El Dorado Gate: Volume 1 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for El Dorado Gate: Volume 1 - Strategy Guide (Page 01).
Eldorado Gate Volume One
System, Story, Combines, Items and Secrets FAQ
Version 1.Complete?
November 2000 @ Ben Wood sonsaru@hotmail.com
FAQ Sections
1 Intro
2 Basic System
2.1 Menus
2.2 Fighting
2.3 Elements
2.4 Side Story - Light Element Equipment, worth the hassle?
2.5 Magic
3 Character and Scenario Information
3.1 Awaken Gomez!
3.2 A Test for Kanan
3.3 Radia, Thieves Daughter
3.4 Character Powers
4 Combines Information
4.1 Combining for Abilities
4.2 Basic combines information
4.3 Hammers
4.2 + Light Hammer Recipe
4.4 Bows
4.5 Knives
4.6 Armour
4.7 Suits
4.8 Robes
4.9 Battle Trophies
5 Items and Accessories
5.1 Orga Stones / Exchange Items
5.2 Cards
5.3 Some useful Accessories
6 Secret Map Areas
7 Other Tips
8 Final Stuff
1 Introduction
Eldorado Gate is Capcom's new bi-monthly RPG. According to
Japanese sources there are going to be Seven volumes in total.
After four volumes, at three characters coming in per volume, all
twelve main characters will have been revealed, and then..
I love the idea of strongly linking games, ala Shining Force 3,
and once the potential of some of the systems come into their own
in the later Volumes I think Eldorado Gate is going to be quite
an experience.
This FAQ is intended to be pretty much as complete as I am going
to take it on the first time out. Rather than update this one, I
am more likely to just do a FAQ for the second volume. This
document started life as a list of combines for my own use, hence
the emphasis on that section ^-^. If I get a lot of questions
concerning a certain point then I may update to answer them. I
know there are a lot of things which I could have added, like
shop menus, the weapon description boxes and stuff, but all of
that is pretty easy to figure out. I guess ^-^. Well anyway,
there is still plenty here to get your teeth into.
2 Basic Menus
This section will deal a little with the Menus in the game and
the main systems with which you will have to deal.
2.1 Basic Menus
Pressing start opens the basic menu during the game. Here are
what the options are and how they branch off. If a word starts
with a Capitol letter then it is a choice.
1 Magic Crystal
2 Equip
3 Status
4 Important Items
5 Options
1 Magic Crystal - Character - magic type - Crystal -Use -Recipient
to use it Life to use Combine
Fire Add to list
Water
Leaf
Wood
Combines list
Magic Description Box - appears once you get to "crystal to use"
section.
Name of spell
Required Mind stat
Strength
Area of effect
Special effects
Notes - selecting Combine allows you to use a second and then
even a third crystal on top of the first one you select, by
taking you back to the Magic Type part of the above tree. For a
more detailed explanation see the Magic section, but basically
watch the effects in the Magic Description Box by trying
different combinations. Once you have combined once or twice, you
can select "Add to list" and then select this combination from
the "Combines List" when you next choose your magic, so you do
not have to do useful combinations again and again. You can
record up to 16, the "add to list" option becomes "remove from
list" is you select it from the list itself.
2 Equip - Put on - Character - Weapon - Hammer
Knife
Sword
Bow
Staff
Food
Gun
Armour - Armour
Suit
Breastplate
Robe
Accessory - Accessory list
Remove - Character - Weapon
Armour
Accessory
Drop - Weapon
Armour
Accessory
Order - Weapon
Armour
Accessory
Notes - When dropping the items are arranged in the same sub-
categories as for equipping. Order puts all the selected category
in order starting with the strongest and going down.
3 Status - Character - Status screen
On the Left -
HP Now / MAX
Attack strength Affects the damage of your attacks
Defence Effects how much damage you take
Mind Effects spells you can cast
Speed Effects how fast you take your turn during
combat
Dodge Effects chance of dodging attacks
Element The characters basic element
Space for Badge Once awakening occurs this space is filled
On the right -
Current equipment - Weapon, Armour, Accessory
Special Skills
4 Important Items
Allows you to read a brief description of the Story based items
you are carrying. At least in Volume 1, you will use these at the
right time without having to open this menu.
5 Options
Test speed - from Fast 1 - 2 - 3 - 4 Slow
Sound output - Stereo or Monaural
Screen positioning - if your TV shifts the picture around, you
can alter it by selecting this and using the D-pad. X / Y axis
displayed
Controls - Type A / Type B.
Return to default settings
Exit
2.2 Battle Menu
1 Attack
2 Magic Crystal
3 Defence
4 Run
5 Special Skill (if you have any)
6 Equip
7 Auto (only appears for lead character)
1 Attack. Then select the enemy you wish to attack. If there are
more than one, going down the list goes from left to right across
the screen.
2 Magic. Opens the magic menu as explained in the Menus section.
If it is an attacking spell then the final choice becomes which
enemy to use the spell on.
3 Defence. Greatly increases defence value for the round, but can
do nothing else.
4 Run. Try to escape.
5 Special Skill. Only displayed if that character has a special
skill to offer. Then opens selection of special skills, and this
leads to choice of enemy if appropriate (see skills section).
6 Equip. Opens the equip menu for that character - i.e. goes
straight to the "put on - character" part of the above tree. You
cannot just remove or drop or order equipment during battle.
7 Auto. Let the machine handle the battle using AI.
2.3 Elements
Every enemy (and character for that matter) has an element. There
are five in the game - Life, Fire, Ice, Wood and Light. Life is
purely for healing, Fire, Ice and Wood have the old Paper
Scissors Stone relationship -
Fire beats Wood
Wood beats Ice
Ice beats Fire
and Light is pretty effective against them all.
Amour and weapons have an element, as well as your characters.
Gomez is Fire, and so he works better with Fire equipment. It
might also mean that he is naturally disposed to getting it in
the neck from Ice damage. Still, this next point is one of the
most important in the entire game, so burn it into your memory.
Defence and attack increases are all very well, but especially
for the bosses and against magic the best protection is armour
that is strong against that element type. So if you are playing
as Kanan and you carry an Ice Yamabato no Katabira over from the
last time around (the best armour she can equip in Volume 1) even
though the defence rating is ten points lower, when you are in
the Leaf dungeon in the Black Temple you will still want to
change to the Fire Suzume no Katabira which you find in there
before the boss, or he will have your head on a pole. The Element
is the MOST important thing for boss battles, at least, and then
look at Defence and Hit point boosting. It is possible to swap
the Element of a piece of kit around through Combining (section
4), and change equipment during a battle, so as long as you have
it in your inventory it is OK. This is certainly not a game where
you get the "best" equipment and sell everything else.
2.4 Light Element Equipment - Worth the Hassle?
As detailed in the combines guide, it is possible to make
equipment which has the Light element. Whilst this stuff got a
bit of a bashing on the official Japanese Capcom El Gate BBS, I
reckon that it certainly has it's uses.
It costs a lot to make. If you take a look over the recipe
for the Light Sledge hammer, yes, it costs a lot. I was a finical
ruin and had to do a number of Scenarios again purely as fund
raisers. That many Heavy Hammers alone, not to mention the number
of costly combines once you get near the end of the process.
However, especially in Volume One when you cannot come to
Terra Fortuna between the scenarios, it is nice to be able to
carry an all purpose weapon or armour across. Fair enough, if you
make the Light Jackal Armour for Gomez, come his final boss you
are still going to want to change to the Leaf Heavy Armour which
you pick up during the Scenario, because that magic is going to
hurt otherwise. But you will only take 1 point of damage from
almost everything else in the Scenario, and a Light Sledge hammer
will kill almost everything with one blow and do more damage to
the final boss than the Leaf Heavy Hammer, which as high as you
can go in the Scenario without combining. A much better deal than
carrying a Leaf Sledge across and then being at a disadvantage
prior to the final boss. Therefore, I think they have their
merits but be warned, you will sink a Titanic load of cash into
these and with the combining shop only a Grade 9 and being able
to complete each scenario pretty easily on what they give you, it
is not worth breaking your back putting together Light stuff for
everyone just to find you have to replace it as soon as Volume 2
starts.
2.5 Magic
Magic works by the use of Magic Crystals. You will generally pick
these up by beating monsters, or lying around the areas. You can
buy them but I have never had to ^-^. There are a few ways to
tell what element a monster is. Watch the hit effect when you
attack them - a large attack with a circle which radiates out
from them means that you are using an attack to which they are
weak - or look at the type of Magic Crystal which they drop when
they are defeated. To be honest, you can also often tell from the
actual colour of their picture as well. It is that simple.
Using powerful magic is based upon two things. Firstly, your Mind
stat. The higher this is, the stronger the magic you can use.
Unfortunately, in Volume 1 only Radia (and even then with use of
an accessory) can take this to a significant level.
Second is combining the Magic Crystals. When using them,
rather than just casting one at a time you can combines up to 3
together produce different effects. There are few things to
remember with this system, most importantly that no matter what
you combine with it, the spell will come out according to the
Element of the Crystal you select FIRST. So a Fire, plus an Ice
plus a Heal will equal Fire-on at 54 strength, as will Fire plus
Leaf plus Leaf or any other combination of two basic Crystals
plus a Fire first.
This is one of the beautiful things about this system. Say
you are in the middle of a Fire dungeon, but you only have 15 or
so Ice Crystals and you need to keep on doubling these up to have
any effect on the enemy. If you doubled the Ice every battle then
you would only go about 7 battles or so - but, seeing as you will
get more than 1 Fire Crystal back after each battle, you can use
1 Ice to start with and then back it up with Fire Crystals to
boost the strength without using your Ice up so quickly.
W Crystals attack all the enemies on screen. Adding one of
these at any point to the mix will turn the spell into a W spell.
You CAN have W heal as well.
So Ice + W Leaf + Heal will give you a W Ice-n at 54 strength
Above the -n spells are the -in spells. As mentioned earlier,
from the looks of things only Radia is able to casts these, after
she has been awakened and with the Knowledge Shoes equipped. To
make one of these you need an -n crystal, plus two basic spells.
You can start with a basic and then add the -n, and obviously you
can also make them W, which means right at the end of Radia's
chapter you can see ten new spells which no-one else can use.
Using these on a regular basis is something to look forward to in
the following volumes.
A final note are the Heal Boosters which Gomez gets during
his final dungeon. These will make Heal stronger in combine with
a Heal spell, but without the unwanted effect for the muscle
bound one of putting up the required Mind for the spell. Useful
for him, certainly.
3 Character and Scenario Info
The main reason I have not included anything about the areas you
pass through or even the elements of the bosses you face is
because, with the general info here, you should not have too much
trouble beating anything which you come across. At least here in
Volume 1, you are always provided with a chance to get the right
gear for each boss. If hints are required, I have worked them
into the "story", and from reading these accounts you should also
be able to work out pretty much where to go. Seeing as I finished
each Scenario six or seven times, I did not think it was worth
putting too much emphasis on "now go here" or whatever because
once you have done them once for yourself, you will not have to
worry about that.
3.1 Awaken, Gomez!!
So Gomez, all round beer engine who has trouble with the ladies,
gets himself into a bar fight. A strange man named Bantoros sorts
his little problem out for him, but in return he asks for an Orga
Stone from the town to the north. What could have been a simple
quiz the locals job gets a little more involved when he saves
Marsha from bandits on route, who is off to visit her injured
Grandfather Bui. Gomez comes to stay with them for a while,
Marsha, Bui and Peck, but is quickly up to his old tricks and
Marsha has to use up her savings to bail the Drunken One out from
the latest aftermath of his boozing. So Gomez starts to work in
the local Magic Crystal mine to pay her back, to the north of the
town, but on his third day of gathering crystals for the foreman
her Grandfather loses all the money Gomez has made so far to the
local money lender, Guard, who lent him money to fix up the town
after a fire the year before. Gomez goes to Garudo's house in the
town, but if he gets into another fight then he is going to get a
comfy cell on death row, so there is not much he can do. Back to
work at the mine then - where he proceeds to discover the Orga
Stone in the mine. However, Bantoros takes it from him - as
agreed - and the Special Attack Stone he gets in return is not
going to cut it with Guard, who has also heard of Gomez find. So
Marsha is taken, and with Gomez unable to disturb the peace again
or he is a dead man, he is forced to take a beating and ends up
tossed into the mine. However, falling down another hole and a
lucky meeting with the strange Kabul's leads to his Awakening.
The power of the Buffalo is his, along with that well known
Buffalo trait, the Counter Attack! And no one is going to argue
with a tasty status boost across the board either. It turns out
that he is one of the successors of the spirit of the Prime
Demon, and he has to gather the twelve companions together and
bring about the Prime Demon's resurrection. Does this sound like
a good idea to you? Anyway, leaving the mine a new man (how can
you fall down a hole, and then another hole, and still come out
higher up than where you fell in?) Bantoros gives him a tip off
that our money lending friend who caused the fire himself, in
order to bring about just such a situation as this, and that he
is making his escape with Marsha from the port town. A brief
Ninja based blockade interlude later and we have one large
fortress and a final show down, leading to a battle with Drako,
the pirate who's muscle is behind Garudo's operation. Gomez even
get to save the girl along the way. With the cleansing of the
Island, Bantoros appears and declares it "Terra Fortuna", a
rather liberal translation but it seems to be what Capcom wanted
according to the instructions, and whilst you get to watch a load
of Kabul's fooling around the main thrust of the plot gets
explained to Gomez. So now, he knows a lot more than we do! The
end.
3.2 A Test for Kanan
Criminal master mind that she is, we join Kanan the night before
she is to be killed for the heinous crime of stealing a single
loaf of bread. For her sick mother, no less. But a crime is a
crime, and things look pretty grim prior to the arrival of a
caped man offering her a strange mask, which he promises will
save her. The following day, with Minister of the town Freman
presiding, it looks like she is for the chop. But then, cursing
the townsfolk, slips the mask on and quickly turns the tables.
With the help of her siblings Kanan escapes, but after they
leave her to hold off the guards she comes a cropper against a
large under ground beastie (Heat or Ice Tank, depending) and is
saved by good old Gomez, now firmly in the pay of Bantoros by all
accounts, although pulling off a more humanitarian approach.
Bantoros tells Kanan than she has to make amends for her crime
somehow, and also that her family have been taken prisoner. Sure
enough, once she gets up into the church the oh-so-evil Freman
appears and offers her family up as sacrifices to the dark Gods.
He also, however, gives her the Orb which allows her into the
Dark Temple, should she want to try and save her folks.
Well, I wonder. Across the desert and into the temple, and
time to challenge three dungeons, Leaf, Ice and Fire
respectively. Along the way, the Dark Race offer their various
levels of advice and mockery. At each confrontation with one of
the Gods, she is forced to don a new mask at the expense of one
of her senses - first speech, then hearing and finally sight.
Once she loses her sight, Gomez turns up again, incredibly
impressed by her desire to save her family no matter what. And so
the final challenge is thrown down - to go back to the town. Once
there, another execution is about to take place. Of course, Kanan
would want to save her family, and in a final act she has to save
someone totally unrelated to her - like this little girl, about
to pay for robbing some milk. However, the final mask this time
is in exchange for her life.
It all turns out to have been an evil scheme of Freman. He
wants the masks, but he does not want to lose all his senses, so
he exploited Kanan by giving her the first mask, and manipulating
everything since then. His plan kinda backfires, however, when
Kanan slides the fifth mask onto her nose and proceeds to kick
his sorry rump, with a few hammer blows from Gomez for good
measure. I will say one thing, for a blind deaf and dumb girl she
can still handle herself in a fight.
Smote by a cheap blow at the last minute, she is whisked off
to safety, but her powers do not awaken yet. Rather, it is
suggested that her senses may be restored if she helps in the
bigger test of reviving the Prime Demon. Then she is packed off
to Terra Fortuna. Poor girl, must be wondering what the hell is
going on.
3.3 Radia, Thieves Daughter
At only four years old, poor little Radia gets to see her light-
fingered father Radigen boiled alive, and then her mother desert
her. Her father, as he simmers to his grave, swears revenge -
mainly because a doctor told him he was going to live to be one
hundred, and only making thirty kinda upsets him and his plans.
Ten years later, and our also light fingered protagonist is
happily robbing the townsfolk. Like father, like daughter. Her
childhood friend Chao is in a spot of bother, someone having
"borrowed" his boat, and Radia sets out to find out what is going
on - after the appearance of Gomez, who tells her that she is to
becomes one of his companions. I don't think she is impressed.
She makes her way through the nearby woods and then, with Gomez
help, trounces Shinyore, the boat "borrower", stealing one of the
Statue keys along the way. It then turns out that this is where
her mother has been all this time, having re-married. Her mum
wants back a ring which she gave to Radia's father, and asks
Radia to go to Salamander Isle and get it from his grave. She
promises another of the Statue keys in return. Quite why Radia
knows she wants these at the moment is beyond me, but still, off
we go. Chao goes along to help fight off the undead, but it does
not go quite to plan and the ghost of Radigen, her father, gets a
rude awakening. Impressed by Radia's thieving when they get back
to town - seems that only she can see him, at the moment - he
proves that his own skills have not diminished by robbing the
townsfolk of their life force, so that he can be reborn. It seems
that he can only steal when Radia can, however, so Chao gets a
reprieve here. After draining almost everyone, including his ex-
wife, Gomez has "planted" another of the keys on Chao in exchange
for a boat trip, and so he gets the ageing treatment as well.
Having stole one from a guard and another from her mother (rather
than exchange the ring and the key, they steal them from each
other, which means she gets aged as well) that makes four keys,
which means Radia can unlock the statue in front of the church,
in the town. For some reason. Anyway, she vows to stop her father
who is going to come back at full power come the next full moon
and then kill everyone in the town, in return of having killed
him.
Her failed attempts to rob back everyone's life lead to a
painful lightening induced headache, but Gomez rescues her from
the adrift boat which her adoring father casts her out in, and
strange voices then tell her to leap into the volcano. No! Don't
listen to the voices! Oh, OK then. Well, with the statue along
the survival rate is high, and after a suitably fiery dungeon
Radia gets the Fox Badge and her Rob skill also wakes up, along
with a nice across-the-board stats increase. A short climb
through the ruins later and it is father vs. daughter again, but
this time Radia gets the favours - and robs everyone's life back
as well - and he is cast back to the grave. Putting the statue
back in the square sees everything back to normal, and Radia is
whisked off to Terra Fortuna to probably wonder, along with the
rest of us, what the hell is actually going on.
3.4 Character Powers
Gomez - Once awakened, he has the power of Counter. When this is
selected, rather than attack he will Counter-attack any enemy
which uses a physical attack on him. Magic cannot be countered,
at least by Gomez at this point. If you think it is a little
weak, it is because the damage he does back is proportional to
the damage he receives - so if some Man-eating Croc is only doing
one point of damage, it is only going to get one point back. Can
be used as a high risk manoeuvre on bosses, but the chances of a
physical attack over a magical one are not always that good.
However, if it pays off then the damage can be big, far more than
a normal hammer hit would do.
He can also strike twice in one round with his hammers, which
comes out randomly and is rather useful. This can happen at any
time, before or after his awakening.
Kanan - She relies on the Mask powers for her status to increase
during this one, and she does not get her awakening.
Radia - Steal. Allows you to select an enemy to steal from. Can
fail, obviously. Can only steal once from each enemy. Generally,
you will steal Magic Crystals. It is possible to steal a Light
element Yamabato no Fuku from the Golden giants which appear on a
very low frequency in the Volcano dungeon (have to go back there
after awakening). The chances of them carrying it is also pretty
small. This is the best thing I have managed to find in Volume
One. Will probably be better when she is in a party with other
characters and does not have to waste her turn.
4 Combines Information
Currently, all the weapons are written with the Japanese name
simply romanized, aside from a little "cleaning up" of the
Katakana renderings. Seeing as I cannot display Kanji or Katakana
in a document, even if I translated the names into English it
would not really place them in any position relative to the ones
in the game. I suggest that if you cannot read Katakana or the
Kanji you use the relative strengths of the weapons to put a name
to the face, as it were, or order your weapons and they should
then be listed in the pretty much the reverse of my strength
tables - i.e. I started with weakest at top and the game starts
with strongest at top.
Principle / easiest way of getting is shown
The number is the Scenario you can find it in, the letter means
as follows:
1X - Terra Fortuna in Volume 1
S - Starts Equipped with first time through Scenario
B - Buy F - Find T - Battle Trophy (see end for letters)
Hit / ele = if there is a slash then the first is how many
enemies it hits, the second the number of element blocks. Some
weapons have 2 rather than 1, which makes them even stronger in
that element.
Lev and then a number is the level of Combining shop which you
need to make that item. The lowest in Volume One is 9 (the lower
the better) and so there are some things you cannot make this
time around.
If the product is in Italics, this is the key / first / only way
you can make this item.
4.2 Volume 1 Complete Hammers
Name Attack Hit/Ele Scenario
Sabita Kanazuchi 1 1 1TA
Kaburi no Senfu 1 All 1F
Bronze Hammer 3 1 1B
Double Hammer 4 1 1B 2B
Yamaneko no Kanazuchi 5 1 Combine
Iron Hammer 6 1 Combine
Heavy Hammer 7 1 1F 2B 1XB
Steel Hammer 9 1 Combine
Koakuma no Testsu 12 1 / 2 Combine
Haiiro inu no Kanazuchi 14 1 Combine
Sledge Hammer 17 1 Combine
Combines
One Two Equals
Sabita Kanazuchi Sabita Kanazuchi Yamaneko Kanazuchi
Kaburi no Senfu Sabita Kanazuchi
Bronze Hammer Sabita Kanazuchi
Double Hammer Sabita Kanazuchi
Yamaneko Kanazuchi Haiiro inu Kanazuchi
Iron Hammer Sabita Kanazuchi
Heavy Hammer Sabita Kanazuchi
Steel Hammer Sabita Kanazuchi
Koakuma no Testsu Sabita Kanazuchi
Haiiro inu no Kanazuchi Yamaneko Kanazuchi
Sledge Hammer Sabita Kanazuchi
Kaburi no Senfu Kaburi no Senfu Lev 8 or lower
Bronze Hammer Bronze Hammer
Double Hammer Double Hammer
Yamaneko no Kanazuchi Yamaneko Kanazuchi
Iron Hammer Iron Hammer
Heavy Hammer Heavy Hammer
Steel Hammer Steel Hammer
Koakuma no Testsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Haiiro inu Kanazuchi
Sledge Hammer Sledge Hammer
Bronze Hammer Bronze Hammer Bronze Hammer
Double Hammer Iron Hammer
Yamaneko no Kanazuchi Yamaneko Kanazuchi
Iron Hammer Iron Hammer
Heavy Hammer Heavy Hammer
Steel Hammer Steel Hammer
Koakuma no Testsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Hiiro inu Kanazuchi
Sledge Hammer Sledge Hammer
Double Hammer Double Hammer Double Hammer
Yamaneko no Kanazuchi Yamaneko Kanazuchi
Iron Hammer Iron Hammer
Heavy Hammer Heavy Hammer
Steel Hammer Steel Hammer
Koakuma no Testsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Haiiro no Kanazuchi
Sledge Hammer Sledge Hammer
Yamaneko Kanazuchi Yamaneko Kanazuchi Yamaneko Kanazuchi
Iron Hammer Yamaneko Kanazuchi
Heavy Hammer Yamaneko Kanazuchi
Steel Hammer Yamaneko Kanazuchi
Koakuma no Testsu Yamaneko Kanazuchi
Haiiro inu no Kanazuchi Lev 7 or lower
Sledge Hammer Yamaneko Kanazuchi
Iron Hammer Iron Hammer Iron Hammer
Heavy Hammer Steel Hammer
Steel Hammer Steel Hammer
Koakuma no Testsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Haiiro inu Kanazuchi
Sledge Hammer Sledge Hammer
Heavy Hammer Heavy Hammer Heavy Hammer
Steel Hammer Koakuma no Tetsu
Koakuma no Testsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Haiiro inu Kanazuchi
Sledge Hammer Sledge Hammer
Steel Hammer Steel Hammer Steel Hammer
Koakuma no Testsu Sledge Hammer
Haiiro inu no Kanazuchi Haiiro inu Kanazhuchi
Sledge Hammer Sledge Hammer
Koakuma no Testu Koakuma no Tetsu Koakuma no Tetsu
Haiiro inu no Kanazuchi Haiiro inu Kanazuchi
Sledge Hammer Lev 8 or lower
Haiiro Inu no Kanazuchi Haiiro Inu no Kanazuchi Haiiro Inu Kanazuchi
Sledge Hammer Lev 8 or lower
Sledge Hammer Sledge Hammer Sledge Hammer
Note I am aware that the romanization of "Koakuma no Testu" is
wrong
Light Sledge Hammer Recipe
Bronze 12
Double 12
Heavy 20
Bronze + Double * 12 = 12 Iron
Iron + Heavy * 12 = 12 Poison Steel (just does)
Poison Steel + Poison Steel * 2 = 2 Confuse Steel
Steel + Heavy * 8 = 8 Koakuma
Koakuma + Koakuma * 4 = 4 Poison Koakuma
Poison Koakuma + Poison Koakuma * 2 = 2 Confuse Koakuma
Confuse Koakuma + confuse steel *2 = 2 Para sledge
Para sledge + para sledge = Light Sledge
4. 3 Volume 1 Complete Bows
Name Attack Hit/Ele Scenario
Sabita Yumi 1 1 2F
Bronze Bow 2 1 2S
Koumori Bow 4 1 / 2 2F
Air Bow Gun 5 All Combine
Simple Bow 5 1 2F
Iron Bow 6 1 2B
Steel Bow 8 1 Combine
Onsoku no Yumi 11 1 Combine
Long Bow 13 1 Combine
Battle Bow 14 1 Combine
One Two Equals
Sabita Yumi Sabita Yumi Sabita Yumi
Bronze Bow Bronze Bow
Koumori Bow Koumori Bow
Air Bow Gun Sabita Bow
Simple Bow Simple Bow
Iron Bow Iron Bow
Steel Bow Steel Bow
Onsoku no Yumi Long Bow
Long Bow Long Bow
Battle Bow Battle Bow
Bronze Bow Bronze Bow Impossible in Vol 1
Koumori Bow Air Bow Gun
Air Bow Gun Impossible in Vol 1
Simple Bow Simple Bow
Iron Bow Iron Bow
Steel Bow Steel Bow
Onsoku no Yumi Onsoku no Yumi
Long Bow Long Bow
Battle Bow Battle Bow
Koumori Bow Koumori Bow Onsoku no Yumi
Air Bow Gun Koumori Bow
Simple Bow Koumori Bow
Iron Bow Koumori Bow
Steel Bow Koumori Bow
Onsoku no Yumi Koumori Bow
Long Bow Koumori Bow
Battle Bow Koumori Bow
Air Bow Gun Air Bow Gun Impossible in Vol 1
Simple Bow Simple Bow
Iron Bow Iron Bow
Steel Bow Steel Bow
Onsoku no Yumi Onsoku no Yumi
Long Bow Long Bow
Battle Bow Battle Bow
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