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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter A » Amazing Island - Strategy Guide (Page 02)

Amazing Island - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Amazing Island - Strategy Guide (Page 02).

Go through the tunnel left behind by the rock in the giant tree's root. On
your right is the third shop in the game. Empty, of course. On your left is the
bird guy for the last course, Dalu. And that last one is a doozy! The path
splits twice, so there's more variations to it, which means more events, more
items, more Evilings, more Orbs, and more
headaches if you get lost after one or two runs.
At this point you should experiment with the Monster Creation system. Doing so
not only nets you an interesting and useful Monster, but will give you 1 Chance
Star for every Monster you create. The game doesn't care if you keep a Monster,
you keep the Chance Star even if you delete or never save the Monster. Remember
to save your game however. You can check out the Monster Creation part of this
guide if you are seriously building a partner.

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

Advanced Course - Crispy Route (crspy)
	Quick ref: Left, Right, Water Orb, Kid Frame,

	Event - Spin Attack

	Tip:
Advanced version of Spin Break. The point of this is still to knock out your
enemies but the timer runs down this time. So knock them out to gain points
before the time ends. Strangely enough, you also gain points if you fall out
yourself, so if time is running out and you are desperate for points, take a
dip. You'll earn a few extra that might help out and the lava doesn't hurt.
We've also found that releasing the super spin nets you a few points. Bigger
enemies are slower so use it to your advantage; if they miss hitting you,
they'll overshoot and you can hit them really quick to bump them into the lava.
The vent in the middle, which we once said to avoid, now helps you gather
points, so try to fly whenever you get the chance.
Charge up your spin before you are launched into the arena and unleash it from
on top of the vent for a good start, you might actually knock out a couple of
enemies with the spin before they can start themselves. For best results, let
go of the super spin when your Monster is flashing white; the burst is bigger
and a bit more powerful than normal that way. The wait for that color is worth
it, you get a few points for each color your Monster turns.
We recommend a powerful, well-weighted character for this event; it makes you
harder to knock out and it's easier to knock out others.

***

	Event - Beat'n Art
	Specialty - Power (Blue)

	Tip:
A favorite for the both of us. The premise is to knock stone off the pillars
to show the totem underneath. You have two attacks to use, punch (A Button) and
kick (B Button). Only the kick can activate the red buttons, which stop the
clock for a short time and lets your Monster hover around for a better chance
at hitting the rock. Each section of the totem is covered in three sections of
rock. You have to clear ALL three sections of rock before you can even clear
that piece of the totem. Try hitting the red buttons in consecutive order to
extend the time stop. The Control Stick helps control the height of your jumps,
so when the time stop is on, concentrate your punches on the higher two pieces
of totem. They'll be the hardest to reach when the clock is running again.
You'll know a piece is clean when it
starts to shine gold. We recommend a powerful character to clear the rock
faster.

***

(Note: The path splits after Beat'n Art. We'll go left, to the Sea of Trees.)

	Event - Jungle Spurt
	Specialty - Speed (Red)

	Tip:
Advanced version of both Jungle Dash and Seaside Sparklies. A little easier
than the Seaside Sparklies, all you have to really do is avoid hitting the
rocks, which you stop your speed almost completely. It's all right to hit the
trees, they don't slow you as badly, but try to keep it to a minimum. Change
lanes to avoid hitting obstacles. You will want to learn to use the dash (B
Button) by now and to have good timing with it. Your best bet is to use it on
the last barrier to shave a few seconds off your time. Again, beware false
starts. They will kill your score before you even start. We recommend a fast
monster with good weight to reduce the slowdown from obstacles.

***

	Event - Block Stack Attack

	Tip:
Another favorite of ours. Advanced version of Basket Barrage. Throw blocks on
a tall tower to score points. You have the option of setting the height of the
beginning tower, a low tower is easy to work with, but the point multiplier is
low. The higher towers are a bit tougher to stack, but the point multiplier is
very high. The maximum is ten tiers.
Two gauges are used, the power gauge for launching, and an angle gauge for
tossing. Both of them are also affected by the height of the tower. Go ahead
and play with the height before starting the event, you'll be able to see how
they get affected. Try to get the power launch in the red zone and the angle
gauge on the red line for best results. Be careful, the angle gauge's green
zone and red line will change based on the position of the last block you
threw, so try to be accurate to lower the risk of knocking the tower down.

***

(The path will split again after Block Stack Attack. We'll go right this time,
to the Regal Ruins.)

	Event - Stonehead Bingo
	Specialty - Speed (Red)

	Tip:
Advanced version of Stonehead Swap. One of my favorites, this event requires
just smashing things to get matches. Hit the heads to get them all to match to
score points. Score as many as you can before time runs out. With this event,
it's a good idea to hit Pause and check the heads to see which ones don't
match. In the beginning few rounds, only a few heads are odd and you can
quickly see which type of head is the most dominant. Later on, the heads are
mixed evenly and you have to choose what type to turn them all into.
The faster you get the heads to match, the more points you score and the more
time gets added back to the clock. To help you remember the order the heads
turn into, here's a list of them:

	Square head - the block shaped heads you smash in Stonehead Smash
	Cone head - cone shaped with a spike on each side
	Horn head - smaller head with a pair of demon-like horns on top
	Round head - round, with a big smile and oval eyes

The heads will always appear in that order when you smash them, changing only
the placement based on what head is displayed first. Say, the round head is up
first, the next head that falls after you punch it will always be the square
head. You can hit the heads even as they fall onto the pedestals, so that can
cut down on the time you need to do the
change. If you can count them off like numbers, that helps too.

Cone head is two punches away from a round head. Square head is one punch away
from a round head. Kinda like that.

You also have a little time to get into position when the Ready signal comes
on, so use that to your advantage. Take it easy and use Pause until you get the
hang of spotting the differences quickly.

***

	Event - Dual Runner

	Tip:
Advanced version of Mach Runner, an event you've yet to see. Actually, it's
easier than you think, provided you have the stamina, and this walkthrough.
Pace your Monster to keep a high stamina; if you just mash the A Button for
pure speed, you'll run out of stamina fast and slow to a crawl. It will leave
you open to attack from the other Monster. The slower your rhythm for hitting
the A Button, the more stamina will regenerate in the green bar, but you will
run fairly slowly. Quick taps will make you go faster, but burns stamina
quickly too. Balance the paces to make the most of your stamina and speed.
Grab the ball before the other Monster does. You gain points just from holding
it -about 1 point every second- but you get bonus points if you pass a
checkpoint with the ball. The checkpoints are marked by half-curls of stone on
the sides of the course.
The other Monster will be chasing you the whole time, trying to knock the ball
from you and steal it. Use the walls to your advantage, get close to it without
actually hitting it to force the enemy into crashing and weave back and forth
to dodge the Monster. The curves are a little forgiving as well, but still
knocks a little stamina off of you and will kill your speed if you collide into
it. If you do lose the ball, just hit the other Monster to get it back. There
are no jumps, so focus on running and dodging. Again, we recommend a high
stamina Monster, or a fast Monster with decent stamina to help you evade and
keep the ball.
Sometimes, if you get lucky, you can even pass a checkpoint after the clock
hits zero, and grab a few extra points. It doesn't happen often, so don't
depend on that, but when it does, it's kinda cool to see.

***

End of Crispy Route

	Event - Eviling Volley 6

	Tip:
More fun for all! You'll face three enemies this time, so remember to use the
Control Stick to aim your hits. This time, go after the Eviling that is the
most aggressive, the one that attacks you the most personally.
The raptor-like Eviling on the left appears to be the stronger of the three
and shoots the ball fast often, so there's a warning right there. The one on
the right tends to shoot slow balls, which often messes people up because they
have to react differently with them. The white shorts guy fires them normally.
Redirecting your shots between three targets may be a little difficult, but if
you have enough Chance Stars covering you and your timing is good (it should be
by now, but you can practice in the Training Ground Volleys if needed) you
should be able to drown these guys in no time. Just don't get cocky, they have
nine points to work with, you only have three. You'll only have to face this
three more times, so be glad they don't add more targets after this.

	Reward: Water Vision Orb
	Course Reward: Kid Frame

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

Yet More Changes (chngfr)

A new power returns to the Hall of Life at the end of the Volley. Slide
Pattern is now available, which lets you shift pattern positions on individual
parts of a Monster's body. Very interesting to work with.
Another villager is freed. A villager will also appear in Jasmine's shop and
Cinnamon's shop guy will also be freed, but the game doesn't show you that.
	Just a few more Orbs to go.

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

Advanced Course - Rush-Rush Route (rshrsh)
	Quick ref: Left, left, Blue Orb, Dragon-Man Frame

	Event - Spin Attack

	Tip:
Use the same strategies as before to get through this. You'll be starting all
the routes for the final course with this one event, so you'll be forced to
practice it over and over, whether you like it or not. That's still good.
You'll get the hang of it faster and get better rewards and scores each time
you do.

***

	Event - Beat'n Art
	Specialty - Power (Blue)

	Tip:
We recommend a powerful character to clear the rock faster. Use the same tips
as before to clear it. For this event, you either love it or hate it. But
again, practice will make it easier to score better with this event.
Eventually, you'll begin to get a feel for what techniques work best for you in
regards to Monster specialties and timing.

***

(Note: The path splits after the Beat'n Art event. We will go left first, to
the Sea of Trees.)

	Event - Jungle Spurt
	Specialty - Speed (Red)

	Tip:
	Use the same tips as found in the Crispy Route.

***

	Event - Block Stack Attack

	Tip:
	Use the same tips as before in the Crispy Route.

***

(Note: The path will split again right after Block Stack Attack. We will go
left again this time, to the Cirrus Sea.)

	Event - Mach Runner
	Specialty - Stamina (Green)

	Tip:
Don't be fooled by the race course. This is not a pure speed race. Your
performance is based on your stamina as well as your speed, so button mashing
will kill you here. Pace your Monster well and keep an eye on the green stamina
gauge at the bottom of the screen. Hitting obstacles will slow you down and
knock out a chunk of stamina. Be sure to have plenty of it before a jump midway
through the race to clear the gap well. Don't touch the walls this time! That
stops you dead in your tracks and costs you time and speed. Though we recommend
a high stamina Monster, having a fast Monster with decent stamina will also
work well, as the combination gives you a better chance of clearing the jump
and reaching the finish line with good time.
The clear time is in the upper right corner, but don't let it get to you. Take
it easy on the curves and if you must hit something, try to hit just the little
red hurdles. They're not as damaging as everything else, and you can hit the A
Button quickly to catch up if you feel you have the stamina to spare.

***

	Event - Battle Royale
	Specialty - Power (Blue)

	Tip:
Advanced version of Battle Blast. We dread this one, mostly for how trying it
can be. Again, avoid spikes but try to knock your enemies into them. They do
lots of damage. You will have two attacks, a punch (A Button, hold it for a bit
to charge it for a dash punch) and shots (B Button, hold it for a charge shot).
If you are hit with a charged shot, your Monster will be dizzy and not move for
a few seconds. Charged punches are powerful, but you run the risk of running
off the stage into the spikes. Try to keep your HP up, the gauge is in the
lower left of the screen and marked with the points tally. Knock out the other
Monsters for points. Breaking the obstacles will also net you some points.
We recommend a powerful Monster for this, but if the Monster you use doesn't
have the firepower to do the job, stay out of battle for a bit until the other
Monsters beat themselves down, then jump in and finish them off. For points
while waiting, try shooting some fireballs into the fray.

***

End of Rush-Rush Route

	Event - Eviling Volley 6 (Again)

	Tip:
Once again you will face three Evilings in the Volley, so be prepared to use
your timing and the tips from the end of the previous route. You'll only have
to face this kind of Eviling Volley two more times.

	Reward: Blue Vision Orb
	Course Reward: Dragon-Man Frame

********************
Again With the Changes (chngfv)

This will be the last time a course completion grants the Hall of Life a new
power. This time, Paint is available, which lets you paint on the patterns.
This should be fun for you spriters out there.
A villager is freed on the Dock, one in front of the third shop. Ginger's shop
is now open for business.

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

Advanced Course - Tough-Tough Route (tfftff)
	Quick ref: Right, right, Purple Orb, Scorpion Worm Frame

	Event - Spin Attack

	Tip:
	Refer to the tips found in the Crispy Route for this event.

***

	Event - Beat'n Art
	Specialty - Power (Blue)

	Tip:
	Refer to the tips found in the Crispy Route for this event.

***

(Note: The path splits after Beat'n Art. We will go right, to Fiery Fissure.)

	Event - Spin Road

	Tip:
One of my personal favorites. Part of the Spin Break group but not really an
advanced version, just a different way of using it. It's a race against time,
spinning over an obstacle course of platforms, Monsters and lava vents. A fast
Monster works well here, strong Monsters can bump away enemies that try to slow
you down. Pick whichever feels right to you.
Charge your spin while waiting for the start, then unleash it for a quick
burst of speed that gets your Monster spinning. Keep the super spin charged so
you can unleash it when Monsters come at you. Super spins also make you jump
and float a short distance, so keep that in mind when you come across short
gaps. When you reach the slope just before the moving line of blocks, try to
fire a charge spin near the end of it to float across and over the moving
blocks. Timing it right will save you a lot of time. Do the same when you reach
the staggered platforms, it will help you avoid some of the waiting Monsters.
Practicing this event will definitely help your sense of timing and technique
to shave time.

***

	Event - Waterskip Smasher

	Tip:
Advanced version of Waterskip Slider and Waterskip Crusher. More obstacles are
in the way. Again, the tips from Waterskip Crusher will work best here. Most of
the obstacles are in close pairs so be prepared to double tap A Button to get
past them. A fast, light Monster will fly over at least the first pair of
statues for more distance. Get past the
Rainbow to score well.

***

(Note, the path will split again after Waterskip Smasher. We'll go right again,
to the Ravaged Ruins.)

	Event - Stonehead Smash

	Tip:
Advanced version of Stonehead Swap. Heads bob up and down in the water. Smash
as many as you can before time runs out. Simple, right? Nope. It gets hectic
really fast as more heads pop up than you can run after. In the early parts of
the event, go ahead and chase after the heads, but when a lot start popping up,
stick to one side of the arena. Go after gold and silver heads the most often,
they're worth more. If you miss hitting a head with your first punch, it's
almost not worth trying to punch it again, as the heads go down quickly. Try to
get them with the first hit; if you miss, don't worry about it. Just go after
the next head.
You can miss a few heads and still have enough points to pass, as long as you
stick to your side of the field and smash the gold and silver ones. Though, in
a bit of a pinch, smash a ton of the wood heads. They can be a life-saver if
you feel that you need the extra points.

***

	Event - Battle Ball

	Tip:
Advanced version of Battle Royale and Battle Smash. Remember I mentioned this
in Dual Runner? You'll either love it or hate it. We hate it. The only time
it's really fun for us is if we catch lucky breaks and make it through in one
piece. The premise is to be the first to get the ball into the center circle,
scoring points until time runs out. Sounds easy, huh? Well, not really. It gets
crazy fast. Your best bet is to goal-tend, stick by the center circle if you
don't have the ball, shoot anyone who gets close to it, and if you manage to
get the ball, drop it in the circle.
Picking up the ball gets you a few points, but the bulk of it comes from
putting it in the circle. If you do have the ball, run and dodge the other
Monsters like crazy. You can't attack when you have the ball, so just run like
mad to get to the center circle. If you get hit, you'll drop the ball and be
dizzy for a bit. It's hard to recover the ball when that happens, so keep at
it. It's very difficult to get the higher scores (thus, the better chests) in
this one, but with a good Monster and lots of practice, it can be done. And
then, it might actually be fun. Until then, prepare to burn through Chance
Stars like there's no tomorrow.
We recommend a fast, high power Monster. Stick with shooting fireballs, as the
punches tend to slow you down a lot. And if you knock the ball away from
another Monster, don't assume that you will automatically pick up the ball. You
still have to run to it to get it in your control. The other Monsters tend to
grab the ball, then waste time holding it so you don't score. They play dirty
and that ends up reducing the 'fun' of the event until you get good at it.
Also, I believe this is the only event in which you can get the Girl's and
Boy's Eye parts, which will let you put the human kid's eyes on Monsters.

***

End of Tough-Tough Route

	Event - Eviling Volley 6 (Again)

	Tip:
Same as before, attack the most aggressive one first. Don't let your
frustrations, if any, from the previous event trip you up here. If you lost a
lot of Chance Stars to Battle Ball, you can't afford to mess up here much. Take
it easy, hit Pause if you need to, and chill for a bit. Put your game face on
and let 'em have it. A calm head and steady hands will get you through.

	Reward: Purple Vision Orb
	Course Reward: Scorpion Worm Frame

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

And Still More Changes (chngsx)

A villager shows up in the tunnel, there are others who appear but the game
doesn't show you that.
	One more Orb to go.

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

Advanced Course - Nail-Biting Route (nbrt)
	Quick ref: Right, left, Black Orb, Evil Beast Frame, Evil Spirit 2nd run

	Event - Spin Attack

	Tip:
Follow the strategy laid out in the Crispy Route section for this. You should
have plenty of practice by now.

***

	Event - Beat'n Art
	Specialty - Power (Blue)

	Tip:
	Again, follow the strategy from the Crispy Route section.

***

(Note: The path will split here, after Beat'n Art. We will go right, to Fiery
Fissure.)

	Event - Spin Road

	Tip:
Follow the strategy outlined in the Tough-Tough Route, which was the previous
route. With enough practice and a fast enough Monster, you can get your time as
low as less than 30 seconds. This event is great for racking up a lot of money
when you need it.

***

	Event - Waterskip Smasher

	Tip:
	The strategy from the Tough-Tough Route still applies.

***

(Note: The path will split again after Waterskip Smasher. We will go left, to
Pioneer Range.)

	Event - Catapult Calamity

	Tip:
Advanced version of Catapult Craze. One of War's top favorites. Again the tips
we gave for Catapult Craze will work here. The only difference is that you can
choose the weight of the rock you will use. Bigger rocks are harder to toss,
but the power propels you further. Accuracy, power and timing are key. Once
again, you can take your time gauging the power of the toss, 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.
When jumping from the catapult, try your best to time the A Button when the
distance is close to zero (0) without going over. If the distance in the upper
right reads in the area of about 300 meters before the camera changes view,
you'll have a better chance of passing.
Another indicator is if your Monster just shoots by the clouds like a rocket,
you'll see what we mean when you see it yourself. This means that your Monster
is going into space. If you make it into high orbit, press the A Button rapidly
and use the Control Stick to flap your Monster over to one of three balloons
that will extend the height further, giving you tons of points!

***

	Event - Sky Circus

	Tip:
Advanced version of Sky Shooter. Again, your Monster will fall through the
air, but now you must pass through several rings to score points. Try to pass
through them all in succession to get lots of points and bonuses, but also keep
your speed steady. Too fast and you'll miss rings and lose the bonuses, too
slow and the time bonus is reduced a lot as well. It's a tricky balance that
you'll learn to work with the more you practice. Use the A Button to speed up
and the B Button to slow down. Sometimes, the dancing villagers at the end of
the event can indicate your score by how fast and how energetic their dancing
is.
We recommend a small Monster so you can see where the rings are and reduce the
chances of hitting the edges of the rings, which will slow you down a lot.

***

End of Nail-Biting Route

	Event - Eviling Volley 6 (Last time!)

	Tip:
This is the last time you'll ever face this event. Thank your lucky stars and
get it over with. However, once you see what the final challenge is, you may
wish you had this back.

	Reward: Black Vision Orb
	Course Reward: Evil Beast Frame
	Course Reward 2: Evil Spirit Frame

	This route has two frames for prizes.

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

Final Changes (chngfin)

Another villager appears near the tunnel, followed by two on the Dock. Dalu
will be stunned (Your lack of faith disturbs me, Dalu) that you got all the
Orbs. Which is good, 'cause now you can deal with that big rock pile near the
beach.
Talk to the Elder, Jimba, first. He'll congratulate you and praise you some,
before asking to see them. The Orbs will fly out, combine into a giant light
and disappear into your body. The kid makes a cute face at it, kinda funny. Go
ahead and laugh. We did. (Points at kid, laughs.) Now, you're ready to go and
face the Black Evil, the Final Boss.
	But save your game first. 'Kay?

Leave the Elder's Hut and walk towards that big ugly rock pile Chinto fell off
of at the beginning of the game. The rocks will crumble away and reveal a giant
mouth. Jump into it and face Black Evil.

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

	Event - Black Evil

	Tip:
	Yup, your final battle is another mini-game. Don't you just love it?
Don't press the A Button BEFORE the giant ball hits your Monster! Otherwise,
it will smash into you, you will lose ground and you need plenty of ground for
later on. Your best bet is to hit A when the ball actually collides with you.
You'll know you got it when you hear a sound effect and see a bright burst of
gold light on your Monster. They will automatically throw the ball back with a
great deal of power. It takes three of those kinds of hits to sink Black Evil.
If you catch the ball badly and start to spin with it, throw it when the gauge
is in the red zone for a good toss. Anything else is just gonna sink it into
the lava pit, or connect weakly. Also, be sure not to let your Monster spin
right off the edge of the pathway. Once it reaches that edge, it will
automatically throw the fireball and it WILL be a crappy throw.
Hit Black Evil until his health drains out and watch him sink into the lava.
You won Round One. He'll pop back up, fully healed and really ticked, then
smash his head into the ceiling a few times before upchucking another ball at
you. Catch this one, but wait! You don't throw it!
Black Evil will dive into the lava, then pop up right in front of you. He'll
then fire a beam of light at you that your Monster will block with the stone.
Hold down the A Button to hold your ground. When the beam weakens, you'll see
that the color will change and the beam will grow thin, that's your chance to
fight back! Mash the A Button as fast as you can to jam the ball into Black
Evil's mouth. Keep it up and he'll sink into the lava pit a final time,
erupting into so much fiery goodness.

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

After the Darkness (aftdrk)

Light is released into the world when Black Evil is defeated, restoring
Amazing Island to its former glory. The Vision Orbs pull a Dragonball Z stunt,
scattering to the winds, and you reappear in the village with your Monster to
be greeted by all the people in the game. With jazzy music accompaniment!
Jimba will give you a cliched speech about the Power of Good and all that, as
well as his hope that one day humans will return to Amazing Island. Everyone
else gets their turn to talk, too. So be prepared to sit through a lot of
dialogue.

In the end, you get a little cinematic that closes up the game's story. The
credits are kinda cool, you can see some of the Preset Monsters and clips of
them doing the events. This is the only time you will see this, so give the
people their dues and watch it. You might get some Monster design ideas
yourself just by watching it.

There, now all that's left is to improve on your Monsters, get all the stuff,
and hone your skills for Multiplayer Mode. Oh, yes and the Sound Test is open
now. Remember what the freaky guys said about a celebration? Here it is. Play
music and watch the girls dance!
Load your save file again, there's a couple of new additions. To change up the
mini-games a bit, talk to a pig that now appears in Cinnamon's shop on the
Dock. Give the first answer to his question and you'll hear a sound effect.
From now on, pigs will show up in the events in some form, like Catapult Craze
replaces the stone ball with a pig. To change it back, give the second response
to the pig. Pig-Mode Events are easier to complete than normal; sometimes the
squealing sound effects actually help you time your actions!
The unknown shaman appears in front of Black Evil's lair, allowing you to
fight it again whenever you want. No credits will appear if you do, but you can
just do it for the fun of it.

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

Multiplayer Mode (mlti)
********************

Coming Soon.

********************
Trade Monster Cards (trdcrd)
********************

Coming Soon.

********************
Monster Creation (moncre)
********************

Coming Soon.

********************
Monster Cards - The Game (moncrd)
********************

Coming Soon.

********************
Shop Inventories (shps)
********************

There are three shops in the whole game, run by three sisters. Jasmine,
Cinnamon and Ginger all sell potions and parts for Monsters. Personally, I
recommend holding off on buying things from them until you can bring in money
steadily from the events. Ginger will have the most expensive items in the
game, the priciest costs a whopping 80,000G.
Tip from WarSong; Save up your cash and buy the most expensive parts first.
That gets them out of the way sooner so you won't be sweating over them later.
A general rule of thumb that will help is that the more expensive or difficult
to obtain the item is, the better stats it will give your Monster.

***

Coming Soon.

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

Event Items (evntitm)
********************

Coming Soon.

********************
Preset Monster List (premon)
********************

Coming Soon.


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