          -2    4   -5    2   -1   -1
Bull Horn                            -5    2   -2    6    1    1
Thin Eyebrow                         -2    2    3    0   -5    3
Cute Wing                             3   -3    2   -2   -4    0
Fish Fin                             -2    2    0    3   -2    3
Round Claw                           -2    4   -4    2    1    0
Ribbon                                2   -5    4   -2   -5   -1
Heart                                -5   -2    2    6   -3    1

Default Boy
-------------
Beetle Pattern                        4   -2   -5    4   -1    1
Dog Pattern                           4    1    0   -3   -6    2
Marble Pattern                       -1    1    2   -2   -6    0
Rock Pattern                         -4    5    0   -1   18    0
Real Machine Pattern                 -3    4    0   -1   10    0

Angry Eye                             0   12    12  -12   0   12
Big Eye                             -10    0    10   12   0   12

Phantom Voice                        -4    0    0    5    0    1
Dog Voice                             0    0   -3    4   -3    1
Horse Voice                           0    0   -5    5    0    0
Machine Voice                         5    0    0   -4    0    1

Strait Horn                           3    0   -2   -3    2   -2
Big Horn                             -2    5    2   -6    2   -1
Rhino Horn                           -4   -2    2    5   -1    1
Bolt                                  2    3   -2    0    2    3
Dragon Wing                           6    2   -2   -5    1    1
Fin Crest                            -2   -3    2    4   -2    1
Cat's Claw                            2    3   -4    2   -1    3
Bell                                 -2   -3    3    2   -4    0

Default Both
--------------
Dragon Frame                          2    7    8    4   11   21

Maboo Pattern                         3   -1   -3    1    0    0
Pastel Pattern                       -2    1    3   -1  -14    1

Dinosaur Voice                        0    5   -4    0    4    1

Eagle Beak                            5   -2   -4    2   -1    1
Gloves                               -3    4   -2    2    1    1
Illumination Light                   -3    2    3   -2    2    0

All charts hereafter will follow this pattern more or less.  Sum refers to the 
summation of Speed, Power, Mental and Stamina.  None of these charts will ever 
include items that can be acquired from the Monster Cards Game that requires a 
Gameboy Advance Link.

After receiving your first Monster Card--it's always random--and dropping into 
Amazing Island (literally), walk up the slope to meet Eviling-Chinto.  After 
some conversation his boss will come and challenge Andy to a game of Eviling 
Volley! 

Eviling Volley 1
******************
Knock the Eviling off the platform with a giant magma ball.  Fun!  Press A to 
shoot and B to pass.  Holding A will charge the shot, even though the game 
doesn't explain this yet.

This game is pretty simple once you get the timing.  During the toss up mash A 
to gain control of the ball.  Alternatively you can just hold A to nearly 
guarantee it. Getting the ball first usually isn't worth it since its tricky 
to hit the ball from when downshifting from button mashing.  Once the game is 
away stick with B button passes to win safely.  If you have trouble, pay 
attention to the Eviling's timing and imitate it.

Prize:  Red Vision Orb

Vision Orb #1
---------------
After beating the Eviling, Andy gets the Red Vision Orb.  Chinto returns to 
his old self and scampers off to the Hall of Life.  Follow him and have a nice 
chat with Lagu, Folu, and Chinto.  They'll guide Andy through his first 
monster.  If you don't like it, just talk to Folu again to create a new one.

In any case here is the first Top Item listing.  This will list the best items 
for stats thus far in the game, assuming all items have been collected and 
bought.  "Hvy" refers to a high Weight stat and "Lgt" refers to a low Weight 
stat.

Boy  Spd      Pow       Mnt      Stm      Hvy       Lgt     Sum
--------------------------------------------------------------------
Ptn  Dog      Rock      Pastel   Beetle   Rock      Pastle  Dog
Eye  Angry    Angry     Angry    Big      Angry     Angry   Angry
                                          Big       Big     Big
Voi  Machine  Dinosaur  Machine  Phantom  Dinosaur  Dog     Dog
                        Phantom
Acc  Dragon   Big       Illum.   Rhino    Bolt      Bell    Bolt
      Wing     Horn      Light    Horn
     Eagle    Gloves    Bell     Fin      Illum.    Fin     Cat's
      Beak                         Crest   Light     Crest   Claw
     Strait   Bolt      Fin      Cat's    Big       Cat's   Gloves
      Horn               Crest    Claw     Horn      Claw
     Bolt &   Cat's     Rhino    Gloves   Strait    Eagle   Fin
      CatClw   Claws     Horn              Horn      Beak    Crest

Girl
-------------------------------------------------------------------------
Ptn  Cat     Cow       Pastel    Wood      Cow       Pastel    Cow
Eye  Oblong  Elongate  Elongate  Elongate  Oblong    Elongate  Elongate
Voi  Bird    Dinosaur  Cutie     Cutie     Elephant  Bird      Cutie
Acc  Eagle   Gloves    Ribbon    Heart     Illum.    Thin      Little
      Beak                                  Light     Eyebrow   Horn
     Cute    Round     Thin      Bull      Little    Ribbon    Fish
      Wing    Claw      Eyebrow   Horn      Horn                Fin
     Ribbon  Medium    Illum.    Fish      Gloves    Cute      Thin
              Horn      Light     Fin                 Wing      Eyebrow
     Little  Little    Little    Gloves    Bull      Heart     Gloves
      Horn    Horn      Horn                Horn

When Andy is done playing around in the Hall of Life, head to the Elder 
Jimba's Hut.  He'll explain about the Black Evil and direct Andy to the 
Beginner's Course.  Save your game here, then head straight from the hut to 
the watchman Ruby.  He will explain the course and send Andy off.

************************************************************************
BEGINNER COURSE
************************************************************************
The first course has four events that are pretty easy.  If things are too 
tough, try making more monsters for extra Chance Stars.

1a. Jungle Dash
*****************
Speed:  efficient taps
Silver:  -08.00s                   Gold:  -06.50s

A basic race verses a Skinny Eviling.  Tap A to run and B for a single sprint.  
A false start will trip Partner.

Avoid the false start and mash A to win.  Try an overhead hand tap like an 
arcade if you want extra speed, but be careful not to cramp your arm doing so.  
Although the game explains the B button sprint, save it for when you revisit 
the course.

Gold:
Steiner                Fire         102     91  116    90   84    399
Djinn                  Water        107    139  108    76   97    430
Abdominax              Earth        103     92  102   109   89    406

Silver:  beginner eyes
Angry Eye                             0     12   12   -12    0     12
Sharp Eye                             0    -10    0    14    0      4
Round and Black                       0      6  -12    12    0      6
Oblong Eye                           10    -10    0    10    0     10
Crooked Eye                          10      0  -10    10    0     10
Big Eye                             -10      0   10    12    0     12
Elongate Eye                        -10     12    0    10  -10     12

1b. Waterskip Slider
**********************
Element:  Water
Power:  better jump
Light Weight:  better jump
Speed:  better bar drain
Silver:  ???                        Gold:  +850m

Long jump off a ramp and skip across the lagoon to reach the rainbow marker.  
Tap A to gain speed and run down the ramp.  At the base of the ramp, hold down 
the Control Sick to time the power of the jump.  While airborn flick the 
Control Stick to skip across the water.

Yes, power helps in this event more than Speed.  During the initial sprint 
don't strain to mash A.  It doesn't take much to get to top speed.  You can 
start your jump anywhere on Dyna's head, but the first of the three lines is 
good enough.  When Partner is airborn getting the first flick is the most 
difficult since the touchdown point is off screen.

The easiest way to flick is to hold down the Control Stick at any point.  Then 
release it when Partner touches the water.  This hurts momentum a lot, so use 
it until you get the feeling of that first skip.

A better way and simple way to flick is to slide your thumb over the Control 
Stick quickly.  This will pull it down, and the release will snap it back up.  
The best time to flick is when the target circles are red.

Gold:
Gnu                     Water        98   103   88     98    79   387
SantaMew                Water       145    98   77     75    60   395
Mirrored                Water        64   129   93    119   111   405

Silver:  patterns
Frozen Marble                        -2     1    4     -3   -18     0
Polka Dot                             1    -4    4     -1    -4     0
Plaid                                -1     1    3     -3     0     0
Marble                               -1     1    2     -2    -6     0
Bony                                 -2    -4    1      5    -14    0
Round'n Round                        -1    -2    2      1    -18    0
Real Machine                         -3     4    0     -1     10    0

1c. Spin Break
****************
Element:  Fire
Heavy Weight:  better push/shove
Silver: -1:10m                      Gold: -0:53

Ram off all the Minions out of the bowl before the allotted time.  Press and 
hold A to charge a spin.  Release for a Spin Attack or Super Spin if the meter 
is full.  Periodically a geyser will shoot the players up, and the bowl will 
crumble away over time.

This is the first tricky Event so now would be a good time to make a few 
Chance Stars.  Charge the Spin meter right from the start and keep charging 
when it's full.  Partner will gain more power, first flashing Red, Yellow, and 
finally White.  You can push off the Skinny thin black Evilings without using 
charges.  Save full spins for the Red Bird and Yellow Horned Dragon, you'll 
know which ones.  Avoid the lava bursts, which waste time, by continually 
circling the bowl.  Keeping near the rim positions Partner for quick swerves 
and well time spins.  Just be careful to not fall off being so close to the 
edge.  Another good tactic is to Super Spin when three enemies are clumped 
together.

Gold:
Dragonus                Fire         80    98   138   73    128   389
Broud                   Fire        100   113   120   78    108   411
Bombast                 Fire         97   104   105   96     83   402

Silver:  horns
Strait Horn                           3     0    -2   -3      2    -2
Unicorn's Horn                        6    -2     6    2      2    12
Little Horn                           0     3     2   -2      1     3
Long Horn                             5     2    -5   -2      2     0
Medium Horn                          -2     4    -5    2     -1    -1
Big Horn                             -2     5     2   -6      2    -1
Lightning Horn                        6     0    -2    0      3     4
Rhino Horn                           -4    -2     2    5     -1     1
Bull Horn                            -5     2    -2    6      1     1
Deer Horn                            -2     2     0   -3      3    -3

1d. Stone Spire Smash
***********************
Element:  Earth
Power:  larger attack bar span, more damage per attack
Silver:  ???                        Gold:  -0:50s

Punch away a stone spire rock by rock, and then defeat the Boss.  Press the 
appropriate button when the meter is green or red to smash the spire. When at 
the Boss, mash the displayed button to attack and rest during the counter 
attacks.

This is rather easy if you get your timing.  Since the next required button is 
shown be ready for a switch.  If Partner is very weak, time for two high green 
attacks rather than one red.  When at the boss, fight up to the third warning 
flash and change buttons (if needed) during the attack.  If Partner is hit, do 
not attack until after the second Boss attack.

Gold:
Urz                     Earth        84   101   137    80   116   402
Glinos                  Earth       103    87   114   128   141   432
Viking                  Earth        85    83   116   129   128   413

Silver:  hands
Dragon Fin                           -5     6     2    -2     3     1
Mechanical Hand                       2     5    -3    -2     4     2
Steel Hand                           -6     6    -2     2     4     0

Eviling Volley 2
******************
Same as before but with four platforms and now the game explains power shots.  
B button passing will do the trick here again.

************************************************************************
Beginner Course Cleared
************************************************************************
Prize:  Orange Vision Orb
Gold:
Hero Frame                          4     4     4      3    6     15
Dinosaur Frame                      4     6     4     13    9     27

Vision Orb #2
---------------
So a lot of junk has happened.  The fog has cleared and the Practice Course 
and Intermediate Courses have been opened.  There's a new kid to talk to and 
Lagu, Elder, and Jazz have new things to say.  Right now Andy can either 
collect another Frame and more items from the Beginner Course or head onwards.  
Note that Frames at the end of Courses are always given in the same order, so 
it will always be Hero -then- Dinosaur.  The shop girl Jasmine has come out of 
hiding so there are a couple of new items for Andy to spend his Gold on.

Shop 1
--------------------------------------------------------------------
Speed-Up Potion Small   100
Power-Up Potion Small   150
Cat's Eye               300         10    0     0    -6      0    4
Primary Colors Pattern  400         -1    1     2    -2      0    0
Brick Pattern           500         -3    4     0    -1     18    0
Star                    600         -2    2     6    -5     -3    0
Skin Pattern            700          2   -3    -4     5      0    0
Tiger Pattern           800          1    5    -3    -3      0    0
Eye Glasses             900          0   -3     3    -2      -4   0
Sneakers                950          3    2    -3    -2      -1   0

Offhand don't spend money on potions.  If Andy is collecting items, he'll play 
the Courses long enough to accumulate lots of them.  While temping to splurge 
your money, note that prices for items will climb to the tens of thousands 
(max 80kG).  Although price and Course complexity are a decent measure of good 
accessories double check with the appendix or the top item charts.  For now 
it's OK to purchase a few for looks. Note that the Unicorn Horn (from Spin 
Break) is one of the best items giving +6 Speed and Mental and its only 
negative stat is -2 Power.

Cat    Spd       Pow       Mnt       Stm       Hvy       Lgt       Sum
------------------------------------------------------------------------
Frame  Dinosaur  Dragon    Dragon    Dinosaur  Dragon    Hero      Dinosaur
Pat    Dog       Rock      Frozen    Bony      Brick     Round'n   Dog
       Cat       Cow        Marble                        Round
Eye    Crooked   Elongate  Angry     Sharp     Big       Sharp     Big
Voi    Machine   Dinosaur  Cute      Phantom   Dinosaur  Dog       Dog
       Bird                 Animal   Cutie     Elephant  Bird      Cutie
B.Acc  Unicorn   Dragon    Unicorn   Bull      Mech.     Bell      Unicorn
        Horn      Fin       Horn      Horn      Hand                Horn
       Light.    Steel     Star      Rhino     Steel     Eye       Light.
        Horn      Hand                Horn      Hand      Glass.    Horn
       Dragon    Mech.     Illum.    Fin       Light.    Star      Bolt
        Wing      Hand      Light     Crest     Horn
       Eagle     Big       Bell      Unicorn   Dragon    Fin       Little
        Beak      Horn               Horn      Fin       Crest     Horn
G.Acc  Unicorn   Dragon    Unicorn   Bull      Mech.     Thin      Unicorn
        Horn      Fin       Horn      Horn      Hand      Eyebrow   Horn
       Light.    Steel     Star      Heart     Steel     Ribbon    Light.
        Horn      Hand                          Hand                Horn
       Eagle     Mech.     Ribbon    Rhino     Light.    Cute      Little
        Beak      Hand                Horn      Horn      Wing      Horn
       Long      Big       Thin      Fish      Dragon    Eye       Fish
        Horn      Horn      Eyebrow   Fin       Fin       Glasses   Fin

************************************************************************
INTERMEDIATE COURSE
************************************************************************
The second course is tougher than the Beginner and introduces paths.  Midway 
Partner will have to choose between Left or Right.  The paths lead to 
different Events and prizes.  Left is for "boy" frames and Patterns.  Right is 
for "girl" frames and Voices.  Both will have to be completed once before the 
next Course opens up.  Here is a "map" of the paths which follow the order of 
this guide.

2Le     2Re
2Ld     2Rd
2Lc     2Rc
2b
2a

2a. Seaside Sparklies
***********************
Element:  Water
Speed:  more effective taps
Silver:  25 combo                   Gold: 35 comb

Race to the finish while grabbing gems for points.  Tap A to run, and use the 
Control Stick to change lanes.  Water will slow Partner down, while hills 
speed it up.

This is the second race event, where high Speed can be detrimental.  Points 
are acquired by jewels, and bonuses are awarded with successive pickups.  
Missing a jewel resets the combo meter.  The jewel layout doesn't change 
except for the last five, so keep a moderate button rhythm and zigzag those 
bends.

Gold:
Watern                  Water       136   105   104    85    98   430
Neptune                 Water        85   110    78    12    84   285
Ragrag                  Water       101   112    87   123   100   423

Silver:  animal patterns
Dragon                               -4     5    -2     1    14     0
Large Scale                          -3     4    -2     1     2     0
Crab                                 -5     2     0     5     0     2
Beetle                                4    -2    -5     4    -1     1
Dog                                   4     1     0    -3    -6     2
Cat                                   5     2    -5     1   -10     3
Cow                                   2     5    -5     1     6     3
Parrot                                5    -1     0    -4   -14     0

2b. Basket Barrage
********************
Element:  Wind
Mental:  greater angle spans, faster needle speed
Silver:  70 baskets                  Gold 180 baskets

Shoot as many baskets for the most points.  Time the shot angle for the green 
segment to score a basket.  Score several baskets in a row to go into Fever 
Mode for multiple shots.

Keep your eye on the angel meter rather than the ball for this game.  Although 
anywhere in the green angle is acceptable, time throws when the arrow is at 
the needle/red segment.  This will set up a good rhythm and avoid misses when 
the basket changes height.  The angle meter bounces back and forth 
indefinitely, so get it on the rebound if you missed it the first time.  When 
in Fever Mode resist the urge to mash the button.  Have a steady rhythm that 
is synchronized to the Flashing A button for the best results.

Gold:
Meteron                 Wind         99    95   99    107   70    400
Felina                  Wind        128    77   94     95   67    394
Harykit                 Wind        127   102   92     80   60    401

Silver:  mouths and ears
Jaw                                  -3     5    2    -2     1      2
Duck Beak                            -2    -4    2     5     1      1
Drooping Ear                          5     2   -3    -2     1      2
Cat's Ear                             4    -2   -3     2    -2      1

**************************
Strict Route (Left Path)
**************************

2Lc. Waterskip Crusher
************************
Power:  better jump
Light Weight:  better jump
Speed:  better bar drain
Silver:  ???                        Gold:  +850m

This is the same as Waterskip Slider but kick rock columns on the track with 
the A button.

Time rock kicks about half a Partner body away for "Great".  This will add 
extra height and therefore distance.  Kicking doesn't reduce the Speed meter 
but Control flicks will.  Depending on the launch there will be a couple of 
times where the Flick and Kick are very close together.  Just mash Kicks and 
Flick when to Flick.

Gold:
Typhoon                 Water       108   92     79   122   121   401
Blizard                 Water        94   92    114   118   125   418
Blublade                Fire         99   80    113   126   143   418

Silver:  hats
Football Helmet                      -2    2     -5     6     2     1
Straw Hat                             2   -3      3    -2    -3     0
Witch's Hat                           2   -4      5    -2     1     1

2Ld. Catapult Craze
*********************
Power:  increase power meter span
Light Weight:  better jump
Mental:  increase angle meter divisions, slower needle speed
Silver:  +18km                      Gold:  +18.5km

Toss a rock on a catapult and launch Partner off it for the greatest height.  
Time various meters for the power of the toss, angle, and time to jump off the 
platform.

The power meter will bounce indefinitely so take your time with it.  The angle 
one will default to failure, so get it on the first pass.  The actual launch 
is trickier.  The best time is when the catapult arm is perfectly horizontal.  
However it is better to launch earlier than later.  Keep your eye on the left 
platform so you can see the rock coming.

Gold:
Shadoze                 Fire         96    94   141   91    114   422
Dogvow                  Earth       133    56   114   97    112   400
Bodigar                 Fire        124   123   111   88    108   446

Silver:  robot and cute
Bolt                                  2     3    -2    0    2       3
Rose                                 -2    -6     5    2   -5      -1
Heart                                -5    -2     2    6   -3       1
Barrel                               -6     5     2   -2    4      -1
Pail                                 -6     4     2    5    3       5

2Le. Sky Shooter
******************
Speed:  better meter usage and restoration
Siler:  400 points no crashes         Gold:  1200 points no crashes

Sky Dive to a platform and gain points for time and targets shot.  Shoot with 
A and air brake with B.  Crashing in to Evilings or shooting will lower 
Partner's speed.

Taking down a wave of same colored Evilings adds bonus points, and like 
Seaside Sparklies bonuses are more important than speed.  Red waves go in 
circles and Green ones bounce in lines.  For them just pick a spot and keep 
shooting.  They'll fly right into Partner's stream.  Purple ones are scattered 
but don't move, so pick them out.  A high score is very easy if Partner 
doesn't go crazy on shooting and clears entire waves.

Gold:
Afoo                    Wind        111   113    79    89    67   392
Windcut                 Earth        89    79   118   103   110   389
Thundar                 Water        93   129   114    80   104   416

Silver:  wings and fins
Dragon Wing                           6     2    -2    -5     1     1
Demon Wing                            6    -2     2    -4     1     2
Fairy Wing                            4    -3     2    -2    -4     1
Cute Wing                             3    -3     2    -2    -4     0
Tail Assembly                         6    -2     6     2     2    12
Fish Fin                             -2     2     0     3    -2     3
Fin Crest                            -2    -3     2     4    -2     1
Dorsal Fin                            2    -4    -2     6    -1     2

************************************************************************
Intermediate Course Strict Route Cleared
************************************************************************
Prize:  Yellow Vision Orb
Gold:
Dog Frame                           7     4     3      5      7     19
Macho Frame                         0     7     6     10     13     23


     Spd      Pow       Mnt          Stm       Hvy       Lgt       Sum
-----------------------------------------------------------------------------
Frm  Dog      Dragon    Dragon       Dinosaur  Macho     Hero      Dinosaur
Pat  Cat      Cow       Frozen       Crab      Brick     Round'n   Cow
Eye  Oblong   Elongate  Angry        Sharp     Big       Elongate  Big
Voi  Machine  Dinosaur  Cute Animal  Phantom   Dinosaur  Dog       Dog
     Bird                            Cutie     Elephant  Bird      Cutie
Acc *Uni. &   Dragon    Uni. &       Dorsal    Mech.     Rose      Uni. &
      Assem.   Fin       Assem.       Fin       Hand                Assem.
     Light.   Tube      Star        +Heart     Steel     Fairy     Human
      Horn                            & Bull    Hand      Wing      Hand
     Demon    Steel     Doughnut     Football  Cube      Cute      Pail
      Wing     Hand                   Helmet              Wing
     Dragon   Mech.     Witch's      Pail      Ball      Bell       Fang
      Wing     Hand      Hat
* Unicorn's Horn and Tail Assembly.
+ Heart and Bull Horn.

**************************
Goofy Route (Right Path)
**************************

2Rc. Stonehead Swap
---------------------
Speed:  faster walking
Silver:  4 rounds                   Gold:  6 rounds

Swap the given interchangeable heads on eight busts so that the top and bottom 
patterns match.  Use A to pick up and put down a head, and the Control Stick 
to move.

Pull a Captain N and press pause when the statues line up.  Then take your 
time figuring out the puzzle.  If there isn't a quick solution, try solving it 
from the opposite side.  Also note that Partner can reposition itself before 
the start of each round, so take advantage of a head start.

Gold:
Grandall                Earth       114    69    90   112   87    385
Gore                    Wind         82   101   122   122   83    427
Skyjin                  Water       118   102    77   102   68    399

Silver:  geometry
Bowl                                  2     0    -2     6    3      6
Disc                                  6    -5    -2     2    3      1
Ring                                 -3     2     6    -2    3      3
Quadratic Prism                      -2     4     2    -5    4     -1

2Rd. Bomber Bowl
******************
Element:  Fire
Speed:  more effective taps
Silver:  -1:00                       Gold:  -0:40

In a giant bowl arena defeat Boss with cherry bombs.  Tap A to move and B to 
shoot bombs.  Pick up black bombs, and avoid falling rocks, pink bombs, and 
the fountain at the center.

This is another tricky event that will take practice.  A good technique is to 
fill up on bombs (4), find the boss, and dump them all.  Wash, rinse, repeat.  
Bombs home into the Boss slightly so shots don't have to be perfect.  Also 
ramming the boss will make it throw a black (safe) bomb.  Always keep moving 
looking for chains of falling bombs.  If you cannot find the boss within 10 
seconds turn around and look behind, since Boss has just moved there.

Gold:
Farflung                Fire        104    89   101    80   113   374
Canistar                Fire        108   122    54   140    88   424
Vega III                Fire         75    99   106   127   115   407

Silver:  animal voices
Dragon                               -3     4     0     0     3     4
Dog                                   0     0    -3     4    -3    -2
Wolf                                  3    -2     0     0     0     1
Cat                                   4     0     0    -3    -4    -3
Tiger                                 0     2     0     0     2     4
Horse                                 0     0    -5     5     0     0
Elephant                             -5     5     0     0     5     5
Bird                                  5     0     0    -5    -5    -5

2Re. Battle Blast
*******************
Element:  Fire
Speed:  faster walking speed, longer Dash
Power:  faster shot charges
Silver:  930 points                 Gold:  1730 points

In the battle temple compete with Minions to shoot the most Crawlies.  Gold 
ones are worth extra points.

This is the first Battle Temple event with direct control of Partner.  Press B 
to shoot and hold to charge a Fireball.  Standing still and high Power speeds 
this up.  Press A to push and charge for a Dash attack, although the game 
doesn't explain Dashing yet.  The Dash is ready when Partner finishes its 
battle cry.  It is very easy to accidentally reset the charge of a Dash or 
Fireball so be careful.  If Partner is rammed by another monster it will be 
stunned for a bit.  If the damage is severe enough, Partner will flash yellow 
and be immune to attacks.  Wiggling the Control Stick will lessen stun time.

Stick with Fire rapid shots and punch when a crowd forms.  Punching knocks 
back the victim, and can chain hits together like billiard balls.  This 
doesn't give a bonus, but it can be more effective then rapid shots.  Avoid 
the Minions attacks and focus on the Crawlies.  Be especial careful at the 
edges, since falling into spikes causes Yellow stun damage.  Since it can get 
very hectic use pause to relocate Partner, and a bright colored pattern will 
help it stand out.

Gold:
Dillo                   Fire        107   95     83   91    139   376
Warkitty                Fire         96   84    115   87    126   382
Motochet                Fire        135   65     92   81    114   373

Silver:  claws
Cat's Claw                            2    3     -4    2     -1     3
Round Claw                           -2    4     -4    2      1     0
Double Claw                           2    5     -2   -4     -1     1
Triple Claw                          -2    6      2   -3      2     3
Thorned Claw                         -4    5     -2    2      1     1

************************************************************************
Intermediate Course Goofy Route Cleared
************************************************************************
Prize:  Green Vision Orb
Gold:
Hamster Frame                       8     2     2     7     5     19
Bunny Frame                         3     1     4     4     3     12

       Spd      Pow       Mnt       Stm      Hvy       Lgt       Sum
---------------------------------------------------------------------------
Frm    Hamster  Dragon    Dragon    Dinosaur Dragon    Bunny     Dinosaur
Pat    Dog      Rock      Frozen    Bony     Brick     Round'n   Dog
       Cat      Cow        Marble                       Round
Eye    Crooked  Elongate  Angry     Sharp    Big       Sharp     Big
B.Voi  Machine  Dinosaur  Machine   Phantom  Dinosaur  Dog       Dog
                           Phantom
G.Voi  Bird     Dinosaur  Cutie     Cutie    Elephant  Bird      Cutie
Acc    Uni. &   Triple    Uni. &    Bowl     Mech.     Bell      Uni. & 
        Assem.   Claw      Assem.             Hand                Assem.
       Light.   Dragon    Ring      Heart    Steel     Eye       Human
        Horn     Fin                 & Bull   Hand      Glasses   Hand
       Dragon   Steel     Star      Rhino    Cube      Star      Bowl
        Wing     Hand                Horn
       Disc     Tube      Doughnut  Duck     Ball      Fake      Fang
                                     Beak               Nose
       Cube                                            Cute
                                                        Wing
                                                       Eye
                                                        Glasses

Eviling Volley 3 & 4
**********************
The games are the same as before but the Eviling Boss has one.  Passing the 
ball between the two enemies increases their chances of messing up.  Giving 
opposite shots, e.g. fast to slow, shot to pass, is also effective.  Taking 
the minions down first weakens the Boss's skill a bit.  (Though it probably 
won't be noticeable.)  If Partner knocks out an Eviling prepare for the 
rebound.

Vision Orb #3
---------------
After getting the third vision orb--it doesn't matter which one--one kid is 
restored, the "Pull and Stretch" power is unlocked, and more of the locals 
come out of hiding.  Elder, Jazz, Lagu, and the kids by the Hall of Life have 
new things to say.  In addition Cinnamon and Pichi are out in Shop 2 and 
Jasmine has updated her inventory.

Shop 1
-------------------------------------------------------------------
Mental-Up Potion Small   200
Bat                     1200       -3     3    -2     2     2    0
Baseball Cap            1500       -2     2    -4     4    -2    0
Screwdriver             1800        3    -2    -3     2     2    0
Cute Animal Voice       2000        0     0     2     0     0    2
Cute Machine Pattern    2200        5    -1     1    -5    -1    0
Cube                    2500        6    -2    -6     2     4    0
Ball                    2800       -5     2    -2     4     4   -1
Doughnut                3000       -2    -6     6     2     3    0
Tube                    3200       -6     6     2    -2     3    0

Shop 2
--------------------------------------------------------------------
Speed-Up Potion Medium   500
Power-Up Potion Medium   550
Rat's Tail              1000       -2    -3     3     2    -2    0
Human Ears              1200        3    -2     0     2    -2    3
Fake Nose               1400        2    -3    -2     3    -3    0
Human Hand              1600        3     3     2    -2    -1    6
Tongue                  1800       -4     0     5    -2    -1   -1
Goggle Eye              2000      -10     6    10     0     0    6
Fang                    2200        0     4    -2     2    -1    4
Steel Armor Pattern     2400       -3     5     0    -1    18    1

Vision Orb #4
---------------
The path to Course three has been restored along with watchman Dalu, the 
brushman Bundagio in Shop 2, and the (re)Size (and reposition) power has been 
unlocked.  Jazz has more flavor text, Lagu teaches about accessories, the pig 
kid by the Hall of Life talks about Eviling Volley, and Shop 2 has restocked 
its selves.  As usual, more tables.

Shop 2
--------------------------------------------------------------------
Mental-Up Medium        600
Ogre Horn              2800         4    -2     2     0    -1     4
Lizard Pattern         3000        -5     3     0     5     2     3
Armadillo Pattern      3200        -4     3     0     3     6     2
Crab Pincer            3400        -4     4     2    -2     3     0
Insect Eye             3600       -10     0    10     6     0     6
Sheep Horn             3800        -4     2    -2     6     3     2
Thorned Collar         4000        -2     6    -4     2     2     2
Snail's Eye            4200       -12   -10    10     6     0    -6
Demon's Horn           4500         2    -2     6    -4     2     2

Cat  Spd      Pow       Mnt      Stm       Hvy       Lgt       Sum
-------------------------------------------------------------------------
Frm  Hamster  Dragon    Dragon   Dinosaur  Macho     Bunny     Dinosaur
Ptn  Cat      Cow       Frozen   Lizard    Steel     Round'n   Cat
                         Marble             Armor     Round
Eye  Oblong   Elongate  Angry    Sharp     Big       Elongate  Elongate
Voi  Machine  Dinosaur  Cute     Phantom   Elephant  Bird      Tiger
     Bird                Animal  Horse
Acc  Uni. &   Triple    Uni. &   Bowl      Mech.     Thin      Uni. &
      Assem.   Claw      Assem.             Hand      Eyebrow   Assem.
     Light.   Thorned   Ring     Sheep     Cube      Ribbon    Human
      Horn     Collar             Horn                          Hand
     Demon    Dragon    Demon's  Dorsal    Ball      Rose      Bowl
      Wing     Fin       Horn     Fin
     Dragon   Tube      Star     Heart     Quad.     Fairy     Pail
      Wing                        & Bull.   Prism     Wing

The Tail Assembly from Sky Shooter is exactly like the Unicorn's Horn and thus 
is one of the best items.  The Disc from Stonehead Swap is the best item for 
Stamina and you can purchase the Steel Armor for the heaviest pattern.


************************************************************************
ADVANCE COURSE
************************************************************************
Another course and more paths.  This time the first left leads to patterns and 
"girl" frames, right for voices and "boy" ones, and the "middle" ones to eyes.  
If Andy is gathering all the items don't worry too much about always scoring 
in the first events.  To get all the items in the last Events the first two 
Events will be played at least 24 times white the next two on both Paths 8 
times.  Also Events now only give two Monster Cards each instead of three and 
the Course gives three frames instead of two.

LLf   LRf   RLf   RRf
LLe   LRe   RLe   RRe
Ld          Rd
Lc          Rc
b
a

3a. Spin Attack
*****************
Element:  Fire
Heavy Weight:  better push/shove
Silver:  10 knockouts               Gold:  18 knockouts

Exactly the same as Spin Attack, except the Minions continually come and 
points are scored for knock outs.

As usually charge can go all the way to White, circle the bowl, and be careful 
of the crumbling floor.  Points are scored even if Partner falls out or 
releases a Spin, so suicide during the last seconds if it's not possible to 
knock out a clump of Minions.

Gold:
Feiberos                Fire        123    90   123   67     80   403
Homlar                  Fire        103   113   147   73    110   436

Silver:  noses and brows
Thin Eyebrow                         -2     2     3    0     -5     3
Thick Eyebrow                         2    -2     4   -3     -4     1
Ardent Eyebrow                       -2     2     5   -3     -4     2
Dog's Nose                           -2    -3     2    4     -3     1
Round Nose                            2    -4    -2    5     -2     1

3b. Beat'n Art
****************
Element:  Earth
Power:  stronger punches
Silver:  1.75 faces                 Gold:  2.75 faces

Sculpt a statue, with your fists!  Control Stick to move around the column and 
bounce on the trampoline.  Hold A to punch continuously and B to kick.  Kick 
in stakes to freeze time and crawl directly on the column.

This is a complex game that takes a bit getting used to.  First always hold 
down A.  Save Kicks for any straggling rings of cracked stone.  Use the 
Control Stick gently since direction is registered -after- a bounce.  While in 
Time Stop you can only tell Partner to turn left or right, while it 
continually walks forward.  If a stake is activated during a fall, immediately 
hold left or right to turn Partner around.  Statues can only be carved if all 
"three" rings of stone for their level has been cleared.

For now just worry about clearing this Event then practice control on the 
Practice Course latter.

Gold:
Glassrog                Earth       113   143   91     81   138   428
Super Sam               Earth       103    96   92    121   108   412

Silver:  armors
Cheek Guard                          -3    -2    6      2     1     3
Breastplate                          -5    -2    2      6     5     1
Shield                               -4    -2    2      6     5     2
Cape                                  6     0   -2      2     1     6

***********************
Left Path First Turn
***********************

3Lc. Jungle Spurt
*******************
Element:  Water (?)
Speed:  more efficient taps
Silver:  ???                        Gold:  -11:30s

Race to the finish as in Jungle Dash, while avoiding trees and rocks.  It's 
pretty strait forward with two exceptions.  First the fastest lane in the 
second to last hurdles is through tress.  Second the last hurdles needs a fast 
lane change from the far left to far right.  As with Jungle Dash, use the B 
button sprint till you are more familiar with the track.

Gold:
Amigo                   Water       130   158    59    86   114   433
Gridora                 Water        79    79   101   134   101   393

Silver:  material patterns
Vine                                  5    -1     0    -5     0    -1
Wood                                  5     1    -6     3     0     3
Rock                                 -4     5     0    -1    18     0
Pavement                              3    -2    -4     4    10     1
Ceramics                              2     1    -6     5     6     2
Haniwa                                2    -5     0     5    10     2


3Ld. Block Stack Attack
*************************
Element:  Water (?)
Mental:  larger angle segments, slower needle
Power:  larger meter segments, slower power meter
Silver:  5 tosses @ 10 height       Gold:  7 tosses @ 9 height

Try to stack as many blocks as possible, timing for power and angle.  Choosing 
a higher starting stack increases the difficulty and points awarded.

This is another timing event.  First try it at 5 height.  If it's not hard, 
raise the height.  Like Catapult Craze the power bar will continually bounce, 
while the angle meter will pass only once.

The green section for both the power and angle meter are acceptable for a 
toss.  Aim for the middle of the green angle segment to reorient it back to 45 
degrees on the next toss.  Like Seaside Sparklies, successive good tosses are 
required for high scores.

Gold:
Beeboy                  Water       95    124    91   76    72    386
Maniac                  Water       85    136   102   81    83    404

Silver:  weapons
Sword                               -4      5    -2    2     3      1
Axe                                 -4      4     2   -2     4      0
Spinning Saw                         2      4    -2   -4     4      0
Chain Gun                            2      6    -2   -5     5      1


*****************************
Rush Rush Route (Left Left)
*****************************

3LLe. Mach Runner
*******************
Element:  Wind
Stamina:  less damage from collisions, faster recovery
Speed:  more efficient taps
Silver:  -50s:                      Gold:  -42s (?)

Race to the finish in the fastest time possible while avoiding hurdles and 
stone columns.  Tap A to run and B to brake.  Running fast, i.e. tapping, will 
use more Stamina.

Like most races speed is not important, but rather control and pacing.  
Tapping in time with the displayed A button sets a good rhythm that isn't too 
strenuous on Stamina.  Hitting a couple of hurdles is acceptable but avoid the 
columns at all costs.  Don't forget to brake during turns that are marked with 
stripes on the floor.  This slows Partner down for greater control and 
restores Stamina.

In the middle of the track there is a pit jump after a set of six columns. 
Burn speed here for make the jump.  Failing will waste several seconds.  After 
the jumps there is a zig-zag of several columns, where weaving in and out is 
the best way to cross.  This event can be very difficult so take any passing 
score during your first attempts and practice it latter.

Gold:
Gossamer                Wind        138   122   73    80     64   413
Highwind                Wind        132    89   95    75    105   391

Silver:  hair accessories
Cat Whisker                          -2     3    2    -3     -5     0
Santa's Beard                        -2    -3    2     4     -2     1
Fluffy Hair                           2    -2    3     0     -4     3
Braid                                 2    -5    6    -2     -3     1

3LLf. Battle Royale
*********************
Element:  Fire
Stamina:  better defense and HP
Power:  faster charge, more powerful attacks
Speed:  faster walking speed, longer Dash
Weight:  better push/shove
Silver:  3 before time              Gold:  ???

Defeat all the minions in the temple.  Push B to shot and charge for a 
Fireball.  Push A to punch and charge for a Dash attack.  Break blocks for 
extra points and be careful of falling into spikes.

Full out brawling in the temple.  The best way to deal damage is to knock 
Minions into the spikes.  Any attack besides basic shot will shove a Minion.  
However this usually places Partner dangerously close.  If anyone is knocked 
into the spikes, they will flash yellow invisibility so stand clear of them.  
Blocks can be destroyed for points, and the best way to clear them is knocking 
a Minion into one.

A decent tactic is to stay away from the Minions and let them battle each 
other.  Charge fireballs and knock them into the spikes from long range.  If 
one gets close, punch it, and then release the Fireball to knock the Minion 
away.  Keep in mind that Fireballs pass each other.  So if there is cross 
fire, dodge it.  If you decide to charge Dash, use it defensively to dodge 
Minion attacks.  As usual wiggle the Control Stick to shake off stun damage.

This can be another tricky event, so pass and practice may be prudent.

Gold:
FaeGator                Fire        114   131   90    78    112   413
Blue X                  Fire        150    64   88    97    129   399

Silver:  hair and kid eyes
Boy's Eye                             0    12  -10   -12      0   -10
Girl's Eye                           10   -10   12   -10    -12     2
Whisker Base                          2    -2    6     0      1     6
Flaming Mane                         -2     6    2    -3      2     3

************************************************************************
Advance Course Rush-Rush Route Cleared (LL)
************************************************************************
Prize:  Blue Vision Orb
Gold:
Dragon-Man Frame                    4     5     3      1    9     13
Cat Frame                           7     4     2      3    5     16
Tiny Frame                          4     0     9     13    0     26

**************************
Crispy Route (Left Right)
**************************

3LRe. Stonehead Bingo
***********************
Element:  Water
Speed:  walking speed
Silver:  3 rounds                   Gold:  5 rounds

Change all the given stone heads to same shape.  Punch them to advance it to 
the next shape.

The order of the heads is the same as in the background ruins going left to 
right with the "triangle" one off screen, so you don't have to memorize them.  
Just pause the game and identify the odd statues.  Figure out the number of 
punches each statue needs, and execute the plan.  Like Stonehead swap Partner 
can move before the round, and it's best to keep backtracking to a minimum.

Gold:
Hydrum                  Water        99   131   94     87   88    411
Seanymph                Water       108   122   54    140   88    424

Silver:  final eyes
Purple Eye                          10   -10    14     0    10    24
Thorned Eye                          0    14   -10     6    12    22
Neon Eye                            14    -6     0    10    10    28
Searchlight Eye                     10     6   -12     0    14    18

3LRf. Dual Runner
*******************
Element:  Wind
Stamina:  less damage from collisions, faster recovery
Speed:  more efficient taps
Silver:  5 checkpoints              Gold:  9 checkpoints

Grab the ball and race it through as many checkpoints as possible for a high 
score.  Be careful of the Minion who'll try to steal it.  Tap A to run and B 
to break.  The faster Partner runs the more Stamina is drained.

This event isn't as bad as it seems.  As usual control is more important than 
speed.  Keeping the same rhythm as the flashing A is recommended for good 
Speed and Stamina usage.

At the start of the relay mash A sprint to the ball.  From there keep a steady 
pace and weave back and forth to shake off the Minion.  Mash A during turns, 
when the floor is striped, for a speed boost since the Minion cannot chase 
then.

If Partner must be hit, take it from behind, so that the ball goes forward and 
the Minion stays behind.  If Partner drops the ball behind, it'll have to wait 
for the Minion to take and recovery.

Gold:
Momumomu                Wind        120   88    91     94   84    393
Padeechy                Wind        107   85    95    100   93    387

Silver:  armor patterns
Living Armor                          1    5    -6      2  -18      2
Protector                             5   -1     0     -4    0      0
Leather Armor                         4    2    -4      1   -4      3
Retro Machine                         1    3    -3      2   14      3

************************************************************************
Advance Course Crispy Route Cleared (LR)
************************************************************************
Prize:  Water Vision Orb
Gold:
Kid Frame                           5     2     6     2     4     15
Horse Frame                         9     4     0     7     9     20

***********************
Right Path First Turn
***********************
This is all the way back, after Beat'n Art if you are lost.

3Rc. Spin Road
****************
Element:  Fire
Heavy Weight:  better push/shove
Silver:  ???                        Gold:  -30s

This is a Spin stage, but instead of knocking monsters out, try to make it to 
the end of the track.

Take it easy and Partner should be fine crossing the course.  Wait for the 
moving platforms to align before crossing and note that Partner can drop two 
platforms at a time after passing the geysers.

Gold:
Firesnax                Fire        111   119   137   59    137   426
MagmaGoo                Fire        105   130   131   68     95   434

Silver:  humanoid voices
Giant Hero                           -2     3     0    0      5     1
Phantom                              -4     0     0    5      0     1
Heroine                               0    -5     5    0      0     0
Creature                              0     0    -2    3      0     1
Cutie                                 0     0     0    2     -2     2
Machine                               5     0     0   -4      0     1

3Rd. Waterskip Smasher
************************
Element:  Water
Power:  better launch
Light Weight:  better height and distance
Speed:  better meter drain

This is a more advance version of Waterskip Crusher.  This time the blocks 
come in pairs.  Play it exactly as before, but double tap B when Partner meets 
a rock.

Gold:
Seathing                Water        85   129   93    105   115   412
Rollin                  Water       120   115   67    120    78   422

Silver:  racing parts
Vernier                               6    -2   -3      2     4     3
Rod Antenna                          -2    -3    3      2     2     0
Tachometer                           -2     2    5      0     3     5
Muffler                               6     2   -3     -2     3     3

*******************************
Nail-Biting Path (Right Left)
*******************************

3RLe. Catapult Calamity
*************************
Power:  increase power meter divisions
Mental:  increase angel meter divisions, slower needle speed
Light Weight:  better jump

This is the same as Catapult Craze, but you can choose rock size and grab 
balloons near the top for extra height.  Use the control stick to veer towards 
a balloon and tap A to flap for height.

As before take your time with the power meter.  Angle meter only has one 
chance.  Keep your eye on the left platform and launch when the catapult arm 
is horizontal or earlier.

Choose the largest rock unless Partner is very dumb.  If Partner clears the 
stratosphere, mash A and guide it to the highest balloon.

Gold:
Omega                   Earth       102    99   120   103   94    424
Uniphone                Water       116   110   102    92   98    420

Silver:  cute stuff
Imp's Horn                            2    -2     4    -3   -3      1
Springing Star                        2    -3     6    -2   -3      3
Ribbon                                2    -5     4    -2   -5     -1
Bell                                 -2    -3     3     2   -4      0
Brooch                               -2    -3     5     2   -4      2

3LRf. Sky Circus
******************
Element:  Wind
Speed:  greater speed recovery
Silver:  700 points no crashes      Gold:  1500 points no crashes

Fly through the rings to rack up points.  Press A to dive and pickup speed, B 
to brake and slow down.  Points are scored for a fast time too.

Again combos are more important than speed.  Avoid missing any ring as much as 
possible.  Speed up while going through them and use brake, even twice, to get 
the trickery ones.  Partner's size -doesn't- matter, however a thinner body 
design makes it easier to see the rings.

Gold:
Starduck                Wind        146   79    56    115   119   396
Gustar                  Wind        167   88    70     92    84   417

Silver:  animal parts
Tentacle                             -3    2     6     -2    -1     3
Hoof                                  4    2    -4     -2     2     0
Triangular Cape                       5    3    -2     -4     1     2
Bee Stinger                           5   -2     2     -4     1     1

************************************************************************
Advance Course Nail-Biting Route Cleared (RL)
************************************************************************
Prize:  Black Vision Orb
Gold:
Evil Beast Frame                    3     6     8     4     13    21
Giant Frame                         1     9     4     1     12    15
Evil Spirit Frame                   2     5     7     9     20    23

********************************
Tough-Tough Path (Right Right)
********************************

3LLe. Stonehead Smash
***********************
Speed:  walking speed
Silver:  20 silver                  Gold:  36 silver

Wack-a-mole.  For the first 20 seconds get every head. Afterwards stick to one 
side of the platform, aiming for Silver and Gold.  It can get very crazy near 
the end, so limit Partner to one punch "attempt" per statue at the last 20 
seconds.

Gold:
Grandall                Earth       114    69   90    112   87    385
Skyjin                  Water       118   102   77    102   68    399

Silver:  hand held objects
Toy Hammer                            6     2   -5     -2   -1      1
Laser Gun                            -2     2    6     -6    3      0
Broom                                -2    -4    2      3    2     -1
Umbrella                             -2    -4    5      2    2      1

3LLf. Battle Ball
*******************
Element:  Fire
Speed:  walking speed
Power:  faster shot charge
Heavy Weight:  better push/shove
Silver:  5 goals                    Gold:  9 goals

Steal the ball from the Minions and take it to the goal in the center to 
score.  Shots, Fireballs, punches, Dashes, and spikes are allowed.

Another tricky event.  From the start make a beeline to the center goal and 
punch at the last moment.  When in control of the ball, walk towards the goal. 
Pay attention to the Minions. Sometimes they will charge Fireballs, so weave 
strait up or strait right to make it hit another Minion.  More often than not 
Partner will lose the ball and goal.

When not in control of the ball, play as goalie. Stick around it and punch or 
Dash any Minions that get near.  Dash is more effective since it clears the 
group -and- stuns them.  Grab the ball quickly and step right back into the 
goal.  This is how a majority of points will be scored.  Again this is another 
pass and practice event.

Gold:
NoirNoir                Fire         66    98   110   107    90   381
Firarmor                Fire        121   100   111    98   152   430

Silver:  glassy patterns
Chameleon                             1    -3     3    -1    -6     0
Glass                                -1    -4     4     1   -10     0
Stained Glass                         5     1     1    -5     2     2
Metalwork                             1    -5     4     2    14     2

************************************************************************
Advance Course Tough-Tough Route Cleared (RR)
************************************************************************
Prize:  Purple Vision Orb
Gold:
Scorpion Worm Frame                 6     3     5     0     17     14
Spider Worm Frame                   6     3     5     8      9     22
Mantis Worm Frame                   5     7     1     2     13     15

Eviling Volley 5-8
********************
Same as before but with three minions.  In volley #5 the platforms are very 
close and spread out from #6 to #8.  Stick with feints and Partner should be 
fine, while trying normal or Power shots when the platforms are far off.

Vision Orb #5
***************
Another orb another kid, shop, power "Slide" pattern, and lists.  Jazz say 
something new as well and a kid is now in Shop 1.

Shop 3
--------------------------------------------------------------------
Speed-Up Potion Large   1000
Power-Up Potion Large   1100
Pebble Pattern          2000        3      2    -6     3    2      2
Saw Hook Claw           2200       -4      3    -2     2    2     -1
Hexagon Marble Pattern  2400        1     -1    -4     4    6      0
Lips                    2600       -3      2     4    -2    1      1
Fan                     2800        3     -6     2    -2   -5     -3
Chimney                 3000       -2      3    -3     2    3      0
Shining Eye             3500        0     10    10   -10    0     10
Luxurious Pattern       4000       -1      1     4    -4   -4      0
Mental-Up Potion Large  1200
Necktie                 4200       -2     -3     2     4   -3      1
Short Drill             4300       -2      3     2    -3    3      0
Bomb                    4500        2      6    -2    -6    4      0
Tire                    4700        4      2    -3    -2    4      1
Shoulder Armor          5000       -4      4    -2     2    4      0
Alien Voice             5200        0     -3     4     0    0      1
Viking Helmet           5400        2     -2    -5     6    3      1
Propeller               5800        6     -2    -4     2    4      2
Ninja Suit Pattern      6000        5     -5     0     2   -4      2

Vision Orb #6
---------------
Yay! More kids and Shop 1 has new inventory.  Again Jazz elaborate on the 
power of good.

Shop 1
--------------------------------------------------------------------
Stamina-Up Potion Small  250
Dog Collar              3500       -2      3   -3     2      1    0
Coal Eye                3800        0     14   -6     0      0    8
Plastic Pattern         4000        1     -4    4    -1    -10    0
Banner                  4200        2     -4    4    -2      2    0
Sunglasses              4500        2     -4    5    -2     -4    1
Pyramid                 4800       -2      6   -4     2      4    2
Crystal                 5000        2     -2    6    -3      3    3
Jewel                   6000       -2     -5    6     2     -4    1
Transparent Ball        7000       -3     -2    2     6      2    3

Vision Orb #7
---------------
One more kid and Shop 2 has stuff. *Yawn* Note that the Demon's Eye is the 
best Eye in the game while the Skull Stone is the best for raising Power.

Shop 2
--------------------------------------------------------------------
Stamina-Up Potion Medium  650
Dragonfly Wing           5000        5    -2    -6     2    -5    -1
Mummy Pattern            6000        3    -3    -3     4    -6     1
Frog's Eye               7000        0   -10    10     0     0     0
Evil Spirit Armor Pat.   8000        1     5    -2    -5    10    -1
Lava Pattern             9000       -5     5    -2     1    18    -1
Demon's Eye             10000       10    10    12   -10    10    22
Skull Stone             15000       -2     6     2     0     3     6
Bird Wing               20000        6    -4    -2     0    -3     0
Zigzag Pattern          30000        1    -3     3    -1   -14     0

Vision Orb #8
---------------
Wow, three kids this time and all the Shops have full inventories.  (I wasn't 
kidding about stuff being 10kG.)  The Blowhole is the best -heavy- Stamina 
item in game.  The Connected Eye most likely -is- Sonic the Hedgehog's.  It 
would have been the best except it is added as a single eye, while all the 
others are in pairs and can reach 12 for a stat.

Shop 3
--------------------------------------------------------------------
Stamina-Up Potion Large  1300
Santa Claus Pattern      8000       4     1     1    -4     0     2
Kung Fu Voice           10000       0    -4     5     0     0     1
Ponytail                15000       6    -4    -2     2    -3     2
Robot Hand              20000      -2     6     2    -3     3     3
Lion Mask               30000      -5    -2     6     2     5     1
Parabolic Antenna       40000      -5     2     6    -2     4     1
Missile                 50000      -2     6     2    -6     5     0
Blowhole                60000       2     0    -2     6     2     6
Connected Eye           80000       9     0     0    -7    -7     2

Tabulating all the various paths would be too much work, so here is the final 
table for all items acquired in game.  N.B. that this listing doesn't include 
items from the Monster Card Game.

     Speed    Power     Mental     Stamina   Heavy     Light      Total
----------------------------------------------------------------------------
Frm  Horse    Giant     Tiny       Dinosaur  E.Spirit  Tiny       Dinosaur
                                   Tiny
     Hamster  Dragon    E.Beast    Macho     Scorp.W   Bunny      Tiny
     Dog      Macho     E.Spirit   E.Spirit  Macho     Kid        E.Spirit
                                                                  Macho
     Cat      Mantis.W  Dragon     Spider.W  E.Beast   Cat        Spider.W
----------------------------------------------------------------------------
Ptn  Cat      Cow       Metalwork  Lizard    Steel     Living     Retro
                                              Armor     Armor      Machine
     Wood     Living    Frozen     Crab      Brick     Round'n    Leather
               Armor     Marble                         Round      Armor
     Stained  Steel     Luxurious  Haniwa    Rock      Frozen     Cat
               Armor
     Ninja    Rock      Plastic    Ceramics  Lava      Pastel     Cow
----------------------------------------------------------------------------
Eye  Neon     Thorned   Purple     Sharp     Search    Girl's     Demon
                                              light
     Demon    Coal      Demon      Big       Thorned   Elongate   Neon
     Purple   Elongate  Angry      Round &   Demon     Connected  Purple
                                    Black
     Oblong   Angry     Girl's     Neon      Neon      Big        Elongate
----------------------------------------------------------------------------
Voi  Machine  Dinosaur  Kung Fu    Phantom   Giant     Bird       Cutie
                                              Hero
     Bird     Elephant  Heroine    Horse     Elephant  Cat        Cute
                                                                   Animal
     Cat      Dragon    Alien      Dog       Dinosaur  Dog         Tiger
     Wolf     Giant     Cute       Creature  Dragon    Cutie      Creature
               Hero      Animal
----------------------------------------------------------------------------
Acc  Uni. &   Skull     Uni. &     Blowhole  Shield    Thin       Uni. &
      Assem.   Stone     Assem.                         Eyebrow    Assem.
     Cape     Triple    Whisker    Bowl      Breast    Cat        Human
               Claw      Base                 plate     Whisker    Hands
     Light.   Flaming   Tentacle   Trans.    Lion      Ribbon     Cape
      Horn     Mane                 Bowl      Mask
     Vernier  Robot     Ring       Shield    Chain     Rose       Whisker
               Hands                          Gun                  Base


Talk to the Elder to unite all the Orbs inside Andy's soul.  Now all the 
villagers just give encouragement for the final battle.  Save your game, 
preferable on a different memory card since the ending and credits are only 
shown once.  Build your strongest or most favorite monster and walk to the 
giant rock by the Beginner Course.

Final Showdown!
*****************
Power:  greater power bar spans, effective taps
Mental:  slower reaction bar

Yes, enough -playing- with magma balls, now is the time to fight with them.  
First catch the ball, and it is better to be late than early.  At that point 
chuck the ball when the meter is red.  The closer to the edge the more damage 
dealt but the harder is it to time.  If you Pause, hold down A and unpause, 
then the bar will trigger a bit further from where it was.  This technique can 
be useful when close to the edge.  If Partner times the catch exactly when the 
ball connects, there will be a ping, a golden flash, and an auto-throw for 
full damage.

After draining the first HP bar, there is a final magma ball catch and then 
phase two.  Just hold down the A button until the stream is small and blue.  
At that point mash A until Partner shoves the ball into the Black Evil's 
mouth.  Be sure to hold down A on that last shove, to reassume to preview 
stance.  This phase is easier than the first but dependant on how much 
platform is left.

Ending
--------
The Black Evil is destroyed (but not killed), Hope has been restored to 
humanity, and the Island is saved.  Time to party!  Everyone thanks you while 
Partner dances.

During the credits various preset monsters are displayed while Broud plays the 
Events.  Broud happens to be the monster with Andy in Amazing Island concept 
art.  Enjoy it while you can since this is the only time you can view them.  
Afterwards you can save your game and monster.  (If you haven't saved to a 
different memory card to see the ending again, now is the time to switch.)

Epilogue
----------
The title screen now has a Sound Test, which displays the promised party at 
the ending.  (The very catchy remix of the Hall of Life is from the Trade 
Monsters menu.)

Back on the island check the masked kids on the docks and the masked one by 
Shop 3 for the final game tips.  By the Black Evil cave is a Course Watchman.  
It turns out the Black Evil has met a face worse than death:  it was made part 
of the attractions.  Defeating the Black Evil again doesn't do anything 
though.

If Andy checks his Item percentage on the Status screen it'll probably be 
around 50%.  It's time to master the Courses and play Amazing Island Card 
Game, if he hasn't.  Before that there is a pig in Shop 2.  Talk to it and 
select "Oink" to unlock...


================================
VI. "Piggy" Mode (Advance Tips)
================================
This part of the guide will feature advance strategies for high scores and 
collecting Monster Cards.  Don't forget to look at preset monsters for quick 
optimizations.

Piggy mode is unlocked by beating and saving the game.  It is turned on by 
talking to the pig in Shop 2 and selecting "oink".  Piggy mode is exactly like 
normal mode except that pigs and oinks are features of the Events which are 
often more helpful cues.


Jungle Dash
-------------
This is pretty easy to score high.  Optimize partner for speed, i.e. car and 
airplane parts, and mash A.  Using an overhand approach, like as with arcade 
buttons is easier. Time the final B button sprint so that the whole sprint is 
used to covers the final part of the track, but doesn't fall short.

Waterskip Slider
------------------
Optimize for Power and light Weight.  Time the jump in the red bar and have 
every skip "Great."

Spin Break
------------
Here are the waves of attacks:

1 Skinny
2 Skinny, 1 White Bird
1 Skinny, 1 Black Dragon
3 Minions
2 Skinny, 1 Red Bird
3 Skinny, 1 Black Dragon
 
Floor Breaks:  36s, 54s

All skinny minions can be pushed off without spins.  However wait until they 
touch the ground completely, otherwise they still have the extra momentum from 
the fall.  The Red Bird and Black Dragons will cause the most problems.  Use a 
full white Super Spin on them near the edge.  Another way is to Super Spin if 
two or three Minions are clumped together.  Also advantage of spins, even not 
fully charged ones, when the floor crumbles.  Finally do -not- release a spin 
after all the enemies are cleared since this takes up time.

Stone Spire Smash
-------------------
Optimize for power.  During the column section change Partner's stance between 
A and B with nearly simultaneous pressings; sort of roll your thumb across the 
buttons.  Time attacks to be firmly in red rather than cutting it close to 
green.

At the boss mash buttons until the third warning flash, and change stance 
during the attack if needed.  If everything is done correctly Partner can 
ignore the warnings of the third counter attack and take down Boss beforehand.

Seaside Sparklies
-------------------
This is the track pattern.  It is always the same except for the last track of 
small gems, which are randomly placed.

L ****   **          *           * *         O *  !     *
C      *    *O ** **   * **O * *     * *   *          *  O   ******
R             *                          *          ! 

Keep a quick but not grueling rapid pace and don't miss any gems.  Going too 
fast is actual bad.  The only tricky part is where the exclamation points are.  
Right before Partner grabs the first "!" immediately swing to the right, and 
then immediately swing back to the left.  Do this even if you feel that you'll 
turn early and miss the gem.  You won't.  If you can make it past this point 
without missing, 1800 is guaranteed.

Basket Barrage
---------------
Optimize for Mental.  Time the baskets for red, since this will keep a good 
rhythm and ignore basket height shifts.  When in Fever Mode time the A button 
with the display and keep your eye on the needle.  If the needle moves 
clockwise then the basket has moved up.  This will cause the balls to clump up 
so skip one tap to restore the Fever Mode rhythm.

During the last second of Fever Mode mash A and keep your eye on the angle 
meter.  It is very easy to mess up the first timed basket while resuming.  
Also several balls from Fever Mode can drop in normal play and shift you back 
into Fever Mode.  Be ready for that as well.

Getting a high score here takes a bit of luck since the basket shifts 
randomly.  Just keep trying and don't strain too much.

Waterskip Crusher
-------------------
Again optimize for Power and light weight.  Try to launch from red and obtain 
"Greats".  Keep your nerve and Kick when to Kick and Flick when to Flick.  If 
you get a very good jump, note that kicks can be done from the top of columns.

Catapult Craze
---------------
Not much here to say from playing it normally aside trying more to have a 
horizontal launch and optimizing for power and light weight.

Sky Shooter
-------------
Here are the waves:

4 Purple:  Cross
4 Purple:  X
4 Green:  "diamond" counter-clockwise
4 Red:  circle counter-clockwise
6 Purple:  cluster
4 & 4 Green:  "diamond" top and bottom
4 & 4 Red:  clockwise then counter-clockwise; pick one point for both
8 Purple:  circle
4 & 4 Green:  zigzag right then horizontal; shoot middle

Fast
8 Purple:  cluster
4 & 4 Red:  clockwise then counter-clockwise
4 & 4 Green:  large diagonals
8 Purple:  circle

Very Fast
4 & 4 Red:  spiral center to rim; shoot from middle to rim in a line
8 Purple:  cluster
4 Green:  large diagonals
4 Red:  spiral center to rim;

Try to clear entire waves for bonuses.  Many can waves can be taken down by 
picking one points and shooting continuously.  If you don't crash or go crazy 
with shooting Partner should do fine.

Stonehead Swap
----------------
Optimize for Speed.  This game will test your logical facilities.  Pause, get 
some chess pieces, and play around with them.  Minimize running around and 
swaps.  The next head grabbed should be always be as close as possible to the 
last swap, and avoid backtracking paths.  If you cannot see a good solution, 
try solving it from the opposite side, left, or right.  This change of 
perspective can solve many tricky problems especially with the very first 
three rounds.

While solving the puzzle note how many crossings at minimum are needed to 
solve the puzzle by looking at what colors are on each side. E.g.

0 Crossings     1 Crossing    2 Crossings
--------        --------       --------
 *     o         * * o          * *
   * o                 o        o o
--------        --------       --------

While trying to minimize vertical swaps do not stop Partner from crossing up 
and down if it'll save time.  Another obvious but easily missed tip is to run 
diagonally.  Since the game repositions Partner to the proper spot it is easy 
to accidentally only use right angles for moving.  Diagonals will boost the 
score a good amount since it moves to the same location by a shorter path.

I'm not sure on whether to list solutions to the tricky puzzles, but here is 
one of the less apparent ones.  Remember that the starting patterned can be 
flipped vertically and horizontally:

Start
**++  >  * ++  >  * +   >  *o+   >  o+*
oo    >  oo *  >  oo+*  >   o+*  >  o+*

Finally keep in mind that lucks plays a role.  Sometimes the game just keeps 
giving you the same long puzzles.  So keep trying, and resist the urge to 
smash the controller when you get 1700.

Bomber Bowl
-------------
While in Stand By mode make note of the location straight ahead at the top of 
the screen.  Run to that point and make a strait left.  This will put Partner 
right on top of Boss.  If you set it up right, Partner will bounce repeatedly 
and get four bombs quickly. Immediately turn around and unload them.

From there just play aggressively.  Grab four bombs then unload them.  Always 
keep moving, weaving up and down the bowl.  If you cannot find bombs or the 
boss in about 10 seconds turn around, because that is there they are.

When chasing Boss, aim for where it is going if it doesn't slow down.  Pay 
attention for any rocks or bombs Boss may run into.  Rocks will slow then stop 
Boss completely.  If Boss picks up a black bomb it will throw it back at 
partner.

This event takes luck on how the bombs fall and if the Boss runs into rocks, 
so just keep trying.

Battle Blast
--------------
No real advance strategies here.  Just turbo blast shots SHUMP style and punch 
when the occasional good cluster of Minions and Evilings appears.  Try to get 
Gold targets but don't waste too much time trying to get them.  Hang around 
the middle since it's you can cover the whole temple easily from there.  Also 
listen to the game.  If you have Stereo speakers and pay attention, you can 
hear where a bunch of offscreen Crawlies are.  Be aggressive, keep a clear 
head, and resist the urge to smash the controller at 1700.

Spin Attack
-------------
More weight for clout is desirable.  If you have mastered Spin Break, then 
this is a piece of cake.  Use Super Spins when the Minions are clustered 
together or when they are fighting near the edge.  (The bowl breaks only 
breaks once at 8s.)  If Partner is knocked out release its spin for more 
points.  Also if a final cluster Spin isn't possible at the end, suicide and 
release spin for more points.

Beat'n Art
------------
Here is the pattern of the time stakes, (not to scale).

Base <----> Top
*      *         
 *    *    * <-other side 
  *

At the start bounce to the right twice and hit the first stake. If you hit it 
while falling be ready to turn all the way around.  Claw to the next one and 
kick it, then the third.  Yes, Partner can activate stakes while the clock is 
stopped.  At that point make a left and craw to hit the next two.  After that 
keep crawling in the same direction and up to hit the last stake, and make 
sure to crawl down and spot check any remaining stone rings.

Once all the stakes have been traversed--not everyone had to be activated--let 
go of the control stick and bounce freely.  (Keep on punching.)  Kick any 
straggling stone rings and punch the expose statues.  Tap up once or twice 
only to deal with the top.  When that's done deal, free bounce to deal with 
the middle, and then hold the stick down to finish the bottom.

Spend a couple of Practices just using the trampoline.  Once you have the feel 
this game becomes easy.

Jungle Spurt
--------------
Optimize for speed, car and airplane parts.  Here is the track:

R * * * *           ^ ^ ^ ^           * * * *       * * 
C          * * * *           ^ ^ ^ ^           * *  * * 
L ^ ^ ^ ^           * * * *           * * * *  * * 
*:  rock
^:  tree

There are two tricky parts here.  First mash A very aggressively at the start 
(without a false start) to reach max speed quickly.  The other is the final 
bend through rocks.  It is the same bend for Seaside Sparklies, but it's easy 
to accidentally letup on tapping there.

Block Stack Attack
--------------------
Optimize for mental.  Sadly there is nothing here but successfully tossing all 
7 blocks at height 9 or 10.

Mach Runner
-------------
Optimize for Stamina then speed.  This time around run the race for speed.  
Mash A and maneuver the track as best you can.  A couple of hurdles are OK, 
since you'll recuperate easily, but avoid the pillars at all costs.  Don't be 
afraid to weave in and out wildly if it'll avoid obstacles and prevent 
deceleration.

When you come to a turn, don't press any button.  Just hold the Control Stick 
all the way left or right and coast the turn.  You'll be moving fast enough to 
make it work, as well as recovery Stamina without losing momentum.

It'll take practice to use these maneuvers, so take little breaks once in a 
while.

Battle Royale
---------------
Optimize for Power, then Speed and Stamina.  Charge Dash attacks and use them 
exclusively.  Try to setup a bad game of pingpong with the Minions.  Ram one 
Minion with a Dash.  Then turn around and ram the other two with a Dash 
towards the opposite direction.  Do -not- knock Minions into the spike since 
Yellow damage invincibility will mess up the loop.  Dashes should be used like 
the final sprint in Jungle Dash.  It should cover the most ground possible and 
end exactly where the Minions are.  If you get it right neither group will 
recover until they are smacked with another Dash.

The point is not to knock out the Minions, but to deal the most damage, which 
is how points are scored.  Just keep trying with this event and have fun.  
1800 was scored with Viking and Broud two preset monsters, so Partner doesn't 
-have- to be super strong.

Stonehead Bingo
-----------------
Just pause and solve the puzzle at your leisure.  Remember that the order of 
heads is the same as the statues in the background going left to right.  (This 
is one event where Piggy mode makes it harder.)

Heads can be punched midair to save speed, and it is still best to solve the 
heads in order.  Correct each head in a clockwise or counter-clockwise path 
avoid backtracking and therefore time.

Dual Runner
-------------
Optimize for Stamina and Speed.  This is rather easy and uses the same tactics 
as before.  Weave with a steady pace on the strait-a-ways while speeding up 
and running strait during turns.

Spin Road
-----------
Not too hard again.  Most enemies can be pushed so save Super Spins for 
emergencies.  Just walk strait without stopping to the moving platforms and 
wait for them to align.  Then when you reach the second geyser, aim directly 
for second platform.  At the second platform jump strait to the forth one, and 
then the goal.

Waterskip Smasher
-------------------
Same as Waterskip Crusher, optimize for Power and light weight, launch during 
Red.  Again a "double tap" is best for the two stones.  Keep your nerve when 
the skips and kicks are close together.  Skip when to skip and double kick 
when to kick.

Catapult Calamity
-------------------
Optimize for Mental and Power.  (Mental stuff lowers weight anyways.)  Use a 
huge stone and time for full power, red angle, and horizontal platforms.  
Again earlier is better for the platform.  When in the stratosphere aim for 
the tallest balloon for the most points and try not to break the controller at 
1700 points.  

Sky Circus
------------
Size does not matter at all in this game but drawing a skinny monster to see 
the rings better.  This even just takes practice to avoid missing a ring.  
(Ring positions are random.)  If the upcoming ring doesn't intersect the 
current ring, Partner will more than likely need a brake or even a double 
brake.  If a double break is used it's OK to dive while passing some rings to 
catch up.

Stonehead Smash
-----------------
As with all Stonehead games Pause is the key.  Statue speed increases with 
every successful hit.  Smash every statue until the speed shifts twice and 
pause the game.  Then while still in pause tap Start twice to "double pause" 
the game and advance it a fraction of a second.  Keep double pausing, until 
you see the very top of Gold head coming out of the water.  Immediately run to 
it and smash it, then resume the double pausing.

Battle Ball
-------------
Have at least 100 Speed and decent weight.  Here Partner must focus on getting 
goals when in possession of the ball.  The following four plays are drawn to 
scale, i.e. each line/slash is equal to the distance of one grid of the Battle 
Temple:

x     x     o      *     x     *                          Left       Opposite

    O           -O           O                   --O
   /           |             |   <-__            \
  /            /           /\|       -__         /
 /            /           /             -x      /
/     x      /     *     /                     /          Partner    Right
Tact 1      Tact 2       Tact 3                Tact 4     Names

x: attacking Minion
*: charging Fireball Minion
O: Goal

Tactic one is just run strait to the goal.  Use this when no Minions are 
charging shots.  Partner will lose the ball, which is fine since the point of 
this play is to minimize time loss.

Tactic two is run to the goal, then up and right (along the floor cracks) for 
the last square.  This works for when the Right and Opposite are charging 
Fireballs.  If the top two minions are charging Fireballs, do the reflection, 
i.e. diagonal for two, then right and up.

Tactic two and its reflection work when all three are charging Fireballs too.

Tactic three is run to the goal, then diagonal down till aligned with the 
goal, then run strait up to the goal.  Use this when A)only Opposite is 
charging and B) the lower right Minion runs -towards- the goal instead of 
strait left (towards Partner).  Using Tactic three, Partner will dodge behind 
the Right, and Right will be struck by Opposite's Fireball.

Tactic four is the reflection of tactic three.  Run towards the goal, then 
diagonal left till aligned horizontally with the goal, then strait right.  As 
with tactic three use this when only Opposite is charging and Left runs 
towards the goal.

These plays may need to be tailored to the speed of the individual partner 
used.  If partner has higher speed, the bends of the play may need to weave 
slightly.

It is highly recommended that you spend at least one whole game of Battle Ball 
using a tactic exclusively.  (Five games total.)  While playing pay attention 
to who charges and how they run right at the start of a play.  This will not 
only make you memorize the maneuvers so that they can be pulled off at a 
moments notice, but tailor them to the monster used, and show how and when 
they work.

While playing as goalie as usually try to make quick recoveries and not waste 
precious time squabbling over the ball.

Since Minions use random tactics, luck plays a role in how successful the game 
goes, so keep trying and don't break the controller.


========================
VII. Monster Card Game 
========================
Monster Card Game (MCG) is another game accessible only with a Gameboy Advance 
using the GameCube link cable.  Talk to Elder and select "Monster Cards" to 
upload it.  Basically it's just a series of turned based battles typical of 
older RPGs, and most likely the intended purpose of the (preset) Monster 
Cards.  A game of Monster Cards goes like this:

1.  Choose level
2.  Battle through the rounds.
3.  Award random chest.

A round of MCG consists of 

1.  Choose a move.
2.  Choose the target if applicable.
3.  Resolve damage.
4.  Repeat.

If all the enemy cards are defeated Andy's cards are healed slightly and 
advance to the next round.  If all of Andy's cards are defeated he is given 
the option to continue.  Continuing starts Andy in the -same- round and with -
full- health.

Statistics
------------
In MCG stats play a different role.  They determine the abilities of the cards 
in typical RPG fashion.

Speed:  order of attacks, ability to hit targets, ability to dodge attacks
Strength:  damage ability
Mental:  starting and maximum Power Points (PP)
Stamina:  defense and Hit Points (HP)
Weight:  Hit Points
Hit Points = 1000 + 5*(Stamina + Weight)

The Elements play a more important role since they determine the strength and 
weakness of attacks on cards.  

Strong           Weak
Water > Fire     Water < Fire
  ^      v         v      ^
Earth < Wind     Earth > Wind

Keep in mind that the element of an attack doesn't have to be the same as the 
card using it.  There is also a neutral element that deals the same damage 
regardless of the card's element.

Moves
-------
A card starts out with two attacks, determined by their Accessories, and can 
learn an additional one with a Skill Card.  Offensive moves deal damage to a 
single or all cards, while defensive moves either dodge, block, or reflect 
attacks, and healing moves restore HP.  All cards have a one move that has a 
positive PP cost to ensure that they are able to function in battle with no 
PP.

Order and Switching
---------------------
At the start of a level Andy chooses the order of cards to play.  In battle 
Andy may switch the current card to the next one in line instead of attacking.  
On the next turn the new monster is swapped in and automatically uses a block.  
Cards not in battle cannot receive damage and gain PP over turns.  If a card 
in battle loses its entire HP it is removed and the next one in line is 
swapped in.  If there are still unresolved enemy card attacks the new card 
will take the damage.  Luckily the new card still gets its free defense move.  
Cards that are out of battle when advancing to the next round are healed 
slightly more, while those that haven't participated in battle at all receive 
a little more.

Skill Cards
-------------
These are cards that teach a move to a monster card.  Like accessories they 
are permanent items.  They can be used as many times and on as many cards as 
Andy desires.  Even preset monster cards can learn new skills.  The only limit 
is that a card can only learn one extra skill.  A learned skill can be 
overwritten and are not kept game to game, so they must be taught again when a 
card is uploaded.  Skill cards are gained from Bronze Chests won in MCG.  See 
Appendix A3.5 for a listing.

Chests
--------
If Andy completes all the rounds of a level, he is awarded a random chest.  
The chest number and metal is always random, however Andy will always receive 
a new chest until he has collected all of them for the current level.  At that 
point the Level is marked with a star.  If Andy already has the item within a 
chest, it will contain a random potion.

Chests can only be are opened by Elder.  (Choose "Connect to GameCube" on the 
GBA before selecting "Monster Cards" with Elder for an easier time uploading.)  
Don't forget to save when you do so.  The GBA can only at most 8 chests and 
each level of MCG has 10 unique ones.

Gold:  Monster Cards, Large Potions
Silver:  Patterns, Eyes, Voices, Accessories, Medium Potions
Bronze:  Skill Cards, Small Potions

See Appendix A3.6 for a complete listing of MCG Chests.

Levels
--------
There are eight levels to monster cards increasing in difficulty.  Each level 
has the same layout, but the enemy cards chosen are random.  

Round:  (Group 1 #, Group 2 #, Group 3 #)

Lvl 1:  (1),     (1),     (2)
Lvl 2:  (1),     (2,1),   (1,1),   (2,2)
Lvl 3:  (3),     (2),     (3),     (3)
Lvl 4:  (2,2),   (3,1),   (1),     (1,1),   (2, 2)
Lvl 5:  (1,1),   (1,1),   (1,1),   (1,1),   (1,1)
Lvl 6:  (1,1,1), (3,3,1), (2,2),   (3),     (2,1,1), (2,2,2)
Lvl 7:  (3,1,1), (1),     (3,3),   (1,1,1), (1,1,1), (1,1,1)
Lvl 8:  (1),     (1,1),   (1,1,1), (3,3,1), (2,2,2), (2),    (3,3,3)

Enemy Cards
-------------
These are Andy's opponents in Monster Card Game.  Take note of their element 
and border since they display their fighting capabilities and traits.

Brown (Bronze)    500-1000 HP
White (Silver)   1000-1500 HP
Shiny (Gold)     1500-2000 HP

Water:  average, healer
Fire:  strong attacker
Wind:  lowest HP, fastest attacker
Earth:  strong attacker, slowest, healer

Strategies
------------
MCG is really a game of patience, and I thank CrazyBottle for his very good 
technique at winning this game easily.  First create a strong monster, when in 
doubt slap on Demon Eyes; Unicorn Horns or Tail Assemblies for Speed and 
Mental; Skull Stones for Power; and Bowls or Blowholes for Stamina.  Next 
upload it three times while teaching it Soul Bite three times.  Yes, you can 
send the same card multiple times.  If you do not have Soul Bite, won at level 
5, use another strong skill, preferably one that attacks all enemies such as 
Spinner, won at level 2.

In battle use regular attacks until Andy's second monster (out of battle) has 
reached 3 PP to use Soul Bite.  At that point swap cards, use Soul Bite, and 
repeat until dead.  Since each card out of battle earns on PP per turn, 
continually swapping enables Soul Bite to be perpetually used and spreads out 
the damage amongst Andy's cards.  If you happen to be defeated, Continue!  You 
have an infinite number of them.  Continuing starts the cards out in the same 
round with full HP and different enemy cards.  The full HP is a huge advantage 
in itself, while new set of cards may be weaker than the previous ones.  If 
you keep continuing with Swap and Soul Bite, winning is just a matter of time.  
(Provided you have a strong monster, and just don't run into a stream of bad 
enemy sets.)

Naturally it's OK to spot check some tactics, such as finishing off a weak 
enemy or not swapping a card if their HP and PP are high.  The closer to level 
8 the more enemy reading must be done.  If a monster constantly blocks, often 
they are low on HP.  The alternative is that they are charging up their PP for 
a strong attack.  If three turns pass with blocking or weak attacks expect a 
big one soon, or worse healing.  Act accordingly by either by blocking, 
swapping for the defense bonus, or swapping to a high HP card.  In the very 
last levels and rounds it may be best to continually swap cards right at the 
start of a round to minimize damage.  Finally Silver and Gold cards on levels 
7 and 8 use Meltdown or Gandara.  These skills attack all other enemy cards as 
well, so putting off attacking them may be beneficial.

Link Battle Mode
------------------
Using the GBA link cable up to four GBAs can play a match of MCG.  It is the 
same as the original except the game pauses between turns to display how to 
lineup the GBAs for a mutli screen view.  The winner of the match receives a 
random chest.  Like other levels Link mode has its own unique 10 chests, also 
given without repeating until all of them are acquired for one GBA.  Since 
this may be a rare occasion for chest collecting here is a sabotaged monster 
to speed up the process.

Monster M110
Tiny or Hamster Frame, single very, very tiny circle on the body, inflated 
Very Thin; Girl's or Elongate Eyes; Bird Voice; Frozen Marble pattern; 8 
Stars.


====================
VIII. Design Tips
====================
This section of the guide is to help with both aesthetic and statistical 
aspects of monster design.

Concept
Begin your monsters first with the concept.  Have the look or idea of your 
monster.  -Then- try to make it.  If you start off looking at the frames there 
is the tendency just to stick to their basic shapes.  Ears can become eyebrows 
or horns.  The Dog and Cat become vehicles.  Worm arms turn into mouth pieces.  
You will start to see the frames in terms of Form and Shape rather than their 
names.

Whittling
View your monster in terms of its silhouette.  The most basic example is a 
dog's head.  From the front it's just a round circle.  From the side it's a 
round circle with the muzzle out.  When in doubt, try to draw from both 
perspectives and see all its inflations.

Variation
Try this out with arms.  Draw a creature normally.  Now draw the arms above 
the skeleton.  Actually finish the monster and take it for a walk seeing how 
they work.  Now repeat this with below the skeleton, then front and back.  If 
you drew the arms from the Front try it with the Side or vice versus.  
Hopefully at the end you'll think more 3D.  If you do this with the Body or 
Head you can get some interesting results.

Try a similar technique with Ears which changes what you draw to what you see 
more than any other body part.  If you take the base of the ear bones as the 
center of a clock face, draw a long and thin rectangle to point to 12.  Just 
preview it, rotate the Frame around, and see how the ears wag.  Now try it 
with the rectangle pointed to 3 o'clock, 6, and at 45 degree angles.  Now do 
all of that from the side view.  You'll have to repeat all of this for the 
Evil Spirit since its angels are different from the Dragons and Animals, but 
it'll be worth the effort.

Compliments
In general a Front Body goes well with Side Arms and Legs or vice versus.  
Note that Front Legs position themselves automatically and may clip a bit.

Objective
Patterns, Voices, Eyes, and Accessories are all basically the same batch of 
"objects" that give anywhere from -6 to +6.  The exceptions are weight from 
Patterns.

Heavy Man
Patterns more than any other affect Weight the most +/- 18.  Patterns made of 
Metal and Rocks like materials add the most.  Fragile materials, invisible, 
creatures that can fly or run fast are the lightest.

Negative Space
A monster can be painted so that little of the actual pattern is exposed.  
Plaid becomes a flannel shirt.  Zigzag makes glowing veins.

Suit Up
Use the Maboo, Ninja, or Santa pattern to Slide it to the correct spots.  
Mostly this is to have the eyes in the right place and a Side drawn body to be 
properly symmetrically.

2 for 1
All eyes except two are given in pairs and the stats listed in this guide 
reflect that.  When picking an eye note that they usually give a huge boost -
and- penalty.  As such some of them have strong effects on Weight.

Soft Spoken
Voices usually grant one bonus and penalty with none over +/- 5.

Choose Your Weapon
Speed:  wings, car and airplane parts
Power:  claws, guns, weapons
Mental:  cute, girly, clothes
Stamina:  helmets, armor, padding, sports balls
Heavy:  rocky, metallic
Light:  clothes, girly


============
A0. Legend
============
Event:  Course Number, Path, Event Number
Shop:  Shop Number, Visual Orb
Monster Card Game: MCG#
Monster Card Game Link Mode: MCG0


=============================
A1. Descriptive Appendix
=============================
This appendix consists of descriptive references to items.

------------
A1. Frames
------------
These are the skeletons which a monster is built on.  They are won from 
completing a Course path.  Paths 3LL, 3RL, and 3RR give three Frames while 
every other path and course give two.  Frames are always given in the same 
order.

Dragon, Start
Basic western standing dragon shape, wings not included.  Their ears are 
better off used as horns.  Rather strong and smart, but very slow and no 
endurance.

Dinosaur, 1 x1
Stereotypical T-Rex dinosaur, but also good for birds and bi-pedal animals.  
It has average stats and the best Stamina in the game.

Dragon-Man, 3LL x1
This is the same as the Dragon, but it stands upright and has shoulders.  This 
guy is worse than the Dragon or Dinosaur.

Hero, 1 x2
Full sized humanoid.  Average stats but low on the Stamina.

Macho, 2L x2
Full sized humanoid with big beefy gorilla arms and a tail.  Very good stats 
but is the slowest in the game.

Kid, 3LR x1
Andy sized humanoid.  Fastest and lightest of the humanoids, very bad for 
power and stamina.

Dog, 2L x1
Average canine body, with ears, and lots of tail wagging.  Very fast, not to 
bright, and average for the rest.

Horse, 3LR x2
Average equine body with ears and a tail.  Legs and neck are rather long.  The 
fastest but dumbest frame.

Cat, 3LL x2
Average feline body, think lion.  Same as the dog but lighter and less 
intelligent.

Hamster, 2R x1
Upright rodent with ears tail, and rabbit like feet.  Think Pikachu.  Fast, 
tough, and light, but weak and stupid.

Bunny, 2R x2
Upright rabbit with ears and tail.  Very tiny arms and very big feet.  
Statistically the worse frame in the game.  Although it is light, it is 
neither fast nor smart.

Tiny, 3LL x3
Andy sized humanoid with ears and rabbit feet.  This frame is to the extremes 
being the weakest, lightest, smartest, and tied with the Dinosaur for Stamina.

Scorpion Worm, 3RR x1
The first worm monster.  All worms have four crab like legs, Mr. Waternoose or 
dreugh daedra, and praying mantis arms.  This worm leans forward like a Dragon 
or Dinosaur.  It has the worst stamina in the game but decent speed and 
weight.

Spider Worm, 3RR x2
A worm but the body is low and in between the forelegs.  It has average stats 
but is a little weak.

Mantis Worm, 3RR x3
The final worm is the tallest of the three and stands erect.  It is the 
strongest worm, but very dumb and low Stamina.

Evil Beast, 3RL x1
Slouching humanoid with four beefy arms and a tail.  Very slow and low stamina 
but smart and powerful.

Giant, 3RL x2
This is the a two armed Evil frame but has a short torso and long legs.  
Similar to the giants in Majora's Mask, but without the head-torso fusion.  
The strongest frame in game but horrible speed and stamina.

Evil Spirit, 3RL x3
Same as the Beast but replace the tail with ears on the back of its head.  
Very smart, enduring, and slow and the heaviest monster in game.

--------------------
A1.2. Design Rules
--------------------
It is not the details but rather the principles of a monster that determines 
its stats.  Here are the rules that affect each stat in addition light of the 
given Frame statistics.  I.e. work backward from these rules.

No Effect
* What is actually Drawn
* Symmetry of a drawing on a limb i.e. mirror
* Number of disconnect shapes on a limb i.e. two untouching circles vs.
     "snowman"
* Aspect Ratio of drawn shapes
* Front vs. Side
* Color of Pattern
* Sliding of Pattern
* Painting of Pattern
* Modulation of Voice
* Position of Eyes/Accessories e.g. top of head or bottom
* Limb Location of Eye/Accessories e.g. arm vs. head
* Size of Eye/Accessories
* Symmetry of Accessories
* Single vs. Paired Accessories
* Left vs. Right of Eye/Accessories

"Extra" Limbs
* Fore Legs and Upper Arms function as Arms.
* Hind Legs function as Legs.

Speed
* indirectly proportional to the area of the Body, Legs, Hind Legs, Ears,
     Tail, and Lower Arms
* +7 if a head is present
* +1 if all limbs are present

Power
* directly proportional to the area of Arms, Legs, Fore Legs, Hind Legs,
     Ears, Tails, and Lower Arms
* +1 if Legs are present

Mental
* directly proportional to the area of Legs, Hind Legs, Ears, Tail, and Lower
     Arms
* +5 if head present
* -5 if Leg, Ear, Tail, or Lower present, not cumulative

Stamina
I know very little is known about Stamina determination.  The only possible 
rule is that it is directly proportional the jaggedness or vertices present of 
limbs.  However I haven't been able to test this strongly.  Any help is 
appreciated.

Weight
* +1 per limb present

Limb Asymmetry
If a Right limb is draw or thicken differently than the Left then the limb 
contribution will be the average of the two.

Thickness
* Normal thickness is the average of Very Thin and Very Thick
* Thin and Thick are the average between Normal the the respective Very.
* Inflation modification is the same for limbs regardless of Frame.
* Every limb affects stats provided Weight is included.

Element
This is determined by Frame, Pattern, and Accessories increasing in precedent 
with neutral/no element Patterns and Accessories existing.  Precedent among 
Accessories is currently unknown.  Since there are 150 of them, I've yet to 
decide whether it is worth the effort testing them all.

---------------------------
A1.3. Hall of Life Powers
---------------------------
The Hall of Life can be upgraded throughout the game by gathering Chance Stars 
and Vision Orbs.  Chance Star upgrades aren't announced, so talk to Folu to 
again after getting the proper number of Stars.

8 Pattern Colors, 8 Chance Stars
Get an additional four color schemes for each Patterns.

4 Voice Modulations, 18 Chance Stars
Robotic and Distorted, i.e. echo, are added to Normal and High.

Line and Mirror Line, 23 Chance Stars
Instead of dragging free hand, points are chosen to draw strait lines.

Stamp, 39 Chance Stars
Basic shapes such as circles and squares, and irregular ones such as crosses 
and stars, in large and small sizes can be stamped instead of drawn.

Draw By Yourself, 2 Vision Orb
After completing the first course, monster bodies can be drawn freely.

Pull and Stretch, 3 Vision Orbs
Drawn lines can be pulled for bumps and spikes.  Don't forget that you can 
pull inside a shape as well.

Size, 4 Vision Orbs
After choosing the "center" an entire limb can be grown or shrunk and slid to 
whatever position.  This is good for repositioning a drawing on a limb to 
match the rest of the body.

Slide Pattern, 5 Vision Orbs
A pattern's texture can be slide across the limb.  Useful to correct a suit 
type pattern, e.g. Ninja, on a limb drawn from the Side rather than Front.

Paint, 6 Vision Orbs
Up to 15 colors (out of 72) can be painted over the Pattern of the monster.  
It's nice for adding clothes to some Patterns or patterns to others.  Don't 
forget you can pick up an existing painted color with Y.

----------------
A1.4. Patterns
----------------
These are 50 textures that wrap Partner's body for a look.  At the start of 
the game four colors are available, and four more are unlocked at 8 Chance 
Stars.

Name              Source      Description
-------------------------------------------
Dragon            Start       Scaly body of a Dragon.
Lizard            S2.4        Scaly lizard body with visible underbelly.
Large Scale       2a, G       Scaly body with stripes that resemble a plastic
                                 bendy snake.
Armadillo         S2.4        Armadillo's shell and underbelly.
Crab              2a          Crab's shell and body.
Beetle            2a, B       Resembles an insect's body.
Living Armor      3LRf        Resembles stone with fissures of glowing under
                                 rock.
Frozen Marble     1b          White marble with frosted coloring.  Looks like
                                 ice cream.
Dog               2a, B       Perfect for boy's best friend or other mammals.
Cat               2a, G       Spotted furry body like the Lucky Cat.
Tiger             S1.2        Black striped tiger fur with the last four being
                                 very thin.
Cow               2a, G       A Holstein (black and white) cow pattern.
Parrot            2a          A surprisingly accurate bird's body with feet
                                 and beak.
Chameleon         3RRf        A transparent body in the shade of a dark color.
Polka Dot         1b          Even spread dot pattern.
Plaid             1b, G       Gingham plaid pattern like a picnic blanket.
Marble            1b, B       Marble as in the toy with interesting scrolling
                                 lines.
Camouflage        MCG2        Camouflage pattern from the army or hunting.
Maboo             Start       The default pattern that resembles a tropical
                                 tribal body paint.
Primary Colors    S1.2        Single solid colors.
Pastel            Start       Single solid light colors.
Santa Claus       S3.8        Santa's outfit, right down to the face, beard,
                                 hat, and boots.
Luxurious,        S3.5        A glass body with intricate gold lacing.
Hero's Tights     MCG6        A super sentai outfit like Voltron Force or
                                 Power Rangers.
Ninja Suit        S3.5        Another accurate ninja outfit, down to the face
                                 mask.
Protector         3LRf        Padded armor as if for a hockey goalie, cricket,
                                 or kendo.
Leather Armor     3LRf        Basic leather armor in dyed colors.
Steel Armor       S2.3        As in knights in shining armor with some
                                 scrollwork.
Evil Spirit Armor S2.7        Knight armor but darker and with shadows.
Mummy             S2.7        Mummy wrappings with the last four striped like
                                 a zebra.
Skin              S1.2        Skin tones for mere humans.
Vine              3Lc         Crawling ivy and vines like a gazebo's wall.
Wood              3Lc, G      Smooth varnished wood paneling, like an old
                                 timey toy.
Pebble            S3.5        Packed pebble cobble stones.
Rock              3Lc         Rock with cracks and fissure like a sidewalk.
Lava              S2.7        Molten magma like in the Gloom Corridor.
Pavement          3Lc         Packed cobblestone and asphalt road.
Brick             S1.2        Normal layered rectangular bricks.
Hexagon Marble    S3.5        A honeycomb pattern for marble.
Ceramics          3Lc         An intricate pattern typical of oriental vases.
Haniwa            3Lc         Curve and bump pattern for Catrots and Gyroids.
Glass             3RRf        Colored glass that shines slightly. 
Stained Glass     3RRf        Colored glass with cracks that don't follow a
                                 pattern.
Plastic           S1.6        Solid colors that are cell shaded for obvious
                                 shadows.
Metalwork         3RRf        Metal with intricate scrollwork.
Bony              1b          Skelton pattern, right down to the skull and
                                 rib cage.
Zigzag            S2.7        Shimmering shapes that resemble sunlight in a
                                 swimming pool.
Gleaming          MCG0        Bright colors that glow and the scroll work of
                                 Cute Machine.
Transparent       MCG7        Completely see through with some frosted color
                                 outlines.
Round'n Round     1b          A very tight series of thin circles as if for
                                 hypnosis.
Robot             MCG5        A very high tech looking metal body.
Real Machine      1b, B       Metal plates with rivets.
Retro Machine     3LRf        Giant cogs and gears of the Victorian era.
Cute Machine      S1.3        Colored mecha pattern for Voltron Lions or
                                 Zords.

------------
A1.5. Eyes
-------------
These are 25 special accessories that can only be placed once.

Angry Eye         1a, B       Pointed eye with a pupil.
Sharp Eye         1a          Pointed eye with a sliver for a pupil.
Purple Eye        3LRe        Pointed eye with purple whites.
Round and Black   1a          Resembles an oil drop or round bead.
Oblong Eye        1a, G       Long oval like Pom Pom's.
Crooked Eye       1a          Shaped like Pac-man's, which are little 
                                 pac-men.
Big Eye           1a, B       Oval violet eye.
Elongate Eye      1a, G       Circle eye with large blue pupil like
                                 Jigglypuff's.
Goggle Eye        S2.3        Brown almond eye.
Connected Eye     S3.8        Same as Sonic the Hedgehog's.  Probably why
                                 it's so expensive.
Dot-Like Eye      MCG3        Circle with a single tiny point.  Looks as if
                                 they are rolling.
Coal Eye          S1.6        A snowman's eye with thick eyebrow.
Boy's Eye         3LLf        Same as Andy's.
Girl's Eye        3LLf        Same as Michelle's.
Cat's Eye         S1.2        Half circle yellow eye.
Frog's Eye        S2.7        Yellow frog's eye with green eyelids.
Snail's Eye       S2.4        Small blue eye on peach colored stalks.
Insect Eye        S2.4        Red oval shaped compound eye.
Thorned Eye       3LRe        Brown thorny eye and eyebrow from a Horned Toad
                                 or Lizard.
Shining Eye       S3.5        Yellow glowing oval eye.
Neon Eye          3LRe        Yellow glowing thin horizontal line.
Demon's Eye       S2.4        Orange slivered eyes that the Minions have.
Searchlight Eye   3LRe        Looks like the eye for a radio or television
                                 tuner.
Antenna Eye       MCG5        Green eye that looks like it should be on a
                                 Gundam.
Scope             MCG8        A single circle with three viewers like a
                                 microscope.

---------------
A1.6. Voices
---------------
These are the noises Partner makes in the games.  From the start of the game, 
a normal or high pitch can be chosen.  After acquiring 23 Chance Stars, 
robotic and distorted (echo) effects are added.

Dinosaur           Start       Basic dinosaur roar.
Dragon             2Rd         Another roar with some breathing.
Giant Hero         3Rc         Middle pitch male shouting "hya."
Transforming Hero  MCG6        Middle pitch male shouting "hooya" like a
                                  sentai.
Phantom            3Rc, B      Gravely shout.
Kung Fu            S3.8        High pitched shrieking male from a Kung-Fu
                                  flick.  "Waaaaahhhhhiiiiii"
Heroine            3Rc         Middle pitched female sentai shouting.
Dog                2Rd, B      Barking and woofs.
Wolf               2Rd         Wolf howls and barks.
Cat                2Rdm, G     Meows and the occasional hissing.
Tiger              2Rd         Roars from a big cat.
Horse              2Rd, B      Whinnies and the occasional brays.
Elephant           2Rd, G      Pachyderm trumpeting.
Bird               2Rd, G      Chips and whistles.
Creature           3Rc,        Deeps groans from that "something."
Cutie              3Rc, G      Warping voice as from a child's cute toy.
Cute Animal        S1.3        The chattering of rodents.
Alien              S3.5        Gibberings of a tentacled and squishy alien.
Machine            3Rc, B      Deep robot sound effects.
Musical Instrument MCG7        Electric guitar chords and twangs.

-------------------
A1.7. Accessories
-------------------
There are 150 objects that can be attached to Partner that modify stats in a 
variety of ways.  They each have three versions and up to 8 can be attached to 
Partner.

Ogre Horn               S2.4        Short and stumpy like an Oni's or
                                       Cyclops's.
Strait Horn             1c, B       Strait cone horn.
Unicorn's Horn          1c          Spiraled unicorn's horn.
Little Horn             1c          Short stumpy curved horn, like a
                                       stereotypical red devil.
Long Horn               1c          Long thin horn like a goat's.
Medium Horn             1c, G       Curved horn like a cow's.
Big Horn                1c, B       Giant curved horn that's taller than
                                       wide.
Demon's Horn            S2.4        Small curved horn that the Minion's wear.
Lightning Horn          1c          Thin medium horned with a bend like
                                       lightning bolts.
Rhino Horn              1c, Boy     Thick horn from a rhino.
Bull Horn               1c, G       Large joined horn from a yak, gnu, or
                                       oxen.
Sheep Horn              S2.4        Curled ram's horn.
Deer Horn               1c          Basic 12 point antlers.
Dragon Horn             MCG0        Antler-like horns from an Oriental
                                       dragon.
Imp's Horn              3RLe        Cloth horn with ball like a jester's cap.

Bolt                    2Ld         Basic hexagon headed bolt or screw.
Screw Driver            S1.3        Turnkey for a windup toy or music box.
Springing Star          3RLe        Star on a spring for goofy novelty
                                       antenna.

Thin Eyebrow            3a, G       Pencil thin eyebrows.
Thick Eyebrow           3a, B       Normal sized eyebrows.
Ardent Eyebrow          3a          Very thick eyebrows full of expression.
Eye-Like Ball           MCG0        A single floating eyeball.
Eye Glasses             S1.2        Basic eyeglasses.
Sun Glasses             S1.6        Wrap around mirrorshaded sun glasses.

Cheek Guard             3b          Athletic check and nose guard.
Dog's Nose              3a          Basic dog nose.
Round Nose              3a          Round nose like Mickey Mouse or Yakko
                                       Warner.
Fake Nose               S2.3        Large bulbous nose like from novelty
                                       glasses.

Lips                    S3.5        A full pair of lips.
Whisker Base            3LLf        The short muzzle and nose of animals.
Jaw                     2b          A lowered fanged jaw.
Fang                    S2.3        An upper jaw with four fangs.
Tongue                  S2.3        Long flapping tongue.
Eagle Beak              Start       Sharp beak of an eagle.
Duck Beak               2b          The bill of a duck.
Alien's Mouth           MCG0        The gaping extended mouth of a Xenomorph.
Cat Whisker             3LLe        Three cat whiskers.
Santa's Beard           3LLe        Actually this is Santa's mustache.

Drooping Ear            2b          The floppy ear of a hound dog.
Human Ears              S2.3        Basic round human ear.

Lion Mask               S3.8        A sunburst stylized lion, ideal for
                                       relief or wrought iron.
Evil Spirit's Mask      MCG8        A creepy long human face mask typical for
                                       a Victorian masque ball.
Human Head              MCG8        Andy's and Michelle's head, bald and only
                                       with ears.

Bird Wing               S2.7        A feathered wing.
Dragon Wing             2Le, B      An outstretched dragon's wing.
Demon Wing              2Le         Bat wings slightly folded.
Butterfly Wing          MCG0        A monarch butterfly's wing.
Dragonfly Wing          S2.7        The transparent wings of a dragonfly.
Fairy Wing              2Le         Fluffy fairy wings.
Cute Wing               2Le, G      Short curly wings from a cute angel.
Da Vinci Wings          MCG8        Paper and wooden wings like a bat from
                                       the Renaissance inventor.

Tail Assembly           2Le         The tail fin elevators from an airplane.
Fan                     S3.5        Simple non-accordion paper fan.
Propeller               S3.5        A three finned propeller.
Vernier                 3rd         A jet engine.
Fish Fin                2Le, G      The pectoral (hand) fins of a fish.
Dragon Fin              1d          The claws of a dragon.
Fin Crest               2Le, B      A webbed fin crest.
Dorsal Fin              2Le         A webbed back fin of a fish.

Cat's Claw              2Re, B      The paw and drawn claws of a large cat.
Round Claw              2Re, G      Four short round claws.
Double Claw             2Re         Two large slightly hooked claws like a
                                       rake.
Triple Claw             2Rf         Three claws like Wolverine's.
Saw Hook Claw,          S3.5        A curved blade, sawed on one side and a
                                       single barb on the other.
Crab Pincer             S2.4        Basic crab claws.
Thorned Claw            2Re         Three thick thorns on a round hand.
Triple Hook Claw        MCG4        Three claws like from a Crane game.

Human Hand              S2.3        Real human hands with five fingers.
Gloves                  Start       Cartoon like gloves with five fingers.
Tentacle                3RLf        Four wavy tendrils (no suckers) that
                                       shape a hand.
Robot Hand              S3.8        A two pincer hand like from a lunar or
                                       deep sea rover.
Mechanical Hand         1d          A rectangular metal hand.
Steel Hand              1d          A metal sharp pointed hand.
Hoof                    3RLf        The hooves of an equine.

Sword                   3Ld         A strait long sword.
Curved Sword            MCG8        A slightly curved sword like a pirates.
Axe                     3Ld         A double and single bladed battle axe.
Maboo Staff             MCG7        The staff that Course Keepers hold.
Bat                     S1.3        A baseball bat.
Toy Hammer              3RRe        A giant mallet that squeaks.
Spinning Saw            3Ld         A circular saw on a metal pole.
Short Drill             S3.5        A short electronic drill.
Long Drill              MCG6        A long electronic drill.
Laser Gun               3RRe        A toy laser gun complete with rings.
Chain Gun               3Ld         A machine gun that is fed bullets on a
                                       belt.
Missile                 S3.8        A finned missile from a fighter jet.
Bomb                    S3.5        A stereotypical large cherry bomb.

Football Helmet         2Lc         The helmet for Gridiron American styled
                                       football.
Viking Helmet           S3.5        A dual horned Viking cap.
Breastplate             3b          A padded chest guard.
Shoulder Armor          S3.5        Giant shoulder pads.
Shield                  3b          Regular knight shield.

Ribbon                  3RLe, G     A pretty bow.
Rose                    2Ld         A short stemmed rose in bloom.
Bell                    3RLe, B     A circular bell typically on cat toys.
Brooch                  3RLe        An ornate gem and metal brooch in the
                                       shape of an eye.
Star                    S1.2        A five pointed naval star.
Heart                   2Ld, G      A giant pillowesque heart.
Jewel                   S1.6        A diamond cut gem.
Crystal                 S1.6        A hexagonal crystal.
Transparent Ball        S1.6        A round fishbowl.
Skull Stone             S2.7        A human skull without a lower jaw.
Blowhole                S3.8        A whale that sprouts water.
Barrel                  2Ld         A round water barrel.

Siren Light             MCG4        The flashing lights of a police officer
                                       or fire fighter.
Illumination Light      Start       A single flashing light.
Parabolic Antenna       S3.8        A satellite dish.
Rod Antenna             3Rd         The antenna for a car or radio toy.
Tachometer              3Rd         A round pin speedometer.
Cockpit                 MCG8        A square glass cockpit and pilot.
Chimney                 S3.5        The smokestack from a steam engine.
Muffler                 3Rd         The exhaust tail pipe of a car.
Tire                    S3.5        The rubber tires of a car.

Cat's Ear               2b          The small ears of a cat.
Fluffy Hair             3LLe        A puff of hair that looks like a foxes
                                       tail.
Flaming Mane            3LLf        Glowing spiky hair typical of Anime
                                       heroes.
Ponytail                S3.8        A single ponytail.
Braid                   3LLe        A tightly woven braid of hair.

Baseball Cap            S1.3        Basic baseball cap.
Straw Hat               2Lc         A round wide brimmed straw hat like
                                       Monkey D. Luffy.
Witch's Hat             2Lc         Stereotypical pointed wide brim witch's
                                       hat.
Maboo Hat               MCG7        The hats the Shop Girls wear.

Dog Collar              S1.6        A belted leather collar.
Thorned Collar          S2.4        A spiked dog's collar.
Necktie                 S3.5        A necktie for a suit.
Triangular Cape         3RLf        A strait triangular cape.
Cape                    3b          A wavy cloth cape.

Rat's Tail              S2.3        The curled tail of a rate
Bee Stinger             3RLf        The abdomen and stinger of a bee or wasp.

Broom                   3RRe        The straw broom of a witch.
Pail                    2Ld         A hand sized pail.
Umbrella                3RRe        An opened umbrella.
Banner                  S1.6        A short flag and staff.
Guitar                  MCG0        A whaled shape eclectic guitar.
Encyclopedia            MCG0        A three ringed wood bound notebook.

Sneakers                S1.2        Low top athletic shoes similar to Andy's.
Baseball                MCG2        A fist sized ball.
Soccer Ball             MCG3        A regular Soccer Ball a.k.a. Football.
Basket Ball             MCG4        A regular Basket Ball.
Rugby Ball              MCG7        The ball used in Gridiron American styled
                                       Football or Rugby.

Ball                    S1.3        A geometric sphere.
Bowl                    2Rc         A geometric bowl.
Disc                    2Rc         A geometric disc.
Doughnut                S1.3        A medium sized geometric torus.
Ring                    2Rc         A thin geometric torus.
Tube                    S1.3        A paper thin and hollow geometric
                                       cylinder.
Pyramid                 S1.6        A geometric rectangular pyramid.
Cube                    S1.3        A geometric cube.
Quadratic Prism         2Rc         A geometric quadric prism i.e. brick.


=============================
A2. Statistical Appendix
=============================
Detailed numeric data is listed here in alphabetical order, except when in 
game order is more comprehensive.

A2.1. Frame Numeric
---------------------
After extensive testing, these are numerical values of Frames when all things 
are equal.  All values are relative to the minimum which is defined as zero 
for each category.  E.g. Dragon's Speed is 2 more than Macho's Speed, and 
Dragon Power is 7 more than Horse's Power.

Frame                   Source     Spd   Pow   Spd    Stm   Wgt   Sum
-----------------------------------------------------------------------
Dragon                  Start       2     7     8      4    11    21
Dinosaur                1 x1        4     4     6     13     9    27
Dragon-Man              3LL x1      4     3     5      1     9    13
Hero                    1 x2        4     4     4      3     6    15
Macho                   2L x2       0     6     7     10    13    23
Kid                     3LR x1      5     6     2      2     4    15
Dog                     2L x1       7     3     4      5     7    19
Horse                   3LR x2      9     0     4      7     9    20
Cat                     3LL x2      7     2     4      3     5    16
Hamster                 2R x1       8     2     2      7     5    19
Bunny                   2R x2       3     4     1      4     3    12
Tiny                    3LL x3      4     9     0     13     0    26
Scorpion Worm           3RR x1      6     5     3      0    17    14
Spider Worm             3RR x2      6     5     3      8     9    22
Mantis Worm             3RR x3      5     1     7      2    13    15
Evil Beast              3RL x1      3     8     6      4    13    21
Giant                   3RL x2      1     4     9      1    12    15
Evil Spirit             3RL x3      2     7     5      9    20    23

-------------------
A2.2. Frame Grade
-------------------
These are the grades from (the above) tested data when normalized and scored.  
"A" is 80 to 100, "B" is 60 to 80, etc.  A grade of "S" and "Z" are 
respectively the best and worst Frame for a statistic.

Frame                   Source     Spd   Mnt   Pow   Stm   Wgt
================================================================
Dragon                  Start       F     A     A     D     B
Dinosaur                1 x1        C     C     B     S     C
Dragon-Man              3LL x1      C     D     C     F     C
Hero                    1 x2        C     C     C     D     D
Macho                   2L x2       Z     B     A     A     B
Kid                     3LR x1      C     B     F     F     F
Dog                     2L x1       A     D     C     C     D
Horse                   3LR x2      S     Z     C     B     C
Cat                     3LL x2      A     F     C     D     F
Hamster                 2R x1       A     F     F     B     F
Bunny                   2R x2       D     C     F     D     F
Tiny                    3LL x3      C     S     Z     S     Z
Scorpion Worm           3RR x1      B     C     D     Z     A
Spider Worm             3RR x2      B     C     D     B     C
Mantis Worm             3RR x3      C     F     A     F     B
Evil Beast              3RL x1      D     A     B     D     B
Giant                   3RL x2      F     C     S     F     B
Evil Spirit             3RL x3      F     A     C     A     S

-----------------
A2.3. Thickness
-----------------
Values given are the difference between Very Thin and Very Thick for a limb.  
E.g. if Power is 50 when Head inflated Very Thin, then Power will be 60 when 
Head is inflated Very Thick.

Thickness               Formula
------------------------------------------------------------
Very Thin               value
Thin                    average(Very Thin, Normal) +/-1
Normal                  average(Very Thin, Very Thick) +/-1
Thick                   average(Normal, Very Thick) +/-1
Very Thick              value + table

Limb                                Spd   Pow  Mnt    Stm  Wgt
-----------------------------------------------------------------
Head                                10    10    0      0    2
Body                                 0     0    0     10    2
Arms                                 0     0    0      0    4
Legs                                 0   -10    0     10    4
Ears                                 0   -10    0     10    4
Tail                                 0   -10    0     10    2
Fore Legs                            0     0    0      0    4
Hind Legs                            0   -10    0     10    4
Upper Arms                           0     0    0      0    4
Lower Arms                           0   -10    0     10    4

----------------
A2.4. Patterns
----------------
Name                    Source      Spd   Pow   Mnt   Stm   Wgt   Sum   Ele
-----------------------------------------------------------------------------
Armadillo               S2.4       -4     3     0     3      6     2
Beetle                  2a, B       4    -2    -5     4     -1     1
Bony                    1b         -2    -4     1     5    -14     0
Brick                   S1.2       -3     4     0    -1     18     0
Camouflage              MCG2        1    -5     4     3    -10     3    Wind
Cat                     2a, G       5     2    -5     1    -10     3
Ceramics                3Lc         2     1    -6     5      6     2
Chameleon               3RRf        1    -3     3    -1     -6     0    Wind
Cow                     2a, G       2     5    -5     1      6     3
Crab                    2a         -5     2     0     5      0     2
Cute Machine            S1.3        5    -1     1    -5     -1     0
Dog                     2a, B       4     1     0    -3     -6     2
Dragon                  2a         -4     5    -2     1     14     0
Evil Spirit Armor       S2.7        1     5    -2    -5     10    -1    Water
Frozen Marble           1b         -2     1     4    -3    -18     0    Water
Glass                   3RRf       -1    -4     4     1    -10     0    Water
Gleaming                MCG0       -4    -2     2     5     -1     1    Water
Haniwa                  3Lc         2    -5     0     5     10     2
Hero's Tights           MCG6       -2     3    -5     5    -18     1
Hexagon Marble          S3.5        1    -1    -4     4      6     0
Large Scale             2a, G      -3     4    -2     1      2     0
Lava                    S2.7       -5     5    -2     1     18    -1
Leather Armor           3LRf        4     2    -4     1     -4     3    Wind
Living Armor            3LRf        1     5    -6     2    -18     2
Lizard                  S2.4       -5     3     0     5      2     3
Luxurious               S3.5       -1     1     4    -4     -4     0
Maboo                   Start       3    -1    -3     1      0     0
Marble                  1b, B      -1     1     2    -2     -6     0    Wind
Metalwork               3RRf        1    -5     4     2     14     2    Fire
Mummy                   S2.7        3    -3    -3     4     -6     1
Ninja Suit              S3.5        5    -5     0     2     -4     2
Parrot                  2a          5    -1     0    -4    -14     0    Wind
Pastel                  Start      -2     1     3    -1    -14     1    Wind
Pavement                3Lc         3    -2    -4     4     10     1    Earth
Pebble                  S3.5        3     2    -6     3      2     2    Earth
Plaid                   1b, G      -1     1     3    -3      0     0
Plastic                 S1.6        1    -4     4    -1    -10     0
Polka Dot               1b          1    -4     4    -1     -4     0    Wind
Primary Colors          S1.2       -1     1     2    -2      0     0    Wind
Protector               3LRf        5    -1     0    -4      0     0
Real Machine            1b, B      -3     4     0    -1     10     0
Retro Machine           3LRf        1     3    -3     2     14     3    Fire
Robot                   MCG5        1     4    -2    -3     14     0
Rock                    3Lc, B     -4     5     0    -1     18     0
Round'n Round           1b         -1    -2     2     1    -18     0    Wind
Santa Claus             S3.8        4     1     1    -4      0     2
Skin                    S1.2        2    -3    -4     5      0     0
Stained Glass           3RRf        5     1     1    -5      2     2    Water
Steel Armor             S2.3       -3     5     0    -1     18     1    Fire
Tiger                   S1.2        1     5    -3    -3      0     0    Wind
Transparent             MCG7       -5     1     4     1     -3     1    Wind
Vine                    3Lc         5    -1     0    -5      0    -1    Wind
Wood                    3Lc, G      5     1    -6     3      0     3
Zigzag                  S2.7        1    -3     3    -1    -14     0    Water

------------
A2.5. Eyes
------------
Name                    Source      Spd   Pow   Mnt   Stm   Wgt   Sum   Ele
-----------------------------------------------------------------------------
Angry Eye               1a, B        0    12    12   -12     0    12
Antenna Eye             MCG5        12    10   -10     0     0    12
Big Eye                 1a, B      -10     0    10    12     0    12
Boy's Eye               3LLf         0    12   -10   -12     0   -10
Cat's Eye               S1.2        10     0     0    -6     0     4
Coal Eye                S1.6         0    14    -6     0     0     8
Connected Eye           S3.8         9     0     0    -7    -7     2
Crooked Eye             1a          10     0   -10    10     0    10
Demon's Eye             S2.7        10    10    12   -10    10    22
Dot-Like Eye            MCG3       -10    10    10     0     0    10
Elongate Eye            1a, G      -10    12     0    10   -10    12
Frog's Eye              S2.7         0   -10    10     0     0     0
Girl's Eye              3LLf        10   -10    12   -10   -12     2
Goggle Eye              S2.3       -10     6    10     0     0     6
Insect Eye              S2.4       -10     0    10     6     0     6
Neon Eye                3LRe, MC5   14    -6     0    10    10    18
Oblong Eye              1a, G       10   -10     0    10     0    10
Purple Eye              3LRe        10   -10    14     0    10    14
Round and Black         1a           0     6   -12    12     0     6
Scope                   MCG8         5    -8   -6      5     8    -4
Searchlight Eye         3LRe        10     6   -12     0    14     4
Sharp Eye               1a           0   -10     0    14     0     4
Shining Eye             S3.5         0    10    10   -10     0    10
Snail's Eye             S2.4       -12   -10    10     6     0    -6
Thorned Eye             3LRe         0    14   -10     6    12    10

--------------
A2.6. Voices
--------------
Name                    Source      Spd   Pow   Mnt   Stm   Wgt   Sum   Ele
-----------------------------------------------------------------------------
Alien                   S3.5         0   -3     4     0     0     1
Bird                    2Rd, G       5    0     0    -5    -5     0
Cat                     2Rd, G       4    0     0    -3    -4     1
Creature                3Rc          0    0    -2     3     0     1
Cute Animal             S1.3         0    0     2     0     0     2
Cutie                   3Rc, G       0    0     0     2    -2     2
Dinosaur                Start        0    5    -4     0     4     1
Dog                     2Rd, B       0    0    -3     4    -3     1
Dragon                  2Rd         -3    4     0     0     3     1
Elephant                2Rd, G      -5    5     0     0     5     0
Giant Hero              3Rc         -2    3     0     0     5     1
Heroine                 3Rc          0   -5     5     0     0     0
Horse                   2Rd, B       0    0    -5     5     0     0
Kung Fu                 S3.8         0   -4     5     0     0     1
Machine                 3Rc, B       5    0     0    -4     0     1
Musical Instrument      MCG7         2    0     0     0     0     2
Phantom                 3Rc, B      -4    0     0     5     0     1
Tiger                   2Rd          0    2     0     0     2     2
Transforming Hero       MCG6         0    0     3    -2     0     1
Wolf                    2Rd          3   -2     0     0     0     1

-------------------
A2.7. Accessories
-------------------
Name                    Source      Spd   Pow   Mnt   Stm   Wgt   Sum   Ele
-----------------------------------------------------------------------------
Alien's Mouth           MCG0        2    -2     0     5     2     5
Ardent Eyebrow          3a         -2     2     5    -3    -4     2
Axe                     3Ld        -4     4     2    -2     4     0
Ball                    S1.3       -5     2    -2     4     4    -1
Banner                  S1.6        2    -4     4    -2     2     0
Barrel                  2Ld        -6     5     2    -2     4    -1
Baseball                MCG2        2    -4    -2     4     2     0
Baseball Cap            S1.3       -2     2    -4     4    -2     0
Basket Ball             MCG4        2    -4    -2     6     3     2
Bat                     S1.3       -3     3    -2     2     2     0
Bee Stinger             3RLf        5    -2     2    -4     1     1
Bell                    3RLe, B    -2    -3     3     2    -4     0
Big Horn                1c, B      -2     5     2    -6     2    -1
Bird Wing               S2.7        6    -4    -2     0    -3     0
Blowhole                S3.8        2     0    -2     6     2     6
Bolt                    2Ld, B      2     3    -2     0     2     3
Bomb                    S3.5        2     6    -2    -6     4     0
Bowl                    2Rc         2     0    -2     6     3     6
Braid                   3LLe        2    -5     6    -2    -3     1
Breastplate             3b         -5    -2     2     6     5     1
Brooch                  3RLe       -2    -3     5     2    -4     2
Broom                   3RRe       -2    -4     2     3     2    -1
Bull Horn               1c, G      -5     2    -2     6     1     1
Butterfly Wing          MCG0       -2     2     6     0    -4     6
Cape                    3b          6     0    -2     2     1     6
Cat Whisker             3LLe, MC3  -2     3     2    -3    -5     0
Cat's Claw              2Re, B      2     3    -4     2    -1     3
Cat's Ear               2b          4    -2    -3     2    -2     1
Chain Gun               3Ld         2     6    -2    -5     5     1
Cheek Guard             3b         -3    -2     6     2     1     3
Chimney                 S3.5       -2     3    -3     2     3     0
Cockpit                 MCG8        2    -6     6    -2     3     0
Crab Pincer             S2.4       -4     4     2    -2     3     0
Crystal                 S1.6        2    -2     6    -3     3     3
Cube                    S1.3        6    -2    -6     2     4     0
Curved Sword            MCG8        2     6    -2    -4     4     2
Cute Wing               2Le, G      3    -3     2    -2    -4     0
Da Vinci Wings          MCG8        6    -2    -3     2     2     3
Deer Horn               1c         -2     2     0    -3     3    -3
Demon Wing              2Le         6    -2     2    -4     1     2
Demon's Horn            S2.4        2    -2     6    -4     2     2
Disc                    2Rc         6    -5    -2     2     3     1
Dog Collar              S1.6       -2     3    -3     2     1     0
Dog's Nose              3a         -2    -3     2     4    -3     1
Dorsal Fin              2Le         2    -4    -2     6    -1     2
Double Claw             2Re         2     5    -2    -4    -1     1
Doughnut                S1.3       -2    -6     6     2     3     0
Dragon Fin              1d         -5     6     2    -2     3     1
Dragon Horn             MCG0        0     2     6    -2     3     6
Dragon Wing             2Le, B      6     2    -2    -5     1     1
Dragonfly Wing          S2.7        5    -2    -6     2    -5    -1
Drooping Ear            2b          5     2    -3    -2     1     2
Duck Beak               2b         -2    -4     2     5     1     1

Eagle Beak              Start       5    -2    -4     2    -1     1
Encyclopedia            MCG0       -4     2     6    -2     4     2
Evil Spirit's Mask      MCG8       -3     2     5    -2     5     2
Eye Glasses             S1.2        0    -3     3    -2    -4    -2
Eye-Like Ball           MCG0       -2     0     4     2    -3     4
Fairy Wing              2Le         4    -3     2    -2    -4     1
Fake Nose               S2.3        2    -3    -2     3    -3     0
Fan                     S3.5        3    -6     2    -2    -5    -3
Fang                    S2.3        0     4    -2     2    -1     4
Fin Crest               2Le, B     -2    -3     2     4    -2     1
Fish Fin                2Le, G     -2     2     0     3    -2     3
Flaming Mane            3LLf       -2     6     2    -3     2     3
Fluffy Hair             3LLe        2    -2     3     0    -4     3
Football Helmet         2Lc        -2     2    -5     6     2     1
Gloves                  Start      -3     4    -2     2     1     1
Guitar                  MCG0       -2    -4     2     6     3     2
Heart                   2Ld, G     -5    -2     2     6    -3     1
Hoof                    3RLf        4     2    -4    -2     2     0
Human Ears              S2.3        3    -2     0     2    -2     3
Human Hand              S2.3        3     3     2    -2    -1     6
Human Head              MCG8        2    -2     5     0     3     5
Illumination Light      Start      -3     2     3    -2     2     0
Imp's Horn              3RLe        2    -2     4    -3    -3     1
Jaw                     2b         -3     5     2    -2     1     2
Jewel                   S1.6       -2    -5     6     2    -4     1
Laser Gun               3RRe       -2     2     6    -6     3     0
Lightning Horn          1c          6     0    -2     0     3     4
Lion Mask               S3.8       -5    -2     6     2     5     1
Lips                    S3.5       -3     2     4    -2     1     1
Little Horn             Girl        0     3     2    -2     1     3
Little Horn             1c          0     3     2    -2     1     3
Long Drill              MCG6       -2     5     2    -4     4     1
Long Horn               1c          5     2    -5    -2     2     0
Maboo Hat               MCG7       -2    -4     6     2     1     2
Maboo Staff             MCG7        2    -5     6    -2     2     1
Mechanical Hand         1d          2     5    -3    -2     4     2
Medium Horn             1c, G      -2     4    -5     2    -1    -1
Missile                 S3.8       -2     6     2    -6     5     0
Muffler                 3Rd         6     2    -3    -2     3     3
Necktie                 S3.5       -2    -3     2     4    -3     1
Orge Horn               S2.4        4    -2     2     0    -1     4
Pail                    2Ld, MC1   -6     4     2     5     3     5
Parabolic Antenna       S3.8       -5     2     6    -2     4     1
Ponytale                S3.8        6    -4    -2     2    -3     2
Propeller               S3.5        6    -2    -4     2     4     2
Pyramid                 S1.6       -2     6    -4     2     4     2
Quadratic Prism         2Rc        -2     4     2    -5     4    -1

Rat's Tail              S2.3       -2    -3     3     2    -2     0
Rhino Horn              1c, B      -4    -2     2     5    -1     1
Ribbon                  3RLe, G     2    -5     4    -2    -5    -1
Ring                    2Rc        -3     2     6    -2     3     3
Robot Hand              S3.8       -2     6     2    -3     3     3
Rod Antenna             3Rd        -2    -3     3     2     2     0
Rose                    2Ld        -2    -6     5     2    -5    -1
Round Claw              2Re, G     -2     4    -4     2     1     0
Round Nose              3a          2    -4    -2     5    -2     1
Rugby Ball              MCG7       -4    -2     2     6     3     2
Santa's Beard           3LLe       -2    -3     2     4    -2     1
Saw Hook Claw           S3.5       -4     3    -2     2     2    -1
Screw Driver            S1.3        3    -2    -3     2     2     0
Sheep Horn              S2.4       -4     2    -2     6     3     2
Shield                  3b         -4    -2     2     6     5     2
Short Drill             S3.5       -2     3     2    -3     3     0
Shoulder Armor          S3.5       -4     4    -2     2     4     0
Siren Light             MCG4        2    -4     4    -2     2     0
Skull Stone             S2.7       -2     6     2     0     3     6
Sneakers                S1.2        3     2    -3    -2    -1     0
Soccer Ball             MCG3       -5    -2     2     5     3     0
Spinning Saw            3Ld         2     4    -2    -4     4     0
Springing Star          3RLe        2    -3     6    -2    -3     3
Star                    S1.2       -2     2     6    -5    -3     1
Steel Hand              1d         -6     6    -2     2     4     0
Strait Horn             1c, B       3     0    -2    -3     2    -2
Straw Hat               2Lc         2    -3     3    -2    -3     0
Sun Glasses             S1.6        2    -4     5    -2    -4     1
Sword                   3Ld        -4     5    -2     2     3     1
Tachometer              3Rd        -2     2     5     0     3     5
Tail Assembly           2Le         6    -2     6     2     2     12
Tentacle                3RLf       -3     2     6    -2    -1     3
Thick Eyebrow           3a          2    -2     4    -3    -4     1
Thick Eyebrow           3a, G       2    -2     4    -3    -4     1
Thin Eyebrow            3a         -2     2     3     0    -5     3
Thorned Claw            2Re        -4     5    -2     2     1     1
Thorned Collar          S2.4       -2     6    -4     2     2     2
Tire                    S3.5        4     2    -3    -2     4     1
Tongue                  S2.3       -4     0     5    -2    -1    -1
Toy Hammer              3RRe, MC4   6     2    -5    -2    -1     1
Trasparent Ball         S1.6       -3    -2     2     6     2     3
Triangular Cape         3RLf        5     3    -2    -4     1     2
Triple Claw             2Re        -2     6     2    -3     2     3
Triple Hook Claw        MCG4       -4     6    -2     2     2     2
Tube                    S1.3       -6     6     2    -2     3     0
Umbrella                3RRe       -2    -4     5     2     2     1
Unicorn's Horn          1c          6    -2     6     2     2     12
Vernier                 3Rd, MC5    6    -2    -3     2     4     3
Viking Helmet           S3.5        2    -2    -5     6     3     1
Whisker Base            3LLf, MC6   2    -2     6     0     1     6
Witch's Hat             2Lc         2    -4     5    -2     1     1

-------------
A2.8. Shops
-------------
Shop 1                 Orb Price    Spd   Pow   Mnt   Stm   Wgt   Sum
-----------------------------------------------------------------------
Speed-Up Small Potn.    2    100
Power-Up Small Potn.    2    150
Cat's Eye               2    300    10     0     0    -6     0     4
Primary Colors Pattern  2    400    -1     1     2    -2     0     0
Brick Pattern           2    500    -3     4     0    -1    18     0
Star                    2    600    -2     2     6    -5    -3     1
Skin Pattern            2    700     2    -3    -4     5     0     0
Tiger Pattern           2    800     1     5    -3    -3     0     0
Eye Glasses             2    900     0    -3     3    -2    -4    -2
Sneakers                2    950     3     2    -3    -2    -1     0
Mental-Up Small Potn.   3    200
Bat                     3   1200    -3     3    -2     2     2     0
Baseball Cap            3   1500    -2     2    -4     4    -2     0
Screwdriver             3   1800     3    -2    -3     2     2     0
Cute Animal Voice       3   2000     0     0     2     0     0     2
Cute Machine Pattern    3   2200     5    -1     1    -5    -1     0
Cube                    3   2500     6    -2    -6     2     4     0
Ball                    3   2800    -5     2    -2     4     4    -1
Doughnut                3   3000    -2    -6     6     2     3     0
Tube                    3   3200    -6     6     2    -2     3     0
Stamina-Up Small Potn.  6    250
Dog Collar              6   3500    -2     3    -3     2     1     0
Coal Eye                6   3800     0    14    -6     0     0     8
Plastic Pattern         6   4000     1    -4     4    -1   -10     0
Banner                  6   4200     2    -4     4    -2     2     0
Sunglasses              6   4500     2    -4     5    -2    -4     1
Pyrimid                 6   4800    -2     6    -4     2     4     2
Crystal                 6   5000     2    -2     6    -3     3     3
Jewel                   6   6000    -2    -5     6     2    -4     1
Transparent Ball        6   7000    -3    -2     2     6     2     3

Shop 2                 Orb Price    Spd   Pow   Mnt   Stm   Wgt   Sum
-----------------------------------------------------------------------
Speed-Up Medium Potn.   3    500
Power-Up Medium Potn.   3    550
Rat's Tail              3   1000    -2    -3     3     2    -2     0
Human Ears              3   1200     3    -2     0     2    -2     3
Fake Nose               3   1400     2    -3    -2     3    -3     0
Human Hand              3   1600     3     3     2    -2    -1     6
Tongue                  3   1800    -4     0     5    -2    -1    -1
Goggle Eye              3   2000   -10     6    10     0     0     6
Fang                    3   2200     0     4    -2     2    -1     4
Steel Armor Pattern     3   2400    -3     5     0    -1    18     1
Mental-Up Medium Potn.  4    600
Ogre Horn               4   2800     4    -2     2     0    -1     4
Lizard Pattern          4   3000    -5     3     0     5     2     3
Armadillo Pattern       4   3200    -4     3     0     3     6     2
Crab Pincer             4   3400    -4     4     2    -2     3     0
Insect Eye              4   3600   -10     0    10     6     0     6
Sheep Horn              4   3800    -4     2    -2     6     3     2
Thorned Collar          4   4000    -2     6    -4     2     2     2
Snail's Eye             4   4200   -12   -10    10     6     0    -6
Demon's Horn            4   4500     2    -2     6    -4     2     2
Stamina-Up Medium Potn. 7    650
Dragonfly Wing          7   5000     5    -2    -6     2    -5    -1
Mummy Pattern           7   6000     3    -3    -3     4    -6     1
Frog's Eye              7   7000     0   -10    10     0     0     0
Evil Spirit Armor Pat.  7   8000     1     5    -2    -5    10    -1
Lava Pattern            7   9000    -5     5    -2     1    18    -1
Demon's Eye             7  10000    10    10    12   -10    10    22
Skull Stone             7  15000    -2     6     2     0     3     6
Bird Wing               7  20000     6    -4    -2     0    -3     0
Zigzag Pattern          7  30000     1    -3     3    -1   -14     0

Shop 3                 Orb Price    Spd   Pow   Mnt   Stm   Wgt   Sum
-----------------------------------------------------------------------
Speed-Up Large Potn.    5   1000
Power-Up Large Potn.    5   1100
Pebble Pattern          5   2000     3     2    -6     3     2     2
Saw Hook Claw           5   2200    -4     3    -2     2     2    -1
Hexagon Marble Pattern  5   2400     1    -1    -4     4     6     0
Lips                    5   2600    -3     2     4    -2     1     1
Fan                     5   2800     3    -6     2    -2    -5    -3
Chimney                 5   3000    -2     3    -3     2     3     0
Shining Eye             5   3500     0    10    10   -10     0    10
Luxurious Pattern       5   4000    -1     1     4    -4    -4     0
Mental-Up Large Potn.   5   1200
Necktie                 5   4200    -2    -3     2     4    -3     1
Short Drill             5   4300    -2     3     2    -3     3     0
Bomb                    5   4500     2     6    -2    -6     4     0
Tire                    5   4700     4     2    -3    -2     4     1
Shoulder Armor          5   5000    -4     4    -2     2     4     0
Alien Voice             5   5200     0    -3     4     0     0     1
Viking Helmet           5   5400     2    -2    -5     6     3     1
Propeller               5   5800     6    -2    -4     2     4     2
Ninja Suit Pattern      5   6000     5    -5     0     2    -4     2
Stamina-Up Large Potn . 8   1300
Santa Claus Pattern     8   8000     4     1     1    -4     0     2
Kung Fu Voice           8  10000     0    -4     5     0     0     1
Ponytail                8  15000     6    -4    -2     2    -3     2
Robot Hand              8  20000    -2     6     2    -3     3     3
Lion Mask               8  30000    -5    -2     6     2     5     1
Parabolic Antenna       8  40000    -5     2     6    -2     4     1
Missile                 8  50000    -2     6     2    -6     5     0
Blowhole                8  60000     2     0    -2     6     2     6
Connected Eye           8  80000     9     0     0    -7    -7     2


================================
A3. Monster Card Game Appendix
================================
This appendix consists of Monster Cards, Monster Card Game (MCG), and items 
exclusive to MCG.

----------------------
A3.1. MC Descriptive
----------------------
Name        Source   Description
----------------------------------
Urz         1d       Grey rocky dragon
Afoo        2Le      Floating black cute bear head
Dillo       2Re      Green human mecha
Amigo       3Lc      Blue icy elegant dog
Yenty       3RRe     Firier bird spider
Omega       3RLe     Thin seaweed bodied seahorse
Watern      2a       Blue armor plated horse-dragon
Seathing    3Rd      Blue-green tentacles monster
Meteron     2b       Green lizard like rooster
Windcut     2Le      Circle thorn spider monster
Farflung    2Rd      Tiny drill headed jet
Gnu         1b       Floating black cute bear head in a bucket
Glinos      1d       Big black rocky rhino-horse
Glassrog    3b       Black rock and crystal alien Cyclops
Bydelle     3RRe     Grey standing styracosaurus
Grandall    2Rc      Literally couch arm shaped dog
Gridora     3Lc      Very thorny green dragon insect
Gore        2Rc      Black and red demon cat torso
Gossamer    3LLe     Ppastel thin fairy insect
Rollin      3Rd      Cute blue rhino boxer
Shadoze     2Ld      Spiky black and red demon
Steiner     1a       Very realistic looking black and white collie dog
Djinn       1a       Grey and orange airy djinn
Skyjin      2Rc      Green dressed viking (non-Tolkien) elf
Super Sam   3b       Dog headed super hero
Starduck    3RLf     Robotic duck man
Dogvow      2Ld      Brown large thorned sea urchin
Dragonus    1c       Red dragon knight
SantaMew    1b       Black cat in a santa suit and giant hammers
Neptune     2a       Romantic giant cyan pollywog
NoirNoir    3RRf     Black abberant human
Viking      1d       Brown rocky dog man barbarian
Hydrum      3LRe     Underwater sea spider
Gustar      3RLf     Six winged lavender bird
Warkitty    2Re      Round bodied mecha
Firesnax    3Rc      Red robot mantis attacker
Beeboy      3Ld      Navy suited boy with a stinger hat
Firarmor    3RRf     Red glass armored warrior
FaeGator    3LLf     Green crystal lizard
Feiberos    3a       Red fire dragonish tiger
Broud       1c       Red beast man
Typhoon     2Lc      Yellow and purple small robot
Bodigar     2Ld      Invisible thin red dragon
Blizard     2Lc      Blue strong lion man
Blue X      3LLf     Indigo go cart
Blublade    2Lc      Blue man in cavalier armor
Ragrag      2a       Crying white and blue round imaginary creature
Homlar      3a       Black and red spiked evil beast
Bombast     1c       Explosive cartoon rodent
MagmaGoo    3Rc      Lava dragon
Maniac      3Ld      Mummy dragon
Thundar     2Le      Yellow oriental sea dragon
Seanymph    3LRe     Aqua colored duck
Felina      2b       Cute yellow imp
Mirrored    1b       Sleek blue dragon
Canistar    2Rd      Robot boxing kangaroo
Harykit     2b       Realistic brown tabby cat
Motochet    2Re      Red motorcycle
Momumomu    3LRf     Biology homunculus in a wrestling singlet
Padeechy    3LRf     Biology homunculus in a football uniform
Abdominax   1a       Two tired snowman
Uniphone    3RLe     White ornate unicorn
Vega III    2Rd      Brown rocky demon
Highwind    3LLe     Black bird-man dragon
Stickman    MCG8    Thin green stick man robot
Yamanya     MCG1    Realistic orange tiger cat
Drillist    MCG2    Purple crawler driller robot
Hoppy       MCG2    Cute lavender super puppy
Tucker      MCG3    Squatting soccer player
Prettie     MCG8    Sailor Moon clone
Mr. Jones   MCG4    Battle ready Salary Man
Ooky        MCG4    Young Shinto priest
Greeter     MCG5    Cute ball thing with single curl
Foo         MCG5    Walking Japanese character sign
Oi Oi Oi    MCG6    Robot pirate
Georgie     MCG6    Tiger suit duck serenader
Panpang     MCG6    Invisible man wearing Groucho Marx glasses
PSB         MCG7    Skinny mummy ghost
Red Duke    MCG7    Dark red demon dragon
Kitmunk     MCG7    Cute Kappa
Black       MCG1    Black cute man carrying knick knacks
Wysteria    MCG3    Green flying tentacle monster
Potage      MCG8    Super hero made of a triangle circle and square
Evilight    MCG0    Purple demon robot
ChimaPO1    MCG0    Cute pink girl sentai
Passion!    MCG0    Yellow and white weird cow beast

----------------------
A3.2. MC Statistics
----------------------
Name            Source  Element     Spd   Pow   Mnt   Stm   Wgt   Sum
------------------------------------------------------------------------
Abdominax       1a      Earth       103    92   102   109    89   406
Afoo            2Le     Wind        111   113    79    89    67   392
Amigo           3Lc     Water       130   158    59    86   114   433
Beeboy          3Ld     Water        95   124    91    76    72   386
Black           MCG1    Wind         98   117    91   102    97   408
Blizard         2Lc     Water        94    92   114   118   125   418
Blublade        2Lc     Fire         99    80   113   126   143   418
Blue X          2LLf    Fire        150    64    88    97   129   399
Bodigar         2Ld     Fire        124   123   111    88   108   446
Bombast         1c      Fire         97   104   105    96    83   402
Broud           1c      Fire        100   113   120    78   108   411
Bydelle         3RRe    Fire         82    85   122   102   125   391
Canistar        2Rd     Fire        108   122    54   140    88   424
ChimaPO1        MCG0    Water       130   111    64   101    99   406
Dillo           2Re     Fire        107    95    83    91   139   376
Djinn           1a      Water       107   139   108    76    97   430
Dogvow          2Ld     Earth       133    56   114    97   112   400
Dragonus        1c      Fire         80    98   138    73   128   389
Drillist        MCG2    Fire        105    96   113    91   156   405
Evilight        MCG0    Fire        102    89   133    91   145   415
FaeGator        3LLf    Fire        114   131    90    78   112   413
Farflung        2Rd     Fire        104    89   101    80   113   374
Feiberos        3a      Fire        123    90   123    67    80   403
Felina          2b      Wind        128    77    94    95    67   394
Firarmor        3RRf    Fire        121   100   111    98   152   430
Firesnax        3Rc     Fire        111   119   137    59   137   426
Foo             MCG5    Wind        104    75    83   103    86   365
Georgie         MCG6    Wind         96   124    83   106    78   409
Glassrog        3b      Earth       113   143    91    81   138   428
Glinos          1d      Earth       103    87   114   128   141   432
Gnu             1b      Water        98   103    88    98    79   387
Gore            2Rc     Wind         82   101   122   122    83   427
Gossamer        3LLe    Wind        138   122    73    80    64   413
Grandall        2Rc     Earth       114    69    90   112    87   385
Greeter         MCG5    Wind        108    94    81   113    66   396
Gridora         3Lc     Water        79    79   101   134   101   393
Gustar          3RLf    Wind        167    88    70    92    84   417
Harykit         2b      Wind        127   102    92    80    60   401
Highwind        3LLe    Wind        132    89    95    75   105   391
Homlar          3a      Fire        103   113   147    73   110   436
Hoppy           MCG2    Water       130    89    78   113    67   410
Hydrum          3LRe    Water        99   131    94    87    88   411
Kitmunk         MCG7    Wind         98   103    82   115    80   398
MagmaGoo        3Rc     Fire        105   130   131    68    95   434
Maniac          3Ld     Water        85   136   102    81    83   404
Meteron         2b      Wind         99    95    99   107    70   400
Mirrored        1b      Water        64   129    93   119   111   405
Momumomu        3LRf    Wind        120    88    91    94    84   393
Motochet        2Re     Fire        135    65    92    81   114   373
Mr. Jones       MCG4    Fire         88    85    81   115    97   369
Neptune         2a      Water        85   110    78    12    84   285
NoirNoir        3RRf    Fire         66    98   110   107    90   381
Oi Oi Oi        MCG6    Wind        122    86    99   116    72   423
Omega           3RLe    Earth       102    99   120   103    94   424
Ooky            MCG4    Earth       102    85    91   118    84   396
Padeechy        3LRf    Wind        107    85    95   100    93   387
Panpang         MCG6    Fire         98    87    89   109    86   383
Passion!        MCG0    Water        85   116   115   106    93   422
Potage          MCG8    Wind        108    91    98   100    88   397
Prettie         MCG8    Water       161    96    55   102    70   414
PSB             MCG7    Earth       111    87   107   101    80   406
Ragrag          2a      Water       101   112    87   123   100   423
Red Duke        MCG7    Fire        100   104   114    99   127   417
Rollin          3Rd     Water       120   115    67   120    78   422
SantaMew        1b      Water       145    98    77    75    60   395
Seanymph        3LRe    Water       108   122    54   140    88   424
Seathing        3Rd     Water        85   129    93   105   115   412
Shadoze         2Ld     Fire         96    94   141    91   114   422
Skyjin          2Rc     Water       118   102    77   102    68   399
Starduck        3RLf    Wind        146    79    56   115   119   396
Steiner         1a      Fire        102    91   116    90    84   399
Stickman        MCG8    Fire        122   103   121    84   134   430
Super Sam       3b      Earth       103    96    92   121   108   412
Thundar         2Le     Water        93   129   114    80   104   416
Tucker          MCG3    Fire        104   104    91    96    79   395
Typhoon         2Lc     Water       108    92    79   122   121   401
Uniphone        3RLe    Water       116   110   102    92    98   420
Urz             1d      Earth        84   101   137    80   116   402
Vega III        2Rd     Fire         75    99   106   127   115   407
Viking          1d      Earth        85    83   116   129   128   413
Warkitty        2Re     Fire         96    84   115    87   126   382
Watern          2a      Water       136   105   104    85    98   430
Windcut         2Le     Earth        89    79   118   103   110   389
Wysteria        MCG3    Water       103   132    98    84    98   417
Yamanya         MCG1    Wind        117    92   112    89    62   410
Yenty           3RRe    Fire         93   134   139    64   118   430

-------------------------
A3.3. MC GBA Statistics
-------------------------
Name            Sourc    Element  HP      PP      Move 1         Move 2
-------------------------------------------------------------------------
Abdominax       1a       Earth    1990    1/6     Brat Punch     Stoneshot
Afoo            2Le      Wind     1780    2/6     Kittypaws      Dice Heal
Amigo           3Lc      Water    2000    3/7     Vaccuum        Aquawave
Beeboy          3Ld      Water    1740    2/6     Iceclaw        Freezet
Black           MCG1     Wind     1995    2/7     GoGo Punch     Bigstorm
Blizard         2Lc      Water    2215    1/6     Kittybeam      Aquawave
Blublade        2Lc      Fire     2345    1/6     Manly Fist     Fireblow
Blue X          2LLf     Fire     2130    1/5     Headbutt       Burst Fist
Bodigar         2Ld      Fire     1980    2/6     GoGo Punch     Meltbomb
Bombast         1c       Fire     1895    2/6     Blaze Kiss     Fire Blow
Broud           1c       Fire     1930    2/6     Skullbreak     Fire Blow
Bydelle         3RRe     Fire     2135    1/6     Headbutt       Gigaflare
Canistar        2Rd      Fire     2195    1/6     CrimsonToe     Fire Blow
ChimaPO1        MCG0     Water    2000    2/7     Iceknuckle     Blizzblade
Dillo           2Re      Fire     2150    1/7     Manly Fist     Heatscreen
Djinn           1a       Water    1865    2/7     GoGo Punch     Blizzblade
Dogvow          2Ld      Earth    2045    1/5     Blaze Kiss     KnockKnock
Dragonus        1c       Fire     2005    1/6     CrimsonToe     Fireshield
Drillist        MCG2     Fire     2235    1/7     Kittybeam      Burnflare
Evilight        MCG0     Fire     2180    1/6     Skullbreak     Meltbomb
FaeGator        3LLf     Fire     1950    2/6     Iceclaw        Fire Blow
Farflung        2Rd      Fire     1965    1/6     Headbutt       Fire Glow
Feiberos        3a       Fire     1735    1/6     Headbutt       Fire Blow
Felina          2b       Wind     1810    1/6     Kittypaws      Windfield
Firarmor        3RRf     Fire     2250    2/7     Kittypaws      Hideaway
Firesnax        3Rc      Fire     1980    2/7     Brat Punch     Burnflare
Foo             MCG5     Wind     1945    1/6     Brat Punch     Vaccuwave
Georgie         MCG6     Wind     1920    2/7     Headbutt       Crossguard
Glassrog        3b       Earth    2095    2/8     Rocknuckle     Gaea Wall
Glinos          1d       Earth    2345    1/6     Blaze Kiss     RockCannon
Gnu             1b       Water    1885    2/6     GoGo Punch     Freezet
Gore            2Rc      Wind     2025    2/6     WaterPunch     Dice Heal
Gossamer        3LLe     Wind     1720    2/6     Headbutt       Puslefield
Grandall        2Rc      Earth    1995    1/5     Kittybeam      KnockKnock
Greeter         MCG5     Wind     1895    1/6     Vacuum         Sonic Cut
Gridora         3Lc      Water    2175    1/6     GoGo Punch     Aquafield
Gustar          3RLf     Wind     1880    1/6     Vaccuum        Vaccuwave
Harykit         2b       Wind     1700    2/6     Hurricane      Mincer
Highwind        3LLe     Wind     1900    1/6     Headbutt       Dice Heal
Homlar          3a       Fire     1915    2/6     Manly Fist     Fire Blow
Hoppy           MCG2     Water    1900    1/5     Iceknuckle     Fastbeat
Hydrum          3LRe     Water    1875    2/7     Kittybeam      Maxguard
Kitmunk         MCG7     Wind     1975    2/6     Kittybeam      Bigstorm
MagmaGoo        3Rc      Fire     1815    2/6     CrimsonToe     Gigaflare
Maniac          3Ld      Water    1820    2/7     Ironblow       Maxguard
Meteron         2b       Wind     1885    1/6     GoGo Punch     Dice Heal
Mirrored        1b       Water    2150    2/7     Kittybeam      Blizzblade
Momumomu        3LRf     Wind     1890    1/6     Headbutt       Sonic Cut
Motochet        2Re      Fire     1975    1/6     Blaze Kiss     Meltbomb
Mr. Jones       MCG4     Fire     2060    1/6     Skullbreak     Fireshield
Neptune         2a       Water    2055    2/6     Kittypaws      Revive
NoirNoir        3RRf     Fire     1985    1/7     Kittypaws      Hideaway
Oi Oi Oi        MCG6     Wind     1940    1/6     Mach Punch     Sonic Cut
Omega           3RLe     Earth    1985    1/6     Skullbreak     Stoneshot
Ooky            MCG4     Earth    2010    1/6     Kittypaws      KnockKnock
Padeechy        3LRf     Wind     1965    1/6     Brat Punch     Windfield
Panpang         MCG6     Fire     1975    1/6     Manly Fist     Fire Blow
Passion!        MCG0     Water    1995    2/6     Brat Punch     Maxguard
Potage          MCG8     Wind     1940    1/6     Kittypaws      Sonic Cut
Prettie         MCG8     Water    1860    1/6     Vaccuum        Aquafield
PSB             MCG7     Earth    1905    1/6     Skullbreak     Stoneshot
Ragrag          2a       Water    2115    2/7     Iceclaw        Blizzblade
Red Duke        MCG7     Fire     2130    2/6     Blaze Kiss     Firefield
Rollin          3Rd      Water    1990    2/7     Kittypaws      Blizzblade
SantaMew        1b       Water    1675    1/6     Bubbleshot     Freezet
Seanymph        3LRe     Water    2140    2/7     Vacuum         Blizzblade
Seathing        3Rd      Water    2100    2/7     Ironblow       Niagara
Shadoze         2Ld      Fire     2025    1/6     Kittybeam      Fire Blow
Skyjin          2Rc      Water    1850    2/7     GoGo Punch     Blizzblade
Starduck        3RLf     Wind     2170    1/6     Hurricane      Pulsefield
Steiner         1a       Fire     1870    1/6     Iceclaw        Gigaflare
Stickman        MCG8     Fire     2090    2/7     Brat Punch     Burnflare
Super Sam       3b       Earth    2145    1/6     Kittybeam      Geodive
Thundar         2Le      Water    1920    2/7     Bubbleshot     Blizzblade
Tucker          MCG3     Fire     1875    2/6     Headbutt       Meltbomb
Typhoon         2Lc      Water    2215    1/6     GoGo Punch     Niagara
Uniphone        3RLe     Water    1950    2/6     Brat Punch     Niagara
Urz             1d       Earth    1980    2/6     Skullbreak     Boulder
Vega III        2Rd      Fire     2210    1/6     Manly Fist     Gigaflare
Viking          1d       Earth    2285    1/6     Blaze Kiss     Geodive
Warkitty        2Re      Fire     2065    1/6     Kittypaws      Corona
Watern          2a       Water    1915    2/6     Brat Punch     Hydriser
Windcut         2Le      Earth    2065    1/5     GoGo Punch     Hardknock
Wysteria        MCG3     Water    1910    2/6     Brat Punch     Freezet
Yamanya         MCG1     Wind     1755    1/6     Hurricane      Windfield
Yenty           3RRe     Fire     1910    2/7     Blaze Kiss     Crossguard

--------------------
A3.4. MC Structure
--------------------
Name            Source    Class      Frame           Creator
--------------------------------------------------------------
Abdominax       1a        Lavish     Kid             Key
Afoo            2Le       Lavish     Kid             hiroshi
Amigo           3Lc       Special    Dog             Shoi
Beeboy          3Ld       Special    Tiny            Key
Black           MCG1      Elegant    Tiny            GO!Japan
Blizard         2Lc       Lavish     Macho           Jarvis
Blublade        2Lc       Premium    Hero            K.Chung
Blue X          2LLf      Premium    Spider Worm     Westman
Bodigar         2Ld       Plain      Dragon          Jarvis
Bombast         1c        Lavish     Bunny           Adelay
Broud           1c        Strange    Macho           Adelay
Bydelle         3RRe      Lavish     Dragon-Man      Adelay
Canistar        2Rd       Premium    Dragon          Key
ChimaPO1        MCG0      Elegant    Hamster         Westman
Dillo           2Re       Elegant    Hero            hiroshi
Djinn           1a        Lavish     Hero            Shoi
Dogvow          2Ld       Bizarre    Bunny           Fairlane
Dragonus        1c        Plain      Dragon-Man      Westman
Drillist        MCG2      Elegant    Scorpion Worm   Westman
Evilight        MCG0      Elegant    Giant           Dorado
FaeGator        3LLf      Special    Tiny            Key
Farflung        2Rd       Elegant    Spider Worm     hiroshi
Feiberos        3a        Elegant    Cat             Ms. Sugar
Felina          2b        Plain      Tiny            Go!Japan
Firarmor        3RRf      Premium    Evil Spirit     Adelay
Firesnax        3Rc       Lavish     Scorpion Worm   Jarvis
Foo             MCG5      Lavish     Hamster         Bash
Georgie         MCG6      Elegant    Hamster         Stanton
Glassrog        3b        Special    Macho           Adelay
Glinos          1d        Lavish     Horse           Stanton
Gnu             1b        Lavish     Scorpion Worm   hiroshi
Gore            2Rc       Premium    Giant           hiroshi
Gossamer        3LLe      Premium    Spider Worm     Shoi
Grandall        2Rc       Strange    Dog             hiroshi
Greeter         MCG5      Plain      Tiny            Shoi
Gridora         3Lc       Elegant    Mantis Worm     Ms. Sugar
Gustar          3RLf      Premium    Evil Beast      Bash
Harykit         2b        Plain      Cat             TLK
Highwind        3LLe      Strange    Dragon-Man      Ms. Sugar
Homlar          3a        Lavish     Evil Beast      Shoi
Hoppy           MCG2      Elegant    Tiny            Key
Hydrum          3LRe      Elegant    Spider Worm     ash
Kitmunk         MCG7      Plain      Hamster         Cappy
MagmaGoo        3Rc       Elegant    Dragon          Jarvis
Maniac          3Ld       Premium    Dragon-Man      Key
Meteron         2b        Lavish     Hamster         Shoi
Mirrored        1b        Lavish     Dragon          Shoi
Momumomu        3LRf      Lavish     Kid             hiroshi
Motochet        2Re       Special    Cat             Westman
Mr. Jones       MCG4      Strange    Hero            Jarvis
Neptune         2a        Lavish     Dog             Bash
NoirNoir        3RRf      Lavish     Macho           Fairlane
Oi Oi Oi        MCG6      Elegant    Hero            Shoi
Omega           3RLe      Premium    Horse           Fairlane
Ooky            MCG4      Strange    Hero            K.Chung
Padeechy        3LRf      Lavish     Kid             hiroshi
Panpang         MCG6      Lavish     Hero            Yoshida
Passion!        MCG0      Elegant    Dragon          Dorado
Potage          MCG8      Elegant    Hero            Ikudeas
Prettie         MCG8      Elegant    Hero            Adelay
PSB             MCG7      Lavish     Hero            TOM
Ragrag          2a        Plain      Kid             Shoi
Red Duke        MCG7      Lavish     Hero            Westman
Rollin          3Rd       Special    Hamster         Standon
SantaMew        1b        Strange    Hero            Shoi
Seanymph        3LRe      Special    Tiny            Jarvis
Seathing        3Rd       Premium    Evil Spirit     Bash
Shadoze         2Ld       Lavish     Giant           Jarvis
Skyjin          2Rc       Elegant    Tiny            K.Chung
Starduck        3RLf      Elegant    Bunny           Bash
Steiner         1a        Plain      Dog             Westman
Stickman        MCG8      Lavish     Hero            yz
Super Sam       3b        Elegant    Hero            K.Chung
Thundar         2Le       Lavish     Dinosaur        Water
Tucker          MCG3      Strange    Kid             Dorado
Typhoon         2Lc       Elegant    Kid             Jarvis
Uniphone        3RLe      Special    Horse           Stanton
Urz             1d        Lavish     Dragon          Shoi
Vega III        2Rd       Elegant    Evil Beast      Westman
Viking          1d        Elegant    Giant           Yoshida
Warkitty        2Re       Premium    Dragon-Man      hiroshi
Watern          2a        Elegant    Dog             Bash
Windcut         2Le       Lavish     Mantis Worm     Shoi
Wysteria        MCG3      Elegant    Evil Beast      Fairlane
Yamanya         MCG1      Elegant    Cat             TLK
Yenty           3RRe      Special    Scorpion Worm   Yoshida

--------------
A3.5. Skills
--------------
Name              Lvl   Ele.    PP    Effect/Target
-----------------------------------------------------
Busthammer        1             -1    Single
Dragosmash        3             -2    Single
Spinner           2             -2    Multi
Soulbite          5             -3    Multi
Fire Punch        1     Fire    -1    Single
Firesword         3     Fire    -3    Single
Superburn         2     Fire    -2    Multi
Meltdown          6     Fire    -4    Multi (Friendly Fire)
Hydrup            1     Water   -1    Single
Iceblade          4     Water   -3    Single
Swamper           2     Water   -2    Multi
Blizza            6     Water   -4    Multi (Friendly Fire)
Mad Fang          1     Earth   -1    Single
Meteorburst       3     Earth   -3    Single
Rock'n            2     Earth   -2    Multi
Grandara          7     Earth   -4    Multi (Friendly Fire)
Pulsewave         1     Wind    -1    Single
Mach Sword        4     Wind    -3    Single
Ripwind           2     Wind    -2    Multi
Burstorm          7     Wind    -4    Multi (Friendly Fire)
Fireshield        2     Fire    -1    Reflect Fire
Aquashield        3     Water   -1    Reflect Water
Dirtshield        4     Earth   -1    Reflect Earth
Windshield        5     Wind    -1    Reflect Wind
Armguard          1             +1    Small Block
Allguard          7             +2    Medium Block
Hairthin          3             +1    Small Dodge
Alter Ego         5             +3    Large Dodge
Mid-Heal          1             -1    Small Heal
Great Heal        4             -2    Medium Heal
Revive            8             -4    Large Heal
Dice Heal         6             -3    Random Heal

---------------------------------
A3.6. Monster Card Game Chests
---------------------------------
Level       Chest     No.   Items
-----------------------------------------------
0 (Link)    Gold      30    Passion
0 (Link)    Gold      29    ChimaP01
0 (Link)    Gold      28    Evilight
0 (Link)    Gold      27    Guitar Acc.
0 (Link)    Silver    30    Butterfly Wing
0 (Link)    Silver    29    Dragon Horn
0 (Link)    Silver    28    Gleaming Pattern
0 (Link)    Silver    27    Encyclopedia
0 (Link)    Silver    26    Eye-Like Ball
0 (Link)    Silver    25    Alien's Mouth

1           Gold      26    Yamanya
1           Gold      25    Black
1           Silver    24    Pail (2Ld)
1           Bronze    30    Mid-Heal
1           Bronze    29    Armguard
1           Bronze    28    Pulsewave
1           Bronze    27    Mad Fang
1           Bronze    26    Hydrup
1           Bronze    25    Fire Punch
1           Bronze    24    BustHammer
2           Gold      24    Hoppy
2           Gold      23    Drillist
2           Silver    23    Baseball
2           Silver    22    Camouflage Pattern
2           Bronze    23    Fireshield
2           Bronze    22    Ripwind
2           Bronze    21    Rock'n
2           Bronze    20    Swamper
2           Bronze    19    Superburn
2           Bronze    18    Spinner
3           Gold      22    Wysteria
3           Gold      21    Tucker
3           Silver    21    Cat Whisker (3LLe)
3           Silver    20    Soccer Ball
3           Silver    19    Dot-Like Eye
3           Bronze    17    Hairthin
3           Bronze    16    Aquashield
3           Bronze    15    MeterorBurst
3           Bronze    14    Fire Sword
3           Bronze    13    Dragosmash
4           Gold      20    Ooky
4           Gold      19    Mr.Jones
4           Silver    18    Toy Hammer (3RRe)
4           Silver    17    Basket Ball
4           Silver    16    Siren Light
4           Silver    15    Triple Hook Claw
4           Bronze    12    Great-Heal
4           Bronze    11    Dirtshield
4           Bronze    10    Mach Sword
4           Bronze     9    Iceblade

5           Gold      18    Foo
5           Gold      17    Greeter
5           Silver    14    Neon Eye (3LRe)
5           Silver    13    Vernier (3Rd)
5           Silver    12    Robot Pattern
5           Silver    11    Antenna Eye
5           Silver     8    Alter Ego
5           Silver     7    Allguard
5           Silver     6    Windshield
5           Silver     5    Soulbite
6           Gold      16    Panpang
6           Gold      15    Georgie
6           Gold      14    Oi Oi Oi
6           Silver    10    Long Drill
6           Silver     9    Whisker Base (3LLe)
6           Silver     8    Transforming Hero Voice
6           Silver     7    Hero's Tights Pattern
6           Bronze     4    Dice Heal
6           Bronze     3    Blizza
6           Bronze     2    Meltdown
7           Gold      13    Kitmunk
7           Gold      12    Red Duke
7           Gold      11    PSB
7           Gold      10    Maboo Staff Acc.
7           Gold       9    Maboo Hat Acc.
7           Gold       8    Gandara Skill
7           Silver     6    Rugby Ball
7           Silver     5    Musical Instrument Voice
7           Silver     4    Transparent Pattern
7           Bronze     1    Burstorm
8           Gold       7    Potage
8           Gold       6    Prettie
8           Gold       5    Stickman
8           Gold       4    Revive Skill
8           Gold       3    Scope Eye
8           Gold       2    Da Vinci Wing Acc.
8           Gold       1    Cockpit Acc.
8           Silver     3    Curved Sword
8           Silver     2    Evil Spirit's Mask
8           Silver     1    Human Head


==================
VIII. To Do List
==================
Stuff to do, but may never actually be done.
* Test MCG with separate monsters.
* Figure out elements.
* Figure out classes.
* Figure out Folu's quiz.
* List non Skill card MCG moves.
* Fix grammar.


=====================
IX. Version History
=====================
1.00  7 May 2008
First version of the guide.

1.10  14 April 2009
Corrected various grammar errors.  (I hope.)
Added Foto "Emotes".
Added note about not using MCG items in Story Mode.
Added good item notes in Story Mode.
Added Design Tips.
Added Event Legend.
Compacted Item Source Locations.


======================
X. Acknowledgements
======================
Andrew Ross for his data to confirming my notes.
CrazyBottle a.k.a. Ryan Beach for a winning MCG strategy and his data to
   confirm my notes.
ZAB for a GBA to GBA cable.


===============
XI. Copyright
===============
This Guide is COPYRIGHT 2008 David Paul Gorski a.k.a. Skygor.  It may be 
distributed and posted on web sites as long as the following are held:  it 
remains unchanged, I receive credit for the guide, it is not sold for profit 
etc.  In basic simple terms, don't be jerks or plagiarists.


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