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Merging Guide by Goryus

Version: 2.5 | Updated: 08/05/01

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                            LEGEND OF THE TAMAMAYU:
                                 MERGING GUIDE

  Welcome to the new Jade Cocoon Merging Guide, v2.5.  This time, I've included
a large and complete section on the poweful GameShark.  Ever wanted to design
your own minion, from scratch?  The Jade Cocoon Meging Guide tells you how.
  I've also made a massive update to the contributed minions section, and have
finally completed the Minion List.

   Daniel S.  Congratulations!


I) Merging
  A) Disclaimer
  B) Version History
  C) About this Guide
      i)   What is Merging?
      ii)  How do I use this Guide?
      iii) Ooops, I found an error...
  D) The Laws of Merging
      i)   An Overview
      ii)  Stats
      iii) Abilities
      iv)  Magic
      v)   Appearance
  E) Making the "Perfect" Minion
  F) Some Pre-Made Minions
      i)   My Minions
      ii)  Submitted Minions
      iii) Special Minions
II) GameShark Codes
  A) An intro to Hex
  B) Editing Levant
      i) Codes
  C) Editing your Minions
      i) Preface
      ii) Codes
      iii) Example Minion - Jabberwocky
  D) Other Codes
      i) Codes
III) Appendices
IV) Credits

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---------------------------[A.    Disclaimer       ]---------------------------

     This document was created and maintained by Goryus, the author.  It is 
  the sole property of its author, who bears the copyright and reserves all 
  rights.  It is protected by the "United States Code:  Title 17 - Copyrights", 
  the "Berne Convention for the Protection of Literacy and Artistic Works 
  (Paris Text 1971)", any and all copyright and patent laws applicable and/or  
  International Treaties.  It may not be hosted, used, or displayed without the
  express consent of the Author.
     It may not be altered, edited, or formated, nor may any materials be added
  or removed from this document, without the express written consent of the
  author.  It may not be offered for money and/or compensation (even 
  if profit attempt fails) or offered as a bonus or gift for accessing a web 
  page or purchasing an item.  It may not be added to an archive of any type.
  It must always remain in the English Language.  It will not be translated 
  to any language for any reason whatsoever.  It will not appear in any 
  publication.  This document was in no way intended for commerical, 
  promotional and/or profitable uses.  This guide is limited to personal and 
  private use only.  Any other uses MUST be priorly approved by the author, 
  Goryus <goryus@hotmail.com>.
     If this copyright is trangressed, the violators will face immediate civil 
  and/or criminal penalties to the fullest extent possible.  Any breach of
  copyright (which includes acts of stealing, plagiarism, pirating, uses not
  private and personal, posting without permission, etc.) is considered a 
  felony, and will be punished accordingly.
     For the latest version of all of the Author's guides, check out

---------------------------[B.  Version History    ]---------------------------

     - Completed introductionary "About This Guide" section
     - Added "Laws of Merging" section
     - Added advice on constructing the perfect Minion
     - Added a handful a Minions of my own design
     - Began work on the full Minion List
     - Some other miscellaineous stuff

     - Corrected some typos
     - Granted persion to NeoSeeker.com to use this guide
     - Seriously improved "Eternal Corridor" section
     - Updated monster list
     - Added some new abilities I discovered

     - Minor corrections
     - Upadated minion list
     - Added "Submitted Minions" and "Special Minions" sections
     - Granted permission to PSXCodes.com to use this guide
     - Begun work on reverse-engineer of game mechanics
     - Found "Bird of Paradise" (see Sherick and Tweengo)

     - More minor corrections
     - Further aditions to minion list
     - A bunch more pre-made minions!

     - Completed the minion list
     - a bunch more pre-made minions
     - Added a huge section on game sharks
     - granted permission to Heimdal to host this guide
       on his site

---------------------------[C.  About this Guide   ]---------------------------

 What is Merging?
     Many people took one look at Jade Cocoon and passed it away as nothing
  more than "another Pokemon ripoff."  Those few of us who were enchanted
  enough by the stellar graphics and smooth gameplay (if a bit discouraged
  about the length and plot) to actually play the game for a couple hours,
  however, discovered just how much deeper than Pokemon this game can go.
     Merging is the process of taking two of your captured monsters, called
  "Minions," and fusing them into one being.  Not only does this affect their
  stats and abilities, but it also completely restructures their physical
  appearance (see section D-v for a more thorough explanation of how).  The
  change in appearance is completely based on which combination of the 171
  Minions are merged, and you can in fact merge five or six different ones
  together to form a Minion that looks the way you desire it to - virtually
  any way imaginable - has all the skills you want, the stat lay out you
  decide is most appropriate for it, and whatever name you want to give
  it.  The draw back?  Its extremely easy to make mistakes: to weaken
  monsters, or to make something so hideously ugly you can't stand to use
  it, for all its power.
     That's what this guide is for.

 How do I use this guide?
     The most important section of this guide, as far as merging goes,
  is the "Laws of Merging" section where I detail the actual mechanics
  behind merging.  While it's by no means necessary to understand them all,
  making an effort to do so can make the difference between a powerful,
  cool looking Minion and a weak lump of clay.
     Once you get a thorough understand of how merging works, you should
  probably experiment: either use one of the pre-made merges I have listed,
  or create one of your own.  Some monsters just tend to look good, no matter
  what you fuse them to, and some are either exceptional due to the layout
  of their stats or the abilities they have, or both.  I have compiled a list
  of Minions that share these characteristics, along with descriptions and
  opinions of each, to help you along (see "Making the Perfect Minion").  I
  highly reccomend using some of them to get yourself started.
     The last part of this guide consists of all the GS codes you'll need
  to build a minion up from scratch.  Read the introduction if you need
  some help understanding it, or email me.  I'm happy to be of service =)

 Oops, I found an error...
     Hey, we all make mistakes, and often me more than others.  If you note a
  typo or some incorrect information somewhere, or if you have some Minions to
  add to the "Pre-Made Merges" section, or just some critique - good or bad -
  please feel free to email me at goryus@hotmail.com.  Looking forward to
  hearing from you.

---------------------------[D. The Laws of Merging ]---------------------------

 An Overview
     Alright, down to the good stuff!  In this section, you will find the
  specifics on how merging works, so that you can go ahead and make your very
  own Minion that looks, feels, and plays the way you want it to.  A couple of
  important things of note:

          - The first Minion you select serves as the "base" for the fusion.
            Its behavioral patterns, posture, and method of attack (ramming,
            punching, etc) caries over no matter what it is fused to.

          - NEVER fuse a stronger Minion to a weaker base Minion.  The end
            result is a monster on the level of the stronger one, but with
            the average stats of the two (this is, fortunately, NOT true 
            the other way around).  An interesting quirk of the leveling
            system has it completely rework your HP and MP when you level
            up to where your stat growth says they should be, but sadly
            other stats do not benefit from this.

          - The tint of your Minion's skin is determined wholly by it's
            element, or combination thereof, with Fire being red, Water
            being blue, Earth being green, and Wind being yellow.  So, if
            you want a purple Minion, fuse one Fire Minion with a Water

          - The higher your percentage of a certain element, the more damage
            you do with spells of that element (i.e., monsters that are mostly
            wind do more damage with wind spells than monsters that are mostly
            fire).  If you have no alignment to a given element, spells of
            that element will always do 0.

          - Minions that use poision/sleep/stone attacks are resistant to
            them, and so is anything that is fused to one.  This does NOT
            work with instant death.
          - ALL Minions are equally good, when it comes down to sheer raw
            stats.  The real determining factor is how those stats fit with
            your chosen abilities, and how cool you can look doing so.

     Try and keep these points in mind while reading the rest of the guide.
  They're some of the most important, elemental truths to merging.  Now, to 
  the Laws!

     Merging minions has a rather cursory effect on your stats, but a huge
  one on your stat growth. If you look at your Minions, either from the menu
  screen or while performing Nagi magic, you should note a small grid with
  four labels on it (Attack, Defense*, Speed, Magic) and a large red dot.  It
  is your job to manipulate this dot.
     Stat growth in Jade Cocoon is completely linear, based entirely on the
  position of that red dot.  As you level up, that dot will dictate how much
  better you become, and in what way.  Note that it has little bearing on your
  actual stat, beyond the fact that minions with high attack growths tend to
  have high attack stats (and thus tend to raise the attack of any minion they
  are merged with).
     The behavior of this dot is a little strange.  First off, please note that
  you _cannot_ have both a high Speed growth and Defense growth, or a high 
  Attack growth and Magic growth, as they are on opposite sides of the grid; 
  and that only two of the remaining stat combinations can be 'high.'
  In otherwords, you can have a fast attacker or a defensive magic user, but
  not a fast defensive character or a powerful magic user (that is to say,
  without a GameShark, which can be used to set these growth rates directly).
     The location of this dot, strangely enough, also determines your HP and MP
  stats.  The closer it is to the top of the grid, the higher your HP; and the
  closer to the bottom, the higher your MP.  This corresponds to your Attack
  Magic stats, or seems too, although they are actually slightly different.
     As I said earlier, the behavior of the almighty dot is a little strange.
  Merging two minions averages all their growth rates, but since two parts
  effect each directional location of the dot, it rarely moves quite like
  you'd expect it to.  Be sure to take all the involved growth rates into
  account, or you could suddenly find your attack with tons of defense when
  what you wanted was speed.
     All the different stats are:
          HP:            Ability to take damage
          MP:            Ability to cast spells
          Attack:        Physical Attack Strength
          Defense:       Resistance to physical attacks
          Magic:         Magical attack strength
          Magic Defense: Resistance to magical attacks
          Speed:         How quickly your Minion moves, how well it dodges, and
                         how well it can hit its target.

     If you want to raise a Minion's speed, therefore, merge it with fast
  Minions until its dot is in the Speed quadrant.  After that, merging it to
  other fast Minions will speed it up much faster.  Bear in mind, though, that
  this increase is coming at a cost to your defense stat.
     One other major benefit, stat wise, comes from merging Minions: the base
  Minion recieves the same amount of EXP it would have had it defeated the one
  it absorbed in a battle.  This means that merging two Minions of the same
  level produces one higher, one Minion with one a level lower gets you half
  what you need to level up, 2 levels a fourth, and on with successive powers
  of 2.  This means that you can essentially get the experience for defeating
  a monster twice - once by capturing it, and then again when you merge it.  It
  also allows you to get up to some better silk versions (2 level 24 Minions,
  when spun, get you 2 first snow silks, for a total of 2300 yan.  Merging them
  into a level 25, however, for pearl silk is 3000!).

  *Defense takes into account Magic Defense as 1/4 the location of the dot.
   Defense is another 1/4, and speed is the other 1/2.

     Due to the linear nature of stat growth, all Minions are comparatively
  powerful with each other on the average.  What distinguishes them in power,
  then, is not their stats, but their abilities, of which some are distinctly
  more powerful than others.*
     Your abilities are 'attached' to a certain body part (for instance, a horn
  attack).  They can be either elemental or not, they can have special effects,
  they can have stat modifiers, and they all take up differing amounts of MP.  
  They also overwrite eachother during a merge, if two happen to be in the same
  location.  In this case, the one of the monster being fused to the base
  monster takes precendence.  
     The possible special stat modifiers each can have follows:

          +Critical:       This attack has roughly a 50% chance of criticaling.
          +Accuracy:       This attack cannot miss.*
          +Power:          This attack does about 25% more damage than normal.

  These modifiers latch on to the bodyparts they are associated with (Horn,
  Fang, Claw, Tail, or Foot) and, best of all, stick around unless overwritten
  by another of their kind!  This means that if one Minion has a "Earth Attack"
  on its tail, and you fuse it to one with a +Accuracy modifier on its tail
  (but no elemental, IMPORTANT) you wind up with an Earth Tail Attack with
  +Accuracy.  This is one of the few times it works the same in reverse.
     There is one remaining attribute to special attacks that can make them
  immensely powerful, much more useful than they could ever be otherwise: they
  can, very rarely, have some interesting special effects.  They are:
           Water:          Water Elemental Attack
           Fire:           Fire Elemental Attack
           Wind:           Wind Elemental Attack
           Earth:          Earth Elemental Attack
           Rend Wings:     Lowers the agility of winged Minions
           Break Legs:     Lowers the agility of walking Minions
           Attack All:     Attacks all Enemies
           Drain HP:       You gain life equal to the damage this attack does.
           Drain Mana:     You gain Mana equal to the damage this attack does.
           Destroy Mana:   You gain Mana equal to the damage this attack does.
           Critical:       Enemy is reduced to 1 HP.
           Poison:         Poisons enemy.
           Sleep:          Causes enemy to fall asleep.
           Flesh-to-Stone: Slowly petrifies enemy.

  Whenever you see one of these, grab it up!  Along with +Critical or +Power
  and an elemental bonus, they can quickly allow you to rip through most
  Minions in a single blow!  Please note that, when abilities come into
  conflict, the most recent one always takes precedence.  If something lowers
  your accuracy, the effects of +Accuracy disappear; likewise, if someone
  poisons you and you have the Nagi Belt equipped, you'll lose HP each
  round _and never gain any_.
     Ideally, you want your Minion to have abilities fitting each of the
  five body parts, a modifier on each - my favorite is +Power - and a special
  ability to boot.  This is _not_ easy to do, but well worth the rewards if
  you manage it.  If, in doing so, you've made a completely hideous beastie
  that you would never even consider bringing into battle, never fear.  Check
  out my sections on "Appearance" and "Creating the Perfect Minion."  Remember:
  just because you can't see a horn doesn't mean its not there.  As far as the
  game is concerned, if your third cousins great aunt (twice removed) had a
  horn, so do you.  Just be careful to keep the elemental ratio the way you 
  want it - a wind attack with no wind elemental ratio (or a very small one) is
  a complete waste of 15 MP - it does the same damage as a normal attack.

  * Note that effects never work together in this game.  Anything that lowers
    your accuracy will COMPLETELY negate the effects of +Accuracy for as long
    as it's in effect.

     Magic spells can either be extremely powerful or completely useless, 
  depending on your Magic stat.  Minions with a high Magic stat shouldn't have
  too much trouble tearing Minions of the opposite element apart in one blow,
  providing they have the right spell.
     Magic also has a 100% hit rate, a huge advantage, and MP can be recovered
  both after battles (25%) or during battle by defending (1/4 your level + 3).
  The only problem with heavy magic users is that their HP, of a necessity,
  suffers.  For this reason, I heavily reccomend Speed over Defense for them
  (it's much easier to dodge than to survive with half the HP of your friends).
     There are generally 5 magic spells of each element: one single enemy 
  (weak), one all-enemy (weak), one single enemy (powerful), one Deva spell 
  strengthens that element), and one Status spell.  The only exceptions to this
  are water, which has two healing spells, and Earth, which makes up for the
  lack with two status effect spells.

          Ulvi             (Earth)(Single)(Weak)
          Ulvis            (Earth)(Multi) (Weak)
          Ulvia            (Earth)(Single)(Strong)
          Deva Ulvi        (Earth)(All)   (Enhance)
          Ad Venon         (Earth)(Multi) (Poison)
          Ad Roqua         (Earth)(Multi) (Stone)
          Selahm Venon     (Earth)(Single)(Cure Poison)
          Agni             (Fire) (Single)(Weak)
          Agnis            (Fire) (Multi) (Weak)
          Agnia            (Fire) (Single)(Strong)
          Deva Agni        (Fire) (All)   (Enhance)
          Ad Mumuls        (Fire) (Multi) (Death)
          Malti            (Wind) (Single)(Weak)
          Maltis           (Wind) (Multi) (Weak)
          Maltia           (Wind) (Single)(Strong)
          Deva Malti       (Wind) (All)   (Enhance)
          Ad Slahm         (Wind) (Multi) (Sleep)
          Sel Selahm       (Wind) (Single)(Protect)
          Vahli            (Water)(Single)(Weak)
          Vahlis           (Water)(Multi) (Weak)
          Vahlia           (Water)(Single)(Strong)
          Deva Vahli       (Water)(All)   (Enhance)
          Medina           (Water)(Single)(Heal)
          Medinia          (Water)(Single)(Heal+)
          Selahm           (Water)(Single)(Cure)

  Later in the game, you'll want the Deva, Strong-Single, and all-enemy spells,
  as well as Medin(i)a and Selahm (if you have a water hybrid).
     Unlike abilities, magic isn't "attached" to anything, and you can have
  pretty much the entire spell list on any one minion, if you really want it.
  The Deva spells, which can be obtained from a number of sources, can really
  help, especially if your Minion is quick.  Casting a deva spell and then
  following up with an all enemy or strong magic spell can wipe out entire
  groups of enemies before they get a chance to move.
     Getting your Minions these spells is the easiest part of all mergings:
  merge one without the spell with one, and its got it, no questions asked.
  Watch out, however: like abilities, your alignment with one particular
  element effects the damage you do with these spells.  Vahlia on something
  that has been made pure fire is completely useless.
     One important note: your magic users should really be all one element, or
  they will NOT have the power to kill off enemies as efficiently as your other
  minions using specials will, as the damage the do is multiplied by your %
  alignment to your element (in otherwords, a half-fire user who casts Agni
  only does half damage!).

     Easily the most difficult part of merging is getting the finished product
  to look, not like an amorphous blob, but like something that deserves all the
  time and effort you've put into tuning it _exactly_ how you wanted.  And
  there's a very good reason I saved it for last: because it should be the last
  step in any merging you undertake.
     First off, lets go over exactly _how_ the merging process effects your
  Minion's appearance.  Your minion has 50 slots available for storing other
  minions in.  When you start out, all 50 are set to your minion (call it A).
  If you merge it to a second minion, B, 25 of those slots are changed to B.
  If you then merge in a minion C, 25 more slots are turned into Cs.  After
  three merges, you now have 1/4 of the slots A, 1/4 of the slots B, and the
  rest C.  You also have the posture of the original monster - that never
  changes - and the skin of the newest one, or C.  You can easily see how,
  after four or five mergings, the monster can quickly become completely
    To avoid this, its necessary to do some planning.  The Minion that you have
  merged all this way should be one whose basic form suits what you had in mind
  - that is, you like (more or less) the way it looks, and you want to add
  abilities to it, or you intend to use that form for a purely aesthetic merge.
     Now, once you've finished merging its stats the way you like it, merge the
  product with another of the original (unmodified).  This will restore it to
  almost exactly its previous self, since half the Merge Slots, the Skin, and
  the Posture are now reset to what it was originally.  What few differences
  there are tend to be miniscule, and almost always beneficial anyways.  Now,
  you're safe to merge it with others for appearance.  This may weaken it
  somewhat, but if you're careful it will either not be hurt by it or
  (ideally) actually strengthen it more.  If the base Minion you had started
  with has all its stats in the same area of the grid as the product you
  fought so long for, then merging the original in again will often further
  strengthen your Minion.
     As to what looks good, that's for you to decide.  Anything from the wasp 
  family works well with any non-humanoid (which work poorly with everything).
  Anything from the gore family - most notably the Tergore - have great
  skins, which look incredible on Minions of the appropriate element.  Those
  strange elongated Minions, the Turen, Rainster, Fintan, Bawni, and the like,
  are great for fusing - not only do they have the Deva spells, but they also
  have bodies that tend to slim and elongate whatever you're working with -
  perfect for most lizards, snakes, and insects you might try to make.  And
  if that fails...there is another option.
     You may have noticed that those strange, uncapturable Minions at the end
  of each of the Eternal Corridor's corridors will very rarely drop an item
  with their name attached.  This item is their skin, and it too is used in
     If you completely screw up your Minion, and end with a Minion whose stats
  you like but his appearance you do not, sometimes it can be fixed by a
  quick patching with these skins.  When you're merging two Minions together,
  it should prompt if you want to use one of these skins.  Doing so will
  overwrite the skin of your current Minion with the skin of the appropriate
  boss, once again tinted to match your element.
     Note: it is normally impossible to have something blue that is strong with
  Fire and the color blue.  The closest you can come is purple.  This is true of
  all the other colors, except the yellow-green, earth-wind combination.  Yellow
  doesn't effect the green much, so its quite possible to have something just a
  little Earth and mostly Wind still be a decent green color.  Lastly, these
  special Minion skins will _not_ be tinted, providing your Minion is a pure
     The full list of these skins is as follows:

                  This skin reminds me of a panda's, white and black striped
              but with a distinct red belly.  It works well with four legged
              beasties who walk on all fours, and is dropped by the Palooja
              enemy (the first of those strange, quazi-boss Minions).
                  This skin is actually quite plain, green with brownish-black
              legs.  It looks OK on Minions of pretty much any color, but
              hardly phenomenal, and only really on humanoids.  Its dropped
              by the second of those quazi-bosses, the Ticker.

                  This skin, in part because its made for such a small Minion,
              doesn't tend to work well with much.  Its a blackish upper half
              with a bright red underbelly, and that's about all there is to
              it.  Dropped by the third friendly quazi-boss, the Jeechwo.

                  This skin is either really, really cool, or completely
              horrible, depending on how garish you want your Minions to be.
              Bright colors, and a nice leopard-spot kind of pattern.  This
              one comes from quazi-boss #4, the Kolna.

                  This skin I just don't like, but maybe you'll find a use
              for it.  Its solid blue with rings of red around the neck and
              feet.  Timaios, number 5, drops it.

                  Without question my favorite of these skins, the Sicanjal
              skin provides tiger-stripes for your Minion along with a white
              underbelly.  Looks good on anything, except some of the most
              garish humanoids or snakes, or anything that happens to be
              purple.  Its dropped by the sixth corridor quazi-boss, the

                  Once again, a skin that can be really great or useless. Its
              basically blue, but it segments your Minions skin into this
              repeating, hexagonal checkerboard layout.  Good for snakes and
              (sometimes) really large things, but tends to look silly on
              most anything else. This is dropped by good ol' 7, the Yolga

                  This skin is good if you're into the undead.  Its light grey
              with darker grey and black highlights, black eye sockets and a
              simply _dead_ look.  It is dropped by the annoying Klarrgas quazi
              boss, numero 8.
     In addition to your Minion's appearance changing based on merges, it
  also changes as you level up.  In general, this seems pretty straight forward
  - for most Minions, they just get bigger.  However, that's not exactly what
  happens, and this can lead to some slight problems on down the line.
     Specifically, the size of each "part" of the body grows at a certain,
  fixed rate, much like the various "parts" of the body are averaged in a
  merging.  This means that some Minion's horns grow really fast, or their
  legs do, or even their jaws or claws.  A Minion that looks really
  cool on level 2 can look exagerrated or distorted on level 20.  There are
  only a couple of ways to combat this.
     The first, and most obvious method of combatting this problem, is simply
  to merge the problem Minion with one with a small attribute.  Protruding jaw?
  No problem.  Merge it to something without a jaw, and BAM!  That protrusion
  has shrunk down to half its original size.  The real problem that arises
  from this is that it has the tendency to completely destroy your Minion's
  carefully crafted appearance.
    The second, and much more difficult, way of countering this phenomenon is
  based around planning.  When creating your Minions, make sure that no two
  attributes overlap too much - in other words, don't merge two things with
  huge horns, or jaws, or feet.  Instead, try to find some combinations that
  blunt the exagerrated charateristics of one another (try some of my pre-
  made Minions, if you want some decent examples).  The less exaggerated your
  Minion appears on its first appearance, the less exaggerated it will appear
  with age.

---------------------------[E. The Perfect Minion  ]---------------------------

    This section is a simple, straight forward set of guidelines for merging
  Minions, along with some miscellaineous stuff that did not fit above.  If
  you've read the above and know how merging works, then hopefully this will
  allow you to better apply it.

          - The ideal Minion has 5 abilities, 4 spells, and a stat layout that
            works with them.  If you want an attacker, you're going to want
            abilities with +Critical and +Power, some elemental and some not,
            and some of them specials (Like Drain and Attack-All).  If, 
            however, you want to be a magic user, you'll want at the least the
            third attack spell, the all-attack spell, and the appropriate deva
            spell for your element.  If you're water elemental, make _sure_
            that you have medina.  It is, hands down, the most useful spell in
            the game.

          - The best minions in the game, hands down, for merging are the sets
            found as second-to-last and last in the monster list.  The former
            are little, weird looking dog things with curly tails, and a FULL
            ability list (physical abilities).  The latter look like the Shee,
            Fal, Shulia, and Anash, but run away from you in the corridor.
            They also have a FULL ability list (with "magical" abilties).

          - Some good Minions for abilities are: the Rainster, Fintan, Bawni,
            and Turen, all of the goat family, the spiders, the three-headed
            flying dragon family (Surprise!), and (best of all) the small,
            barrel type enemies, the best of which are the Paras.  For the
            most part, these also make a minimal impact on your form - at the
            least, a minimal _negative_ impact.

          - Some monsters you might consider for stat boosting: the goat family
            (if you noticed them above, you're probably realizing just how good
            these tend to be), the Sag family (for magic), the Paras (Speed,
            Power, and killer abilities.  YOU WANT THESE!), or the Todon family
            (for defense).

          - Some Minions you might consider using for appearance: the Wasp
            family, the Alco family (birds), the Dreg or Frayd family (dogs),
            the Gore family (dragons), the elongated Rainster, Fintan, Bawni,
            and Turen, and the cute little Paras (again!).

          - The stat layout you pick for your Minion is extremely important.
            Make sure it compliments the _abilities_ you've also given them,
            or you'll find your Minion severely weakened.  Make sure you don't
            max something's attack and then try and use its Magic! =)

          - Far and away, the most important part of merging is the ability
            and magic sets of that Minion, appearance aside.  _These should
            be your first priority_.  Since, as I mentioned earlier, stat
            growth is completely linear, the _only_ thing that makes one
            Minion better than another is the abilities and spells that it

          - As a general rule, Minions look best when merged with those
            similar to them in appearance.  I realize that this sounds somewhat
            inane, but its important to remember: fusing flying things with
            walking things, or (worst of all) humanoids or barrel-types with
            most things creates a hideous monstrosity.

          - A monster that looks great red probably looks horrible blue.  If
            you have a Minion whose shape is fine, but you hate the skin, try
            the same combination with a different element.

          - In the merging screen, hit O to view the finished product after
            having selected both Minions.  DON'T FORGET THIS!  It'll save you
            countless resets.

          - Are you reading this guide somewhere other than GameFAQs.com,
            NeoSeeker.com, www.webspawner.com/users/cocoonworld, or
            PSXCodez.com?  If so, please email me and let me know where.
            The people hosting this guide are ripping me off.  I can be
            reached at goryus@hotmail.com.

---------------------------[E.Some Pre-Made Minions]---------------------------
 My Merges 


  Element: Earth
  Basic Merge: Terwasp + Turen + Tergore
  Stat type: Average or Power+Speed
  Description: No, nothing to do with the ridiculous looking "Manty"
               enemies.  This really looks like a giant preying mantis,
               and is easily one of my favorite merges.
  Abilities: Comes with Earth Tail Attack, Ulvis, and Deva Ulvi.
             try merging the original Terwasp with some Terparas for
             a great Earth Horn Attack +Critical (as well as upping its
             attack/speed), or possibly something with stoning or
             poisoning potential.  The Tuloon has an absolutely
             _phenomenal_ non-elemental foot attack that hits all
             enemies; consider using that, as well.
  Other types of merges: Try swapping the Terwasp or Turen with the
             Skawasp or Fintan.  This creates a Minion that looks very
             similar, but is half wind elemental.  Also, if you're a
             little low on Minions, just Terwasp and Tergore will give
             you a Minion that's just a bit stubbier, whose wings are
             shorter and lacks Deva Ulvi.  Still looks cool, though.


  Element: Water
  Basic Merge: Fal + Amasag
  Stat type: High Magic/Speed
  Description: Looks like...well, like a Kraken.  Big blue head with
               eight long tentacles hanging down.  Attacks with front
               two tentacles, and casts powerful magic.
  Abilities: Comes with a water-attack, a Fang Attack +Accuracy, and
             the Ulvia spell.  Consider merging it with a mukhambu or
             the Kamra Minion, the former for Magic and Medina and the
             latter for Selahm.  Rainsters can supply Deva Vahli.
  Other types of merges: Try swapping the two Minions with their
             equivalents in color, or two that are complementary to
             each other.  Fire and wind, and wind and earth, both work
             well.  If you don't like the end result, just merge one
             more Fal into it.  You also might want to try the Yolga,
             Kolna, and Sicanjal skins, although I prefer it as it is.


  Element: Wind
  Basic Merge: Hackaroo + Hiralco/Skalco
  Stat type: High Attack/Speed
  Description: Little dog looking thing with wings, a beak, and the
               absolute perfect Griffon skin.  Has a nice high Attack
               and speed, and is yellow-brown in color.
  Abilities: Comes with a Wind Tail Attack, and the Ulvi, Ulvis, and
             Deva Ulvi spells.  Consider throwing in a Skapara for more
             speed/attack and a great Wind Tail Attack +Critical.
  Other types of merges: Try the Dreg and Frayd families with the
             Skalco, and pretty much anything else on four legs.  You
             may want to fuse in one of the Barrel-trype Minions for
             a more puffy, Griffon-like chest.


  Element: Water
  Basic Merge: Arpatron + Radgore + Sicanjal Skin
  Stat type: Average
  Description: Looks similar to the Arpatron but sits up further.  Has
               tiger stripes coming down in exactly the same pattern the 
               Sicanjal does, and is just plain cool besides.
  Abilities: Comes with a Water Horn Attack, a Water Claw Attack, and the
             Vahli and Vahlis spells.  Try merging in a Kamra for Selahm
             and Medina, and a Dogpara for +Critical to that horn attack.
             Also, the water version of the Oo family (Ankoo, Mulgoo, etc)
             has a phenomenal foot attack.  The Rainster Minion offers
             Deva Vahli.
  Other types of merges: Try merging a Kamra right after the Arpatron but
             before the Radgore to make it sit up further.  Also try it
             without the Sicanjal Skin - still doesn't look half bad,
             does it?


  Element: All
  Basic Merge: (Yorlk + Ohzay) + (Aiona + Yates)
  Stat type: Average
  Description: Looks like a regular spider with a different color.
               Also attacks the same. (Don't worry, read on)
  Abilities: Comes with Ad Mumuls, ad Roqua, ad Venon, and ad Slahm.
             Resistant to poison, stone, and sleep, and able to kill off
             entire enemy groups with instant death.
  Other types of merges: Try merging something with big, thick legs
             into the equation to thicken the legs and maybe make it
             bigger, more tarantula like.  I found I liked the Ticker
             skin on it, as well.


  Element: Fire
  Basic Merge: Patadon + Patdreg
  Stat type: High Attack/Defense
  Description: Looks like a large, armor-plated humanoid w/horn.
               Attacks by swinging fist violently.
  Abilities: Comes with a Fire Horn Attack and a Fire Claw Attack
             +Power, as well as the basic Agni spell.  Consider merging
             in a Patapara to add +Critical to that Horn attack, and a
             Jitamble for Deva Agni.  A Yorlk will give it instant
             death capability, as well.
  Other types of merges: Try adding one of the seven special skins to
             get rid of that armor on the back, or merging it with a
             Jitamble after the Patdreg (although this makes it look
             a little less Ogre-ish).  This works in any element, but
             looks best as red and green.  You also might want to try
             the Patlchu ot Pateeb enemies, which look much the same
             but less bulky.

 Submitted Merges 

  Element: Fire
  Basic Merge: Jirahl + Spiral + Klarrgas Skin
  Stat type: High Attack/Speed
  Description: A taller, more slender version of the goat-men.  Very evil
               because he appears to be a skeleton with horns.  Attacks by
               spinning around and kicking his enemy.
  Abilities: At least two of the "special" attacks and Ad Mumuls and Ad Slahm
             (if you merged this with spiders earlier).  Put them to sleep,
             instant death, rinse, repeat.
  Other types of merges: Try getting a creature with the spells Sel Selahm,
             Selahm, and Medina into the mixture.  That way you can put them
             to sleep, heal, recover MP, and then go back at it.


  Element: Fire
  Basic Merge: (Patbaran + Yoalk) + (Patdred + Swav) + ((Patdreg + Swav) +
               Patbaran) + Spiral
  Stat Type: Attack/Speed
  Description: A distorted, reddish Goat-man with a distinctly demonish
  Abilities: Comes with Agnia, Ad Mumuls, Deva Agni, a Fire Horn attack,
             a Fire Fang Attack +Power, and a Rend Wings Tail Attack.
  Other types of merges: try merging with a Bauback and a Uglam, and then
             once more with a spiral, to enhance the ability list

  Hell Hound

  Element: Fire
  Basic Merge: Patbaran + Any of the lizard-types
  Stat Type: Speed
  Description: a sleek looking dog minion that resembles a demonic mutt.
               Purely aesthetic.
  Abilities: Agnis, varying with the lizard type you choose.
  Other Types: if you have a four legged minion, consider using this
               combo to re-work its appearance once you've achieved
               the balance you've been looking for.

  Death Angel

  Element: Air
  Basic Merge: Marrdreg + (Doghambu + (Maskhira + Hiralco) + Maskhira)
  Stat Type: Defense/Attack
  Description: Dog-type minion with wings.  Consider heavily using one
               of the special skins, though...
  Abilities: Malti, Maltis, Maltia, Deva Malti, Sel Selahm, Ad Selahm
             Wind Horn Attack +Accuracy, Wind Fang Attack, and a Wind
             Tail Attack
  Other types of merges: try merging in an Uglam for both sorcerous
             potential and appearance.


  Element: Earth
  Basic Merge: Terfrayed + Riggu + Teralco + Rugdogle + Tergrip
  Stat Type: Defense
  Description: horribly distorted, green, four legged critter with
               wings and a whole host of abilities.  Aesthetic appeal
               varies with taste.
  Abilities: ?
  Other types of merges: Suggested that you use Berbansa, Bauback,
               Spiral, and Turen, to further distort the appearance
               and enhance the abilities.

  Neon Demon

  Element: Earth
  Basic Merge: Radgore + ((Tergore + Terfrayd) + (Patawasp + Patalchu))
  Stat Type: Average
  Description: dark blue, with bright yellow wings, claws, teeth, and
               pupils. His yellow pupils have a bright red ring around
               it and a white pattern on its back where it's wings would
               be if the were held tight against it.
  Abilities: ?
  Other Types of Merges: None given; try different elemental combinations.
               Any of them should work.


  Element: Fire 
  Merge: (Patawasp + Yates) + (Wardon + Karn) 
  Stat Type: Attack/Magic/Speed 
  Description: Looks like a Patawasp with long slender arms and a neck that
             barely visible. Has forest green skin patterned with neon red,
             a violet underside and violet wings. 
  Abilities: Horn and Fang Fire Attack, Tail Critical, and Foot.
           Magic includes Agni, Agnis, Ad Mumuls, and Deva Agni. 
  Other types of merges: Use any elemental equivalents. The looks on this
           guy are just awesome. 

  Byre Belly
Element: Fire 
  Merges: (Bauback + Frigg) + Critter(see above) 
  Stat Type: Attack/Magic/Mana 
  Description: Looks like a Bauback with Karn's skin. Cool and cute at the same
  Abilities: What I love about Bauback and its relatives is that it's stats are
           full from the get-go. Byre Belly comes equipped with a plain Fire
           attack as well as one with Power, Accuracy, and Critical. Also has
           a foot attack and all the fire spells. 
  Other types of merges: Same as Critter's. Stick with the same minions.


  Element: Wind 
  Merges: (Shulia + Tagosag) + (Nevan + Skash) 
  Stat Type: Magic/Mana/Speed 
  Description: Very tall Shulia with Skash skin but STILL NO HORN! 
  Abilities: Absorb Mana and two plain Wind Attacks. All the wind attack spells
           and Ad Slahm. 
  Other types of merges: Try adding another Tagosag or two for a less round and
           more curvy minion. 


  Element: Wind 
  Merges: (Arvalzak + Ankoo) + (Skagrip + Telma) 
  Stat Type: Speed/Attack 
  Description: Very FAT goat man with violet skin patterned with neon yellow.
               His horn resembles a party favor hat. For a good laugh at his
               obesity, use a normal attack ^_- 
  Abilities: Rend Wings + Accuracy, a Tail Wind Attack, and a powerful Foot
             Attack. Also has Malti, Sel Selahm, and Deva Malti. 
  Other types of merges: You can try slimming him down with more Telma's or
             beef him up even more with more Skagrip + Telma mixes. 

  Element: Earth 
  Merges: Karro + (Karro + Sgaj) 
  Stat Type: Average 
  Description: Looks like a Shee with dark blue eyes and red trim. 
  Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has
             Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true. 
  Other types of merges: Try adding some Shee/Karro + Morisag mixes for more
           curves and higher Magic Attack. 

Valkyrie Dreg
Element: Fire
Merges: ((Teralco + Terfrayd) + Swav) + Patdreg
Stat Type: Average 
Description: Looks like a Shee with dark blue eyes and red trim. 
Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has
           Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true. 
Other types of merges: Try adding some Shee/Karro + Morisag mixes for more
           curves and higher Magic Attack. 

 Special Merges


  Element: Fire
  Basic Merge: (Tereeb + Termole) + ((Tergore + Tergrip) + Teralco)
  Stat type: High Magic/MP
  Description: Oddly colored, giant bird with a large beak.  Looks absolutely
               hideous (and not in the good sense).  Decent magic user.
  Abilities: Comes with Rend Wings and Fang Attack +Accuracy for abilities.
             Also has Agnia and Ad Mumuls.  Consider heavily merging it to
             add in Deva Agni and Agnis to the mix.
  Other types of merges: Any element of any of the above will produce this
             special minion, as long as the belong to the same families.


  Element: Water
  Basic Merge: ((Nevan + Oajin) + Skumole) + (Skaeeb + Mafrayd)
  Stat type: High Power/HP
  Description: Brightly colored crab.  Unlike the Mole family, it has six
               legs and pinsirs.  Looks a lot better with a different skin,
               and has a shape that works well with most merges.
  Abilities: Comes with NO spells, but a number of abilities: Horn Water
             Attack, Fang Attack +Critical, Claw Attack +Power, Tail Attack
             +Accuracy, Foot Attack-All Enemies.  Consider a Dogpara to add
             +Critical to that horn attack, or use this thing to turn any
             physical attackers into powerhouses.
  Other types of merges: Any element of any of the above will produce this
             special minion, as long as the belong to the same families.

    ___________  ___________
   /____  ____/ /____  ____/
       / /          / /
      / /          / /
 ____/ /____  ____/ /____  __
/__________/ /__________/ /_/

---------------------------[A.  An Intro to Hex    ]---------------------------

     If you want to use a GameShark (or a similar tool) and make good use of
  these codes, you're going to have to know something about Hex.  Hex (short
  for Hexadecimal) is basically another way of counting.
     You probably learned, way back when, that 24 means 2 tens + 4 ones.  124
  is 1 hundred + 2 tens + 4 ones.  Looked at another way, that's (1 * 10^2) +
  (2 * 10^1) + (4 * 10^0).  That's why we call it "base ten" or "the decimal
  system" - each new digit you add is bigger by a factor of 10.
     Hex is base 16.  124 in hex does NOT mean the same thing it does
  "normally."  124 in hex is (1 * 16^2) + (2 * 16^1) + (4 * 16^0), or 292 in
  base 10!
     Now, start counting normally, starting with 0, and stopping just before
  you hit 10.  That number set, 0-9, are the ten digits you have access to in
  base 10.  So what happens when you change to base 16?  You have to add new
  numbers!  Prepare to learn and entirely new way of counting.  After you hit
  9, instead of going to 10 (one-zero), you switch to letters.  So, counting
  in hex, you'd go like so: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.
  A is 10, B is 11, C is 12, etc.  After F comes 10 all the way to 1F, then
  20 all the way to 2F, etc.
     I realize that, if you're new to this, all this probably seems awfully
  confusing.  I suggest you go back and read that over again a couple more
  times if you didn't fully understand it, and test yourself with these

      B0 = ?
     1FF = ?
     What comes after DE?
     And what comes after that?

  Now, for the easy way.  Click Start->Program Files->Accessories->Calculator,
  and set it on scientific mode.  Click the radio button for decimal, and type
  the number you want converted to hex.  Click the radio button for hex, and
  voila!  Easy hex-to-decimal-and-back-again conversions.

      Now, onto memory locations.  Computers use what are called "variables"
  to keep track of important information.  These "variables," or "values that
  can vary," are stored in your computer's memory.  What a GameShark does is
  to change those stored values, replacing them with whatever you tell it to.
  The first part you enter of a GS code specfies WHERE you're looking at.  The
  second part says what you want to put there.  When the game goes and checks
  what that value was again, it sees whatever you put there - instead of what
  it should have been.
      As an example, say you have a 10 HP.  That's stored in a variable.  If
  you level up and gain 5 HP, it changes what it stored to 15.  Now, you with
  your GameShark come along, and replace that 15 with a 999.  It gets into
  battle, checks your HP, and finds...999, which it then displays on screen.

      Lastly: why use hex at all?  Wouldn't it be easier just to do it in
  base 10?  Yes, it would, but there are a number of good reasons for doing
  this in hex.  The first is that programmers don't WANT you messing with
  their games, and your average lay-person doesn't know anything at all
  about hex.  Complexitity is, sometimes, a programmer's friend.  The other
  major reason is that computers operate in base 2, or the "binary" system.
  Since 16 is 2^4, it's very, very easy to convert back and forth between
  the two, which makes it run very fast.

------------------------------[B. Editing Levant ]-----------------------------


These two codes have the effect both of determining Levant's current status,
and of physically changing his graphic around.  Even outside of battle, the
poisoned flag turns him green and the stoned flag turns him gray.
  8008BD38 000n     isPoisoned
  8008BD39 000n     isStoned

These codes will set his HP.  Replace the "nnn"s with hex numbers.  Max is
3E7 (999).
  8008BD40 0nnn     Current HP
  8008BD41 0nnn     Max HP
  8008BD42 0nnn     Max HP
  8008BD43 0nnn     Max HP

These codes allow you to change Levants name.  Use the "Character Digits"
section of the appendix, and replace the "nn"s with the number for the letter
you want.
  8008BD47 nn00     Hero's Name 1st Char
  3008BD48 00nn     Hero's Name 1st Char
  3008BD49 00nn     Hero's Name 2nd Char
  3008BD4A 00nn     Hero's Name 3rd Char
  3008BD4B 00nn     Hero's Name 4th Char
  3008BD4C 00nn     Hero's Name 5th Char
  3008BD4D 00nn     Hero's Name 6th Char
  3008BD4E 00nn     Hero's Name 7th Char
  3008BD4F 00nn     Hero's Name 8th Char
  3008BD50 00nn     Hero's Name 9th Char
  3008BD51 00nn     Hero's Name 10th Char

Here you'll find the codes for messing around with Levant's equipment.  Check
out the appendix for the appropriate replacements for all the different pieces.
  8008BD53 nn00     Weapon modifier
  3008BD54 00nn     Weapon modifier
  3008BD55 00nn     Armor modifier
  3008BD56 00nn     Accessory modifier
  8008BD56 00nn     Accessory modifier

And last but not least, we have levant's stat modifiers.  Replace the "nn"s
with hex numbers to set them.  Max is 63 (99), except for level, which can
reach all the way to FF (255, Developer).
  8008BD63 nn00     Attack modifier
  3008BD64 00nn     Attack modifier
  3008BD65 00nn     Defense modifier
  3008BD66 00nn     Magic Attack modifier
  3008BD67 00nn     Magic Defense modifier
  8008BD68 00nn     Speed modifier
  3008BD68 00nn     Speed modifier
  8008BD7B nn00     Level modifier
  3008BD7C 00nn     Level modifier

-------------------------[C. Editing Your Minions ]----------------------------

     Yes!  Straight to you from Goryus: how to build your own minion, from
  scratch.  Below you will find the codes for specifying your minion's
  appearance, behaviour patterns, stats, growth rates, abilities, name,
  and even its history.  Any questions?  Mail them to goryus@hotmail.com.


Messing with these will purge (delete) your minion.
  3008BEF8 nnnn     Minion purge
  3008BEF9 nnnn     Minion purge

Both of these codes use the minion list at the bottom.  The first sets the
posture of your minion - how it sits, casts spells, and attacks.  The second
changes the skin that's rapped around it.
  3008BEFA 00nn     Posture modifier
  3008BEFB 00nn     Minion skin modifier

These codes edit the names of the minions in your family tree.  You'll
need to use the "Character Digits" section at the bottom to specify which
letters you want in each position.

  Family Name 1
  3008BEFC 00nn     First Family tree name, 1st char
  3008BEFD 00nn     First Family tree name, 2nd char
  3008BEFE 00nn     First Family tree name, 3rd char
  3008BEFF 00nn     First Family tree name, 4th char
  3008BF00 00nn     First Family tree name, 5th char
  3008BF01 00nn     First Family tree name, 6th char
  3008BF02 00nn     First Family tree name, 7th char
  3008BF03 00nn     First Family tree name, 8th char
  3008BF04 00nn     First Family tree name, 9th char
  3008BF05 00nn     First Family tree name, 10th char

  Family Name 2
  3008BF08 00nn     Second Family tree name, 1st char
  3008BF09 00nn     Second Family tree name, 2nd char
  3008BF0A 00nn     Second Family tree name, 3rd char
  3008BF0B 00nn     Second Family tree name, 4th char
  3008BF0C 00nn     Second Family tree name, 5th char
  3008BF0D 00nn     Second Family tree name, 6th char
  3008BF0E 00nn     Second Family tree name, 7th char
  3008BF0F 00nn     Second Family tree name, 8th char
  3008BF10 00nn     Second Family tree name, 9th char
  3008BF11 00nn     Second Family tree name, 10th char

  Family Name 3
  3008BF14 00nn     Third Family tree name, 1st char
  3008BF15 00nn     Third Family tree name, 2nd char
  3008BF16 00nn     Third Family tree name, 3rd char
  3008BF17 00nn     Third Family tree name, 4th char
  3008BF18 00nn     Third Family tree name, 5th char
  3008BF19 00nn     Third Family tree name, 6th char
  3008BF1A 00nn     Third Family tree name, 7th char
  3008BF1B 00nn     Third Family tree name, 8th char
  3008BF1C 00nn     Third Family tree name, 9th char
  3008BF1D 00nn     Third Family tree name, 10th char

  Family Name 4
  3008BF20 00nn     Fourth Family tree name, 1st char
  3008BF21 00nn     Fourth Family tree name, 2nd char
  3008BF22 00nn     Fourth Family tree name, 3rd char
  3008BF23 00nn     Fourth Family tree name, 4th char
  3008BF24 00nn     Fourth Family tree name, 5th char
  3008BF25 00nn     Fourth Family tree name, 6th char
  3008BF26 00nn     Fourth Family tree name, 7th char
  3008BF27 00nn     Fourth Family tree name, 8th char
  3008BF28 00nn     Fourth Family tree name, 9th char
  3008BF29 00nn     Fourth Family tree name, 10th char

  Family Name 5
  3008BF2C 00nn     Fifth Family tree name, 1st char
  3008BF2D 00nn     Fifth Family tree name, 2nd char
  3008BF2E 00nn     Fifth Family tree name, 3rd char
  3008BF2F 00nn     Fifth Family tree name, 4th char
  3008BF30 00nn     Fifth Family tree name, 5th char
  3008BF31 00nn     Fifth Family tree name, 6th char
  3008BF32 00nn     Fifth Family tree name, 7th char
  3008BF33 00nn     Fifth Family tree name, 8th char
  3008BF34 00nn     Fifth Family tree name, 9th char
  3008BF35 00nn     Fifth Family tree name, 10th char

  Family Name 6
  3008BF38 00nn     Sixth Family tree name, 1st char
  3008BF39 00nn     Sixth Family tree name, 2nd char
  3008BF3A 00nn     Sixth Family tree name, 3rd char
  3008BF3B 00nn     Sixth Family tree name, 4th char
  3008BF3C 00nn     Sixth Family tree name, 5th char
  3008BF3D 00nn     Sixth Family tree name, 6th char
  3008BF3E 00nn     Sixth Family tree name, 7th char
  3008BF3F 00nn     Sixth Family tree name, 8th char
  3008BF40 00nn     Sixth Family tree name, 9th char
  3008BF41 00nn     Sixth Family tree name, 10th char

These positions determine the current appearance of your minion.  Use the digits
from the Minion list at the bottom to specify which one you want in each slot.
The more slots are set to any given minion, the closer its appearance will come
to that one.
  3008BF42 00nn     Merging Slot 1
  3008BF43 00nn     Merging Slot 2
  3008BF44 00nn     Merging Slot 3
  3008BF45 00nn     Merging Slot 4
  3008BF46 00nn     Merging Slot 5
  3008BF47 00nn     Merging Slot 6
  3008BF48 00nn     Merging Slot 7
  3008BF49 00nn     Merging Slot 8
  3008BF4A 00nn     Merging Slot 9
  3008BF4B 00nn     Merging Slot 10
  3008BF4C 00nn     Merging Slot 11
  3008BF4D 00nn     Merging Slot 12
  3008BF4E 00nn     Merging Slot 13
  3008BF4F 00nn     Merging Slot 14
  3008BF50 00nn     Merging Slot 15
  3008BF51 00nn     Merging Slot 16
  3008BF52 00nn     Merging Slot 17
  3008BF53 00nn     Merging Slot 18
  3008BF54 00nn     Merging Slot 19
  3008BF55 00nn     Merging Slot 20
  3008BF56 00nn     Merging Slot 21
  3008BF57 00nn     Merging Slot 22
  3008BF58 00nn     Merging Slot 23
  3008BF59 00nn     Merging Slot 24
  3008BF5A 00nn     Merging Slot 25
  3008BF5B 00nn     Merging Slot 26
  3008BF5C 00nn     Merging Slot 27
  3008BF5D 00nn     Merging Slot 28
  3008BF5E 00nn     Merging Slot 29
  3008BF5F 00nn     Merging Slot 30
  3008BF60 00nn     Merging Slot 31
  3008BF61 00nn     Merging Slot 32
  3008BF62 00nn     Merging Slot 33
  3008BF63 00nn     Merging Slot 34
  3008BF64 00nn     Merging Slot 35
  3008BF65 00nn     Merging Slot 36
  3008BF66 00nn     Merging Slot 37
  3008BF67 00nn     Merging Slot 38
  3008BF68 00nn     Merging Slot 39
  3008BF69 00nn     Merging Slot 40
  3008BF6A 00nn     Merging Slot 41
  3008BF6B 00nn     Merging Slot 42
  3008BF6C 00nn     Merging Slot 43
  3008BF6D 00nn     Merging Slot 44
  3008BF6E 00nn     Merging Slot 45
  3008BF6F 00nn     Merging Slot 46
  3008BF70 00nn     Merging Slot 47
  3008BF71 00nn     Merging Slot 48
  3008BF72 00nn     Merging Slot 49
  3008BF73 00nn     Merging Slot 50

These codes will change the element of the monsters listed in the family tree.
00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water.  To get multiple
elements, add them together (For instance, 01 + 02 = 03, fire & air).
  3008BF74 nnnn     Elemental modifier, first Family tree
  3008BF75 nnnn     Elemental modifier, second Family tree
  3008BF76 nnnn     Elemental modifier, third Family tree
  3008BF77 nnnn     Elemental modifier, fourth Family tree
  3008BF78 nnnn     Elemental modifier, fifth Family tree
  3008BF79 nnnn     Elemental modifier, sixth Family tree

These codes edit some basic stats.  Replace the "n"s with hex numbers to set
them.  In the case of duplicates, the lower ones have the greatest impact, while
the higher up ones have the least.
  8008BF82 nnnn     Experience modifier
  8008BF83 nnnn     Current HP
  8008BF84 nnnn     Current HP
  8008BF85 nnnn     Current HP
  8008BF86 nnnn     Max HP
  8008BF87 nnnn     Max HP
  8008BF88 nnnn     Current Mana
  8008BF89 nnnn     Current Mana
  8008BF8A nnnn     Max Mana
  8008BF8B nnnn     Max Mana

These codes will set your Minion's name.  Use the "Character Digits" section to
specify which letters you want in each position.
  3008BF8C nnnn     Minion name, 1st char
  3008BF8D nnnn     Minion name, 2nd char
  3008BF8E nnnn     Minion name, 3rd char
  3008BF8F nnnn     Minion name, 4th char
  3008BF90 nnnn     Minion name, 5th char
  3008BF91 nnnn     Minion name, 6th char
  3008BF92 nnnn     Minion name, 7th char  
  3008BF93 nnnn     Minion name, 8th char
  3008BF94 nnnn     Minion name, 9th char
  3008BF95 nnnn     Minion name, 10th char

These codes will directly edit your minions stats.  Replace the "nn"s with hex
numbers.  Note that the limit for all of them is 99.
  8008BFA7 nn00     Attack Modifier
  3008BFA8 00nn     Attack modifier
  3008BFA9 00nn     Defense modifier
  3008BFAA 00nn     Magic Attack modifier
  3008BFAB 00nn     Magic Defense modifier
  3008BFAC 00nn     Speed Modifier

These codes will edit your growth rates.  Replace the "nn"s with hex numbers.
Note that FF (255) is the highest they can go.
  3008BFAE 00nn     Attack stat growth rate
  3008BFAF 00nn     Defense stat growth rate
  3008BFB0 00nn     Magic Attack stat growth rate
  3008BFB1 00nn     Magic Defense stat growth rate
  3008BFB2 00nn     Speed stat growth rate

These codes will mess with your element.  The first for determine how much of
that element you have, and ranges from 0 to 20 (0 to 32).  The last sets all of
them at once: 00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water.  To get
multiple elements, add them together (For instance, 01 + 02 = 03, fire & air).
  3008BFBA 00nn     Fire elemental
  3008BFBB 00nn     Air elemental
  3008BFBC 00nn     Earth elemental
  3008BFBD 00nn     Wind elemental
  3008BFBE 00nn     All Elements

These codes set your minion's level.  Replace the "nn"s with hex numbers.  The
highest possible level is 255.  Note that setting the level this way will NOT
change the minion's stats.
  8008BFBF nn00     Level modifier     
  3008BFC0 00nn     Level modifier

These codes set what abilities the minion has access to, and what they do.  The
first determines whether or not they can use that attack; the second sets the
type of attack; the third sets the supplemental ability for it; and the last
controls how accurate it is.  For a list of the different attack/ability types,
refer to the appendix.

  Horn Attacks
  3008BFD6 0n01     hasHorn
  3008BFD7 000n     Horn Attack Type
  3008BFD8 000n     Horn Ability Type
  3008BFD9 000n     Horn Accuracy

  Fang Attacks
  3008BFDA 0n01     hasFang
  3008BFDB 000n     Fang Attack Type
  3008BFDC 000n     Fang Ability Type
  3008BFDD 000n     Fang Accuracy

  Claw Attacks
  3008BFDE 0n01     hasClaw
  3008BFDF 000n     Claw Attack Type
  3008BFE0 000n     Claw Ability Type
  3008BFE1 000n     Claw Accuracy

  Tail Attacks
  3008BFE2 0n01     hasTail
  3008BFE3 000n     Tail Attack Type
  3008BFE4 000n     Tail Ability Type
  3008BFE5 000n     Tail Accuracy

  Foot Attacks
  3008BFE6 0n01     hasFoot
  3008BFE7 000n     Foot Attack Type
  3008BFE8 000n     Foot Ability Type
  3008BFE9 000n     Foot Accuracy

These codes control what spells your minion has access to.  For a list of all
the spells and their appropriate replacements, check the appendix.  To get
multiple spells, add the values together (01 + 02 = 03, Agnis & Agnis).
  8008BFEC nnnn     Magic Spells modifier
  8008BFED 0nnn     Magic Spells modifier

 A Sample Minion
     Here's a sample minion I created for a Mr. Palacio - the Jabberwocky
  from Alice in Wonderland.  Enter all these codes, and you'll have yourselves
  one to play with of your very own.

Stats/Abilities   Appearance
  8008BF82 0000       3008BEFB FF25
  3008BF96 0089       3008BEFA FF49
  3008BF95 007B       3008BF42 0024
  3008BF94 0073       3008BE43 0024
  3008BF93 007F       3008BE44 0024
  3008BF92 0087       3008BE45 0024
  3008BF91 0082       3008BE46 0024
  3008BF90 0075       3008BE47 0024
  3008BF8F 0072       3008BE48 0024
  3008BF8E 0072       3008BE49 0024
  3008BF8D 0071       3008BE4A 0024
  3008BF8C 0039       3008BE4B 0024
  3008BFC0 0001       3008BE4C 00AA
  3008BFBA 0020       3008BE4D 00AA
  3008BFBB 0000       3008BE4E 00AA
  3008BFBC 0000       3008BE4F 00AA
  3008BFBD 0000       3008BE50 00AA
  3008BFD6 0000       3008BE51 007B
  3008BFDA 0000       3008BE52 007B
  3008BFDE 0101       3008BE53 007B
  3008BFE2 0101       3008BE54 007B
  3008BFE6 0101       3008BE55 007B
  3008BFDF 000F       3008BE56 007B
  3008BFE0 0001       3008BE57 007B
  3008BFE1 0003       3008BE58 007B
  3008BFE3 000C       3008BE59 0089
  3008BFE4 0001       3008BE5A 0089
  3008BFE5 0007       3008BE5B 0089
  3008BFE7 000E       3008BE5C 0089
  3008BFE8 0001       3008BE5D 0089
  3008BFE9 0003       3008BE5E 0089
  3008BFEC 0001       3008BE5F 0089
  3008BFAE 00DD       3008BE60 0089
  3008BFAF 007F       3008BE61 00AA
  3008BFB0 0022       3008BE62 00AA
  3008BFB1 007F       3008BE63 00AA
  3008BFB2 007F       3008BE64 00AA
  3008BFA8 001A       3008BE65 00AA
  3008BFA9 0014       3008BE66 0057
  3008BFAA 0019       3008BE67 0057
  3008BFAB 0019       3008BE68 0057
  3008BFAC 0014       3008BE69 00AA
  3008BF84 001D       3008BE6A 00AA
  3008BF86 001D       3008BE6B 00AA
                      3008BE6C 00AA
                      3008BE6D 00AA
                      3008BE6E 0024
                      3008BE6F 0024
                      3008BE70 0049
                      3008BE71 007B
                      3008BE72 0099
                      3008BE73 0099

-----------------------------[D. Everything Else ]-----------------------------


Change your number of empty cocoons.  Max is 63 (99).
  8008B818 nnnn     Empty cocoons modifier

Want more money?  Set it!
  8008B594 nnnn     Money modifier
  8008B595 nnnn     Money modifier
  8008B596 nnnn     Money modifier

These codes will give you the minion skin you specify in your minion
skinventory, so you don't actually have to kill the mini-bosses.
  8008B798 0300     hasPaloojaSkin
  8008B79A 0301     hasTickerSkin
  8008B79C 0302     hasJeechwoSkin
  8008B79E 0303     hasKolnaSkin
  8008B7A0 0304     hasTimaiosSkin
  8008B7A2 0305     hasSicanjalSkin
  8008B7A4 0306     hasYolgaSkin
  8008B7A6 0307     hasKlarrgasSkin

These codes will set your enemy's HP.  Max is 3E7 (999).  
  800B1313 nn00     Enemy 1 Cur HP modifier
  800B1314 00nn     Enemy 1 Cur HP modifier
  800B1315 nn00     Enemy 1 Max HP modifier
  800B1316 00nn     Enemy 1 Max HP modifier
  800B1317 00nn     Enemy 1 Max HP modifier
  800B1318 00nn     Enemy 1 Cur MP modifier
  800B1319 nn00     Enemy 1 Cur MP modifier
  800B131A 00nn     Enemy 1 Max MP modifier

These codes will change your enemy's name.  Refer to the "Character Digits"
section for the appropriate replacements for the letts you want.
  800B131B nn00     Enemy 1 Name modifier, char 1
  300B131C 00nn     Enemy 1 Name modifier, char 1
  300B131D 00nn     Enemy 1 Name modifier, char 2
  300B131E 00nn     Enemy 1 Name modifier, char 3
  300B131F 00nn     Enemy 1 Name modifier, char 4
  300B1320 00nn     Enemy 1 Name modifier, char 5
  300B1321 00nn     Enemy 1 Name modifier, char 6
  300B1322 00nn     Enemy 1 Name modifier, char 7
  300B1323 00nn     Enemy 1 Name modifier, char 8
  300B1324 00nn     Enemy 1 Name modifier, char 9
  300B1325 00nn     Enemy 1 Name modifier, char 10

Change your enemy's level around.
  800B1350 00nn     Enemy 1 Level Modifier
  800B13D8 00nn     Enemy 2 Level Modifier
  800B1460 00nn     Enemy 3 Level Modifier

    ___________  ___________  ___________
   /____  ____/ /____  ____/ /____  ____/
       / /          / /          / /
      / /          / /          / /
 ____/ /____  ____/ /____  ____/ /____  __
/__________/ /__________/ /__________/ /_/

--------------------------------[E. Appendices ]-------------------------------

 Minion List

     Total Minions: 171/171

    00 Marrdreg       01 Raddreg        02 Patdreg        03 Rudogle
    04 Dogle          05 Berbansa       06 Mukhambu       07 Doghambu
    08 Terhambu       09 Hiralco        0A Maskhira       0B Hirasag
    0C Pataimel       0D Skwimel        0E Radoimel       0F Patalchu
    10 Raddlchu       11 Doglchu        12 Nushab         13 Rashab
    14 Mukshab        15 Asha           16 Geenwee        17 Marven
    18 Mugoo          19 Noobwee        1A Ojire          1B Riggu
    1C Srikarta       1D Uglam          1E Yorlk          1F Jirahl
    22 Tweengo        23 Sherick        24 Arpatron       39 Pataraid
    3A Mafrayd        3B Terfrayd       3C Ragifrayd      3D Patbaran
    3E Skbaran        3F Terbaran       40 Ladbaran       41 Jitamble
    42 Hackaroo       43 Clayble        44 Geible         45 Patagore
    46 Skgore         47 Tergore        48 Radgore        49 Drunga
    4A Skarunga       4B Terunga        4C Radunga        4D Patgaron
    4E Skgaron        4F Tragaron       50 Doggaron       51 Patash
    52 Skash          53 Terash         54 Radash         55 Patagrip
    56 Skagrip        57 Tergrip        58 Doggrip        59 Patapara
    5A Skpara         5B Terpara        5C Dogpara        5D Patalco
    5E Skalco         5F Teralco        60 Raddlco        61 Patbecker
    62 Skbecker       63 Terbecker      64 Radbecker      65 Hikisag
    66 Tagosag        67 Morisag        68 Amasag         69 Patawasp
    6A Skawasp        6B Terwasp        6C Radwasp        6D Patmanty
    6E Skmanty        6F Termanty       70 Radmanty       71 Patamole
    72 Skumole        73 Termole        74 Radmole        75 Pateeb
    76 Skaeeb         77 Tereeb         78 Radeeb         79 Patodon
    7A Skatodon       7B Tertodon       7C Radtodon       7D Patakuga
    7E Skwooga        7F Terkooga       80 Radkooga       81 Pataoot
    82 Skwoot         83 Teraoot        84 Radoot         85 Patamorj
    86 Skwmorj        87 Termorj        88 Radmorj        89 Carmine
    8A Skwmaine       8B Termaine       8C Radmine        8D Anash
    8E Shulia         8F Shee           90 Fal            91 Karn
    92 Telma          93 Scul           94 Uld            95 Usk
    96 Oajin          97 Eavun          98 Embla          99 Gabee
    9A Tuloon         9B Pedingo        9C Zulmoo         9D Frigg
    9E Shoven         9F Elu            A0 Roben          A1 Tiootz
    A2 Sowl           A3 Sgaj           A4 Frey           A5 Wardon
    A6 Ankoo          A7 Galia          A8 Ohma           A9 Swav
    AA Carlidge       AB Fugger         AC Id             AD Bawni
    AE Fintan         AF Turen          B0 Rainster       B1 Yates
    B2 Nevan          B3 Aiona          B4 Ohzay          B5 Spiral
    B6 Arvalzak       B7 Fedelco        B8 Kamra          B9 Bauback
    BA Armijar        BB Greydon        BC Agghai         BD Nupandra
    BE Saramoon       BF Karro          C0 Narade

 Hidden Skins

    25 Fire Special
    26 Wind Special
    27 Earth Special
    28 Water Special
    29 Dream Man*
    2A Dark Arpatron*
    2B Poacher*
    2C Kikinak*
    2D ??? - Muscle*
    2E ??? - Machine*
    2F ??? - Blue Plated*
    30 ??? - Death*
    31 ??? - Pyschodelic
    32 ??? - Masked Boy*
    33 ??? - Krazy*
    34 Fire Goat
    35 Wind Goat
    36 Earth Goat
    37 Water Goat
    38 Final Minion
    C1 Fire Tweengo
    C2 Wind Tweengo
    C3 Earth Tweengo
    C4 Water Tweengo
    C5 Fire Sherick
    C6 Wind Sherick
    C7 Earth Sherick
    C8 Water Sherick
    C9 Palooja
    CA Ticker
    CB Jeechwo
    CC Kolna
    CD Timaios
    CE Sicanjal
    CF Yolga
    D0 Klarrgas
    D1 All Statuses
    D5-FF: Duplicate skinsets for Mafrayd through Hikisag

    * These minions will crash the game if you use them as
      a posture, and will cause glitches if assigned to a
      Merge Slot.  The Skins work fine, although most look
      bizarre.  The "Death" skin is actually really neat.


    00 Knife
    01 Dagger
    02 Aguazor
    03 Bronze Sword
    04 Sword of Speed
    05 Iron Sword
    06 Iron Axe
    07 Life Stealer
    08 White Horn
    09 Little Bird
    0A Whistler
    0B Nightglow
    0C Blue Phantom
    0D Thunderbolt
    0E Tsunami
    0F Spring Blossom
    10 Dragon Crest
    11 Cloudcover
    12 Palemoon
    13 Reaper
    14 Drainer
    15 Autumn Moon
    16 Icicle


  00 Hunter Vest
  01 Leather Vest
  02 Chain Mail Vest
  03 Wire Vest
  04 Plate Mail Vest
  05 Reflecting Vest
  06 Silver Vest
  07 Divine Vest
  08 Riketz' Garb
  09 Nagi Garb
  0A Bloody Garb
  0B Navy Blue Garb
  0C Forest Garb
  0D Divine Garb 1
  0E Divine Garb 2


  00 Leather Headband
  01 Iron Headband
  02 Silver Headband
  03 Blue Bead
  04 Green Bead
  05 Yellow Bead
  06 Red Bead
  07 Sparrow Ruff
  08 Iron Bracelet
  09 Silver Crown
  0A Holly Ruff
  0B Hawk Ruff
  0C Poison Choker
  0D Sleep Choker
  0E Stone Choker
  0F Super Choker
  10 Nagi Belt


  00 Mugwort
  01 Meta-Mugwort
  02 Bitter Mugwort
  03 Great Walnut
  04 Chestnut Oil
  05 Shishiudo Oil
  06 Kukumira Oil
  07 Bletilla Oil
  08 Ichishi Oil
  09 Shab Liquor
  0A Fine Liquor
  0B Excellent Liquor
  0C Special Liquor
  0D Tendai Uyaku
  0E Valerian Powder
  0F Ikari Powder
  10 Ring of Venom
  11 Ring of Sleep
  12 Ring of Stoning
  13 Ring of Death
  14 Mirror of Deva
  15 Urvy's Blessing
  16 Vary's Blessing
  17 Agni's Blessing
  18 Malty's Blessing
  19 Urvy's Seal 1
  1A Urvy's Seal 2
  1B Vary's Seal 1
  1C Vary's Seal 2
  1D Agni's Seal 1
  1E Agni's Seal 2
  1F Malty's Seal 1
  20 Malty's Seal 2
  21 Cloud Silk
  22 Thunder Silk
  23 Lily Silk
  24 Pearl Silk
  25 First Snow Silk
  26 Angelwing Silk
  27 Moonlight Silk
  28 Key
  29 Sleep Spores
  2A Attract Spores


  0000 None
  0001 Agni
  0002 Agnis
  0004 Agnia
  0008 Vahli
  0010 Vahlis
  0020 Vahlia
  0040 Ulvi
  0080 Ulvis
  0100 Ulvia
  0200 Malti
  0400 Maltis
  0800 Maltia
  1000 Selahm Venon
  2000 Medina
  4000 Medinia  
  8000 Selahm

   000 None
   001 Sel Selahm
   002 Ad Venon
   004 Ad Slahm
   008 Ad Roqua
   010 Ad Mumuls
   020 Deva Agni
   040 Deva Vali
   080 Deva Ulvi
   100 Deva Malti

 Attack Abilities

  00 Nothing
  01 Nothing
  02 +Power
  03 +Accuracy
  04 +Critical

 Attack Types

  00 Nothing
  01 Nothing
  02 Earth
  03 Water
  04 Fire
  05 Wind
  06 Poison
  07 Sleep
  08 Flesh-to-Stone
  09 Destroy Mana
  0A Absorb HP
  0B Absorb Mana
  0C All Enemies
  0D Critical
  0E Break Legs
  0F Rend Wings

 Character Digits

  00 Erase Name

  01 !  02 ·  03 .  04 1  10 '  11 ,  21 I  22 {  23 }  5A ?  5B -
  5C ~  90 ·  91 .  92 '  93 :  94 ;

  31 A  32 B  33 C  34 D  35 E  36 F  37 G  38 H  39 J  3A K  3B L
  3C M  3D 0  3E P  3F Q  40 R  41 S  42 U  43 V  44 Z

  71 a  72 b  73 c  74 d  75 e  76 f  77 g  78 h  79 i  7A j  7B k
  7C l  7D m  7E n  7F o  80 p  81 q  82 r  83 s  84 t  85 u  86 v
  87 w  88 x  89 y  8A z

  51 0  52 2  53 3  54 4  55 5  56 6  57 7  58 8  59 9

  67 Heart

 Hex Numbers

  Some common, useful hex->decimal conversions.

  3E7   999
  FF    255
  64    100
  32     50
  1       1

---------------------------[E.      Credits        ]---------------------------

     Atom Edge <lazysilverwolf@about.com>
         Big thanks go to Atom Edge, who's brilliant grasp of legal issues
       and talent at writing disclaimers provided the bulk of mine, as well
       as the great sectioning art used above.

     Crave Entertainment (www.cravegames.com)
         The creators of Jade Cocoon.  Thanks for creating this game, without
       which this FAQ could never have existed.  Thanks for the great gameplay
       and stellar graphics, and the phenomenal voice acting.  All it needs
       now is a plot. =)

     GameFAQs (www.GameFAQs.com)
         Thanks go out also to CJayC, operator of www.GameFAQs.com, for
       providing the inspiration to get this FAQ off the ground and offering
       an easy means to make it public.

     cmgsccc (www.cmgsccc.com)
         Thanks for providing a place to start, saving me hours of work.
       All codes in this guide have been tested by me, but it couldn't
       have happened without you.

     Peter Judson <ptlj@neoseeker.com>
         Representative of NeoSeeker who politely asked my permission to
       use this Guide.  Thanks both for being polite and for making it
       available to a larger audience.

     Christian Worth <webmaster@psxcodez.com>
         Webmaster of www.PSXCodez.com who politely asked my permission to
       use this Guide.  Thanks both for being polite and for making it
       available to a still larger audience.

     Thom Lancaster <merlyng@hotmail.com>
     Thom's Unamed Friend <maxhavoc@hotmail.com>
         Thanks go out to these two for giving me the proper directions for
       creating the Sherick and Tweengo hidden minions, the former of which
       I believe to be the "Bird of Paradise."  Keep up the good work!
         Thom has also provided the key to finding the last four minions on
       the monster list.  Thanks again!

     Rabid Neon Monkey <masterroshi07@yahoo.com>
         A great deal of help, RMM added considerably to my Minion List,
       submitted the first outside merge for my guide, telling me how to
       kill the Klarrgas, and various other (minor) corrections.

     Mindwanderer <mindwanderer@juno.com>
         Thanks for pointing out some mistakes and helping me to a greater
       understanding of the function of the dot, as well as having submitted
       a minion.

     Dharkist MvUnit #0 <sigmareprise@hotmail.com>
         Sent in three seperate minion merges, fairly complete and with a
       lot of detail.  Thanks for the hard work!

     Ruby Weapon <RubyWeapon9488@aol.com>
         Submitted a minion for the pre-made merges list.  Thanks, man!  Any
       more, let me know.

     Daniel S <psxlegend@hotmail.com>
     Daniel <firewave@tampabay.rr.com>
         Submitted a whole bunch of minions for "the list."  Thanks!  Keep
       up the good work.

copyright 2001 Goryus

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