October 02, 2009

Pokemon Mystery Dungeon: Red Rescue Team (GBA) Makuhita Dojo Guide

Maze Basics
======================
[basic]
The mazes at the Makuhita Dojo are not really hard,
especially if you beat the game (I have a Lv. 61 Charizard,
and I can take out everything, even the bosses, with one
basic hit). It's mainly a place to train lower level
Pokémon, or train if you can't seem to beat a dungeon.
Each maze is only 3 floors; the first two being a dungeon
and the last one being the bosses. When the game starts,
there are six dungeons. You get 15 more as you go through
the game, totaling for 21 dungeons total.

The dungeons each specialize in a type, and basic Pokémon
of that type will appear in the dungeon. So best to take
a Pokémon with an elemental advantage to clear it faster.

After you beat the 16 basic mazes, Makuhita gives you a
Bonsly statue to put in front of your team base. Also,
you get a Ginseng for clearing the first 17 mazes.
You also get a Ginseng for each of the Team Mazes you complete.

Considering these dungeons are short, you don't need any good items,
and don't worry about PP. The dungeons are so short, that you'd want to
get the extra EXP form using your real attacks (you get twice as much
EXP if you use just one real move than only using the normal attack).

As a last note: you will not find ANY items in the mazes, and you can't
recruit anyone.

Basic Mazes
======================================================================
[maze]
Wow...jsut an inverse of the last section. Anywho, these are your
basic mazes. To find a specific one, just search. They are not presented
in the order you unlock them (because I went once when I first started
to see the first 6, and once after I beat the game to see all 21), but
rather in the order they are shown in the menu

-Normal Maze [norm]
-Fire Maze [fire]
-Water Maze [water]
-Grass Maze [grass]
-Electric Maze [elec]
-Ice Maze [ice]
-Fighting Maze [fight]
-Ground Maze [ground]
-Flying Maze [fly]
-Psychic Maze [psych]
-Poison Maze [pois]
-Bug Maze [bug]
-Rock Maze [rock]
-Ghost Maze [ghost]
-Dragon Maze [dragon]
-Dark Maze [dark]
-Steel Maze [steel]

**********************************************************************

Normal Maze [norm]
-----------------------------
|Zigzagoon|Farfetch'd|Furret|
|Lv. 5 |Lv. 10 |Lv. 14|
|HP: 25 |HP: 40 |HP: 72|
-----------------------------
Raticate's Hyper Fang is powerful, so best avoid it. Other than that,
a Fighting-type can dominate the area. But when you get to the bosses,
the fighting type is in trouble, because Farfetch'd knows Peck.
Furret's Fury Swipes can deal consecutive damage, and if you don't have
alot of HP, it's a lethal attack. I advise taking Furret out first.
**********************************************************************

Fire Maze [fire]
----------------------
|Magby |Slugma|Ponyta|
|Lv. 17|Lv. 16|Lv. 30|
|HP: 64|HP: 66|HP: 75|
----------------------
Well, these Pokémon certainly got a power boost from the last maze.
Water-types will be needed here, and maybe an Insomniscope to stop
Slugma from putting you to sleep with Yawn. A Pecha Scarf will help
too, since Magby can use Poison Gas and poison you.
**********************************************************************

Water Maze [water]
--------------
|Poliwag (x3)|
|Lv. 10 |
|HP: 40 |
--------------
Ya for Poliwags! These are the only things I even saw in this maze.
An Insomniscope will stop them from putting you to sleep with Hypnosis.
Also, Bubble is a long ranged attack, so make sure you don't stay in
their range for too long, or you'll get hit continually, and your
movement speed may even be lowered.
**********************************************************************

Grass Maze [grass]
------------------------------------
|Sunkern|Exeggcute|Shroomish|Cacnea|
|Lv. 1 |Lv. 1 |Lv. 9 |Lv. 13|
|HP: 12 |HP: 12 |HP: 35 |HP: 52|
------------------------------------
Good lord, this maze made me realize why I despise most Grass-types.
These guys will either paralyze you (making it so you can't attack,
but can still move or throw items), or put you to sleep. Then they'll
use Absorb and drain your HP. Not cool. Burn them with Fire-type moves
to ensure a fast victory. Stay as far away when you kill them as
possible, to make sure they can't Paralyze you or put you to sleep.
**********************************************************************

Electric Maze [elec]
-----------------------------
|Voltorb (x2)|Electrike (x2)|
|Lv. 3 |Lv. 12 |
|HP: 20 |HP: 53 |
-----------------------------
Persim Bands and ranged moves are nice here. Your foes will try and
paralyze you and then just damage you. If you have ranged moves,
use those too, as Electrike's Static ability may paralyze you if you
come into contact with it. Defintly use Ground-type moves and Pokémon.
That way, the attacks do alot less damage to you, and you can do alot
more to them.
**********************************************************************

Ice Maze [ice]
--------------------------
|Swinub|Piloswine|Snorunt|
|Lv. 8 |Lv. 16 |Lv. 20 |
|HP: 35|HP: 75 |HP: 70 |
--------------------------
Yes, it doesn't follow the normal flow. But most of these guys don't
even have Ice-attacks. They mainly have Normal-, or even Ground-type
attacks. Snorunt has Powder Snow though, which can hit everyone (a
very nice move if you're using it. Not so nice for the receiving end).
Keep all Grass-types at their Friend Areas so they don't get killed
from one hit of Powder Snow. Fire- and Steel-type FTW!
**********************************************************************

Fighting Maze [fight]
----------------------------
|Tyrogue|Meditite|Hitmonlee|
|Lv. 6 |Lv. 6 |Lv. 22 |
|HP: 30 |HP: 30 |HP: 65 |
----------------------------
Until you beat the game, your Flying- and Psychic-type attacks will
be limited. Take out Hitmonlee first with ranged attacks or items.
3 tosses of a Gravelrock will take him down to 5HP (they do a set 20
Damage per hit). But he's powerful, so try and get him down fast. The
other guys...meh, they're no threat. Meditite has Psychic-type attacks
though, so be expecting that.
**********************************************************************

Ground Maze [ground]
--------------------------
|Diglett (x2)|Phanpy (x2)|
|Lv. 20 |Lv. 14 |
|HP: 57 |HP: 55 |
--------------------------
Magnitude. An evil attack. It's one that Diglett has too. It damages
everyone in the room (even Diglett's teammates) with a random power.
If you're unlucky, you'll take a hard blow and fall immediatly. Take
both of the moles out so you can focus on the mini-elephants.
**********************************************************************

Flying Maze [fly]
--------------------------
|Pidgey|Doduo |Farfetch'd|
|Lv. 1 |Lv. 14|Lv. 10 |
|HP: 10|HP: 50|HP: 40 |
--------------------------
Take your really low leveled Pokés here. Doduo has Pursuit (which
counters any attacks back at full power if you don't kill it) and
Fury Attack (a fatal multi-hit attack). Long ranged moves are best
here.
**********************************************************************

Psychic Maze [psych]
----------------
|Wobbuffet (x3)|
|Lv. 30 |
|HP: 100 |
----------------
Wobbuffet. The only Pokémon who can't say anything other than his name,
even when you are a Pokémon. What? When Wynauts evolve, do they lose
their brain or something? Anywho, these guys are annoying. Here's how
to fight them:

If they use Mirror Coat-Use physical attacks
If they use Counter-use special attacks
If they use Destiny Bond-Get a 1-hit kill, or don't attack.
**********************************************************************

Poison Maze [pois]
-------------------------------
|Nidoran F (x2)|Nidoran M (x2)|
|Lv. 4 |Lv. 12 |
|HP: 14 |HP: 52 |
-------------------------------
Pecha Berries and Scarves are wonderful here. Both Nidorans have the
Poison Point ability, which can poison you if you use physical attacks.
Likewise, they cannot be poisoned. So either take them out fast, or
from a range.
**********************************************************************

Bug Maze [bug]
------------------------
|Weedle|Beedrill|Pinsir|
|Lv. 8 |Lv. 10 |Lv. 6 |
|HP: 31|HP: 55 |HP: 30|
------------------------
Weedle can use String Shot, which can slow you down from a range,
and allow Beedrill to pepper you with Fury Attacks. Take out Beedrill
to prevent this, then Weedle. Pinsir...what Pinsir?
**********************************************************************

Rock Maze [rock]
---------------------------
|Geodude|Sudowoodo|Pupitar|
|Lv. 5 |Lv. 7 |Lv. 17 |
|HP: 30 |HP: 35 |HP: 66 |
---------------------------
Rock-types have a naturally high defense, so take advantage of Special
Attacks here. Long ranged attacks like Bubble and Razor Leaf are great.
Sudowoodo won't move until you get close, so take him out last. Beware
Sandstorm!
**********************************************************************

Ghost Maze [ghost]
-------------
|Gastly (x3)|
|Lv. 23 |
|HP: 74 |
-------------
Gravelrocks are a must here, as they can go over (and through) walls.
Same with attacks that hit entire rooms like Heat Wave. In the boss
battle, the Gastly trio starts behind a wall, and moves through it.
Dark- and Psychic-types can win easily here.
**********************************************************************

Dragon Maze [dragon]
-------------------------
|Bagon (x2)|Shelgon (x2)|
|Lv. 16 |Lv. 19 |
|HP: 51 |HP: 66 |
-------------------------
Your basic Special Attacks (Water-, Electric-, Grass-, and Fire-types)
are no good here, as Dragons are resistant. Ice- and Dragon-type attacks
are needed for easy victory. Besides that, these guys aren't tough, and
are worth a good bunch of EXP.
**********************************************************************

Dark Maze [dark]
-----------------------------
|Poochyena (x2)|Murkrow (x2)|
|Lv. 3 |Lv. 14 |
|HP: 28 |HP: 48 |
-----------------------------
Yay for dark-types! Poochyena is a wuss, so it runs when it gets to low
HP. Toss stuff at it to get your EXP Points. Murkrow can use Pursuit,
which counters any attack damage. Throw items at it or kill it in one
hit.
**********************************************************************

Steel Maze [steel]
-----------------------
|Aron (x2)|Beldum (x2)|
|Lv. 6 |Lv. 5 |
|HP: 26 |HP: 24 |
-----------------------
Yay for steel-types! These guys have high defenses, so Fire- and
Fighting-types are great here. But don't think about Poison-types;
they're immune. Beldum only knows Take Down. So if he dies from his
own recoiled damage, you get no EXP. That means take him out!
**********************************************************************

That's the end of the normal mazes. Complete them all and collect your
Ginseng.

Team Mazes
======================================================================
[team]
These mazes are sorta like the previous ones, except with Lv. 15-Lv. 30
Pokémon, and thier Rescue Teams to boot. The teams are as follows:

-Team Shifty [shift]
-Team Constrictor [const]
-Team Hydro [hydro]
-Team Rumblerock [rumbl]

Team Shifty [shift]
----------------------
|Nuzleaf (x2)|Shiftry|
|Lv. 10 |Lv. 20 |
|HP: 68 |HP: 95 |
----------------------
We remember this guy! He got PWN'D by Zapdos! Sucker....
Anywho, these guys are Dark/Grass-types, so Fire is your best bet here.
Shiftry's Nature Power can paralyze, so either take him out fast, or
make sure your teammates can attack if you get Paralyzed.
**********************************************************************

Team Constrictor [const]
------------------------------
|Tentacruel|Octillery|Cradily|
|Lv. 33 |Lv. 30 |Lv. 45 |
|HP: 125 |HP: 150 |HP: 160|
------------------------------
No! Their HP has hit triple digits! YOu'll need Grass- and Electric-
types to conquer these guys. At the start of the battle, Tentacruel and
Octillery can use Bubblebeam and Octazooka to strike you from a range.
But you don't want to get too close to damage them, or else they will
use Confuse Ray or Constrict.
**********************************************************************

Team Hydro [hydro]
-------------------------------
|Blastoise|Feraligatr|Swampert|
|Lv. 38 |Lv. 32 |Lv. 37 |
|HP: 153 |HP: 100 |HP: 168 |
-------------------------------
Blasoise here can use Protect, making him immune to damage for a few
turns. If you can, use Electric and Grass attacks like Shock Wave and
Razor Leaf. Bullet Seed is also very good. Once you take out Blastoise,
take out Swampert because his Mud Sport can weaken your Electric attacks.
Feraligatr is no threat.
**********************************************************************

Team Rumblerock [rumbl]
----------------------
|Graveler (x2)|Golem |
|Lv. 22 |Lv. 15|
|HP: 77 |HP: 84|
----------------------
Magnitude and Seldestruct are powerful and dangerous moves here. Ranged
attacks Like Bubblebeam and Bullet Seed will take them out in one shot,
so do that before they get lucky with a high leveled Magnitude and wipe
you out.
**********************************************************************

Each of these mazes rewards you with a Ginseng. Take it and hold onto it
for your favorite (or most used) Pokémon.


5. Special Maze
======================================================================
[!*!*!]

To get this maze, you need a Nintendo DS, and both Red Resuce Team and
Blue Rescue Team. Both games must be in the DS at the same time. Upon
starting the game, select "Receive Team." The active team will become
bosses in a new maze. This maze is not needed to get the Bonsly statue
and is totally optional. The dungeon has low leveled Poké lying around,
but the team is exactly how the other game had it.

To get an active team other than your leader, first go and select your
team members, and save the game. That way, you can have four Pokémon
instead of just one against the other Pak.

Want to know more about other games? Click Here!

Pokemon Mystery Dungeon: Blue Rescue Team (NDS)

======================
The Basics of the Game
======================

To start off, this game is not like any of the previous
Pokemon titles. Instead it has a turn-based strategy
element to it. If you are familiar with titles such as
Final Fantasy Tactis, than you will catch on to this quickly.
What it means is that each Floor of a Dungeon has an
invisible grid to it (which you can make visible by the push
of a button). This grid is divided up by squares. Your pokemon
will fit inside one of these squares and can move from square
to square. Other pokemon on this grid can move around as well.
Think of it as a chessboard and pokemon are your pieces.

Rescue teams are made up of 2-3 pokemon and only a maximum
body size of 6. What is body size you may ask? The larger
the pokemon is, the more body size it takes up, such as the
legendary birds, dragonite, onyx, etc. are of a body size 4.
While your starter/partner should always stay at a body size of 1.
When you are out rescuing you may only recruit pokemon
who fit into your party( (a maximum of 4 pokemon or body size of 6). If
you are trying to recruit a body size 4 pokemon with 3 body size 1
pokemon already with you..it will be impossible.

In this game there are a few things you need to keep in mind about your
pokemon. First, your pokemon have PP in their movesets, just like in
previous pokemon games. PP can be replenished with items such as Max
Elixirs (replenishes PP of all moves). Also, a new feature, you need
to keep track of your pokemon's Belly in this game. When you bring up
the Menu you can keep track of your pokemon's Belly at the bottom
Belly's can be refilled with types of food, such as Apples, Gummies,
Berrys (minimal increase) so try to always keep some with you. The
Belly will decrease as you maneuver your way through dungeons, the
decrease in belly may accelerate if you are moving across odd terrain
or hold down the B+A buttons (or if that pokemon is holding an item
like the Heal Ribbon that will increase how fast the Belly depletes).
The 2 items that help prevent Belly decrease are the Stamina Belt (which
when held slows belly decrease) and the Tight Belt (which when held
your pokemon's belly will never decrease. The Tight Belt is a very rare
item though which can only be found after the credits have passed.

This game does not have trainers like in previous games, instead it has
missions submitted by other Pokemon for your Rescue Team to embark upon.
Missions can be found in your mailbox outside your base, on the Bulletin
Board outside of the Pelipper Post Office, or by entering a Wonder Mail
Code at the title screen. When your pokemon accept a mission from one
of these locations it will then appear in their Job list. The Rescue
Team may not embark on these missions until you bring up your Job List
menu and choose to "Accept" missions. Multipe missions can be accomplished
all at once, under the circumstances that they take place in the same
dungeon and all of the Clients are on different floors. Example: You
cannot rescue a Charmander and Squirtle if they both need to be rescued
from the 2nd floor, but you can if one is on the 2nd floor and the other
is on the 3rd floor.

Once you unlock the ability to do side missions, you can complete them
at anytime, and in fact they are a great way to level your pokemon,
pickup some useful items and get some Rescue points for your rank. The
main Storyline mission will be marked with "Go" when you walk downward
from your Rescue Base, the storyline will wait for you as long as you
want, so do not feel obligated to continue moving on.

To recruit a pokemon you need to take a few things into account. First is
their Friend Area, if you do not have that your chance of recruiting a
pokemon is already 0% (unless its a pokemon like Kyogre who gives you his
Friend Area upon recruiting him). Then you need to lookup their base
recruiting % before any modifiers, I will personallly recommend this
FAQ for more detailed information.
http://db.gamefaqs.com/portable/gbadvance/file/pokemon_fnd_red_pokedex.txt

The above FAQ is written by TFergusson, nicely done.

Once you know their base % there are 3 things that can modify this. Your
current Rescue Team Leader's level, whether or not he has the Friend Bow
equipped, and what your Rescue Team's Rank is. If your pokemon is lvl 90+
with the Friend Bow and Lukario Rank, then your chance to catch a pokemon
is increased by 34% from the base %.

Rescue Team Ranks are determined by how many Rescue Points you have
accumulated by completing Rescue Jobs. The following is a list of all
the possible Rescue Ranks and the points required.

Normal Rank - 0 Rescue Points
Bronze Rank - 50 Rescue Points
Silver Rank - 500 Rescue Points
Gold Rank - 1,500 Rescue Points
Platinum Rank - 3,000 Rescue Points
Diamond Rank - 7,500 Rescue Points
Lukario Rank - 15,000 Rescue Points

There are only 2 things I still need to cover, IQ and Linking Moves which
I will do now.

IQ is a term that defines intelligence, and that is a good way to describe
it for this game. During your adventure you are bound to come across some
Gummies which you can feed to your pokemon.

Note: If you wait till after the main storyline and "Give Gummi" to a friend
in it's Friend Area, they will also get a stat increase along with IQ
boost.

When you feed a Pokemon a Gummi it's IQ will increase, this will depend
on what kind of Gummi you feed it. If you feed a Pikachu a Yellow Gummi
he will gain the most IQ from it over feeding him a Green Gummi. What's so
important about IQ you might ask? Well IQ can allow certain pokemon to learn
abilities later on, but what's really neat about it is it can improve the AI
of both the pokemon you are controlling and your teammates. After so much
IQ increase pokemon will learn IQ moves which can be set in the Menu -> Team
-> Check IQ tab. Your pokemon will learn new IQ skills such as PP checker
which keeps them from trying to use a move that currently has 0 PP left. As
the pokemon's IQ increases so do the skills it learns. Eventually your
pokemon can learn more advanced moves such as Quick Dodger (more likely to
dodge enemy attacks), All-Terrain Hiker (ability to walk on Water, Lava and
Clouds), Trap Avoider (will avoid stepping on visible traps), and many more.
There are plenty of reasons to raise your pokemon's IQ, my personal favorite
is having my leader with Trap Seer (If the pokemon steps on an invisible trap
it will not activate it, just make it visible) and giving my teammates Trap
Avoider, almost making traps null and void for my team. There are tons of
different IQ skill combos so make sure to experiment with them!

Finally, Linking Moves a question on alot of minds. To link moves you can
either goto Gulpin's shop and pay him a small sum or use a Link Box, a fairly
common item. Either way linked moves are moves that you set to go off
together when one is used. If you link Scratch and Growl, then when you use
Scratch, both Scratch and Growl will be used in a single turn (using 1 PP from
each). If the PP of one of the linked moves hits 0, then the link is broken.
What is the use for something? Well it's especially useful on bosses while
going through the main storyline. Let's say you started with a Machop and
linked the moves Low Kick and Focus Energy. This means each turn your Machop
will use Low Kick, then increase his attack. This combo is very devastating
when used against a boss. You can link all 4 of your moves together into one
but it would be unwise as conserving your PP is one of the fun things about
this game. Also Gulpin can remember any old move your pokemon used to know
completely free of charge, so if you are unsure how a move will perform in
a dungeon, just re-learn it, go try it out, if you don't like it, go back to
Gulpin and swap it for another move. Make sure to experiment alot as linking
moves and choosing your movesets are a lot of fun!

Want to know more about other games? Click Here!

September 28, 2009

Pokemon Emerald: Battle Frontier Guide

*How do you get to the Battle Frontier?*

After you have finished the main game quest and beaten the
Elite Four, when you continue your saved game you will be
in your room. If you go downstairs your Dad will give you
the S.S Tidal ticket. Soon after this you will receive
a call from Scott to meet you on the ship. Go to Lilycove
or Slateport docks and go on the ship. Here you will meet
Scott who will tell you about the Battle Frontier before
leaving. After you finish your ship journey you will have
access to choose to sail to the Battle Frontier.

*What is the Battle Frontier?*

The Battle Frontier is the biggest edition to Pokemon
Emerald and adds a lot more to what you can do here.
It is similar to a theme park in the way it looks but
it is based around battling. The Frontier is huge and
it really increases the large replay value of the game.
The main aims of the Battle Frontier challenge are to
clear each attraction enough times to battle the
Frontier Brains. Also as you fight you receive BP (Battle Points) depending
on how well you do in each attraction. This can be used later on to collect
prizes such as Items, Move Tutoring or even giant plush dolls.

*Who are the Frontier Brains?*

The Frontier Brains are the 'gym leaders' of the Frontier. After a certain
amount of successful completions of their attraction they challenge you. If
you win you get the attractions symbol. The first time you beat a Frontier
Brain you will receive a Silver symbol, you will then have to continue
battling through the attraction several more times before they challenge you
to a rematch. The second match you fight them they will have a different set
of Pokemon and if you win this time you will receive a gold badge for that
attraction. Collect all the silver and all the gold badges for a prize from
Scott.

=============================================================================

***Frontier Rules***

These are the rules in general for the Battle Frontier, although their may be
occasional exceptions, these rules are generally enforced.

-Species Clause-

You're only allowed to use one Pokemon of each species meaning you can't use
more than one of a Pokemon. (E.g. you're not allowed to use more than one
Alakazam in a challenge) This shouldn't be a problem as you are more than
likely to have a team of 6 different Pokemon for a balanced team.

-Item Clause-

Attractions in which you put items on your Pokemon before hand may not have
two Pokemon using the same item. (E.g. you can't have two Pokemon holding
Leftovers) This is more likely to be a problem for many people as competitive
battlers are probably used to having almost whole teams holding leftovers.
For many cases you will have to improvise and use less useful items.

-Powerful Legend (Uber) Clause-

This rule basically means that certain legends are not allowed due to their
overpowered stats, to keep balance in the Frontier. All legendary Pokemon who
are not on the list (e.g. Suicune) are allowed to participate.

Here is a list of banned Pokemon:
Mewtwo
Mew
Lugia
Ho-oh
Celebi
Kyogre
Groudon
Rayquaza
Jirachi
Deoxys

-Egg Clause-

Eggs are not allowed to participate.

-Level 50 and Open Level-

Every attraction has the choice of either of these options. Level 50 permits
only the use of Pokemon up to level 50 and will probably be the first option
you take. Open Level allows any Pokemon level, all opponents Pokemon will be
at least your highest level. Note that none of the opponents Pokemon will be
ever under level 60.

-Three Pokemon per Round-

In every attraction you will fight with a team of three Pokemon instead of
the usual number of six. This obviously makes it harder to balance your team
so make sure you keep this in mind as you take the Frontier challenge.

=============================================================================
=============================================================================
=============================================================================

SECTION 2: Battle Frontier in Depth

Here I will try to go into detail about each of the battle Frontier sections.

=============================================================================
=============================================================================
=============================================================================

-Battle Factory-

Frontier Brain: Factory Head Noland
7 battles per round
Silver Symbol: 3 rounds
Gold Symbol: 6 rounds

In the Factory you are given a selection of six Pokemon at the start of each
round. You will be able to look up their stats and pick three Pokemon based
on what you would believe is a balanced team. A Factory worker will give you
information on your opponents such as the type they are using or the general
battle style they use making it easier to choose your Pokemon. Here is what
each of the styles mean. (Thanks to Serebii's creator for most of this info)


Based on total perception: Uses moves to boost stats (e.g. Swords Dance)

Depend on the battles flow: Makes move combinations (e.g. Endure + Reversal)

Flexibility and adaptability to the situation: Uses weather moves (e.g. Sunny
Day)

Free spirited and unrestrained: No general pattern

High risk, high return: Moves that damage both combatants (e.g. Double-Edge)

Impossible to Predict: Uses a variety of moves

One of Endurance: Defensive and healing moves (e.g. Rest)

Slow and Steady: Status infliction moves (e.g. Toxic)

Weaken foes from the start: Statistic infliction moves (e.g. Scary Face)


The battles themselves are straightforward, except for the fact that you must
adapt your battle style to use Pokemon you are unfamiliar with. Should you
win your battle you will have the option of trading in one of your Pokemon
for one of your opponents defeated ones. On your final match you will be not
be given the choice to trade and when you take your next challenge you will
use different rental Pokemon.


-General Tips for Factory-

-When you first pick your first three Pokemon do not take them at face value.
Look at their personality, stats and attacks. Keep in mind that many of these
Pokemon are not at their full potential (e.g. Special sweeping Gyarados)

-Knowing standard sets makes choosing the right Pokemon a lot easier. If you
don't know them learn them so you'll be able to tell decent Pokemon from poor
ones. Tend to go for tried and tested standards such as Breloom with Spore
and Focus Punch or a Snorlax with Curse. Many of the Pokemon you encounter
will have near standard moves.

-Before you trade Pokemon with your opponent make sure it put up a decent
fight. You will not be able to look at its stats until you actually have it
in your position (meaning you find out too late if you make a bad decision).
You shouldn't really be trading if you're not sure.

-Every trade you make will actually improve the rental Pokemon you will
receive each round, however you need to make a large amount of trades before
any real effect is made so don't just trade for the sake of trading

-Make sure to balance your team out instead of having three good Pokemon all
with the same weakness.

-Good Pokemon to use-

-Ghost types (useful for avoiding many different attacks including explosion)
-Near standard Pokemon
-Good items (this is one of few challenges that allows teams of leftovers)

*Although it's not always possible to control this, these are what you should
be aiming for.



-Silver Symbol Battle-

Factory Head Noland:
Random Pokemon
Random Pokemon
Random Pokemon

Strategy: Since you are given no clues about what Pokemon Noland is going to
use it is difficult to formulate an effective means of actually taking this
guy down. The only way you can actually prepare is by getting a balanced team
and hope you get lucky with what Pokemon you get. Just remember not to have
teams with any glaring weaknesses and expect the unexpected (that may be
cliched but the Factory can be very random). Noland will more than likely to
be using the most effective sets and will probably be using standards and he
will know how to use them. Make sure you have your own balanced team of
standards or at least a balanced team.

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September 27, 2009

Pokemon LeafGreen Version: Legendaries FAQ

Art of Catching Legendaries (AOCL)
----------------------------------

Do you think that legendary pokemons is extremely hard to
find, hard to catch and extremely valuable? The answer is:
1.It's not hard to find, as long as you met with some
requirements. I'll list the requirements before the
legendary, so don't worry.2.Yes; it is very hard to catch,
like some rare pokemon. But, there are two things you
can do to make it easier to catch:

-Types of balls affect the success rate for catching a
pokemon. For example, it is nearly impossible to catch
legendary pokemon with poke ball. But, there is a super
higher chance with using Ultra Ball. So watch for types of
balls. -Status conditions can also affect the catch rate.
I would recommend inflicting a freeze status to the legendary.
But, since it's quite rare and very hard to get, I would
recommend using sleep for legendaries. Paralyze were not
very effective.
3. Yes, It's extremely valuable. If it's above lv80,
I think it could beat almost every single pokemon in a few blows...
So, did you get the thing? Keep that in mind.

LG and FR original legendaries (LFOL)
-----------------------------------------------------------------

There are some few good legendary pokemon that you can catch. I will list them
here.

ZAPDOS
*****************************************************************

Requirements and preparations to catch:
-Beat the gym leader Koga.
-Get a pokemon to learn surf.
-Get loads of Ultra Balls (25 or more).
-Get a rock pokemon for lowering Zapdos' HP (optional).

Place:
Power Plant-Fly to the PC near Rock Tunnel and surf to the nearest body of
water. You'll reach a big building. Enter there.

Power Plant
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

From the entrance, simply go straight way to the top and turn, then go
downwards. Turn again and go straight. Then turn, go downwards, turn again
until you see the king of this place. Save immediately before examining him.

ZAPDOS LV 50
TYPE: ELECTRIC&FLYING
ABILITY: PRESSURE (Foe uses 2 PP even if only launching 1 attack).
*****************************************************************

Attacks:
Thunder Wave (Elec)-Sends a shockwave that paralyzes you.
Drill Peck (Flying)-Pecks on you rapidly and hurts you.
Agility (Psychic)-With a psychic power, it sharply raises his speed.
Detect (Fighting)-Detects the next attack and avoids it.

Reduce his life to red and change to a pokemon and use sleep powder (make sure
Zapdos doesn't uses Drill Peck).After that, keep throwing ultra balls at him.
If he awakes, use sleep powder again, then throw ultra balls. He should be
caught soon. Now after you get it, you'll get a brand new legendary, Zapdos.
Train him enough. He'll be quite useful on the next legendary.

ARTICUNO
*****************************************************************

Requirements and preparations to catch:
-Beat the gym leader Koga.
-Get loads of Ultra Balls (30 or more).
-Get a pokemon that knows strength (found Gold Teeth somewhere in Safari Zone
and give it
to the park warden in Fuchsia City).
-Get a pokemon that knows surf.
-Get a rock/steel/fire/thunder pokemon to reduce Articuno's HP (optional).
-For escaping easily bring escape rope (optional).

Place:
Seafoam Islands-Go to Fuchsia City and go surf to the sea. After the surf,
you'll reach a land. Go to the cave there.

Seafoam Islands
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Simply go down, down, down (you can push the boulder to the hole if you didn't
bring escape rope) until you (and your boulder) falls to the water. You'll
brought by the current to another area. Go to the land and head to a ladder in
the middle of this room. Now go up the ledge, ignore the ladder and go down
the ledge again. There'll be some rocks and two holes. Push the CLOSEST
boulder to you straight two steps, then push down the boulder next to it 1
step. Push it again to left 1 step. Push the closest boulder near the hole
away.

Then push the boulder before 2 steps left. Push it to the hole, and push the
boulder next to the hole to the hole. Next, push yourself to the hole. You'll
fall. The water current was blocked by the rocks. Simply surf north until you
reach the throne of ice. Save!

ARTICUNO LV 50
TYPE: ICE&FLYING
ABILITY: PRESSURE (Foe uses 2 PP even if only launching 1 attack).
*****************************************************************

Attacks:
Mist (Ice)-Wraps allies with a mist that prevents status reduction.
Agility (Psychic)-With a psychic power, it sharply raises his speed.
Mind Reader (Normal)-Makes sure that the next time you attack will be 100%
hit.
Ice Beam (Ice)-Shoots sharp ices to hurt foe.

The same tactic as Zapdos. I suggest you bring 30+ Ultra Balls because he's a
bit harder to catch than Zapdos used my Zapdos'(Lv 53-55,I installed TM
Shockwave to him)shockwave to reduce Articuno's HP red in 1 hit, but he dies
because he get hit by the powerful Ice Beam. If he didn't die, I could use
Thunder Wave, but he dies, so I use Sleep Powder. Keep throwing Ultra Balls.
That time I just want to do a joke throwing 1 Great Ball, but unfortunately he
was caught........

There are two ways to escape from this cave:
-Easy way, use Escape Rope. OR......
-The hard way. First from the entrance of the cave you should keep pushing a
boulder to holes until it reaches water and you reach land (you should keep
pushing yourself down the hole too.)Go to the ladder in the middle on the
room. Go to the next ladder. Go to the ledge and go to the ladder there. Then,
go down to the lower level of the land. Turn left and go up the ledge to reach
the ladder.

In the next room, turn right and go to lower level to see a boulder and a
hole. Again, push the boulder and yourself to the hole until you've reached
water. The water current has blocked. Go up to the land and o to the ladder.
Keep going until you can get out of the cave!

MOLTRES
*****************************************************************

Requirements and preparations to catch:
-Beat the gym leader Koga.
-Beat the gym leader Blaine.
-Could go to Island 1.
-Get loads of Ultra Balls (25 or more).
-Get a pokemon that knows surf.
-Get a pokemon that knows strength.
-Get a pokemon ready to learn rock smash (Chansey, Rhyhorn, Machop, etc).
-Get a water/rock/thunder pokemon to reduce her HP quickly (optional).

Place:
Mt.Ember-You can do this right after you defeat Blaine and went out of his
gym. Bill will ask if you would like to come to Island 1.Say yes. After a long
scene, you'll end up controlling yourself. Go out of the PC and surf to the
north. Past the grasses and you'll meet a cave door. That is Ember Spa. Enter
there. Speak to everyone and someone will give you HM Rock Smash. Install it
to your pokemon. If you go to the middle of the spa pond it will restore your
pokemon's health. Go out and surf to the north. You'll reach Mt.Ember.

Mt.Ember
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Turn left and push the boulders away. Go ^ and go to the upper level. Smash
the
rocks you see. Go straight ahead to the cave. Go and follow the narrow path to
the ladder. In the next room, go straight past the stairs and turn right to
the
next room. Go south to reach an open room. Turn and go up to the mountain
peak. Push the boulders away. Save before talking to her.

MOLTRES LV 50
TYPE: FIRE&FLYING
ABILITY: PRESSURE (Foe uses 2 PP even if only launching 1 attack).
*****************************************************************

Attacks:
Fire Spin (Fire)-Traps you with spiral of fire and hurt you for 3-5 turns.
Endure (Normal)-Endures a very powerful attacks so that she leaves 1 HP left.
Agility (Psychic)-With a psychic power, it sharply raises his speed.
Flamethrower (Fire)-Breathes flame at you, has a chance of burn your pokemon.

Zapdos' Shockwave could reduce her HP to red, especially if she uses Endure.
If she does, you may want to use Shockwave again. After that, use either
Thunder Wave or Sleep Powder. Start to throw Ultra Balls until you've caught
her. Actually you can catch her before Zapdos. For that, you may bring a water
pokemon or rock or something that is resistance to fire and flying.

MEWTWO
*****************************************************************

Requirements and preparations to catch:
-Beat the Elite Four.
-Get National PokeDex.
-Fix the Network Machine with Ruby and Sapphire Gem.
-Get a pokemon that knows surf.
-Get a pokemon that knows strength.
-Get TONS of Ultra Balls (or perhaps Master Ball, this is hard to choose, I
know).
-Get a dark/bug/ghost pokemon to reduce his HP rapidly (optional)

Place:
Cerulean Cave-Go to Route 24 above Cerulean City through the Golden Bridge.
Surf into the little river and you'll reach a land. Enter the cave.

Cerulean Cave
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Go surf to the river. Follow the river way and drop to the land in south end
of the river. Go up the stairs and ignore the first ladder. Go downstairs and
you'll see a ladder. Go there. Here, go to south and turn right. Ignore the
first pathway and continue your way. From here, just follow the path to the
ladder. Go to the next ladder. Go downstairs and follow the pathway to a big
river. Surf to the river and go to a small island with Mewtwo there. Save
and prepare for a harsh battle.

MEWTWO LV 70
TYPE: PSYCHIC
ABILITY: PRESSURE (Foe uses 2 PP even if only launching 1 attack).
*****************************************************************

Attacks:
Swift (Normal)-Shoots a star beam to you.
Recover (Normal)-Recovers half of his HP.
Psychic (Psychic)-Emits a strong psychic wave to hurt you.
Safeguard (Normal)-Prevents allies from suffering a status ailment (this is
annoying).

Oh yeah, you're right. He DOES have Recover and Safeguard, making himself hard
to catch. And his ability is pressure! With this my Frenzy Plant which only
have 5 PP will run out quickly. He will heal himself with Recover and
Safeguard will prevent him from paralyze, sleep, etc. This is hard to catch
with Ultra Ball. I used Frenzy Plant and Sleep Powder to get him. I caught him
with Ultra Ball. But, trust me, it was such an accident (or maybe luck!)

RAIKOU/SUICUNE/ENTEI
*****************************************************************

Requirements and preparations to catch:
-Beat the Elite Four.
-You'll get different pokemon if you choose...
Charmander as a starter pokemon: You get Suicune.
Squirtle as a starter pokemon: You get Raikou.
Bulbasaur as a starter pokemon: You get Entei.
-Get a pokemon that has a resistance type to the pokemon (example
Entei is Fire-type; you bring Vaporeon which is Water-type).
-Get a Wobuffet when the legendary pokemon has a red HP and a
status ailment.
-Get a MASTER BALL OR TONS OF ULTRA BALLS.

Place:
Well, I HATE to say this but, they can move to ALL OVER KANTO REGION. You
could get very frustrated. Meeting them in the first place depends on luck.
The annoying thing again is when you met them in a battle, after you finished
attacking them, they will simply ESCAPES from you and you'll need to look for
them again. They will NEVER, EVER STOP DOING THIS.

RAIKOU/SUICUNE/ENTEI LV 50
TYPE: ELECTRIC/WATER/FIRE
ABILITY: PRESSURE (Foe uses 2 PP even if only launching 1 attack).
*****************************************************************

Raikou attacks:
Thundershock (Electric)- An electricity shock that has a chance to paralyze
foe.
Roar (Normal)-Roars to send foe away.
Quick Attack (Normal)-An attack that strikes first.
Spark (Electric)-An electrified tackle, has a chance to paralyze foe.

Entei attacks:
Ember (Fire)- Spits a fire that could burn foe.
Fire Spin (Fire)- Traps you with spiral of fire and hurt you for 3-5 turns.
Roar (Normal)- Roars to send foe away.
Stomp (Normal)-Stomps enemy that may cause flinching.

Suicune attacks:
Bubblebeam (Water)-Burst bubbles to you.
Gust (Flying)-Creates a whirlwind to attack you.
Rain Dance (Water)-Makes Water-type moves stronger than usual.
Aurora Beam (Ice)-Shoots a beam of aurora that may lower attacks.

After the Mewtwo 'incident', I still have my only one piece of Master Ball. I
tried to found Entei (my starter pokemon is Bulbasaur). I wander everywhere
around Kanto and ran into him near Pallet Town (do you know that the song when
we battled with legendary pokemon is different from the ones when we battled
ordinary pokemon? When you run into Raikou, Entei or Suicune, you'll hear the
legendary song). I don't want to waste time so I caught him with Master Ball.

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Pokemon FireRed Version

Differences between this game and the previous ones, that's
a lot. First, they have the brand new, never before seen
islands. These islands contain new puzzles, Pokemon, and
people. There are 9 islands, 7 of which you an access
normally in the game. These islands are home to most of the
Pokemon that were in the G/S/C generations.
Some of the islands even play remixes from the Gold,
Silver, and Crystal games! The islands add to the plotline.

There's also the second wave of the Elite 4 that is much more
challenging than the first.
They have different Pokemon and can range from level 50 to 75,
outranked in level only by Red in GSC! There is also all the
Johto Pokemon that you can catch that aren't in Pokemon Colosseum.

Fire Red and Leaf Green have an interesting feature in
which when you press Continue, it'll show all the previous
things that you did before you saved the game so you won't forget.
There is also an animation whenever you give a Pokemon an item or
TM/HM outside of battle.
There are added details in the Pokemon party menu.
None of these features were in Ruby and Sapphire.

A cool new feature is the Pokedex. The Pokedex was totally redone in this
game. You can now list the Pokemon in both the standard and national mode when
you get it. You can also see them based on type, alphabetical, size, weight,
and category. Each Pokemon in the game have a specific category. They can be
forest, field, cave, and so on. Pokemon are also organized on pages. Scroll
through the pages to find up to 4 Pokemon on one page that you can each view
separately.

A major difference is the use of the Wireless Adaptor that comes with the
game. After doing a task on one of the islands, you'll have the capabilities
to play mini-games or battle other opponents...without a single cable! The
mini games can include games like Dodrio's Green Berry and Pokemon Jump. I
believe that the Wireless Adaptor goes about 30 meters. Some claim it to be
only 3 meters though, so I'm not sure. These are features never before seen on
a Game Boy.

Another thing is that you can catch Deoxys with the help of a ticket that you
get outside of the game. This Deoxys is a legendary Pokemon you can get no
where else. This Pokemon is different depending on which version you catch it
in. The Deoxys you get will have different stats, abilities, and looks. If you
trade it over to a different version, it changes yet again!

Oh yes, and there's one more thing. You can't evolve a Pokemon that was not in
the original 150 until AFTER you get the National Dex. What's that you ask?
Just play the game and you'll find out.

The biggest thing that will effect competitive gameplay are Move Tutors. These
are people that are placed in Kanto that teach you the old TM moves from RBY
once and once only. This opens up many new possibilities in movesets. You can
have many parashufflers now and can use the old Counter Blissey moveset. Some
Pokemon also had moveset makeovers, such as Shellder being able to learn
Icicle Spear.

The mystery of Blast Burn and all the other elemental Hyper Beams were solved.
They can be obtained on one of the new islands for ONLY the starter Pokemon.

On one of the Islands, there will be a trainer tower. In the Japanese game,
the contents are based off of E-cards. In the Amercian version however, you
can select different modes to test your skills.

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September 26, 2009

Mega Man Battle Network 6 Cybeast Gregar

Introduction

Welcome to my guide of the game. Note that this is for the US version. This
guide should be very useful. So, find many answers as you can. Especially when
reading the FAQ section. (Use Ctrl+F to get there)

Let's review some stuff to refresh your memory. In EXE 6, new features have
been added. It's best to read them if you don't know them.

-----------------
| Game Controls |
-----------------

Learn the basics.

~ Main Controls ~

Control Pad (+) - Walk/move around, Scroll
A Button - Talk to people, Examine, Confirm an option
B Button - Run (hold down), Cancel an option
L Button - Talk to Megaman (Real World), Talk to Lan (Internet), Scroll up
R Button - Jack In/Out , Scroll down
Start - Access the PET Screen
Select - Set regular chip, skip cutscene

~ In-Battle Controls ~

Control Pad (+) - Select chips from custom screen, Move around battlefield
Control Pad Up - Cross Select (available later in the game)
A Button - Select battle chip on custom screen, Use battle chip
B Button - Shoot megabuster, chargeshot (hold down)
L Button - Flee from battle, View custom screen when custom gauge is full
R Button - Displays description of battle chip, View custom screen when custom
gauge is full
Start - Jump to "OK" button on custom screen, Pause battle
Select - Not used

~ Navi Customizer Controls ~

Control Pad (+) - Cursor
A Button - Use program, Install program on memory map
B Button - Back, Cancel NaviCust
Start - Jump to "RUN!" option
Select - Remove all installed programs

------------------------
| Folder Editing Rules |
------------------------

When, building a folder, you must have 30 chips. However, you can only put a
certain number of chips of the same name, depending on the data size value, in
a folder at one time:

---------------------------
| Data Size | Max Chips |
---------------------------
0-19 MB 5
20-29 MB 4
30-39 MB 3
40-49 MB 2
50-99 MB 1

Like always, you can only put up to five megachips and one gigachip in each
folder.

-----------------
| Regular Chips |
-----------------

Like the previous EXE games, regular chips always appear in the chip select on
the custom screen. They can be very useful for a strategy. In the folder, move
the cursor over the chip you want to designate as a regular chip and press
Select. If a green border appears around the chip, that means it has been
designated as a regular chip. Note that not every chip can be designated.

If the chip's data size is larger than the amount of remaining regular memory,
you won't be able to designate the chip as a regular chip. You can increase the
amount of regular memory by gathering Regular UP (RegUP) from BMDs.

-------------
| Tag Chips |
-------------

This is new in EXE 6. Tagging chips lets you select two chips to always appear
in your chip select on the custom screen. What that basically means is when
one of the chips you tagged appears on the custom screen, the next tag chip
will always appear next to it. Very useful for combos.

To tag chips, highlight a chip and press Select to designate it as a tag chip,
then select the second chip and press Select again. The combined memory of
the two chips cannot exceed 60MB.

----------------------------
| Battle Chip/Area Removal |
----------------------------

Knowing Crapcom, er Capcom, they like to screw up the EXE games. Certain battle
chips and internet areas have been removed from the US version. Lame Capcom...

~ Removed battle chips: ~
-------------------------
- Django1, 2, 3 D: Django rides his motorcycle across the row, then slices the
enemy on that row.
- Hakushaku, EX, SP H: "The Count" summons bloody lances and a rain of blood.
- GunDelSolEX G: If you used this chip in EXE 4 and 5, you're quite familar
with this...
- Otenko O: Same as above.
- DoubleBeast W: Gregar and Falzar Beast Out attack together. Why the hell did
they remove this chip??? I'd say it'd belong in the same
category as the tribute PAs.
- Gregar and Falzar X: The actual Cybeast attacks. Giga-class chip. Blame CoA
for its removal.

~ Removed Internet Areas: ~
---------------------------
- Undernet3 - Graveyard Area 1 - Immortal Area

~ Other Features ~
------------------
- The map feature (WHY?! There is no reason to remove that!)
- Boktai Sidequest (This is got to be the best Django sidequest, and yet they
remove it...
- CrossOver mini-game
- Beast Link Gate

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Mega Man Battle Network 6 Cybeast Falzar

Introduction

Welcome to my guide of the game. Note that this is for the US version. This
guide should be very useful. So, find many answers as you can. Especially when
reading the FAQ section. (Use Ctrl+F to get there)

Let's review some stuff to refresh your memory. In EXE 6, new features have
been added. It's best to read them if you don't know them.

-----------------
| Game Controls |
-----------------

Learn the basics.

~ Main Controls ~

Control Pad (+) - Walk/move around, Scroll
A Button - Talk to people, Examine, Confirm an option
B Button - Run (hold down), Cancel an option
L Button - Talk to Megaman (Real World), Talk to Lan (Internet), Scroll up
R Button - Jack In/Out , Scroll down
Start - Access the PET Screen
Select - Set regular chip, skip cutscene

~ In-Battle Controls ~

Control Pad (+) - Select chips from custom screen, Move around battlefield
Control Pad Up - Cross Select (available later in the game)
A Button - Select battle chip on custom screen, Use battle chip
B Button - Shoot megabuster, chargeshot (hold down)
L Button - Flee from battle, View custom screen when custom gauge is full
R Button - Displays description of battle chip, View custom screen when custom
gauge is full
Start - Jump to "OK" button on custom screen, Pause battle
Select - Not used

~ Navi Customizer Controls ~

Control Pad (+) - Cursor
A Button - Use program, Install program on memory map
B Button - Back, Cancel NaviCust
Start - Jump to "RUN!" option
Select - Remove all installed programs

------------------------
| Folder Editing Rules |
------------------------

When, building a folder, you must have 30 chips. However, you can only put a
certain number of chips of the same name, depending on the data size value, in
a folder at one time:

---------------------------
| Data Size | Max Chips |
---------------------------
0-19 MB 5
20-29 MB 4
30-39 MB 3
40-49 MB 2
50-99 MB 1

Like always, you can only put up to five megachips and one gigachip in each
folder.

-----------------
| Regular Chips |
-----------------

Like the previous EXE games, regular chips always appear in the chip select on
the custom screen. They can be very useful for a strategy. In the folder, move
the cursor over the chip you want to designate as a regular chip and press
Select. If a green border appears around the chip, that means it has been
designated as a regular chip. Note that not every chip can be designated.

If the chip's data size is larger than the amount of remaining regular memory,
you won't be able to designate the chip as a regular chip. You can increase the
amount of regular memory by gathering Regular UP (RegUP) from BMDs.

-------------
| Tag Chips |
-------------

This is new in EXE 6. Tagging chips lets you select two chips to always appear
in your chip select on the custom screen. What that basically means is when
one of the chips you tagged appears on the custom screen, the next tag chip
will always appear next to it. Very useful for combos.

To tag chips, highlight a chip and press Select to designate it as a tag chip,
then select the second chip and press Select again. The combined memory of
the two chips cannot exceed 60MB.

----------------------------
| Battle Chip/Area Removal |
----------------------------

Knowing Crapcom, er Capcom, they like to screw up the EXE games. Certain battle
chips and internet areas have been removed from the US version. Lame Capcom...

~ Removed battle chips: ~
-------------------------
- Django1, 2, 3 D: Django rides his motorcycle across the row, then slices the
enemy on that row.
- Hakushaku, EX, SP H: "The Count" summons bloody lances and a rain of blood.
- GunDelSolEX G: If you used this chip in EXE 4 and 5, you're quite familar
with this...
- Otenko O: Same as above.
- DoubleBeast W: Gregar and Falzar Beast Out attack together. Why the hell did
they remove this chip??? I'd say it'd belong in the same
category as the tribute PAs.
- Gregar and Falzar X: The actual Cybeast attacks. Giga-class chip. Blame CoA
for its removal.

~ Removed Internet Areas: ~
---------------------------
- Undernet3 - Graveyard Area 1 - Immortal Area

~ Other Features ~
------------------
- The map feature (WHY?! There is no reason to remove that!)
- Boktai Sidequest (This is got to be the best Django sidequest, and yet they
remove it...
- CrossOver mini-game
- Beast Link Gate

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Digimon World DS (NDS)

I N T R O D U C T I O N

Digimon Story (known as Digimon Story in most parts, Digimon World DS in the
US) is a really good adventure. However, it's also a difficult one, and with so
much to customise, it can be difficult to decide how to tackle the next
objective. That's where this guide helps.

Hopefully, this guide will be of use for helping players get through the game,
whether they're playing it now or when the game is released in Europe later in
2007.

P L A Y E R ' S G U I D E

\\\-----------------///
2.1: DIGIVOLUTION
///-----------------\\\

Digivolution is, simply put, the process of one Digimon becoming another
Digimon of a higher level. In Digimon Story, Digivolution is achieved by
meeting certain requirements. All Digivolutions have a requirement that the
Digimon must be at or above a certain Level to Digivolve, and many require the
Digimon to have a certain amount of EXP of a certain type. Others have more
unique conditions, such as having a certain Item, having a certain level of
Stress or Friendship or having played the game for a certain number of hours.
The requirements for a Digivolution to happen are explained for each individual
Digivolution, so there's no need to worry about it too much.

There are also some Digimon whom your Digimon can only Digivolve to if you have
"befriended" the Digimon. This means that you must, at some point, have either
had the Digimon itself or had 100% Scan Data for it. Other than with two
exceptions (Beelzemon and Calumon), the only way to do this is by Egg Matching
or by using a special input code.

The advantages of Digivolution are many. A Digimon will, upon Digivolving,
usually get a boost in all Parameters, and on its first time getting to the
level, an Aptitude boost, as well. It gets new traits, sometimes new
Techniques, and, of course, a new appearance.

\\\-----------------///
2.2: DEGENERATION
///-----------------\\\

New to Digimon Story is "Degeneration", which is, effectively, the opposite of
Digivolution. When you reach a certain point in the game, you can "Degenerate"
your Digimon to previous forms at will via the Digivolution menu.

Now, you may be wondering what the point of doing this is. Well, there are a
number of advantages. First, your Digimon's Aptitude will rise when it
Degenerates to a previous form, increasing the maximum Level which it can reach
(up to a maximum of 99). Second, it will have improved Parameters over the
Parameters of a new Digimon of the form it Degenerates to. Say, if you have a
Greymon and you Degenerate him to Koromon, the Koromon resulting from the
Degeneration from Greymon will be a better Digimon than one freshly scanned at
100% Scan Data. Third, it will enable you to use the traits gained from certain
forms for other Digivolution lines, and also makes it an option to change
Digivolution lines. So for instance, if you Degenerate a MachGaogamon to
Tsunomon, you can raise Tsunomon into a MetalGarurumon with MachGaogamon's
inherited traits.

Degeneration can also make some otherwise impossible Digivolutions available.
So, let's say you have a Tsunomon which you want to Digivolve to Dracmon.
Dracmon, aside from requiring 700+ DAR EXP, requires a minimum Level of 12.
Tsunomon starts off with an Aptitude level of 10, meaning that he can only
reach Level 10 without having to Digivolve. However, if he Digivolves to Gaomon
or Gabumon and Degenerates back to Tsunomon, he gains 2 Aptitude points. This
means that he can now easily reach Level 12 and Digivolve to Dracmon, plus it
will have the advantages of the traits and inherited Parameter boosts gained
from being Gaomon or Gabumon.

This may sound confusing, but read it through and you'll soon get the idea.

The number of Aptitude Points gained depends on how many phases your Digimon
Degenerates through, as detailed here...

PHASES APTITUDE POINTS

One +2
Two +5
Three +10
Four +20

START PHASE RESULT PHASE APTITUDE POINTS

Child Baby +2
Adult Child +2
Adult Baby +5
Perfect Adult +2
Perfect Child +5
Perfect Baby +10
Ultimate Perfect +2
Ultimate Adult +5
Ultimate Child +10
Ultimate Baby +20

\\\------------///
2.3: BATTLES
///------------\\\

The battle system in Digimon Story is fairly simple, but effective.

The battlefield is depicted with five "Zones", which, for simplicity, are
referred to in the Walkthrough as Zone 1 (left), Zone 2 (middle-left), Zone 3
(central), Zone 4 (middle-right) and Zone 5 (right). Except for a select few
bosses, each Digimon occupies one Zone.

When an attacking Technique is used, it fires at the designated Zone or Zones.
Some Techniques only strike one Zone (Charge, Frothy Spit) while others target
two or more (Straight Punch, Giga Blaster). Some have a fixed range and attack
certain Zones (Wall Of Ice, Darkness Zone), and some can strike multiple times
for the same Zone or even for different Zones (Harpoon Torpedo, Giga Cannon).
There are even Techniques which can strike all Zones (Terra Force is one).
Positioning Digimon strategically in the battlefield can help you to avoid
Techniques by moving them closer together or making spaces. However, it is
vital to take another element to mind, which brings us on to the following bit.

Another element to battles is support abilities. When a Digimon is right next
to another, it will be supported by the Digimon next to it. This means that the
support ability of the Digimon next to it will give a boost to one of the
Digimon's Parameters or other statistics. You can check your Digimon's support
ability by checking its traits.

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Digimon World: Dusk (NDS)

Okay, this is a guide for doing the quests, not how to get Digimon. This
won't tell you what digimon digivolves into what. It will contain Shop
stuff (like what you buy at what store). If you want a list of of Digimon,
then go here: http://www.gamefaqs.com/portable/ds/file/937344/49842.
Anyway, let's get started. Click on New game, and choose whether you want
a boy or girl. Next,enter your name. Next choose the pack of Digimon you
want, they all have Lunamon. Here are the packs and the Digimon they have:

Balance Pack: A well-balanced pack. It lets you get Clockmon Digimon more
quickly: MegaGaogamon, Lunamon, and Clockmon

Attack Pack: This pack raises attack quickly. It lets you get SkullGreymon
Digimon more quickly: SkullGreymon, Lunamon, and WarGarurumon.

Defence Pack: This pack raises defence quickly. It lets you get Kurisarimon
Digimon more quickly: MegaKabuterimon, Lunamon, and Kurisarimon.

Pretty Pack: A pack with a set of pretty Digimon. It lets you get Pandamon
Digimon more quickly: Pandamon, Lunamon, and Lillymon.

For my first game, I chose Attack Pack. This time around I'm using Balance

==============
DarkMoonCity
==============
DarkMoonCity is the main city for Digimon World Dusk. You can check what
area you are in by pressing X and looking at the top screen. There are
5 different areas to DarkMoonCity all of them start with the dark >.>
The areas are: Dark Office (where the quest area and the entrance to
the Union Room is), Dark Gate (where the exit and entrance to DarkMoonCity is),
Dark Hall, Dark Square, Dark Plaza (where the entrance to your house,
and the shop is).

==============
Stuff you need to know
==============


Main Menu:
When you open it up, on the top menu it shows your party, your relief
Digimon,
your bits, and your location.

DigiFarm: On the top menu is the list of your farms. On the bottom screen you
can see the farm status of each individual farm. Digimon List, you can
see all the Digimon you currently have. Farm Goods, you can see how what
farm goods you have.

Digimon: From here you can check on the Digimon you have and Digivolve
them.You can also switch them around, and switch them with your reserves.
You are allowed to have only 3 digimon out in battle at a time.
Click on a Digimon and it takes you to another menu.
Here on the top menu you see what personality your digimon has,
it's type, how many traits it has, it's strong attribute, it's weakness,
and it's friendship. On the bottom menu you see your digimons stats.
Also, you can choose from one of five menus:
Techniques (the moves it knows and it's Sp. Tech.)
Equip (where you can equip different items)
Traits (stuff that beefs it up in battle)
Digivolve Route (it's where you digivolve your digimon)
and S.Exp (short for Species Experience Points, more about it below



This for the 79 characters-----------------------------------------------------

Items: The items you have, excluding Equipment. The items heal your hp,
mp, or a gate disk which returns you back to DarkMoonCity.

Quests: This shows what quest you are currently on, your Quest Completion
rate, and your Tamer Points. Once you receive enough tamer points you can
talk to someone and they'll give you a gift, usually it's just a large sum
of Bits.

Tamer Info: Here you can check stuff about your accomplishments, like under
the first menu, Digimon Completion, Quest Completion, Digimon Defeated,
Most damage done, Top Digimon Level, and Number of Friends. Under DigiEgg
Gallery it shows you what Digieggs of you have (no, not the DigiEggs that
armor digivolve, those you have under Key Items in the Items menu), and in
the third menu you have the Digimon Gallery.

Save: Saves your game.

Battle Menu:

Fight: Choose an attack to use to either; damage opponent, lower opponents
stats, lower opponents resistance, increase your own resistance, heal your
hp, heal your MP, or increase your own stats.

Move: You can move your digimon around to use there abilities, or switch in
your reserves (if your digimon are weak to a certain type).

Item: Use items to heal your Digimons Hp, Mp, or their status infliction.

Defend: Decrease the damage you take. Personally, I never use it except to
save MP.

Flee: Put your tails between your legs and run away. Doesn't always work
though.

Attack Types: There are 6 different types of attacks, Fire, Holy, Dark,
Steel, Wind, and Water. Each type of Digimon has a primary type (what is
ineffective against it) and a type it's weak against. Like most Dark
Digimon are weak against Holy, and most Holy are weak against Dark type
attacks.

Digivolving:
Species Experience: This is experience that lvls up your digimon. All
digimon can take any kind of Species Experience, but to Digivolve, a digimon
can require a certain amount of Species Experience, i.e. Seriphimon
requires 77777 holy points.

Friendship: Some Digimon require a certain amount of Friendship percent to
digivolve, some only need 50%, some need 70, others may even require 100%.
Not all Digimon require friendship to digivolve, and it's really easy to
gain, and hard to lose (so far, I think the only way to lose it is if you
lose a battle). To check your points, open of the menu with X, click on
Digimon, and highlight whatever Digimon, and on the Top Screen there will
be 3 hearts. Filling one heart gives you 33.3 percent.

Other Methods to Digivolve: The other ways to Digivolve are just simply
level up your digimon, or in some rare cases you need to have certain
digimon in your Digimon List.

Shops: In Digimon World, you use a currency called Bits.

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September 24, 2009

Dragon Ball Z: The Legacy of Goku II: Missing Namek/Golden Capsule Guide

Missing Namek Locations
-----------------------

The missing Nameks are scattered all over the World. Here are the locations:

1.) Go to the Northern Wastelands and check your Scouter. There is a Lv. 30
Goku Character Gate. Open the gate and throw the switch. This creates a
bridge to cross the gap so you can access the Namek.

2.) In the Northern Mountains, Piccolo has a Lv. 30 Character Gate. Behind it
is a missing Namek. (Thanks to Bobbe from the Gamefaqs message board for
that one)

3.) On the 4th floor of Appartment B in West City.

4.) Go to the Mayor's house in West City. You'll find him walking around in
the Kitchen. (why is he in the Kitchen if Nameks don't eat? They only
drink WATER. lol)

5.) Near the end of the Tropical Islands, there is a Lv. 35 Vegeta Character
Gate. Before going through the Gate, continue to the (E). There is the
Namek.

6.) Go to the forest (S) of Goku's House in East District 439. There is a
Lv. 30 Vegeta Character Gate. The Namek is in the (NE) part of the area
in a secret area. If you have the upgraded Scouter, it will be a big gray
square. Go to the area right beneath it (looks like a pot-handle) and
near the end, walk into the trees.

7.) On the (NW) corner of Kami's/Dende's Lookout.


------------------------
Golden Capsule Locations
------------------------

These are in no particular order. They are written down as I come across
them.

Shorthand for Golden Capsule will be denoted as G.C. for this list.

West City - 5
Warlord's Domain - 2
Triceratops Jungle - 2
Southern Continent - 3
Northern Mountains - 6
Outside Gingertown - 2
Gingertown - 1
Tropical Islands - 1
East District 439 - 2
Master Roshi's Island - 1

1.) West City

Talk to Hercule as soon as you arrive in West City. He'll give you an
Autograph. Now head (N) in that same screen and talk to the kid walking
around in the Park. He'll give you a G.C.

2.) West City

From the Park, head (W) one screen. Hook (N) and (E) to find the next
G.C.

3.) West City

(NE) corner of West City, enter the West City Highway. There is a Save
point to the (N), go (E) to find the G.C.

4.) Triceratops Jungle

After passing through the Piccolo Gate at the beginning and going to the
next screen, head (S). Head (W) from here and the G.C. is in the (SW)
corner.

5.) Triceratops Jungle

After getting G.C. #4, head back 2 screens and head (E) over the bridge.
Go (S). Make your way (SE) and cross the rock bridge. Take the (S) exit
out of this screen and cross over the Lilly pads. All the way to the (E)
is the G.C.

6.) Warlord's Domain

Head through the metal door and exit out of that screen to the (W). In
the (SW) corner of this screen is a G.C.

7.) Warlord's Domain

From where you get G.C. #6, head (W). Take the (N) exit from here and
go around the old Warlord's fort to the (E). On the (W) side of the
building is a kidnapped guy. He gives you a G.C. for rescuing him.

8.) West City - Mayor's House

In the right side of the house, you'll find the G.C.

9.) Southern Continent

In the screen that leads you to the fight with 19/20, go (W) and follow
it to the end. The G.C. is there...beware the 2 Tiger Bandits, they
like to hid right up against the (S) cliff.

10.) Southern Continent

Gohan has a Lv. 15 Character Gate in the (SE) part of the area. Work
your way towards the center of the area, and you'll find a T-Rex
guarding the G.C. The T-Rex has 1750 HP.

11.) Southern Continent

From the entrance, go (W) one screen.

12.) Northern Mountains

(N) of the Save point just as you enter, Gohan has a Lv. 25 Character
Gate. You can see the G.C. from the Gate.

13.) Northern Mountains

(S) of the Save point just as you enter is a G.C. It is surrounded by
about 6 Warthogs

14.) Northern Mountains

From where the funny music starts (from Vinnie's) head (W). Make your
way till it ends to find the G.C.

15.) Northern Mountains

From the barrier guarding Dr. Gero's lab, head (E). Make your way all
the way (E) and head (N). If you exit (N) from this screen, you'll find
the Generator with the eggs you have to carry...don't go (N). Go (S),
down the ramp where the Tiger Bandit is walking up and down to get your
G.C.

16.) Northern Mountains

From the barrier, head 3 screens to the (E) and take the (N) exit. Right
there in front of you, can't miss it.

17.) Northern Mountains

From the barrier, head (W) 2 screens. Here, you fight Dr. Gero. Beat him
and head to the (S) end of THIS screen to find the G.C.

18.) Outside Gingertown

In the screen where you find the time machine, check the (SE) corner for
the G.C.

19.) Outside Gingertown

In the western part of the area, you'll find a pond with a guy fishing.
He forgot his bait in West City, and you need to get it. From the World
Map in West City, head (S) one screen and (E) one. Enter the middle
house. Now return to the guy and get your G.C.

20.) Gingertown

Go through Piccolo's Lv. 30 Character Gate and into the next screen.
Go between the buildings to the left and head (N) to find the G.C.

21.) Tropical Islands

When you get towards the end of the 4th island, look in the (SW) corner
for the G.C.

22.) West City

First you need the key. In the Tropical Islands, go to the end of
the end of the 4th island where Vegeta's Gate is. Continue (E) and talk
to the man walking around. Apartment A is in West City. In the (SE) part
of town. You'll find the G.C. there.

23.) East District 439

In the Forest (S) of Goku's House, go through Vegeta's Lv. 30 Gate. Head
(W) all the way and there is a G.C. in the room with the Save point.

24.) East District 439

While still in the area through Vegeta's Gate. In the first screen, head
(N) up the (E) side of the screen. There is a jut of land sticking out
into the small lake. The G.C. is there.

25.) Master Roshi's Island

On the (NE) corner of the island.

Now that you have all 25, go see Dr. Briefs. He lets you keep one. When used
through the Item window, it takes you back to the World Map if you're staning
OUTSIDE. It won't work inside buildings/caves.

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September 15, 2009

Monster Rancher Advance 2 (GBA)

-INTRODUCTION-

First someone asks for your name,
I can't fully understand anything since its in Japanese
but if you played Monster Rancher before its
obvious what you have to do.
Now after a bunch of talking you'll end up in the city.
Now go to the top option to
create a monster on the shrine.
To create a monster you have to put a word.
Right now you can only do 4 letters but
you'll be able to get more later on.
You have many choices on what to choose,
but I suggest you start with a Hare or a Golem.
Golems are good for attack and defense so you would
like to train their speed.




-BATTLING-

Once you choose go to your farm to start training a lot. Go to the tournaments for the
grade E since its SO easy. Your opponents won't have much training at all, but sometimes
it can get pretty hard if you're a rookie. The torunaments can either be tournament style
where you have 2 battles and if you lose you're out or the regular one where you have
3 battles, you have to battle them all and the one with the most wins wins.

Right after the battles you might get experience if you win, if your monster is not happy
make sure you praise him, but if he's already happy and weak, don't praise him to make
sure he'll toughen up. After the battle you MUST rest your monster or the fatigue lever
will rise a lot. Now I will explain some stragety's for battling against all types of
monsters.
-BATTLING STRAGETY'S-

Against High Attack= When your up against monsters with high attack you better not let him
you. Go on full defense, once your losing don't reset, there are turning points, they
happen to everyone, it happens to me to. "5 seconds left, your losing by a lot, you do
your last attack, it hits, and it critical you win". these scenerios happen all the time,
don't get discouraged if your losing, you can make a comeback.

Against High Defense= When your up against defense monsters, make sure you attack
with full force, don't use your best attacks, make sure you use your guts wisely. Guts play
a big role, a good stragety is to let your opponent use all their guts in the begining, then
just attack.

Against High Speed= The speedys, my favorite, I think these are the hardest type of monsters
because you'll barely get a chance to attack, but these have very LITTLE defense so just
use attacks with high accuracy to get a quick KO.

Against High Accuracy= These are the 2nd hardest, they almost always never miss because
their hit percentage is always high. But they might have cheap moves that take
little damage, but take massive Guts out. They have pretty low attack and defense
so take that as anadvantage.

Against High Health= The easiest for me, they have high HP, but mainly low attack and
defense, the battle will last a while so you probably won't KO them.

-TRAINING-

Now Training, you will spend most of the time here. In the begining you can only
train in the first page until one of your old monsters becomes a coach. Once
you get a coach you can choose for what the coach should train like speed, attack,
or health. It depends on what the coach's status are like. If the coach has high
defense you should make it into a defense coach.

When you first get your monster you should train it on its weaknesses. For example,
if you have the lowest speed on all status' you should train speed until it catches
up with the others. You should have a schedule for training like "OK this month I
will attack and next month I will train HP". But training 3 times a month is good,
on the 4th week the monster should rest.

Now after you select the type of training you want, your monster will perform a task
depending in what you choose. Press A if you want to skip the training to see if your
monster passed. 3 things will happen after you finish, your monster fails, succeeds,
or does great. If your monster fails you will get nothing and you can choose to scold
you monster. If he does regular he will get normal status. Or if he does Great! it will
get extra points or double the normal points.

When you first get your monster after you finish training it will get very little points
like around 5 or 4, and if he does Great! it will get around 9. But once your monster gets
older like around 1-or-2 years old it will get 9 points for regular and around 18, 19 for
Great!

You should prepare a schedule for training not just choose whatever you want to train
for fun or you will get no where. Now if still think your monster is weak, but have a lot
money, you should get to AGIMA to do some special training. That's next.

-Sparring-

I recommend you only use sparring when your monster is weak in something
or you want to make him super strong. To get here you just have to go to your farm and
the 3rd option. The training list goes like this...

Attack- Hit the opponent with all you got
Intelligence- Be smart on what attack you choose
Accuracy- Your attacks should hit most of the time
Speed- Dodge your opponents attack
Defense- Let your opponent hit you and take little damage

The cost of the training will always be 3000 unless theres a special which Ayase
will inform you at the begining of the month. If theres a special it will only
be 1000 Gold. Note that the training will take one month and your monster will
be VERY tired so make you make it rest right after.

Every choice like attack or speed has its own special training monster. If you beat
the opponent you will gain more points like around 40 in the begining if your
monster is barely gotten. And on every training you always gain some Life Points, at first
you willhave only 3 trainers but once your status grows, new ones will come and their a
lot harder.

I have also found out there is a slight chance you can learn a new move for your monster.
The guy will say what are your chances before you fight a coach. And you can also learn
new traits which will make your defenses better against special type of moves like water,
fire, and physical. I got all the way to ClassMaster before I learned
even one new move. I only learned special summoning but it isn't that great. Also, when you
put your monster into a coach, that monster will also be aspecial training coach, it's too
bad if you put your monster too powerful because then you'll never be able to win :)

Also, when you are in a different class, the status of the coaches will become
much better, and sometimes a coach will leave, like around level B moochi might
leave because theres a high chance your monster is much better.

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Monster Rancher Advance (GBA)

TRAINING

Each monster has six vital attributes that determine how it performs in combat.

Pow: Your monster's physical attacking strength. Pow-type moves base their
damage on this stat.
Int: Cousin to Pow, but it works for Int-type moves.
Acc: Your monster's accuracy. This stat does battle with your opponent's Speed
to figure out what your chance of hitting it is. (The characteristic Act. View
does not directly influence accuracy but makes you more likely to hit your
opponent.)
Spd: Your monster's combat agility. The higher this is, the better your chances
of making the enemy whiff when he attacks.
Def: Your monster's overall toughness and resilience. If you're hit by an
attack of either type, this number is what softens the blow.
Lif: Your monster's life force. This is exactly like HP in any other RPG.

...and in general, there are three ways of raising these statistics:
1) Training, which was discussed above,
2) Special training, which was also discussed above, and
3) Combat experience. When you win a tournament (and maybe a fight against a
stray monster - not sure) your monster gains combat experience and has a large
gain in one stat and a more modest gain in another.

It's also important to note the factors that affect how much of a statistic you
gain.

1) Monster age. Monsters follow a bell-shaped curve in their growth. When they
are very young, they don't benefit very much from training. Eventually Aroma
will give you a warning that your monster is at a time when it "grows in body
and spirit"; this is the start of Monster Puberty (if you will), a period where
growth is much faster. As your monster continues to age, its growth slows down
and eventually stops, at which time it must be combined, deleted, or brought
into coaching.
2) Monster diet - to a lesser degree than monster age. Underfed monsters don't
perform as well in combat and don't gain as much from training.
3) Type of monster. Different kinds of monsters have different 'curves' that
make it easier for them to develop their abilities in certain statistics.
Typically you can deduce these curves just by looking at the starting stats for
a monster; for example, Golems are clearly going to be good at building their
strength, while Suezo are likely to have good intelligence.
4) Coach (for regular training only). The ability of a coach in the attribute
that it is training directly affects the benefit you'll receive from the
training. (I am, as yet, not sure about heavy training; it seems to me that a
high number in all 3 statistics is good to maximize gain and minimize loss.
Must check on this...)

Now then...what attributes should you train to get maximum benefit?

The answer to this question is a little different from what you would expect.
Instead of trying to balance out your monster, train it as far as it can go in
one particular statistic - Intelligence for Suezo, for example. There is a
method to this madness...

Your problem early in the game is that while AGIMA provides coaches for you
they are not particularly stunning at their jobs. Trying to train a balanced
monster will mean you'll get less-than-maximum gains across all of your stats
and will find yourself with no advantage to speak of in the higher classes.

Instead, train a monster up to one 999 stat, and then get him to a high enough
rank to be a Coach. (You may find that you get incredible combat effectiveness
from this monster - like a certain Suezo I had [yes, I'm a fanatic, I know]
that had 999 Intelligence, 400 Accuracy, and Suezo Beam...he was
mean...anyway...be sure that the monster gets as much money for you as
possible.) Then turn him into a Coach for his 999 attribute, and repeat...this
takes patience, but you'll soon be able to train (more-) balanced monsters than
you were before.

Special training should be undertaken frequently, but not all the time (mostly
because it's expensive). Try to get in there whenever Ayase hands you a
discount. Special training is the ONLY way to get new moves, and it's important
to get your monster's best skills for the upper-crust tournaments.

Contrary to what I said about balance above, you SHOULD train your lower stats
some of the time in special training, again because this seems to give you the
best chance of getting a new skill. (It's okay to train that one super-stat
that you're going for, though, and I recommend doing that up to two-thirds of
the time. It may also be advantageous to check the other skills to see which
one affords the highest chance of learning a new skill; sometimes "it is
likely" is all you're going to get for any skills. It helps to know these
things so you can effectively make selections :)

This method has produced some strong monsters for me so far, but I have not
tried the other method of training I have heard about - freezer training.

The theory behind freezer training is that there is a certain period of time in
your monster's life where your monster gets maximum effectiveness from stat
gains. Combat experience is probably the best way of gaining experience,
because when you win a tournament, you also get money, and the tournament was
free to begin with. It also only takes one week...the advantages of combat exp.
over special training are clear.

The problem is that between tournaments you aren't gaining combat experience
and your monster is still aging. Therefore, monsters should be frozen and
'prop' monsters should be put in for them when there are no tournaments to
fight.

There are people on the GameFAQs BB who have gotten monsters up to 999 in every
stat. I envy them. I will be in their class soon...more on raising monsters to
that level in a later version.

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