Amazing Island - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Amazing Island - Strategy Guide (Page 01).
Amazing Island
Copyright SEGA All rights to the game are theirs.
For use on the Nintendo GameCube
Copyright Nintendo All rights to the system are theirs.
FAQ/Walkthrough (v1)
by Digi-Dolphin and WarSong
Typed by Dol
Edited by War
Email: digidolphin@cashette.com
**********************
This guide is the result of a joint effort between me, Digi-Dolphin, and
WarSong. All information found in this walkthrough is compiled from the game
directly, so yes, it was a lot of work playing the game from beginning to end
(again). Therefore, please respect the efforts we put into this guide and use
it for your personal use only. If you want to put this guide on your own
website or anything, please email us first. We're actually pretty laid-back and
will 99 percent of the time say 'sure'. This is our first, and probably only,
guide written, and only because we couldn't find a complete Amazing Island
walkthrough anywhere else. Well, not at the time.
BTW, since I'm typing this up, all questions and concerns about this guide
should be directed to my email address. Please put 'Amazing Island FAQ' or
something in the heading, as I tend to panic easily and will delete anything I
don't recognize off the bat. War and I will work with whatever comes.
**********************
Table of Contents
-For ease of use, hit Ctrl-F and type the letters in parenthesis to jump to
any part you're interested in.
1. Game Story (gstry)
2. Game Setup (gset)
A. Memory Issues (memish)
B. What is System Data? (wisd)
C. Title Menu (tmen)
3. Controls (cntrl)
A. Village/Menu (vilmen)
B. Action Stage (actn)
4. Story Mode Introduction (stryint)
A. Game Files
B. Character Select
5. Story Mode Walkthrough (strymde)
A. First Battle (frstbat)
B. Chinto Free (chnfre)
C. Inside the Hall of Life (ithf)
D. Your First Monster (frstmon)
E. Getting Started (gstar)
F. Scoring System (scrsys)
G. Beginner Course (begcrs)
H. New Changes (chngfir)
I. The Next Challenge (seccrs)
J. Strict Route (strct)
K. More Changes (chngsec)
L. Goofy Route (gffy)
M. Still More Changes (chngthr)
N. The Final Course (fincrs)
O. Crispy Route (crspy)
P. Yet More Changes (chngfr)
Q. Rush-Rush Route (rshrsh)
R. Again With the Changes (chngfv)
S. Tough-Tough Route (tfftff)
T. And Still More Changes (chngsx)
U. Nail-Biting Route (nbrt)
V. Final Changes (chngfin)
W. After the Darkness (aftdrk)
6. Multiplayer Mode (mlti)
7. Trade Monster Cards (trdcrd)
8. Monster Creation (moncre)
9. Monster Cards - The Game (moncrd)
10. Shop Inventories (shps)
11. Event Items (evntitm)
12. Preset Monster List (premon)
**********************
gstry
1. Game Story (unofficial synopsis)
You are a young boy/girl who discovers an old book about an island full of
monsters. Fascinated with this book, you read all you can of it and wish you
could see it for yourself. Later that same night, a voice calls to you from a
dream and you're whisked off to the island in that book. The voice pleads for
you to save the island and so off you go to do just that.
*********************
gset
2. Game Setup
memish
Memory Issues
The instruction manual and the disk case both say that only 13 blocks of
memory will be needed for the game. This is a bit misleading. System Data takes
3 blocks, Play Data (the game file itself) takes up 2 blocks, and Monster Data
takes up 8 blocks. This adds up to 13 blocks, but ONLY if you plan on creating
just one monster yourself. It's not much of a game if you only have one
Monster, so of course you'll be making more. Each Monster you make and save to
the memory card will take another 8 blocks. So, if you're going to be busy
creating tons of Monsters, be prepared to dedicate an entire memory card to
this game.
Preset Monsters are available as well; they take up no additional memory and
can be loaded like normal at the Elder's Hut. This guide will make
recommendations for which presets work well in certain courses and events, just
in case you don't have space for Monster files on your cards. Your only
difficulty should then be obtaining said cards.
wisd
What is System Data?
System Data is used to hold your records, the points you score and stuff.
Every time you save the game, this data is updated with all those records. It
is also loaded into the GameCube's memory first, so if you swap cards on it
while the game is still running, then the new file will try to write its
records using the System Data already loaded. This tends to panic a few people
(namely me) but all it really does is sort of mix the records so that multiple
people can see where they stand on one unified record. You can clear the data
by just hitting the reset button on the 'Cube.
Also, if the game detects two Memory Cards that have system data on them, it
will ask you which system data to load. All records that are changed will be
saved to that data. I usually keep the system data records separate so that I
can tell from a glance at my records if I have all the items from a certain
event or not, though the records set at the Training Ground can throw me off.
tmen
Title Menu
Story Mode - The main story of the game. Make monsters and play minigames to
save Amazing Island from the Black Evil.
Multiplayer Mode - Pick an Event or a Course and pit monsters against each
other, up to four players can compete.
Trade Monster Cards - Trade monster data between different files (a la
Pokemon).
Options - Check rankings, adjust speaker settings and volume for music and
sound effects. Later, a jukebox option appears that lets you listen to all the
music in the game. (I like the dancing girls' hats. -Dol) (I like the dancing
girls. -War)
************************
cntrl
3. Controls
vmen
Village/Menu
Start/Pause - View Status
Control Stick - Menu Option, Move Character, Scroll Speech
Control Pad - not used
A Button - Select, Speak
B Button - Cancel
C Stick - Move Camera
L Button - Position Camera Behind Player (basically auto adjusts)
R Button - View Surroundings (puts camera over character's shoulder for a
semi-first person view)
Z Button - not used
actn
Action Stage
Start/Pause - Start Game, Pause Game
Control Stick - Move Monster
A/B Buttons - Varies (more on that later on)
***********************
stryint
4. Story Mode Introduction
Game Files
When you first select Story Mode, you're given the option to either start a
new game or continued a saved game. If there's a second memory card in Slot B
with play data on it, you'll have the option of choosing which memory card to
continue from. However, the system data that is first loaded will be the one
you will use for keeping records. Keep in mind that Monsters are character
specific, no matter which memory card you saved to, and you can save to many
cards. Only the character that created the Monster can load that Monster. The
trade feature changes who the Monster belongs to and will allow a Monster
created with one character to be used by another.
If you're new at the game, choose a new game and the file will be set up for
you.
Character Select
You are given the option of being either a boy or a girl. There are some
differences between them; first, some cosmetic changes to the opening story
animation and the starter set of Monster parts changes (boys get the Dog
Pattern and Voice, plus more male-oriented Accessories to begin with, like the
Bomb and Long Horn; girls get the Cat Pattern and Voice, plus more
female-oriented Accessories, like a Cute Wing and Ribbon). Also, each gender
gets different items at different rates, so girls will get more girl-oriented
items sooner than boys, and vice versa.
Once you choose a character, you must now name it. The default name for the
boy is Andy and the default name for the girl is Michelle. You can put in any
name you want, or if you're lazy about it, you can hit the Random option in the
lower left hand section of the screen to see some randomly generated names.
They can get kind of crazy at times. (War kept hitting Random until it
generated his name, then he went with that. If you see any references to what
prizes were awarded at the end of an event, they are what our test character
got and are NOT a guarantee to what you will get yourself. More on this later.)
Once you've named your kid, you can set the Rumble to on or off. Press A
Button to select and you're good to go.
***********************
strymde
5. Story Mode
The First Battle (frstbat)
Opening cinema. It's personalized, how cute. You get a dialogue box that pops
up and pleads with you to help them out. If you hit A too fast, just scroll to
get the dialogue. This is when you get your first preset Monster Card. You also
get dropped onto the island. If you're afraid of heights, don't watch the drop
off cinematic. Heh, just kidding. You get control of the kid almost immediately
after the drop. Walk forward to trigger your next cinematic. (Notice that the
characters on the screen synchronize their movements with their dialogue
counterparts. Very cool.)
Anyway, the little freaky guy who jumps you is Chinto. He calls for his boss,
who kicks him for the fun of it, and tells you the boss will challenge you to a
fight. This is when you activate your preset Monster. The preset is always
random, so there's no way of predicting what you will get. If you don't like
the preset you get, reset the game and try again.
*******************
Event - Eviling Volley 1
(Instructions are given to you at the beginning of each event, so we'll just
offer tips on how to get through the event in one piece.)
Tip:
First, mash the A button to get the ball launched at your enemy first. You can
charge your shots afterwards by holding the A button, but be aware that
charging for too long can result in the charge being lost and your monster
delays in hitting the ball back, costing you a point. The B button will make
the ball bounce into the air, which makes it a little harder for the Eviling to
hit it back, but they can do the same to you, so watch out. Try to time your
hits so that the ball connects and hits the Eviling before it can react. Stay
calm, even if the Eviling comes at you with a power shot (you'll know it when
you see it). Timing is key. Three hits and you win.
Reward: Red Vision Orb
**********************
Chinto Free (chnfre)
Now that the Eviling is gone, the spell on Chinto is broken. He'll hop up and
start to babble about stuff, then race off to who knows where. Well, we do, but
not yet. You get control back and now let's see what we can see right now. To
your left is a big ugly rock pile. That's important later. Ahead of you are two
huts, one is a shop (it says so on the sign over the door), the other is the
Elder's Hut. Again, important later. There's also a sort of pier on the other
side of you, but it's blocked off. Important later, too. Behind you is a brown
wood wall with a section blocked by a rock. Also important later. Keep walking
forward. You'll hear another voice that tells you to follow the stone path to
the big tree. May as well, you're not allowed anywhere else until you do.
Inside the Hall of Life (ithf)
Inside the tree, you'll see another little freaky guy named Lagu (he looks
like he's practicing stand-up). Talk to him and he'll talk about Amazing Island
and give you some of the backstory. Apparently, only those pure of heart can
reach Amazing Island and save them. Guess who fits that bill? You're given sort
of an option on how to reply to Lagu's plea for help, but it really doesn't
matter how you answer, 'cause you still get dragged into this. You get
auto-taken to the Elder. Lagu introduces you. The Elder is the biggest creepy
guy in the whole place. (His hat blinks!)
The Elder wants you to come closer to get a better look, so oblige him. The
Elder, Jimba, will repeat his introduction, then give you more backstory. With
pictures! (I rather like the pictures. So colorful. The music is cool too.
Don't be ashamed to bob along with it.)
We come back to Jimba, who has more backstory and pleas with you a third time
to help them. Then he tells you about that orb you got. Here's where you really
come in, and where those things come in too. That ball is a Vision Orb, one of
eight in a set, and of course all eight together gives you the power to find
the Black Evil and fight it. The Elder then orders Lagu to help you fight the
Black Evil. So off the two of you go to the Hall of Life to get ready.
Your First Monster (frstmon)
In the Hall of Life, Lagu calls for Chinto and a third dude, Folu. These guys
will pick your brain and spit out a Monster with what they find in there. Folu
is in charge of the mirror with the bubbles. Chinto is in charge of accessories
and Lagu is there for decoration. The three of them will help you make Monsters
from now on (but we will still do preset recommendations if you don't feel like
making Monsters).
Now, after a LOT of babble that tells you how to make a Monster (pay attention
to it the first time through, it's actually useful for beginners), you get to
make a Monster of your very own.
*********************
First Monster
Folu will help you out the first time by asking you a bunch of questions. Your
answers will determine the monster you get. He shits you not. The questions are
random and you get five answers to each one, five questions total. Watch Nature
get violated!
What you see first is the Frame or skeleton of the Monster. Stuff gets drawn
on, body parts, and then it's finished. When the Frame is finished, it is
permanent. Then a big berry falls in from nowhere, grows along with the gang
jamming to faint music and the Monster is born. Chinto then adds accessories,
also based on your answers. He really makes things freaky. Thankfully, you can
change things around if you want to.
More on this further on, the section for Monster Creation is big. Let's just
say it's done and go. Don't worry, you can still go back and change things
later, nothing is permanent on a Monster, just the body.
Next you give the Monster a name, and you also have that Random option. Once
you've named the Monster, you have to take a Foto. Play with the camera, the
controls are displayed in the lower left corner of the screen, interact with
the monster if you want, then hit A Button to snap the Foto. You can resnap it
anytime you want, but you can only have one Foto per Monster.
*********************
Getting Started (gstar)
Well, now you have the Monster done. From now on, whenever you make a new
Monster, you will get Chance Stars. They act like continues if you mess up in
the courses. If you ever need more Chance Stars, just keep making Monsters. You
don't have to save them, just make them.
Go straight out of the Hall of Life and keep going forward until you reach a
stone pier with a weird bird guy on it. This is the way to the first course.
You can try going into the shop if you want, but no one is there, so no
shopping. It's okay, you don't have money yet, anyway. If you don't want to go
to the course with the new Monster, go to the Elder's Hut and talk to him.
He'll give you a set of options to pick from, but System Menu will be the most
common one you'll work with. In it is the option to change Monsters.
You will always be asked if you want to save the current Monster before
changing it, unless it's a preset. Save it if you want. It will also warn you
that you will lose the current Monster if you change it; that's okay, it just
means that it will swap the Monster and remove the current one from memory. You
have two options to choose your new Monster from; Memory Card and Preset
Monster. Choose Preset Monster and select the name of the Monster you came
with, then press OK. You'll swap the Monsters.
You can also save the game, download Monster Cards to the Game Boy Advance, if
you have one connected to the GameCube, and delete Monsters. Remember that you
can only save with Jimba. When you continue the game, you will always start
here in the hut.
Okay, back to the course. The bird guy, Ruby, will give you a basic rundown of
how the course works. Within this first course are many events strung together
to form a single course. The basic point of the events is to score really high
to pass each event. If you fail, you have to redo the event. Run out of Chance
Stars and you get kicked back to the village and will have to do it all over
again.
Here we go.
*********************
Scoring System (scrsys)
It's a bit of a hassle trying to figure out the scores needed to get certain
items. So, for reference, here it is.
Reward: 700 - 1099 pts. = Bronze Chest
1100 - 1799 pts. = Silver Chest
1800 pts. and up = Gold Chest
Bronze Chests net you potions, which you can use before each event for a stat
boost. Silver Chests have Monster parts, like patterns, accessories, voices and
eyes. Gold Chests are the prize you want if you want to use presets only. They
have Monster Cards. The prizes in the chests are random, so what you get may
differ from what someone else will get even if they get the same score. Your
score will also be put on the Ranking screen if high enough.
Also, half of your score is given to you as money. The higher your score, the
more money you get. When the Training Ground opens, do the events you are best
at for easy cash. You'll need it.
Eventually, the events will run out of items to give you if you run them
enough. You can tell you've gotten everything from an event when you score past
1800 points and all you get is a potion. By the way, you can't sell anything in
this game, so you're stuck with all the potions you collect. This can actually
be good, 'cause those shop girls can be expensive with their stuff if you're
trying to save cash for parts.
Okay, now we can run the course.
***
Beginner Course (begcrs)
Quick ref: Orange Orb, Hero Frame, Dinosaur Frame
Event - Jungle Dash
Specialty - Speed (Red)
Tip:
Don't false start, that costs you speed and time. When trying this event for
the first time, ignore the B Button (Dash). It'll just mess you up more than
anything. Once you're more familiar with the race, then you can use it to your
advantage. As long as you come in first with a good time, you'll get a high
score and win. The lowest score you can get and still pass in any event is 700
points.
***
Event - Waterskip Slider
Tip:
Mash A to keep a high speed. When making the jump from the dragon nose, try to
release the Control Stick when the arrow is in the red zone for a good jump.
When the circle under your character on the water turns red, flick the Control
Stick down. This is the best time to get good distance on the skipping. Get
past the Rainbow for a good score.
About Potions, the color of the potion tells you which stat it will boost for
that event. Red boosts Speed; Blue boosts Power; Yellow boosts Mental; and
Green boosts Stamina. Each event exercises at least one of these stats, so pick
your potions wisely. They come in three sizes; small, medium, and large. The
bigger the bottle, the bigger the boost.
***
Event - Spin Break
Tip:
Continuously charge up your super spin. Even if you don't get a full charge,
keep hitting it to make your spin faster. This makes it harder for you to get
knocked out of the arena. In this event, avoid the grill in the center of the
arena at all costs. It will force you into the air and waste time. Ram the
other Monsters close to the edge of the arena and unleash the Super Spin for
best results. Try to get a lower time than the clear time for a good score.
At the end of each event, you have the option to retry the event whether or
not you passed it. When you have more Chance Stars and are more confident with
the events, you can take advantage of this option to improve on your scores.
***
Event - Stone Spire Smash
Specialty - Power (Blue)
Tip:
Try to anticipate the next block coming down. The less time you use up
switching between the A Button and the B Button, the more easily the timing
becomes for knocking down the stones. Try to time your hits when the arrow is
in the red zone for an instant smash. When you get to the boss, use the same
trick, especially when he's trying to counter. Keep an eye on the counter
meter, it tells you which button to use. Try to switch the buttons while you
are defending to reduce the time loss. When the warning that the boss is about
to hit you appears, you have roughly 2-3 seconds to stop your attack and go
into auto-defend before it spins. Get a lower time than the clear time to get a
good score.
***
End of Course 1
Event - Eviling Volley 2
Tip:
At the end of the Beginner Course, you're swept up into another round of
Eviling Volley. Use the same tricks as before to beat this Eviling. It
shouldn't be too hard. It's just one dude.
Reward: Orange Vision Orb
Course Reward: Hero Frame
Course Reward (2nd run): Dinosaur Frame
This course only has two Frames for prizes.
**********************
New Changes (chngfir)
Once the course is clear, several things take place. First, the Hall of Life
gains a new power. Draw By Yourself, so Folu can take a hike now. An attendant
to the Elder shows up, the next course area opens, the Training Ground opens,
one villager is freed, and the wooden pier from earlier is unblocked. Ow L.
Rankin, a talking totem pole, appears in the center of the village. He displays
your rankings whenever you want. Handy.
Ah, yes. The shop lady, Jasmine, shows up at last. Now you can actually buy
things from her. Shop section is further down.
Unfortunately, the points at the end of the course don't give you money.
However, you get something better. A new Frame, the Hero Frame, so you can make
human-like Monsters. Now that the Beginner Course is clear, it's a good idea to
keep running it for money and items, as well as experience. The Eviling Volley
Event is taken out, so you don't have to worry about it anymore. We recommend
ransacking the Beginner Course a few times before you go to the next one, but
it's up to you.
The Next Challenge (seccrs)
Follow the pier to what we call the Dock. There you will find another empty
shop, and the Training Ground guy on the left, on a stone podium thing. His
name's Suguru. This is where you go to practice events you've unlocked without
fear of penalty. It's a good place to rake in lots of money, but you get no
items from it. At the far end of the Dock is the second course guy, he has a
mohawk. This is Nimo. He'll also give you a rundown of his course setup. Things
get changed up a bit.
There are more events, first off. Also, the road splits at some points, making
for alternate routes (multiple courses within the course). Again, if you run
out of Chances, you will get brought back here. Prepare yourself and let's go.
*************
Intermediate Course - Strict Route (strct)
Quick ref: Left turn, Yellow Orb, Dog Frame,
Event - Seaside Sparklies
Specialty - Speed (Red)
Tip:
Advanced version of Jungle Dash. Prepare to have your temperament tested. This
can be a very annoying event. Keep yourself at a run at all times to get
multipliers for picking up gems. However, don't go too fast, or you'll miss
gems and lose the bonus multipliers, and possibly lose the event. The gems are
key to passing this event, simply making it to the end in good time isn't
enough anymore. Deep water slows you down, so be aware of it. You can use it to
your advantage once you get the hang of it, it'll slow you down so you can use
it to grab more gems. The raised sandbars speed you up a lot, but are more
prone to making you miss gems. Another thing to watch out for is the tide. When
it rises, the race is flooded, creating deep pools that slow you down a lot.
When it's down, it's easier to run through, but also easier to miss gems.
It should be obvious that the gold gems are worth more, but if not then, yeah,
the gold ones are worth more.
Mapping of the gems:
START ----------------------------------------- END
xxxx xx xx xxx x x > Left
-----------------------------------------
x xx xxxx xxxxxx xx x x x x x x > Middle
-----------------------------------------
x x x x xx x > Right
START ----------------------------------------- END
*Use a fixed width font
***
Event - Basket Barrage
Specialty - Mental (Yellow)
Tip:
Patience and timing is key. This is one of our favorite events and lots of
fun, as long as the timing is right. Don't button mash when you get a Fever
Mode, pace yourself to keep sinking shots. If you get it just right, you can
actually extend Fever Mode and disable the clock just a bit (if the time runs
out and you still have Fever Mode, there's a good chance the game won't end
until Fever Mode does, giving you more time for extra points). It's almost
impossible not to get high scores in this event, as long as you maintain the
timing. Shoot the ball when the arrow is in the green section to get it in the
basket.
The numbers under the green bar tell you how many baskets you made in a row
over how many you need for Fever Mode.
***
(Note: The road splits after Basket Barrage. You have two choices, but the
event names are blanked out until you pick one. For this variant, we went left,
to Cape Dyna.)
Event - Waterskip Crusher
Tip:
Advanced version of Waterskip Slider. The same rules apply, with differences.
Hit the A Button just as your Monster touches the obstacles to avoid slowdown.
Again, try to time the Control Stick flicks with the circle under the Monster
to get good distance. If the Monster is light enough, it can actually fly past
some of the obstacles without even touching them.
***
Event - Catapult Craze
Specialty - Power (Blue)
Tip:
A favorite of War's, this event requires good timing and plenty of power.
There are three parts to the launch; the power of the toss, the angle of the
toss, and the starting distance for your launch. You can take your time gauging
the power, the bar at the bottom of the screen. But the angle of attack, the
gauge on the lower right, will automatically launch the rock if you don't hit
it before it reaches its limit.
Try to time the blue gauge at its fullest for the most power, the arrow over
the red line for the best angle, and the actual takeoff should be done when the
catapult is at its most neutral. In other words, hit the A Button for launch
when the number of meters is closest to zero (0) without being early. A late
launch will doom you to failure. Get your monster through the hovering ring to
win the event.
***
Event - Sky Shooter
Tip:
Another of War's favorites. Your Monster is in a free fall and must shoot
little Evilings for points. Shooting a lot slows you down, which is good for
hitting more of the targets but costs you time. Don't bump into targets. You
get a bonus if you reach the end fast enough and a bigger one if you manage to
hit every target on the way down. Stay loose and try to anticipate the paths
the targets will take since they come in color-coded packs.
***
End of Strict Route
Again, the Evilings decide to try to finish you here. Another round of Volley!
Event - Eviling Volley 3
Tip:
Things are different now. You have to deal with two Evilings hitting the ball
at you but you can now use the Control Stick to direct the ball to whichever
Eviling you want to hit. Great for catching them off guard. Try to get rid of
the stronger Eviling first. You can tell which is the stronger one if you can
remember what the first Eviling you fought looked like. If not, then it's the
one not wearing white shorts.
Reward: Yellow Vision Orb
Course Reward: Dog Frame
*********************
More Changes (chngsec)
After you recieve this third Orb, the Hall of Life gains another new power.
Pull and Stretch is now available. More on this in the Monster Creation
section. But, it's fun, trust me.
Also, another villager and his pig show up in the village. The Dock shop opens
for business as well. Inside a shop you can't access yet, there's a
paintbrush-looking guy wandering around near the counter. We call him the shop
guy, 'cause he's just there. We've cleared one version of this course. Time for
the next.
*********************
Intermediate Course - Goofy Route (gffy)
Quick ref: Right turn, Green Orb, Hamster Frame,
Event - Seaside Sparklies
Specialty - Speed (Red)
Tip:
Again, follow the tips from the first time we ran this.
***
Event - Basket Barrage
Specialty - Mental (Yellow)
Tip:
Again, follow the tips from the first time we ran this. (Get used to seeing
this layout whenever events repeat.)
***
(The path splits here. This time, we go right, to Rubble Ruins.)
Event - Stonehead Swap
Specialty - Speed (Red)
Tip:
Another one of those events that tests your patience. It can get frustrating
sometimes. Use the Pause button! It's a good way of seeing what moves to make
before the timer starts. The point of the game is to match heads on both sides
of the pool before time runs out. Each time you finish a round, a little more
time is added to your clock. Stay calm and don't run crazily. Try to make the
matches that are the closest to where you are when the timer starts, so you can
cut down on how much time you spend moving from head to head. This is actually
one of few events I'm good at, but War hates it.
***
Event - Bomber Bowl
Tip:
This one is always a challenge. You know you've lost this one if you can't
find the boss. The key to this is keeping the boss slowed down. Run around,
avoiding rocks and getting bombs to throw at the boss. If you ram the boss with
your Monster, you can shake an unlit bomb out of him, since the boss is
chucking lit bombs at you, too. If you get desperate for bombs, head for the
spring in the center. Everything falls towards it, but you run the risk of
getting hit by rocks. Bumping into the rocks and the spring, and getting hit by
lit bombs will stun you and waste time, so watch out.
The ideal situation is to stand by the spring as the bombs fall into you -the
Monster will automatically pick up the bombs- and the boss is trying to slide
up the wall in front of you. This gives you a direct line to fire on him. If
the boss is running away from you, try shooting the bomb ahead to intercept him
or run in the opposite direction to meet him again. Defeat the boss under the
clear time to get a good score.
***
Event - Battle Blast
Specialty - Power (Blue)
Tip:
First, spikes hurt. A LOT! Avoid getting knocked into spikes or falling off
the platform during the frenzy. Avoid attacking the other Monsters, they'll
leave you alone until you attack them first. Spend your time hitting the
Crawlies (little hopping things), especially if they're in mass packs. You have
two modes of attack, shooting (B Button) and punching (A Button), save the
punching for the other Monsters if they attack you and the packs of Crawlies
for rebound shots. Rebounds net you some bonus points. Hit as many gold
Crawlies as you can, they're worth a lot of points too. It can be hectic, the
camera angle is pointed down and there's lots of movement, but if you stay
cool, you can get through it. We recommend a Monster with colors other than red
or black, those get lost in the mix faster than anything else. Use bright,
different colors.
*******************
End of Goofy Route
More Evilings means more Volley. Luckily, this will be the last time you'll
have to deal with them in the Intermediate Course.
Event - Eviling Volley 4
Tip:
Same as before, knock out the stronger Eviling first. I hope you ate your
Wheaties!
Reward: Green Vision Orb
Course Reward: Hamster Frame
*******************
Still More Changes (chngthr)
After clearing the third route, another power returns to the Hall of Life, the
Size tool. More on that in the Monster Creation section. It's a handy tool.
Also, the third course opens, another villager and pig are freed on the beach
where you landed, a villager and his chicken are freed at the far end of the
pier, and the rock in the giant tree root falls. The third shop, which has no
shop girl yet, is where you'll find a paintbrush-looking guy (yellow and
black). He's what we call the shop guy. He doesn't do anything, but he's kind
of neat to see. As you continue clearing courses, more villagers will be freed.
Though they don't have anything really useful to say, you can still get some
interesting information out of them.
The Final Course (fincrs)
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