_ _ _____ ______ _ | \ / | | _ | | ____| | | | \_/ | | | | | | | __ | | | | | |_| | | ||_ \ | | | |\_/| | | _ | | | \ \ | | | | | | | | | | | \_/ / | | |_| |_| |_| |_| \____/ |_| _ _ _____ _______ _ _____ _ _ | \ | | | _ | |__ __| | | | _ | | \ | | | \ | | | | | | | | | | | | | | | \ | | | \| | | |_| | | | | | | | | | | \| | | |\ | | _ | | | | | | | | | | |\ | | | \ | | | | | | | | | | |_| | | | \ | |_| \_| |_| |_| |_| |_| |_____| |_| \_| F A Q written by: whiz kid Copyright 2001 Sean Handwerk (whiz kid) All rights reserved Contact me at: whizkid@nintendofact.com VERSION 0.4 ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ TABLE OF CONTENTS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// 1. Version History 2. Introduction 3. Legal Info 4. The Story 5. Controls 6. Battling your Dream Creatures 7. Walkthrough 8. Dream Creatures 9. Spells 10. Items 11. Shops 12. FAQs 13. Wanted List 14. Credits ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ VERSION HISTORY \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// ----------------------------------------------------------------------- v0.4 (4/08/01) - Added a little bit to the walkthrough, and updated the Spells section. Also added to the Dream Creatures Section, also with info on all the other Hyrens AND the secret info on how to get ORMAGON!! A NOTE: A lot of people have sent me info for this FAQ, and I did my best to credit everyone to my knowledge. If you haven't been credited properly, please contace me. v0.3 (3/18/01) - Added to the walkthrough, finishing the second Shadow Geyser. Also updated the Items, Shops, and Magic section. Additionaly, the Dream Creatures section has been updated with some new creatures and info on Hyrens. Added the FAQ section. Slight update to Controls. v0.2 (3/11/01) - Covered up to the end of the first Shadow Geyser and it's boss. Also reorganized the Dream Creatures section. v0.11 (3/11/01) - Added a shops section, added to the items section, updated the Spells section, and added a little bit to the Walkthrough. v0.1 (3/10/01) - First writing of this FAQ... be patient... ----------------------------------------------------------------------- The latest version of this FAQ can always be found at www.gamefaqs.com ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ INTRODUCTION \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Hi all. Well, Interactive Imagination has developed this game, and it's another unique spin on collecting games. But it's not just another Pokemon rip-off, but far from it. And for a Game Boy game, this promises to be an exciting and challenging adventure. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ LEGAL INFO \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Here we go: This document Copyright 2001 Sean Handwerk. All rights reserved. This document my not be copied, in whole or in part, and published on a website, magazine, forum, or anywhere else without the author's permission. If you would like to use this FAQ on your site, please contact me first. It may not be edited, altered, changed, sold for a profit, or used to line your birdcage. You may print this FAQ and distribute it as long as credit is CLEARLY given to the author and it is not used for commercial purposes. (This includes giving it away as part of a promotion or deal) Contact me at: whizkid@nintendofact.com There we go. Sorry if this bored you, but this section just has to be in here. Anyway, on to the good stuff! ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ THE STORY \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// It was never good to be the new kid in town. A boy named Tony Jones has just moved in, and already being harassed by the local kids. They dare him to go in a cave and get them a crystal, and Tony agrees, just to try and get those brats off his back. Unfortunately, the cave is not all that safe... Tony finds the crystal, but on the way out the floor collapses beneath his feet, and he finds him self in a world unlike one he's ever known. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ CONTROLS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// START BUTTON - Brings up menu screen on the overworld and adventure screens. A BUTTON - Makes selections in menus and battles; lets you interact with the world B BUTTON - Cancels selections in menus and battles; lets you run in the world; lets you jump over obstacles >>The Menu Screen Tony - lets you view Tony's stats and experience, and also items he has equipped Spells - shows you all the spells Tony has learned, the energy cost needed to use them, and gives you the ability to use one if desired Rings - shows you all the creature rings you have aquired, and view those creature's stats Items - shows you all the items Tony has aquired, how many of each item you own, and gives you the ability to use one if desired Glyph - shows how many Core Stones you have obtained >>The Battle Screen (Tony) Summon - the most important ability in the game, this lets you summon the dream creatures you have "captured". Will show how much energy you have, and how much is required to summon a creature Focus - raise Tony's energy level a small bit, at the expense of his (not his creature's) turn Spell - let's Tony cast a spell Item - let's Tony use an item Run - attempt to run from a fight. If you fail, you lose your turn >>The Battle Screen (Dream Creature) Fight - let's your creature use it's normal attack or defend, also shows the creature's current/max energy Abilites - a list of all the abilites and their energy costs that your creature can use ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ BATTLING YOUR DREAM CREATURES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Battling with your DC's (dream creatures) is the heart of this game, so you must get good at it or suffer a horrible fate. You start with just one DC, a Furok. To be able to summon more, you must first beat one in battle. When you do, it may leave behind some of its essence. Once you have enough of this creature's essence, and some cash, visit a Ringsmith and he will craft a ring for you. This ring will allow you to summon that creature in battle. You can equip up to a maximum of 10 rings (one on each finger). There are two types of battles: creature battles and Magi battles. The first type is against wild DC's. You can find these in the world represented by flashes of light. Step into one of these flashes to engage in a battle. You can run from these if it turns against you. Magi battles are fights with other Magi and the DC's they summon. You cannot run from these battles. >>BATTLING When the battle starts, you can see Tony standing at the bottom center of the arena. If you are battling another Magi, he/she is at the top center. There are four squares on each side of the field; each is used to hold a summoned DC, so you can have up to 4 DC's fighting at once. Energy is VERY important. It lets you summon DC's and cast spells, and if you run out, and have no DC's left, the game is over, so always keep your energy levels up there. Certain items can restore energy, and using FOCUS restores a small amount. SUMMON: In order to summon a creature, select "Summon" on the battle menu. A list of creatures to summon pops up (only those who you have a ring for) and the energy it costs to summon them. Pick one if you have enough energy, and it is summoned. (It cannot fight on the same turn it's summoned.) FOCUS: When used, Tony will restore a small amount of energy, and then end his turn. SPELL: Use this to cast a spell in battle. Some are attacking spells, some have stranger effects. You must have enough energy to cast them. Do NOT cast a spell if Tony has low energy, because if you do, Tony becomes even more vulnerable to being defeated in battle. ITEM: Use an Item in battle. RUN: If it's not a Magi battle, try and run. If you fail, you lose a turn. >>RULES You and your opponent will battle in a turn-based style. Tony (and any DC's summoned) make up your side. In order to win a creature battle, you must defeat all the DC's on the field. To win a Magi battle, you must defeat all of his or her DC's and then attack and defeat the Magi him/herself. You cannot normally attack the Magi if he/she has any DC's in play. When you win a battle, you and your creatures gain experience. When one gains 100 EXP, they level up, gaining stats. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ WALKTHROUGH \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// You take over the action when Tony enters the cave in search of the crystal. Make your way to the top right of the cave and you'll find a crystal. Press A to pick it up and the turn around to leave. But as you start to leave, the floor will start to collapse. Go back the way you came, but the floor will collapse under you, hurtling you into nothingness. You awake on a beach. Two strange thugs will approach you, but the crystal you collected will summon a Furok, which will chase the thugs away. Then a man will approach you and say something about an "exploding sock puppet" After a few minutes of meaningless conversation, he will give you a translation bracelet. Now you can understand him. He will tell you to follow him to the village of Vash Naroom. Follow Eidon (him) out of the forest, and to the village. Visit him in the upper right corner of the villiage. Now visit the Ringsmith in the mid-right area of the village. He will make you your first ring, which can be used to summon Furok. You must now visit the historian in the upper left part of the villiage. Of course, he won't tell you anything until you give him... jellybeans. Visit Poad in the Inn in the mid-left of the village. He will give you some jellybeans. Go back to the historian and give him the beans. He will now hand over the info you need. Head to leave the village. You will see a short story unfold, with Orwin telling Eidon not to let you leave the village. Eidon will leave with you anyway, and take you to a training camp, where you will learn how to battle. Once your confident in your battle skills, talk to Eidon and you will start to leave. But on the way out, there will be an earthquake. Several villagers will run out to see what's happened. They will all run to the Glade, where the earthquake originated. You should head there, too. The Glade is located to the right of Vash Naroom. You will find some villagers there, searching for Orwin, who ran off. You will also encouner your first creature battles. Use this opportunity to train and to aquire some ores from the DC's. Before proceeding much further, level up at Furok and at least one other creature, and Tony. When you find Orwin at the end of the path, you will find the two thugs you met at the beginning of the game. They will try to beat up Orwin, but he will disappear, and thug 1 hits thug 2 and injures him. Thug 1 will then challenge you to a match. This one will be pretty easy. Just use your creatures' normal attacks to win the day. If your energy gets low, use a Baloo leaf to restore some. After winning the match, the thugs will run, and Orwin will reappear. Eidon also enters here. Orwin tells you that the cause of the earthquake, the shadow geyser, must be stopped in order to offset a disaster in the land that legends foretold. He will give you a bracelet which will let you kick small boxes and rocks, opening the path to progress further into the game... Orwin has become sick, and you must find a way to cure him. When you visit him in Vash Naroom, he tells you to visit the seer by the lake. To get to the lake, leave Vash Naroom and head to the north. Enter the area and after a few seconds you will find your path blocked by some logs, a rock, and a block. Using the bracelet Orwin gave to you, press A to kick the block out of your way. Make your way up to the seer's house (it is fairly straightforward, you shouldn't get lost). Nobody's home, it seems, the only thing of interest here would be a treasure chest. When you attempt to open it, an alarm will go off. Tony will be confronted by a man, who claims to be some magnifigant magician. After he cools down a bit, Tony tells him of Orwin's illness. The seer will then leave for Orwin's house. Back at Orwin, the seer tells you that you will need a Cloud Frond to heal Orwin, but not much more. If you head back to the seer's house, he won't tell you much, but you can open the treasure chest this time and get the spell, "Grow", which heals 10 energy to a DC. It looks like it's up to you to find out what's going on. Gia, the healer, the person who Eidon and Orwin spoke of, might know the answers. Head south- west from the lake to find the forest. In the forest, head due west. You will pass through several screens, and at the last one (where you can't go west anymore), head south. You will soon find yourself back at the Overworld screen. Head south again, and you will soon enter a path between two bodies of water. In this area, a strange woman will start mocking you as you head down the path. Kick the blocks to clear the way. If you keep seeing this woman appear, you are on the right path. After the second block obstacle, cross the bridge, head south, and then west across another bridge. You'll find yourself once again back at the Overworld. Continue on, and you will find a windmill and a barn. At the windmill, there is a Bag of Bones in the mill which you should pick up, as well as a Water of Life in the haystack to your right. After getting these two items, head for the barn. You'll find Eidon there, who tells you that he's been training under Gia for some time now. Visit Gia in her house. You'll quickly find that Gia was the old woman taunting you along the road there. She will tell you about the artifact called the Shadow Glyph. Since Tony can hold it without pain, Gia concludes that you are the one to rescue the land. She instructs you to head back to where the Shadow Geyser appeared in the Glade near Vash Naroom and find a way to stop it. Backtrack all the way back to Vash Naroom. Stay at the inn if you need to heal, and be sure to buy some Baloo Leaves and Saps for the journey. Also, it is recommened to have at least a Wasperine, Furok, and Weebo (healing potential) all at around level 7-8. And be sure Tony is at least at level 11. Now head through the Glade and toward the back where the ordeal with Orwin and the thugs was. Enter the Shadow Geyser, and good luck! ------------------------------- SHADOW GEYSER 1 ------------------------------- In all Shadow Geysers, battles are random, unlike normal areas, so it is essential to have a supply of healing items. In this geyser, in order to progress, you must flip switches that will crumble walls, allowing you ro move further. From the enterance, go straight until you reach a fork. Take the left road. Continue left, and soon you will reach a passage heading down. In the small room there is a chest with a Baloo Leaf. Almost directly across from this room going up is another passage; take that one. Round the corner and take the right hall to reach a dead end? There's a switch on the wall... push it. (Who wouldn't?) You will see a wall crumble in a nearby passage. Backtrack all the way to the first fork, and this time head up. The wall blocking the passage is gone, and you can now hit a second switch. Now head down and left, and this time keep going left. The wall that once blocked progress was eliminated when you activated the last switch. You'll round a few corners and find yourself going right. Head up and then right and follow the passage... blocked! Hit the switch there, but it doesn't knock down the wall in front of you. Retrace your steps and at the intersection go up. The switch actually destroyed the wall that was blocking this small room. Hit the switch inside and go back. The wall that was blocking your way is gone! Past the wall, head up and you will round quite a few corners. When you find yourself with an option to go either up or left, go left. You'll soon find another wall with a bone in it. Remove the bone and head back to that intersection. Go up now, and hit the switch there. With- out the bone to support the wall, the wall crumbles. Right past the wall Tony will find a strange stone. Take it, and the geyser will start to collapse! Start to leave, but someone will block your path. His name is Togoth, and he vows not to let you leave. ----------------------- BOSS: TOGOTH ----------------------- Dream Creatures summoned: Shadow Vinoc Vile Yugo Koil Spells used: Grow Fireball -This is your first real Magi battle, and don't expect it to be a piece of cake. Both the Shadow Vinoc and the Koil will use Coil, which will reduce the speed of your DC's by 20! This will almost ensure that you won't be going first in this battle. Try to hit his Dream Creatures hard and fast. If he gets several out, your chances of winning plummet. Plan on taking some serious damage, so either use Grow or a Baloo healer to keep your creatures in the fight. Furok, Weebo, and Wasperine are your best choices for this fight. Use Furok's basic attack, Wasperine's Fang, and Weebo's Heal to keep up Wasperine's energy. Always remember to USE TONY'S ENERGY WISELY. Furthermore, USE TONY'S ENERGY WISELY. When Togoth is almost finished, he will stop summoning and will either Focus or cast Fireball at you or your creatures. At this point, though, it should be easy enough to finish him off. Beware, though, that he doesn't Focus enough energy back to summon another creature. After beating Togoth, you will escape from the Shadow Geyser as it collapses. When Tony get out, he will see a strange creature in the distance, but it quickly runs away. Give chase, and you'll find yourself in a cave. In the top right corner you will find a chest with some crystal blades. Take them. Now that the Geyser has collapsed, it is time to see Gia. Trek back to her house. She will tell you that the Crystal Blades you found can be used to make some special digging gloves. Eidon will be standing right outside the door. Give him the blades, and he will make you some gloves that allow you to dig through soft earth. Your next stop is the cave north of Gia's house on the overworld screen. The enterance to the cave looks like a giant mouth with a tounge hanging out, as if welcoming you in (creepy...) Inside is a long network of tunnels for travelers to traverse. (some nifty alliteration) As a rule of thumb, keep going south. From the enterance, you'll head up, to the left around a corner, and back down again. Skip the tunnel to your left for now... Head down, and eventually the path will fork into a right-headed tunnel and one going down. Skip the one to the right, and keep heading down. Go around the first corner, the second, third, and fourth, and you'll be on a long zig-zagging course down. Now you'll reach an intersection with 3 branchs: left, right, and down. Go _right_ this time, round the corner and go down once more. You'll pass two branching paths on the way down; ignore them. Just follow the remaining path to reach the Underneath. NOTE: This is the most direct path through the tunnels. Several side branches lead to treasure chests that contain some useful items. Welcome to the Underneath! This is only the second real town in the game, and it is a mysterious one covered with fungus... Take a while and talk to the inhabitants. You'll meet Gogot, a musclebuilder with an ego the size of Texas, the villiage elder, and Ulk. When you meet Ulk, she'll tell you of her sister Gruk, who is having problems at her place with mysterious sounds coming from the basement. Maybe you should head over and check it out. Gruk's place is east of the Underneath village. Head out and toward the mushroom "forest" there. While you're there, there are some DC's worth picking up for the upcoming second Shadow Geyser. Snag a Tusk Bwisp and a Cave Rudwot, both of which are powerful creatures worth training. The path to Gruk's house is a circular one, you'll be going up, right, down, and around to reach her house. Once there, she'll ask you to take a look in her basement. Head down- stairs, and look around. Nothing much but a few empty chests. Go back upstairs and Gruk will be missing! Head back to the villiage and you'll discover that Korg and Zet (the same thugs you met earlier) have kidnapped her, and are holding her randsom. They'll accidentaly tell you, however, that Gruk is in the North Tower. To get there, enter the tunnels you came through (By the ringsmiths). You'll soon see them, and you should give chase. While they may have set a trap for you, their own blundering will cause it to fail. Just continue along and you'll emerge at an island on the Overworld. Gogor will be there, and he'll "ask" for your assistance in getting the door unlocked. He will throw you on the roof (!) Head down the stairs and go to the first floor. Gogor will have already found his way in, and now you can go rescue Gruk. Go up to the top floor and Gogor will open the cell door. Now that Gruk is free, you can head back to the villiage. When you arrive in town, an earthquake will start, and you will quickly find out that another Shadow Geyser has formed where Gruk's house to be. Looks like you have a great challenge ahead of you. Like always, before entering the geyser, you should stock up on healing items (Baloo leaves and saps) and do some level building. Your DC's should be a Furok, Wasperine, Cave Rudwot, and Tusk Bwisp. (A Weebo is optional, for healing) Make sure that they are all at least at level 17-18 and that Tony is at least level 25. Once these criteria have been met, head for the second geyser. ------------------------------- SHADOW GEYSER 2 ------------------------------- This geyser is so much harder than the first. You must press different styled switches in order to make the corresponding blocks recede into the floor. There are four different types of blocks, and only 1 can be down at time. From the enterance, you will be blocked by a row of blocks. Hit the switch, and you can proceed. Go right, follow the passage (which is totally filled with blocks, there is really only one way through here) When you get to the end, there will be a switch. Press it. In the lower right corner of the room there is another switch you can press, this lets you get to a chest containing a Baloo Root. Go a little further, and you come to mysterious hole in the ground... Jump in and you will be warped to another place in the dungeon. Go up, and you find a switch. Flip it, and the first line of the nearby gate recedes. Now to the right you see a patch of diggable soil. Dig through, and in the next tunnel you find the Titan's Ring at the end of a long, spiraling passage. Now head all the way back to the warp and warp back. Go left and up, and then to your right when you reach the top of the room. When you reach the intersection, go down and press the switch there. The path to go up is now clear, so head back up and keep going up at the intersection. In the top room, you'll find a switch, but ignore it for now. Go left, and you'll see a chest in the middle of 8 receded blocks. Inside is a Master Rune. Continue left, and then head down when you reach the next room. You'll find a chest with your next spell, Thunderquake! Retrace your steps to the switch you ignored, and press it this time. (OK, that last part was a little confusing... let me know if you have trouble under- standing that) After pressing the switch, go left through the tunnel, and then go down and right. Go down a long tunnel, and you'll find a white switch next to a black one. Press the white one, and go down and left, then up to find four treasure chests. 3 Baloo saps and a Karmic Hope await you. Go back to where the twon switches were, and this time press the black one. Now go left, and you'll find another warp hole. Inside, flip the lever, and part 2 of the gates collapse. Now go back through the warp and press the white switch. Go up and make a left in the next room. (The one with the long line of white blocks) You'll come to another switch, press it. Just below you is some more diggable dirt. You'll soon come to a room practically filled with dirt! Dig down and to yourleft to find a switch. Press it, and leave the room. Now go up and left, and voila! You have access to another warp! Go through and press the switch there. Tier 3 of the gate collapes... only 1 more to go! But don't head back just yet... if you continue right and head down, you find a long strip of diggable dirt. Dig your way all the way down and you'll find a chest with yet another new spell, Cave In. Now you can head back. After returning through the warp, go down and into the digging room again. This time dig right, and you'll find the switch needed to let you further. Press it, leave the room, and go up and right. Press the white switch to make the long line of blocks recede, and then go down. Hit the black switch and continue down and to your left. Now go down and right and follow the passage there. Ta-da! Back at the enterance. Go right again, and follow that same, filled-with-blocks winding passage. When you reach the switch, press it and this time, go back. In the previous room, go right and you'll find the last warp. Go through and press the switch. The 4th and final part of the gate collapses, letting you through. The Core Stone is there. But when you try to get it, Mugh pops out and will challenge you to a duel. ----------------------- BOSS: OGAR ----------------------- Dream Creatures Summoned: Chaos Jile -This boss can be pretty nasty. Her Chaos Jiles know a move called Consume, and if you're unlucky it means instant death for your creatures. Her DC's also know Barrage, which attacks your whole party at once. By now, your Furok and Tusk Bwisp should both know Maul. Use them, along with Wasperine's Fang to deal maximum damage. Your Cave Rudwot will know Burrow if it's level 19, which can help it hide both itself and you from attack. Use your remaining healing items as necessary. When Togoth falls, you take the Core Stone, and the Shadow Geyser collapses. Now that the second geyser is history, it's time to head back to the town. But upon arriving back, something horrible has happened! You'll find the town in shambles, and most of the people dead. Motash, the villiage elder will be turned into a worm. By who? By that guy whom you saw for a second after beating the first geyser. His name is Morag, and he's not happy to see you... ---------------------- BOSS: MORAG ---------------------- Dream Creatures Summoned: Koil Borgor -No matter how well you do in this fight, you WILL lose, it's all part of the story. You can take out his Koil, no problem, but his Borgors will pound you into the ground. All you can do is lose... Morag is about to finish you off after you lost, but from nowhere, Wence appears and delivers an arrow to his head. Morag screams in rage, promises you that it's not over, and disappears. Tony will pass out, and you will find yourself in Wence's home, back in the forest. It's time to go see Gia again. Back at Gia's house, you will learn the whole story behind Morag, and why he is trying to kill everyone. Then, all of a sudden, Morag, Korg, and Zet appear! Korg and Zet hold Gia and Eidon down, and Morag carries you off. Morag takes you to an area spewing with lava. This is the region of Cald. He makes a third Shadow Geyser appear, and is about to throw you in the lava when he hears several townspeople coming to investigate. Cursing under his breath, he throws you to the ground and then vanishes. The townsfolk arrive, and they suspect YOU of causing the Shadow Geyser! They escort you back to town to see the Elder. However, Shadow Magi from nowhere will start attacking. Move around the town in a counter-clockwise path, and defeat each Magi. The Magi's are pushovers and it won't take much to topple them. Once they are all defeated, the townsfolk will realize that you are not the bad guy, and welcome you to the town. Tony needs a way to get over the lava to reach the Geyser. You will be told of a famous bridge-builder who lives just outside of town (how convinient). Leave town, and just southeast of the town on the overworld map you will see a small building. That is the architect's house. He will explain to you that he would build a bridge, but needs a Lava Arboll to do so. Looks like you're going on a DC hunt... To the north of the bridge builder's house on the Overworld, you will see a crack in the mountains. This is the area where you can find a Lava Arboll. Lava Arbolls never appear first in battle. They will only appear when an Arbollit appears first. When you see one, stick around to see if a Lava Arboll follows. You only need one Lava Arboll infused animite to make the ring. Once you have it, go back to the Cald shop and get your ring. The ringsmith will tell you that the architect was looking for you. Stop by his house and give him the ring. He will take you to the lava moat and the L. Arboll will build the bridge. However, it soon collapses. Tony starts to go back to town to tell the elder, but the builder stops you, worried about his reputation. He tells you of another way to get across the moat. There are supposedly a pair of boots in Orothe that grant you the ability to jump long distances. He eventually convinces Tony to go after them. Now you need to go to the docks at the east end of Cald. To get there, you need to head through the "red tunnel" located in the mountains east of the architect's house. From the enterance, head up and right. You'll pass a tunnel going down, but ignore that for now. Continue right as far as you possibly can, and then head down. The tunnel will snake right and then down again. Turn left at the bottom. If you head down at the fork shortly ahead, you will find 2 treasure chests. From the fork, head left and then the tunnel will bend up- wards. You will eventually reach a donut-shaped room. Take the exit at the top left and go down, ignoring the left-branching tunnel you'll see soon. When you can go no further down, go left along the wall with several skulls. (See the spells section for info on the Fireball spell found here) Go up through the next tunnel, then left. Finally, go down and the T junction to reach the boat dock. When you talk to the ferryman, he tells you that it will cost 300 Animite to go to Orothe! Well, you don't really have a choice, so pay up. On the way there a funny little cut scene involving Tony, Korg, Zet, and a bomb will show. (Any time you give Korg a bomb, watch out! ^_~) Don't bother paying the ferryman to wait for you, there's a cheaper way... You'll arrive at a small island with one building on it. If you talk to the guy outside, he'll tell you Orothe is gone... (yeah right) Enter the building. It looks like a dead end, but if you examine the bookshelves, you will find a secret switch which will make a stair- case appear. Guess where you're going... Welcome to the Orothe tunnels! One of the most confusing mazes in the game! Anyway, from the start, go right and down, then immediately right again. Round the corner and go down, and take the first tunnel that branches right. Continue right, at the fork where you can either go up or right, go right. You'll walk through a relatively long and straight tunnel. Go down at the end, and you'll travel a fairly zig-zaggy (is that a word?) tunnel. Keep going down, round the bend and go right, then take the path up. You'll arrive at the vault. You'll see a pirate named Blu pacing in front of the vault. Tony confronts him, and after a slightly humourous conversation, Blu says that if Tony can open the vault, he can have whatever is inside. Of course, using Ashgar's Key, the vault door opens easily. Inside the vault, you get Agadon's Boots! Now you can use these to jump short distances. On the way out, Blu will thank Tony fro freeing him of his duty to guard the vault, and run off, but not before giving you his horn. He tells you that any time you are in trouble near the sea, just blow the horn and he'll help. You'll find this useful in the not-to-distant future... Head out the way you came, and then proceed to the docks. The ferryman is gone! Return to the building and talk to the guy (Orlon). He will take you to meet a crazy, old, man who is willing to take you back to Cald. Unfortunately for you, the guy gets lost and takes you all the way back to the Weave! Oh well, just take the tunnels north of Gia's house. When you enter, take the first path to the left (you have to dig a little) and go down the stairs. This is the same area where the enterance to the Secret Forest is. Now go down to find yourself in a red tunnel. Follow it south to arrive back in Cald. Now you can take on the third Shadow Geyser. (Core Gate) -More to come- ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ DREAM CREATURES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// --FORM-- Dream Creature: Short description Ability: (level required to use, energy required to use) Note: DC's learn their moves at varying levels. The levels listed here are only to give you a GENERAL idea of when a DC will learn a move. ----------------------------------------------------------------------- AGOVO: A bat-like creature. Not too strong, though. Gust: (lvl: -, energy: 5) BLACK AGOVO: Lurks within the Core regions. (Shadow Geysers) A bit stronger than the Agovo. BORGOR: A _very_ strong DC lurking within the Core regions. Approach with extreme caution. CAVE RUDWOT: A relatively strong creature, best with physical moves. Shake: (lvl: -, energy: 5) Burrow: (lvl: 19, energy: 5) FUROK: Your starting creature, and probably your strongest for a while. Scratch: (lvl: -, energy: 5) Maul: (lvl: 15, energy: 10) Impale: (lvl: 35, energy: 10) Flock: (lvl: 50, energy: 35) GHOST BWISP: Living in the Underneath. It's cousin, the Tusk Bwisp, is much stronger. GLYPH: A fairy type creature. Not too strong, mind you. GRAX: This is... well.. um... a beetle? Nonetheless, it's strong. KELTHET: An average DC, with average energy and average attacks. LAVA BALAMANT: An above average Cald creature. Claw: (lvl: -, energy: 8) Maul: (lvl: 25, energy: 10) Carnage: (lvl: 39, energy: ?) RABBAGE: Quick on its feet, but not that strong. RUDWOT: An aggressive creature, with a cave-like cousin. SHYRQUE: A bird that lurks in Core regions. More defensive than offesnsive. Prism: (lvl: -, energy: ?) TWEE: You guessed it... a tree... but with a "w"... Leaf: (lvl: -, energy: 5) TUSK BWISP: A _very_ strong DC, a very good choice for any player. Thrust: (lvl: -, energy: 10) Maul: (lvl: 15, energy: 10) Impale: (lvl: 25, energy: 10) VINOC: A creature of the forest near Vash Naroom. Scratch: (lvl: -, energy: 5) WASPERINE: A fairly strong creature found early in the game. I recommend that you pick this one up. Fang: (lvl: -, energy: 8) Sting: (lvl: 15, energy: 10) Shred: (lvl: 30, energy: ?) WEEBAT: The flying version of the Weebo. Flying doesn't seem to make it much more powerful... WEEBO: A mushroom type DC, not too strong at first, but has potential. Heal: (lvl: -, energy: 3) Mend: (lvl: 15, energy: 5) ------------------------------- HYRENS ------------------------------- Hyrens are mythical Dream Creatures in Magi-Nation. They are very strong and live in only the most secret locations. It would be a good idea to try and locate these creatures, for they will be a great aid in your quest. BE WARNED: These creatures are extremely powerful and you should not attempt a battle with them until your DC's are around level 25. Capturing them beforehand is possible, but very hard. Hyrens are always at level 50. --------------------- NAROOM HYRENS --------------------- Get a Blast Urn from the ticket shop in Vash Naroom. Return to the tunnel that links the Weave to the Underneath. From the Weave enterance, keep a lookout to your left as you go through the tunnels. You will see some diggable dirt. Dig through, and go down the stairs at the end of the tunnel. You will see a man standing by a cracked wall. Blast it open with the Blast Urn, and follow the tunnel. You will arrive back at the Overworld. To your right is the secret forest. Inside you will find the Hyrens. The Leaf Hyren is accompanied by two Arbolls, and the Timber by two Twees. Remember, these accompanying creatures are stronger than the ones you'd normally meet in the wild. Also, sometimes only 2 speckels of DC's come up. Beware, this is both Hyrens attacking at once! ------------------------------------------------------------------------------- LEAF HYREN: One of the mythical Hyren in Magi-Nation, extremely rare and powerful. Leaf: (lvl: -, energy: 5) Thorns: (lvl: -, energy: 10) Cyclone: (lvl: -, energy: 12) Syphon: (lvl: 60, energy: 30) TIMBER HYREN: The Leaf Hyren's stonger counterpart. Claw: (lvl: -, energy: 8) Gust: (lvl: -, enregy: 5) Tangle: (lvl: -, energy 10) Timber: (lvl: 60, enery 20) ------------------------------------------------------------------------------- --------------------- UNDERNEATH HYRENS --------------------- In Cald, go to the Lava Tube north of Valkan's house. Find an area where you can step down into the "blue" lower area of the path. Wait for a white spiral vortex to appear, and step into it. Tada! The lair of the Cave Hyrens! The Cave Hyren is guarded by two Weebats, and the Mush Hyren is guarded by two Giant Korrits. ------------------------------------------------------------------------------- CAVE HYREN: Hyren of the Cave! (duh) Strongest of the two Underneath Hyrens. Shake: (lvl: -, energy: 5) Crumble: (lvl: -, energy: 8) Crack: (lvl: -, energy: 10) Quake: (lvl: -, energy: 20) MUSH HYREN: Not too much info on this one... ------------------------------------------------------------------------------- --------------------- CALD HYRENS --------------------- In Cald, find the path that takes you to the Underneath tunnels (Northwest part of Cald) Instead of entering, explore the volcanoes to the left of the enterance. You'll find that you can walk into one, and this is where the Cald Hyrens are. The Magma Hyren is accompanied by two Quors, and the Flame Hyren by two Arbollits. ------------------------------------------------------------------------------- FLAME HYREN: The strongest of the two. Claw: (lvl: -, energy: 8) Blaze: (lvl: -, energy: 8) Inferno: (lvl: -, energy: 12) Cremate: (lvl: 60, energy: 20) MAGMA HYREN: Hyren of the Magma! Woop... Scratch: (lvl: -, energy: 5) Fang: (lvl: -, energy: 8) Magma: (lvl: -, energy: 10) Inferno: (lvl: 60, energy 12) ------------------------------------------------------------------------------- --------------------- OROTHE HYRENS --------------------- Once you have the ability to swim, go to the Seer's house in Naroom. Dive into the water, and swim to the back. You'll find a small patch of slightly deeper colored water, swim into that to be sucked to the lair of the Orothe Hyrens. ------------------------------------------------------------------------------- DEEP HYREN: An excellent DC, I recommend you pick this one up. Claw: (lvl: -, energy: 8) Tsunami: (lvl: -, energy: 10) Whirl: (lvl: -, energy: 12) Drown: (lvl: 52, energy: 20) CORAL HYREN: Again, I don't have too much info on the Coral Hyren. ------------------------------------------------------------------------------- --------------------- ARDERIAL HYRENS --------------------- To find the Arderial Hyrens...... well.... no one's found them yet. Good luck to you.... >_< ------------------------------------------------------------------------------- --------------------- CORE HYRENS --------------------- The only Core Hyren is called... the Core Hyren! Found within the 5th Core Gate. Unfortunately for us, you need a Thunder Hyren animite to get a Core Hyren, and no one has found the Arderial Hyrens yet. ------------------------------------------------------------------------------- --------------------- ORMAGON --------------------- There is a long and involved process of how to get Ormagon. And I'm the first one to bring it to you: 1) Go see the Ormagon hunter in the Underneath. How? After losing to Morag, you will faint and find yourself in Wence's house. Proceed immediately to the Underneath. Talk to NO ONE on the way. 2) In the town, talk to the man. He'll tell you that he will be waiting in the abandoned North Tower. He also says to try and locate some Deep Algae. 3) In the Orothe tunnels, near the northern part, you find some Algae. You MUST get the algae before getting Agadon's Boots. 4) Return to the North Tower WITHOUT getting the boots. Give the algae to the man. 5) Before beating the 3rd Core Gate, and after you've been taken to Cald, go to the training grounds in Naroom. Yaki will not be there. Starting below the left eye, run around the head five times counterclockwise and then talk to the left eye. You'll hear a CLICK and the training ground door will open. Go inside to get the fungicide. 6) In Oscent Mar, buy a specimen jar. 7) Return to the Underneath before beating Core Gate 4. On the path to Gruk's house, some fungus will be growing. Use the specimen jar on the wall to tahe a sample. It is now a JarofFungus. 8) Give it to the boy in Vash Naroom who collects spooky plants before beating Core Gate 4. 9) Continue through the game, and beat Core Gate 5. 10) Return to Vash Naroom. The boy's house will have been overtaken by the fungus. Go inside and use the Fungicide. 11) The fungus will die. But, as a side effect, it will have hollowed out the legs of a stool in the room. Take this Hollow Stool. 12) Return to where the fungus was growing in the Underneath. Use the Fungicide on the wall. It will fall down, opening a passage to a secret area. 13) Use the Hollow Stool in this area to summon Ormagon. Good luck. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ SPELLS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Leaf cut (Energy 08): Your first spell... you get it in Vash Naroom. An attack spell that hits one enemy. Grow (Energy 12): A spell found in the seer's house by the lake. Heals one of Tony's DC's energy by 10. Cave In (Energy 10): Located in the second Shadow Geyser. Lowers the target's defense. Thunderquake (Energy 10): Also found within the second Shadow Geyser. Damages ALL DC's on the field. Fireball (Energy 15): Found withing the Cald tunnel system. Deals 12 damage. Flame Geyser (Energy 04): Found in the third Shadow Geyser. Hits EVERYONE on the playing field for 20 energy. Entangle (Energy 15): Found in the Orothe Ruins. Lowers the target's speed by 20. Dispel X (Energy 25): Found in the Orothe Ruins. Heals all abnormal condidtions to every DC on your team. Tidal Wave (Energy ??): Found in the 4th Shadow Geyser. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ITEMS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// ---Healing Items--- Baloo Leaf: Heals 10 energy to Tony or any of his DC's. Baloo Sap: Heals 30 energy to Tony or any of his DC's. Baloo Root: Heals 65 energy to Tony or any of his DC's. ---Items--- Blast Urn: Blasts open cracked walls. Remedy Drink: Heals any of your creature's ailments. Rune of Might: Raises your creature's attack level. Rune of Strength: Raises your creature's strength. Water of Life: Raises Tony's energy by 5 permanently. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ SHOPS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// ----------------------------------- | ITEM | PRICE | |-----------------------------------| | VASH NAROOM | |-----------------------------------| |Baloo Leaf | 15 | |Baloo Sap | 30 | |Remedy Drink | 20 | |Strength Gem | 05 | |-----------------------------------| | THE UNDERNEATH | |-----------------------------------| |Baloo Leaf | 15 | |Baloo Sap | 30 | |Remedy Drink | 20 | |-----------------------------------| ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ FAQs \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Q: What are Hyrens? A: Hyrens are super-powerful creatures in the world of Magi-Nation. See the Dream Creatures section for more info. Q: Is there an easy way to earn money? A: Yes. Buy a gem (strength gem, gibbeous gem, etc) from a shop for 5 animite. You can sell them back to the shop for 18 each. Q: How many Shadow Geysers are there? A: Five. ///////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ CREDITS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////// Interactive Imaginations: For making this game. You: For reading this. Me: For writing this. CJayC: For posting this FAQ. --------------------------------------------------- Leviathan3000: For some info on items and Dream Creatures. Nate Burroughs, Bubba Nossam: For the location of the Fireball spell Jet Zero, Ntrentals, Eternlnte, CrazyMatt, Ultron, Raidra, Magiman, EnigmaTPS, Kyros, Zorander: For some DC move info ----------------------------------------------------------------------- Thus endeth this FAQ. You can stop reading this now.