............................................................................... ____________ /____ ____/ / / ___ _____ ____ __ / / / _ \ \ _ \ \ _\ \ \/ / / /_\ \ \ \_\\ \ \-_ \___/ /_/ \_\ \____\ \___\ _________ / ______/ / / / / _____ _____ _____ _____ __ __ \ \ / _ / / ___/ / _ / / _ / / \ / / \ \_______ //_/ / / /__ //_/ / //_/ / / /\ \/ / \________/ /____/ /____/ /____/ /____/ /_/ \__/ ............................................................................... LEGEND OF THE TAMAMAYU: MERGING GUIDE Welcome to the new Jade Cocoon Merging Guide, v2.5. This time, I've included a large and complete section on the poweful GameShark. Ever wanted to design your own minion, from scratch? The Jade Cocoon Meging Guide tells you how. I've also made a massive update to the contributed minions section, and have finally completed the Minion List. CURRENT BIGGEST CONTRIBUTER: Daniel S. Congratulations! CONTENTS I) Merging A) Disclaimer B) Version History C) About this Guide i) What is Merging? ii) How do I use this Guide? iii) Ooops, I found an error... D) The Laws of Merging i) An Overview ii) Stats iii) Abilities iv) Magic v) Appearance E) Making the "Perfect" Minion F) Some Pre-Made Minions i) My Minions ii) Submitted Minions iii) Special Minions II) GameShark Codes A) An intro to Hex B) Editing Levant i) Codes C) Editing your Minions i) Preface ii) Codes iii) Example Minion - Jabberwocky D) Other Codes i) Codes III) Appendices IV) Credits ___________ /____ ____/ / / / / ____/ /____ _ /__________/ /_/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[A. Disclaimer ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document was created and maintained by Goryus, the author. It is the sole property of its author, who bears the copyright and reserves all rights. It is protected by the "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works (Paris Text 1971)", any and all copyright and patent laws applicable and/or International Treaties. It may not be hosted, used, or displayed without the express consent of the Author. It may not be altered, edited, or formated, nor may any materials be added or removed from this document, without the express written consent of the author. It may not be offered for money and/or compensation (even if profit attempt fails) or offered as a bonus or gift for accessing a web page or purchasing an item. It may not be added to an archive of any type. It must always remain in the English Language. It will not be translated to any language for any reason whatsoever. It will not appear in any publication. This document was in no way intended for commerical, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be priorly approved by the author, Goryus . If this copyright is trangressed, the violators will face immediate civil and/or criminal penalties to the fullest extent possible. Any breach of copyright (which includes acts of stealing, plagiarism, pirating, uses not private and personal, posting without permission, etc.) is considered a felony, and will be punished accordingly. For the latest version of all of the Author's guides, check out www.chancellor.freehosting.net/faqs.html. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[B. Version History ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= v1.0 - Completed introductionary "About This Guide" section - Added "Laws of Merging" section - Added advice on constructing the perfect Minion - Added a handful a Minions of my own design - Began work on the full Minion List - Some other miscellaineous stuff v1.1 - Corrected some typos - Granted persion to NeoSeeker.com to use this guide - Seriously improved "Eternal Corridor" section - Updated monster list - Added some new abilities I discovered v2.0 - Minor corrections - Upadated minion list - Added "Submitted Minions" and "Special Minions" sections - Granted permission to PSXCodes.com to use this guide - Begun work on reverse-engineer of game mechanics - Found "Bird of Paradise" (see Sherick and Tweengo) v2.1 - More minor corrections - Further aditions to minion list - A bunch more pre-made minions! v2.5 - Completed the minion list - a bunch more pre-made minions - Added a huge section on game sharks - granted permission to Heimdal to host this guide on his site =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[C. About this Guide ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=- What is Merging? =-=-=-=-=-=-=-=-=- Many people took one look at Jade Cocoon and passed it away as nothing more than "another Pokemon ripoff." Those few of us who were enchanted enough by the stellar graphics and smooth gameplay (if a bit discouraged about the length and plot) to actually play the game for a couple hours, however, discovered just how much deeper than Pokemon this game can go. Merging is the process of taking two of your captured monsters, called "Minions," and fusing them into one being. Not only does this affect their stats and abilities, but it also completely restructures their physical appearance (see section D-v for a more thorough explanation of how). The change in appearance is completely based on which combination of the 171 Minions are merged, and you can in fact merge five or six different ones together to form a Minion that looks the way you desire it to - virtually any way imaginable - has all the skills you want, the stat lay out you decide is most appropriate for it, and whatever name you want to give it. The draw back? Its extremely easy to make mistakes: to weaken monsters, or to make something so hideously ugly you can't stand to use it, for all its power. That's what this guide is for. =-=-=-=-=-=-=-=-=-=-=-=-=- How do I use this guide? =-=-=-=-=-=-=-=-=-=-=-=-=- The most important section of this guide, as far as merging goes, is the "Laws of Merging" section where I detail the actual mechanics behind merging. While it's by no means necessary to understand them all, making an effort to do so can make the difference between a powerful, cool looking Minion and a weak lump of clay. Once you get a thorough understand of how merging works, you should probably experiment: either use one of the pre-made merges I have listed, or create one of your own. Some monsters just tend to look good, no matter what you fuse them to, and some are either exceptional due to the layout of their stats or the abilities they have, or both. I have compiled a list of Minions that share these characteristics, along with descriptions and opinions of each, to help you along (see "Making the Perfect Minion"). I highly reccomend using some of them to get yourself started. The last part of this guide consists of all the GS codes you'll need to build a minion up from scratch. Read the introduction if you need some help understanding it, or email me. I'm happy to be of service =) =-=-=-=-=-=-=-=-=-=-=-=-=-= Oops, I found an error... =-=-=-=-=-=-=-=-=-=-=-=-=-= Hey, we all make mistakes, and often me more than others. If you note a typo or some incorrect information somewhere, or if you have some Minions to add to the "Pre-Made Merges" section, or just some critique - good or bad - please feel free to email me at goryus@hotmail.com. Looking forward to hearing from you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[D. The Laws of Merging ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-= An Overview =-=-=-=-=-=-= Alright, down to the good stuff! In this section, you will find the specifics on how merging works, so that you can go ahead and make your very own Minion that looks, feels, and plays the way you want it to. A couple of important things of note: - The first Minion you select serves as the "base" for the fusion. Its behavioral patterns, posture, and method of attack (ramming, punching, etc) caries over no matter what it is fused to. - NEVER fuse a stronger Minion to a weaker base Minion. The end result is a monster on the level of the stronger one, but with the average stats of the two (this is, fortunately, NOT true the other way around). An interesting quirk of the leveling system has it completely rework your HP and MP when you level up to where your stat growth says they should be, but sadly other stats do not benefit from this. - The tint of your Minion's skin is determined wholly by it's element, or combination thereof, with Fire being red, Water being blue, Earth being green, and Wind being yellow. So, if you want a purple Minion, fuse one Fire Minion with a Water one. - The higher your percentage of a certain element, the more damage you do with spells of that element (i.e., monsters that are mostly wind do more damage with wind spells than monsters that are mostly fire). If you have no alignment to a given element, spells of that element will always do 0. - Minions that use poision/sleep/stone attacks are resistant to them, and so is anything that is fused to one. This does NOT work with instant death. - ALL Minions are equally good, when it comes down to sheer raw stats. The real determining factor is how those stats fit with your chosen abilities, and how cool you can look doing so. Try and keep these points in mind while reading the rest of the guide. They're some of the most important, elemental truths to merging. Now, to the Laws! =-=-=-= Stats =-=-=-= Merging minions has a rather cursory effect on your stats, but a huge one on your stat growth. If you look at your Minions, either from the menu screen or while performing Nagi magic, you should note a small grid with four labels on it (Attack, Defense*, Speed, Magic) and a large red dot. It is your job to manipulate this dot. Stat growth in Jade Cocoon is completely linear, based entirely on the position of that red dot. As you level up, that dot will dictate how much better you become, and in what way. Note that it has little bearing on your actual stat, beyond the fact that minions with high attack growths tend to have high attack stats (and thus tend to raise the attack of any minion they are merged with). The behavior of this dot is a little strange. First off, please note that you _cannot_ have both a high Speed growth and Defense growth, or a high Attack growth and Magic growth, as they are on opposite sides of the grid; and that only two of the remaining stat combinations can be 'high.' In otherwords, you can have a fast attacker or a defensive magic user, but not a fast defensive character or a powerful magic user (that is to say, without a GameShark, which can be used to set these growth rates directly). The location of this dot, strangely enough, also determines your HP and MP stats. The closer it is to the top of the grid, the higher your HP; and the closer to the bottom, the higher your MP. This corresponds to your Attack Magic stats, or seems too, although they are actually slightly different. As I said earlier, the behavior of the almighty dot is a little strange. Merging two minions averages all their growth rates, but since two parts effect each directional location of the dot, it rarely moves quite like you'd expect it to. Be sure to take all the involved growth rates into account, or you could suddenly find your attack with tons of defense when what you wanted was speed. All the different stats are: HP: Ability to take damage MP: Ability to cast spells Attack: Physical Attack Strength Defense: Resistance to physical attacks Magic: Magical attack strength Magic Defense: Resistance to magical attacks Speed: How quickly your Minion moves, how well it dodges, and how well it can hit its target. If you want to raise a Minion's speed, therefore, merge it with fast Minions until its dot is in the Speed quadrant. After that, merging it to other fast Minions will speed it up much faster. Bear in mind, though, that this increase is coming at a cost to your defense stat. One other major benefit, stat wise, comes from merging Minions: the base Minion recieves the same amount of EXP it would have had it defeated the one it absorbed in a battle. This means that merging two Minions of the same level produces one higher, one Minion with one a level lower gets you half what you need to level up, 2 levels a fourth, and on with successive powers of 2. This means that you can essentially get the experience for defeating a monster twice - once by capturing it, and then again when you merge it. It also allows you to get up to some better silk versions (2 level 24 Minions, when spun, get you 2 first snow silks, for a total of 2300 yan. Merging them into a level 25, however, for pearl silk is 3000!). *Defense takes into account Magic Defense as 1/4 the location of the dot. Defense is another 1/4, and speed is the other 1/2. =-=-=-=-=-= Abilities =-=-=-=-=-= Due to the linear nature of stat growth, all Minions are comparatively powerful with each other on the average. What distinguishes them in power, then, is not their stats, but their abilities, of which some are distinctly more powerful than others.* Your abilities are 'attached' to a certain body part (for instance, a horn attack). They can be either elemental or not, they can have special effects, they can have stat modifiers, and they all take up differing amounts of MP. They also overwrite eachother during a merge, if two happen to be in the same location. In this case, the one of the monster being fused to the base monster takes precendence. The possible special stat modifiers each can have follows: +Critical: This attack has roughly a 50% chance of criticaling. +Accuracy: This attack cannot miss.* +Power: This attack does about 25% more damage than normal. These modifiers latch on to the bodyparts they are associated with (Horn, Fang, Claw, Tail, or Foot) and, best of all, stick around unless overwritten by another of their kind! This means that if one Minion has a "Earth Attack" on its tail, and you fuse it to one with a +Accuracy modifier on its tail (but no elemental, IMPORTANT) you wind up with an Earth Tail Attack with +Accuracy. This is one of the few times it works the same in reverse. There is one remaining attribute to special attacks that can make them immensely powerful, much more useful than they could ever be otherwise: they can, very rarely, have some interesting special effects. They are: Water: Water Elemental Attack Fire: Fire Elemental Attack Wind: Wind Elemental Attack Earth: Earth Elemental Attack Rend Wings: Lowers the agility of winged Minions Break Legs: Lowers the agility of walking Minions Attack All: Attacks all Enemies Drain HP: You gain life equal to the damage this attack does. Drain Mana: You gain Mana equal to the damage this attack does. Destroy Mana: You gain Mana equal to the damage this attack does. Critical: Enemy is reduced to 1 HP. Poison: Poisons enemy. Sleep: Causes enemy to fall asleep. Flesh-to-Stone: Slowly petrifies enemy. Whenever you see one of these, grab it up! Along with +Critical or +Power and an elemental bonus, they can quickly allow you to rip through most Minions in a single blow! Please note that, when abilities come into conflict, the most recent one always takes precedence. If something lowers your accuracy, the effects of +Accuracy disappear; likewise, if someone poisons you and you have the Nagi Belt equipped, you'll lose HP each round _and never gain any_. Ideally, you want your Minion to have abilities fitting each of the five body parts, a modifier on each - my favorite is +Power - and a special ability to boot. This is _not_ easy to do, but well worth the rewards if you manage it. If, in doing so, you've made a completely hideous beastie that you would never even consider bringing into battle, never fear. Check out my sections on "Appearance" and "Creating the Perfect Minion." Remember: just because you can't see a horn doesn't mean its not there. As far as the game is concerned, if your third cousins great aunt (twice removed) had a horn, so do you. Just be careful to keep the elemental ratio the way you want it - a wind attack with no wind elemental ratio (or a very small one) is a complete waste of 15 MP - it does the same damage as a normal attack. * Note that effects never work together in this game. Anything that lowers your accuracy will COMPLETELY negate the effects of +Accuracy for as long as it's in effect. =-=-=-= Magic =-=-=-= Magic spells can either be extremely powerful or completely useless, depending on your Magic stat. Minions with a high Magic stat shouldn't have too much trouble tearing Minions of the opposite element apart in one blow, providing they have the right spell. Magic also has a 100% hit rate, a huge advantage, and MP can be recovered both after battles (25%) or during battle by defending (1/4 your level + 3). The only problem with heavy magic users is that their HP, of a necessity, suffers. For this reason, I heavily reccomend Speed over Defense for them (it's much easier to dodge than to survive with half the HP of your friends). There are generally 5 magic spells of each element: one single enemy (weak), one all-enemy (weak), one single enemy (powerful), one Deva spell strengthens that element), and one Status spell. The only exceptions to this are water, which has two healing spells, and Earth, which makes up for the lack with two status effect spells. Ulvi (Earth)(Single)(Weak) Ulvis (Earth)(Multi) (Weak) Ulvia (Earth)(Single)(Strong) Deva Ulvi (Earth)(All) (Enhance) Ad Venon (Earth)(Multi) (Poison) Ad Roqua (Earth)(Multi) (Stone) Selahm Venon (Earth)(Single)(Cure Poison) Agni (Fire) (Single)(Weak) Agnis (Fire) (Multi) (Weak) Agnia (Fire) (Single)(Strong) Deva Agni (Fire) (All) (Enhance) Ad Mumuls (Fire) (Multi) (Death) Malti (Wind) (Single)(Weak) Maltis (Wind) (Multi) (Weak) Maltia (Wind) (Single)(Strong) Deva Malti (Wind) (All) (Enhance) Ad Slahm (Wind) (Multi) (Sleep) Sel Selahm (Wind) (Single)(Protect) Vahli (Water)(Single)(Weak) Vahlis (Water)(Multi) (Weak) Vahlia (Water)(Single)(Strong) Deva Vahli (Water)(All) (Enhance) Medina (Water)(Single)(Heal) Medinia (Water)(Single)(Heal+) Selahm (Water)(Single)(Cure) Later in the game, you'll want the Deva, Strong-Single, and all-enemy spells, as well as Medin(i)a and Selahm (if you have a water hybrid). Unlike abilities, magic isn't "attached" to anything, and you can have pretty much the entire spell list on any one minion, if you really want it. The Deva spells, which can be obtained from a number of sources, can really help, especially if your Minion is quick. Casting a deva spell and then following up with an all enemy or strong magic spell can wipe out entire groups of enemies before they get a chance to move. Getting your Minions these spells is the easiest part of all mergings: merge one without the spell with one, and its got it, no questions asked. Watch out, however: like abilities, your alignment with one particular element effects the damage you do with these spells. Vahlia on something that has been made pure fire is completely useless. One important note: your magic users should really be all one element, or they will NOT have the power to kill off enemies as efficiently as your other minions using specials will, as the damage the do is multiplied by your % alignment to your element (in otherwords, a half-fire user who casts Agni only does half damage!). =-=-=-=-=-=- Appearance =-=-=-=-=-=- Easily the most difficult part of merging is getting the finished product to look, not like an amorphous blob, but like something that deserves all the time and effort you've put into tuning it _exactly_ how you wanted. And there's a very good reason I saved it for last: because it should be the last step in any merging you undertake. First off, lets go over exactly _how_ the merging process effects your Minion's appearance. Your minion has 50 slots available for storing other minions in. When you start out, all 50 are set to your minion (call it A). If you merge it to a second minion, B, 25 of those slots are changed to B. If you then merge in a minion C, 25 more slots are turned into Cs. After three merges, you now have 1/4 of the slots A, 1/4 of the slots B, and the rest C. You also have the posture of the original monster - that never changes - and the skin of the newest one, or C. You can easily see how, after four or five mergings, the monster can quickly become completely unrecognizable. To avoid this, its necessary to do some planning. The Minion that you have merged all this way should be one whose basic form suits what you had in mind - that is, you like (more or less) the way it looks, and you want to add abilities to it, or you intend to use that form for a purely aesthetic merge. Now, once you've finished merging its stats the way you like it, merge the product with another of the original (unmodified). This will restore it to almost exactly its previous self, since half the Merge Slots, the Skin, and the Posture are now reset to what it was originally. What few differences there are tend to be miniscule, and almost always beneficial anyways. Now, you're safe to merge it with others for appearance. This may weaken it somewhat, but if you're careful it will either not be hurt by it or (ideally) actually strengthen it more. If the base Minion you had started with has all its stats in the same area of the grid as the product you fought so long for, then merging the original in again will often further strengthen your Minion. As to what looks good, that's for you to decide. Anything from the wasp family works well with any non-humanoid (which work poorly with everything). Anything from the gore family - most notably the Tergore - have great skins, which look incredible on Minions of the appropriate element. Those strange elongated Minions, the Turen, Rainster, Fintan, Bawni, and the like, are great for fusing - not only do they have the Deva spells, but they also have bodies that tend to slim and elongate whatever you're working with - perfect for most lizards, snakes, and insects you might try to make. And if that fails...there is another option. You may have noticed that those strange, uncapturable Minions at the end of each of the Eternal Corridor's corridors will very rarely drop an item with their name attached. This item is their skin, and it too is used in merging. If you completely screw up your Minion, and end with a Minion whose stats you like but his appearance you do not, sometimes it can be fixed by a quick patching with these skins. When you're merging two Minions together, it should prompt if you want to use one of these skins. Doing so will overwrite the skin of your current Minion with the skin of the appropriate boss, once again tinted to match your element. Note: it is normally impossible to have something blue that is strong with Fire and the color blue. The closest you can come is purple. This is true of all the other colors, except the yellow-green, earth-wind combination. Yellow doesn't effect the green much, so its quite possible to have something just a little Earth and mostly Wind still be a decent green color. Lastly, these special Minion skins will _not_ be tinted, providing your Minion is a pure element. The full list of these skins is as follows: Palooja: This skin reminds me of a panda's, white and black striped but with a distinct red belly. It works well with four legged beasties who walk on all fours, and is dropped by the Palooja enemy (the first of those strange, quazi-boss Minions). Ticker: This skin is actually quite plain, green with brownish-black legs. It looks OK on Minions of pretty much any color, but hardly phenomenal, and only really on humanoids. Its dropped by the second of those quazi-bosses, the Ticker. Jeechwo: This skin, in part because its made for such a small Minion, doesn't tend to work well with much. Its a blackish upper half with a bright red underbelly, and that's about all there is to it. Dropped by the third friendly quazi-boss, the Jeechwo. Kolna: This skin is either really, really cool, or completely horrible, depending on how garish you want your Minions to be. Bright colors, and a nice leopard-spot kind of pattern. This one comes from quazi-boss #4, the Kolna. Timaios: This skin I just don't like, but maybe you'll find a use for it. Its solid blue with rings of red around the neck and feet. Timaios, number 5, drops it. Sicanjal: Without question my favorite of these skins, the Sicanjal skin provides tiger-stripes for your Minion along with a white underbelly. Looks good on anything, except some of the most garish humanoids or snakes, or anything that happens to be purple. Its dropped by the sixth corridor quazi-boss, the Sicanjal. Yolga: Once again, a skin that can be really great or useless. Its basically blue, but it segments your Minions skin into this repeating, hexagonal checkerboard layout. Good for snakes and (sometimes) really large things, but tends to look silly on most anything else. This is dropped by good ol' 7, the Yolga boss. Klarrgas: This skin is good if you're into the undead. Its light grey with darker grey and black highlights, black eye sockets and a simply _dead_ look. It is dropped by the annoying Klarrgas quazi boss, numero 8. In addition to your Minion's appearance changing based on merges, it also changes as you level up. In general, this seems pretty straight forward - for most Minions, they just get bigger. However, that's not exactly what happens, and this can lead to some slight problems on down the line. Specifically, the size of each "part" of the body grows at a certain, fixed rate, much like the various "parts" of the body are averaged in a merging. This means that some Minion's horns grow really fast, or their legs do, or even their jaws or claws. A Minion that looks really cool on level 2 can look exagerrated or distorted on level 20. There are only a couple of ways to combat this. The first, and most obvious method of combatting this problem, is simply to merge the problem Minion with one with a small attribute. Protruding jaw? No problem. Merge it to something without a jaw, and BAM! That protrusion has shrunk down to half its original size. The real problem that arises from this is that it has the tendency to completely destroy your Minion's carefully crafted appearance. The second, and much more difficult, way of countering this phenomenon is based around planning. When creating your Minions, make sure that no two attributes overlap too much - in other words, don't merge two things with huge horns, or jaws, or feet. Instead, try to find some combinations that blunt the exagerrated charateristics of one another (try some of my pre- made Minions, if you want some decent examples). The less exaggerated your Minion appears on its first appearance, the less exaggerated it will appear with age. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[E. The Perfect Minion ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section is a simple, straight forward set of guidelines for merging Minions, along with some miscellaineous stuff that did not fit above. If you've read the above and know how merging works, then hopefully this will allow you to better apply it. - The ideal Minion has 5 abilities, 4 spells, and a stat layout that works with them. If you want an attacker, you're going to want abilities with +Critical and +Power, some elemental and some not, and some of them specials (Like Drain and Attack-All). If, however, you want to be a magic user, you'll want at the least the third attack spell, the all-attack spell, and the appropriate deva spell for your element. If you're water elemental, make _sure_ that you have medina. It is, hands down, the most useful spell in the game. - The best minions in the game, hands down, for merging are the sets found as second-to-last and last in the monster list. The former are little, weird looking dog things with curly tails, and a FULL ability list (physical abilities). The latter look like the Shee, Fal, Shulia, and Anash, but run away from you in the corridor. They also have a FULL ability list (with "magical" abilties). - Some good Minions for abilities are: the Rainster, Fintan, Bawni, and Turen, all of the goat family, the spiders, the three-headed flying dragon family (Surprise!), and (best of all) the small, barrel type enemies, the best of which are the Paras. For the most part, these also make a minimal impact on your form - at the least, a minimal _negative_ impact. - Some monsters you might consider for stat boosting: the goat family (if you noticed them above, you're probably realizing just how good these tend to be), the Sag family (for magic), the Paras (Speed, Power, and killer abilities. YOU WANT THESE!), or the Todon family (for defense). - Some Minions you might consider using for appearance: the Wasp family, the Alco family (birds), the Dreg or Frayd family (dogs), the Gore family (dragons), the elongated Rainster, Fintan, Bawni, and Turen, and the cute little Paras (again!). - The stat layout you pick for your Minion is extremely important. Make sure it compliments the _abilities_ you've also given them, or you'll find your Minion severely weakened. Make sure you don't max something's attack and then try and use its Magic! =) - Far and away, the most important part of merging is the ability and magic sets of that Minion, appearance aside. _These should be your first priority_. Since, as I mentioned earlier, stat growth is completely linear, the _only_ thing that makes one Minion better than another is the abilities and spells that it has. - As a general rule, Minions look best when merged with those similar to them in appearance. I realize that this sounds somewhat inane, but its important to remember: fusing flying things with walking things, or (worst of all) humanoids or barrel-types with most things creates a hideous monstrosity. - A monster that looks great red probably looks horrible blue. If you have a Minion whose shape is fine, but you hate the skin, try the same combination with a different element. - In the merging screen, hit O to view the finished product after having selected both Minions. DON'T FORGET THIS! It'll save you countless resets. - Are you reading this guide somewhere other than GameFAQs.com, NeoSeeker.com, www.webspawner.com/users/cocoonworld, or PSXCodez.com? If so, please email me and let me know where. The people hosting this guide are ripping me off. I can be reached at goryus@hotmail.com. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[E.Some Pre-Made Minions]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-= My Merges =-=-=-=-=-= =-=-=-=- Mantis =-=-=-=- Element: Earth Basic Merge: Terwasp + Turen + Tergore Stat type: Average or Power+Speed Description: No, nothing to do with the ridiculous looking "Manty" enemies. This really looks like a giant preying mantis, and is easily one of my favorite merges. Abilities: Comes with Earth Tail Attack, Ulvis, and Deva Ulvi. try merging the original Terwasp with some Terparas for a great Earth Horn Attack +Critical (as well as upping its attack/speed), or possibly something with stoning or poisoning potential. The Tuloon has an absolutely _phenomenal_ non-elemental foot attack that hits all enemies; consider using that, as well. Other types of merges: Try swapping the Terwasp or Turen with the Skawasp or Fintan. This creates a Minion that looks very similar, but is half wind elemental. Also, if you're a little low on Minions, just Terwasp and Tergore will give you a Minion that's just a bit stubbier, whose wings are shorter and lacks Deva Ulvi. Still looks cool, though. =-=-=-=- Kraken =-=-=-=- Element: Water Basic Merge: Fal + Amasag Stat type: High Magic/Speed Description: Looks like...well, like a Kraken. Big blue head with eight long tentacles hanging down. Attacks with front two tentacles, and casts powerful magic. Abilities: Comes with a water-attack, a Fang Attack +Accuracy, and the Ulvia spell. Consider merging it with a mukhambu or the Kamra Minion, the former for Magic and Medina and the latter for Selahm. Rainsters can supply Deva Vahli. Other types of merges: Try swapping the two Minions with their equivalents in color, or two that are complementary to each other. Fire and wind, and wind and earth, both work well. If you don't like the end result, just merge one more Fal into it. You also might want to try the Yolga, Kolna, and Sicanjal skins, although I prefer it as it is. =-=-=-=-= Griffon =-=-=-=-= Element: Wind Basic Merge: Hackaroo + Hiralco/Skalco Stat type: High Attack/Speed Description: Little dog looking thing with wings, a beak, and the absolute perfect Griffon skin. Has a nice high Attack and speed, and is yellow-brown in color. Abilities: Comes with a Wind Tail Attack, and the Ulvi, Ulvis, and Deva Ulvi spells. Consider throwing in a Skapara for more speed/attack and a great Wind Tail Attack +Critical. Other types of merges: Try the Dreg and Frayd families with the Skalco, and pretty much anything else on four legs. You may want to fuse in one of the Barrel-trype Minions for a more puffy, Griffon-like chest. =-=-=-= Tigon =-=-=-= Element: Water Basic Merge: Arpatron + Radgore + Sicanjal Skin Stat type: Average Description: Looks similar to the Arpatron but sits up further. Has tiger stripes coming down in exactly the same pattern the Sicanjal does, and is just plain cool besides. Abilities: Comes with a Water Horn Attack, a Water Claw Attack, and the Vahli and Vahlis spells. Try merging in a Kamra for Selahm and Medina, and a Dogpara for +Critical to that horn attack. Also, the water version of the Oo family (Ankoo, Mulgoo, etc) has a phenomenal foot attack. The Rainster Minion offers Deva Vahli. Other types of merges: Try merging a Kamra right after the Arpatron but before the Radgore to make it sit up further. Also try it without the Sicanjal Skin - still doesn't look half bad, does it? =-=-=-=-=-= Tarantula =-=-=-=-=-= Element: All Basic Merge: (Yorlk + Ohzay) + (Aiona + Yates) Stat type: Average Description: Looks like a regular spider with a different color. Also attacks the same. (Don't worry, read on) Abilities: Comes with Ad Mumuls, ad Roqua, ad Venon, and ad Slahm. Resistant to poison, stone, and sleep, and able to kill off entire enemy groups with instant death. Other types of merges: Try merging something with big, thick legs into the equation to thicken the legs and maybe make it bigger, more tarantula like. I found I liked the Ticker skin on it, as well. =-=-=- Ogre =-=-=- Element: Fire Basic Merge: Patadon + Patdreg Stat type: High Attack/Defense Description: Looks like a large, armor-plated humanoid w/horn. Attacks by swinging fist violently. Abilities: Comes with a Fire Horn Attack and a Fire Claw Attack +Power, as well as the basic Agni spell. Consider merging in a Patapara to add +Critical to that Horn attack, and a Jitamble for Deva Agni. A Yorlk will give it instant death capability, as well. Other types of merges: Try adding one of the seven special skins to get rid of that armor on the back, or merging it with a Jitamble after the Patdreg (although this makes it look a little less Ogre-ish). This works in any element, but looks best as red and green. You also might want to try the Patlchu ot Pateeb enemies, which look much the same but less bulky. =-=-=-=-=-=-=-=-=- Submitted Merges =-=-=-=-=-=-=-=-=- =-=-=-=-= Jirahl+ =-=-=-=-= Element: Fire Basic Merge: Jirahl + Spiral + Klarrgas Skin Stat type: High Attack/Speed Description: A taller, more slender version of the goat-men. Very evil because he appears to be a skeleton with horns. Attacks by spinning around and kicking his enemy. Abilities: At least two of the "special" attacks and Ad Mumuls and Ad Slahm (if you merged this with spiders earlier). Put them to sleep, instant death, rinse, repeat. Other types of merges: Try getting a creature with the spells Sel Selahm, Selahm, and Medina into the mixture. That way you can put them to sleep, heal, recover MP, and then go back at it. =-=- Nova =-=- Element: Fire Basic Merge: (Patbaran + Yoalk) + (Patdred + Swav) + ((Patdreg + Swav) + Patbaran) + Spiral Stat Type: Attack/Speed Description: A distorted, reddish Goat-man with a distinctly demonish appearance. Abilities: Comes with Agnia, Ad Mumuls, Deva Agni, a Fire Horn attack, a Fire Fang Attack +Power, and a Rend Wings Tail Attack. Other types of merges: try merging with a Bauback and a Uglam, and then once more with a spiral, to enhance the ability list considerably. =-=-=-=-=- Hell Hound =-=-=-=-=- Element: Fire Basic Merge: Patbaran + Any of the lizard-types Stat Type: Speed Description: a sleek looking dog minion that resembles a demonic mutt. Purely aesthetic. Abilities: Agnis, varying with the lizard type you choose. Other Types: if you have a four legged minion, consider using this combo to re-work its appearance once you've achieved the balance you've been looking for. =-=-=-=-=-= Death Angel =-=-=-=-=-= Element: Air Basic Merge: Marrdreg + (Doghambu + (Maskhira + Hiralco) + Maskhira) Stat Type: Defense/Attack Description: Dog-type minion with wings. Consider heavily using one of the special skins, though... Abilities: Malti, Maltis, Maltia, Deva Malti, Sel Selahm, Ad Selahm Wind Horn Attack +Accuracy, Wind Fang Attack, and a Wind Tail Attack Other types of merges: try merging in an Uglam for both sorcerous potential and appearance. =-=- Gaia =-=- Element: Earth Basic Merge: Terfrayed + Riggu + Teralco + Rugdogle + Tergrip Stat Type: Defense Description: horribly distorted, green, four legged critter with wings and a whole host of abilities. Aesthetic appeal varies with taste. Abilities: ? Other types of merges: Suggested that you use Berbansa, Bauback, Spiral, and Turen, to further distort the appearance and enhance the abilities. =-=-=-=-=- Neon Demon =-=-=-=-=- Element: Earth Basic Merge: Radgore + ((Tergore + Terfrayd) + (Patawasp + Patalchu)) Stat Type: Average Description: dark blue, with bright yellow wings, claws, teeth, and pupils. His yellow pupils have a bright red ring around it and a white pattern on its back where it's wings would be if the were held tight against it. Abilities: ? Other Types of Merges: None given; try different elemental combinations. Any of them should work. =-=-=-= Critter =-=-=-= Element: Fire Merge: (Patawasp + Yates) + (Wardon + Karn) Stat Type: Attack/Magic/Speed Description: Looks like a Patawasp with long slender arms and a neck that barely visible. Has forest green skin patterned with neon red, a violet underside and violet wings. Abilities: Horn and Fang Fire Attack, Tail Critical, and Foot. Magic includes Agni, Agnis, Ad Mumuls, and Deva Agni. Other types of merges: Use any elemental equivalents. The looks on this guy are just awesome. =-=-=-=-=- Byre Belly =-=-=-=-=- Element: Fire Merges: (Bauback + Frigg) + Critter(see above) Stat Type: Attack/Magic/Mana Description: Looks like a Bauback with Karn's skin. Cool and cute at the same time. Abilities: What I love about Bauback and its relatives is that it's stats are full from the get-go. Byre Belly comes equipped with a plain Fire attack as well as one with Power, Accuracy, and Critical. Also has a foot attack and all the fire spells. Other types of merges: Same as Critter's. Stick with the same minions. =-=- Zeus =-=- Element: Wind Merges: (Shulia + Tagosag) + (Nevan + Skash) Stat Type: Magic/Mana/Speed Description: Very tall Shulia with Skash skin but STILL NO HORN! Abilities: Absorb Mana and two plain Wind Attacks. All the wind attack spells and Ad Slahm. Other types of merges: Try adding another Tagosag or two for a less round and more curvy minion. =-=-= Bubba =-=-= Element: Wind Merges: (Arvalzak + Ankoo) + (Skagrip + Telma) Stat Type: Speed/Attack Description: Very FAT goat man with violet skin patterned with neon yellow. His horn resembles a party favor hat. For a good laugh at his obesity, use a normal attack ^_- Abilities: Rend Wings + Accuracy, a Tail Wind Attack, and a powerful Foot Attack. Also has Malti, Sel Selahm, and Deva Malti. Other types of merges: You can try slimming him down with more Telma's or beef him up even more with more Skagrip + Telma mixes. =-=-= Leech =-=-= Element: Earth Merges: Karro + (Karro + Sgaj) Stat Type: Average Description: Looks like a Shee with dark blue eyes and red trim. Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true. Other types of merges: Try adding some Shee/Karro + Morisag mixes for more curves and higher Magic Attack. =-=-=-=-=-=-= Valkyrie Dreg =-=-=-=-=-=-= Element: Fire Merges: ((Teralco + Terfrayd) + Swav) + Patdreg Stat Type: Average Description: Looks like a Shee with dark blue eyes and red trim. Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true. Other types of merges: Try adding some Shee/Karro + Morisag mixes for more curves and higher Magic Attack. =-=-=-=-=-=-=-=- Special Merges =-=-=-=-=-=-=-=- =-=-=-=-= Sherick =-=-=-=-= Element: Fire Basic Merge: (Tereeb + Termole) + ((Tergore + Tergrip) + Teralco) Stat type: High Magic/MP Description: Oddly colored, giant bird with a large beak. Looks absolutely hideous (and not in the good sense). Decent magic user. Abilities: Comes with Rend Wings and Fang Attack +Accuracy for abilities. Also has Agnia and Ad Mumuls. Consider heavily merging it to add in Deva Agni and Agnis to the mix. Other types of merges: Any element of any of the above will produce this special minion, as long as the belong to the same families. =-=-=-=-= Tweengo =-=-=-=-= Element: Water Basic Merge: ((Nevan + Oajin) + Skumole) + (Skaeeb + Mafrayd) Stat type: High Power/HP Description: Brightly colored crab. Unlike the Mole family, it has six legs and pinsirs. Looks a lot better with a different skin, and has a shape that works well with most merges. Abilities: Comes with NO spells, but a number of abilities: Horn Water Attack, Fang Attack +Critical, Claw Attack +Power, Tail Attack +Accuracy, Foot Attack-All Enemies. Consider a Dogpara to add +Critical to that horn attack, or use this thing to turn any physical attackers into powerhouses. Other types of merges: Any element of any of the above will produce this special minion, as long as the belong to the same families. ___________ ___________ /____ ____/ /____ ____/ / / / / / / / / ____/ /____ ____/ /____ __ /__________/ /__________/ /_/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[A. An Intro to Hex ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you want to use a GameShark (or a similar tool) and make good use of these codes, you're going to have to know something about Hex. Hex (short for Hexadecimal) is basically another way of counting. You probably learned, way back when, that 24 means 2 tens + 4 ones. 124 is 1 hundred + 2 tens + 4 ones. Looked at another way, that's (1 * 10^2) + (2 * 10^1) + (4 * 10^0). That's why we call it "base ten" or "the decimal system" - each new digit you add is bigger by a factor of 10. Hex is base 16. 124 in hex does NOT mean the same thing it does "normally." 124 in hex is (1 * 16^2) + (2 * 16^1) + (4 * 16^0), or 292 in base 10! Now, start counting normally, starting with 0, and stopping just before you hit 10. That number set, 0-9, are the ten digits you have access to in base 10. So what happens when you change to base 16? You have to add new numbers! Prepare to learn and entirely new way of counting. After you hit 9, instead of going to 10 (one-zero), you switch to letters. So, counting in hex, you'd go like so: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F. A is 10, B is 11, C is 12, etc. After F comes 10 all the way to 1F, then 20 all the way to 2F, etc. I realize that, if you're new to this, all this probably seems awfully confusing. I suggest you go back and read that over again a couple more times if you didn't fully understand it, and test yourself with these examples. B0 = ? 1FF = ? What comes after DE? And what comes after that? Now, for the easy way. Click Start->Program Files->Accessories->Calculator, and set it on scientific mode. Click the radio button for decimal, and type the number you want converted to hex. Click the radio button for hex, and voila! Easy hex-to-decimal-and-back-again conversions. Now, onto memory locations. Computers use what are called "variables" to keep track of important information. These "variables," or "values that can vary," are stored in your computer's memory. What a GameShark does is to change those stored values, replacing them with whatever you tell it to. The first part you enter of a GS code specfies WHERE you're looking at. The second part says what you want to put there. When the game goes and checks what that value was again, it sees whatever you put there - instead of what it should have been. As an example, say you have a 10 HP. That's stored in a variable. If you level up and gain 5 HP, it changes what it stored to 15. Now, you with your GameShark come along, and replace that 15 with a 999. It gets into battle, checks your HP, and finds...999, which it then displays on screen. Lastly: why use hex at all? Wouldn't it be easier just to do it in base 10? Yes, it would, but there are a number of good reasons for doing this in hex. The first is that programmers don't WANT you messing with their games, and your average lay-person doesn't know anything at all about hex. Complexitity is, sometimes, a programmer's friend. The other major reason is that computers operate in base 2, or the "binary" system. Since 16 is 2^4, it's very, very easy to convert back and forth between the two, which makes it run very fast. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------[B. Editing Levant ]----------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-= Codes =-=-=-= These two codes have the effect both of determining Levant's current status, and of physically changing his graphic around. Even outside of battle, the poisoned flag turns him green and the stoned flag turns him gray. =-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008BD38 000n isPoisoned 8008BD39 000n isStoned =-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes will set his HP. Replace the "nnn"s with hex numbers. Max is 3E7 (999). =-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008BD40 0nnn Current HP 8008BD41 0nnn Max HP 8008BD42 0nnn Max HP 8008BD43 0nnn Max HP =-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes allow you to change Levants name. Use the "Character Digits" section of the appendix, and replace the "nn"s with the number for the letter you want. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008BD47 nn00 Hero's Name 1st Char 3008BD48 00nn Hero's Name 1st Char 3008BD49 00nn Hero's Name 2nd Char 3008BD4A 00nn Hero's Name 3rd Char 3008BD4B 00nn Hero's Name 4th Char 3008BD4C 00nn Hero's Name 5th Char 3008BD4D 00nn Hero's Name 6th Char 3008BD4E 00nn Hero's Name 7th Char 3008BD4F 00nn Hero's Name 8th Char 3008BD50 00nn Hero's Name 9th Char 3008BD51 00nn Hero's Name 10th Char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here you'll find the codes for messing around with Levant's equipment. Check out the appendix for the appropriate replacements for all the different pieces. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008BD53 nn00 Weapon modifier 3008BD54 00nn Weapon modifier 3008BD55 00nn Armor modifier 3008BD56 00nn Accessory modifier 8008BD56 00nn Accessory modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= And last but not least, we have levant's stat modifiers. Replace the "nn"s with hex numbers to set them. Max is 63 (99), except for level, which can reach all the way to FF (255, Developer). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008BD63 nn00 Attack modifier 3008BD64 00nn Attack modifier 3008BD65 00nn Defense modifier 3008BD66 00nn Magic Attack modifier 3008BD67 00nn Magic Defense modifier 8008BD68 00nn Speed modifier 3008BD68 00nn Speed modifier 8008BD7B nn00 Level modifier 3008BD7C 00nn Level modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------------------------[C. Editing Your Minions ]---------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-= Preface =-=-=-=-= Yes! Straight to you from Goryus: how to build your own minion, from scratch. Below you will find the codes for specifying your minion's appearance, behaviour patterns, stats, growth rates, abilities, name, and even its history. Any questions? Mail them to goryus@hotmail.com. =-=-=-= Codes =-=-=-= Messing with these will purge (delete) your minion. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BEF8 nnnn Minion purge 3008BEF9 nnnn Minion purge =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Both of these codes use the minion list at the bottom. The first sets the posture of your minion - how it sits, casts spells, and attacks. The second changes the skin that's rapped around it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BEFA 00nn Posture modifier 3008BEFB 00nn Minion skin modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes edit the names of the minions in your family tree. You'll need to use the "Character Digits" section at the bottom to specify which letters you want in each position. Family Name 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BEFC 00nn First Family tree name, 1st char 3008BEFD 00nn First Family tree name, 2nd char 3008BEFE 00nn First Family tree name, 3rd char 3008BEFF 00nn First Family tree name, 4th char 3008BF00 00nn First Family tree name, 5th char 3008BF01 00nn First Family tree name, 6th char 3008BF02 00nn First Family tree name, 7th char 3008BF03 00nn First Family tree name, 8th char 3008BF04 00nn First Family tree name, 9th char 3008BF05 00nn First Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Family Name 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BF08 00nn Second Family tree name, 1st char 3008BF09 00nn Second Family tree name, 2nd char 3008BF0A 00nn Second Family tree name, 3rd char 3008BF0B 00nn Second Family tree name, 4th char 3008BF0C 00nn Second Family tree name, 5th char 3008BF0D 00nn Second Family tree name, 6th char 3008BF0E 00nn Second Family tree name, 7th char 3008BF0F 00nn Second Family tree name, 8th char 3008BF10 00nn Second Family tree name, 9th char 3008BF11 00nn Second Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Family Name 3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BF14 00nn Third Family tree name, 1st char 3008BF15 00nn Third Family tree name, 2nd char 3008BF16 00nn Third Family tree name, 3rd char 3008BF17 00nn Third Family tree name, 4th char 3008BF18 00nn Third Family tree name, 5th char 3008BF19 00nn Third Family tree name, 6th char 3008BF1A 00nn Third Family tree name, 7th char 3008BF1B 00nn Third Family tree name, 8th char 3008BF1C 00nn Third Family tree name, 9th char 3008BF1D 00nn Third Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Family Name 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BF20 00nn Fourth Family tree name, 1st char 3008BF21 00nn Fourth Family tree name, 2nd char 3008BF22 00nn Fourth Family tree name, 3rd char 3008BF23 00nn Fourth Family tree name, 4th char 3008BF24 00nn Fourth Family tree name, 5th char 3008BF25 00nn Fourth Family tree name, 6th char 3008BF26 00nn Fourth Family tree name, 7th char 3008BF27 00nn Fourth Family tree name, 8th char 3008BF28 00nn Fourth Family tree name, 9th char 3008BF29 00nn Fourth Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Family Name 5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BF2C 00nn Fifth Family tree name, 1st char 3008BF2D 00nn Fifth Family tree name, 2nd char 3008BF2E 00nn Fifth Family tree name, 3rd char 3008BF2F 00nn Fifth Family tree name, 4th char 3008BF30 00nn Fifth Family tree name, 5th char 3008BF31 00nn Fifth Family tree name, 6th char 3008BF32 00nn Fifth Family tree name, 7th char 3008BF33 00nn Fifth Family tree name, 8th char 3008BF34 00nn Fifth Family tree name, 9th char 3008BF35 00nn Fifth Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Family Name 6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BF38 00nn Sixth Family tree name, 1st char 3008BF39 00nn Sixth Family tree name, 2nd char 3008BF3A 00nn Sixth Family tree name, 3rd char 3008BF3B 00nn Sixth Family tree name, 4th char 3008BF3C 00nn Sixth Family tree name, 5th char 3008BF3D 00nn Sixth Family tree name, 6th char 3008BF3E 00nn Sixth Family tree name, 7th char 3008BF3F 00nn Sixth Family tree name, 8th char 3008BF40 00nn Sixth Family tree name, 9th char 3008BF41 00nn Sixth Family tree name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These positions determine the current appearance of your minion. Use the digits from the Minion list at the bottom to specify which one you want in each slot. The more slots are set to any given minion, the closer its appearance will come to that one. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BF42 00nn Merging Slot 1 3008BF43 00nn Merging Slot 2 3008BF44 00nn Merging Slot 3 3008BF45 00nn Merging Slot 4 3008BF46 00nn Merging Slot 5 3008BF47 00nn Merging Slot 6 3008BF48 00nn Merging Slot 7 3008BF49 00nn Merging Slot 8 3008BF4A 00nn Merging Slot 9 3008BF4B 00nn Merging Slot 10 3008BF4C 00nn Merging Slot 11 3008BF4D 00nn Merging Slot 12 3008BF4E 00nn Merging Slot 13 3008BF4F 00nn Merging Slot 14 3008BF50 00nn Merging Slot 15 3008BF51 00nn Merging Slot 16 3008BF52 00nn Merging Slot 17 3008BF53 00nn Merging Slot 18 3008BF54 00nn Merging Slot 19 3008BF55 00nn Merging Slot 20 3008BF56 00nn Merging Slot 21 3008BF57 00nn Merging Slot 22 3008BF58 00nn Merging Slot 23 3008BF59 00nn Merging Slot 24 3008BF5A 00nn Merging Slot 25 3008BF5B 00nn Merging Slot 26 3008BF5C 00nn Merging Slot 27 3008BF5D 00nn Merging Slot 28 3008BF5E 00nn Merging Slot 29 3008BF5F 00nn Merging Slot 30 3008BF60 00nn Merging Slot 31 3008BF61 00nn Merging Slot 32 3008BF62 00nn Merging Slot 33 3008BF63 00nn Merging Slot 34 3008BF64 00nn Merging Slot 35 3008BF65 00nn Merging Slot 36 3008BF66 00nn Merging Slot 37 3008BF67 00nn Merging Slot 38 3008BF68 00nn Merging Slot 39 3008BF69 00nn Merging Slot 40 3008BF6A 00nn Merging Slot 41 3008BF6B 00nn Merging Slot 42 3008BF6C 00nn Merging Slot 43 3008BF6D 00nn Merging Slot 44 3008BF6E 00nn Merging Slot 45 3008BF6F 00nn Merging Slot 46 3008BF70 00nn Merging Slot 47 3008BF71 00nn Merging Slot 48 3008BF72 00nn Merging Slot 49 3008BF73 00nn Merging Slot 50 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes will change the element of the monsters listed in the family tree. 00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water. To get multiple elements, add them together (For instance, 01 + 02 = 03, fire & air). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BF74 nnnn Elemental modifier, first Family tree 3008BF75 nnnn Elemental modifier, second Family tree 3008BF76 nnnn Elemental modifier, third Family tree 3008BF77 nnnn Elemental modifier, fourth Family tree 3008BF78 nnnn Elemental modifier, fifth Family tree 3008BF79 nnnn Elemental modifier, sixth Family tree =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes edit some basic stats. Replace the "n"s with hex numbers to set them. In the case of duplicates, the lower ones have the greatest impact, while the higher up ones have the least. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008BF82 nnnn Experience modifier 8008BF83 nnnn Current HP 8008BF84 nnnn Current HP 8008BF85 nnnn Current HP 8008BF86 nnnn Max HP 8008BF87 nnnn Max HP 8008BF88 nnnn Current Mana 8008BF89 nnnn Current Mana 8008BF8A nnnn Max Mana 8008BF8B nnnn Max Mana =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes will set your Minion's name. Use the "Character Digits" section to specify which letters you want in each position. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BF8C nnnn Minion name, 1st char 3008BF8D nnnn Minion name, 2nd char 3008BF8E nnnn Minion name, 3rd char 3008BF8F nnnn Minion name, 4th char 3008BF90 nnnn Minion name, 5th char 3008BF91 nnnn Minion name, 6th char 3008BF92 nnnn Minion name, 7th char 3008BF93 nnnn Minion name, 8th char 3008BF94 nnnn Minion name, 9th char 3008BF95 nnnn Minion name, 10th char =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes will directly edit your minions stats. Replace the "nn"s with hex numbers. Note that the limit for all of them is 99. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008BFA7 nn00 Attack Modifier 3008BFA8 00nn Attack modifier 3008BFA9 00nn Defense modifier 3008BFAA 00nn Magic Attack modifier 3008BFAB 00nn Magic Defense modifier 3008BFAC 00nn Speed Modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes will edit your growth rates. Replace the "nn"s with hex numbers. Note that FF (255) is the highest they can go. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3008BFAE 00nn Attack stat growth rate 3008BFAF 00nn Defense stat growth rate 3008BFB0 00nn Magic Attack stat growth rate 3008BFB1 00nn Magic Defense stat growth rate 3008BFB2 00nn Speed stat growth rate =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes will mess with your element. The first for determine how much of that element you have, and ranges from 0 to 20 (0 to 32). The last sets all of them at once: 00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water. To get multiple elements, add them together (For instance, 01 + 02 = 03, fire & air). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFBA 00nn Fire elemental 3008BFBB 00nn Air elemental 3008BFBC 00nn Earth elemental 3008BFBD 00nn Wind elemental 3008BFBE 00nn All Elements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes set your minion's level. Replace the "nn"s with hex numbers. The highest possible level is 255. Note that setting the level this way will NOT change the minion's stats. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008BFBF nn00 Level modifier 3008BFC0 00nn Level modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes set what abilities the minion has access to, and what they do. The first determines whether or not they can use that attack; the second sets the type of attack; the third sets the supplemental ability for it; and the last controls how accurate it is. For a list of the different attack/ability types, refer to the appendix. Horn Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFD6 0n01 hasHorn 3008BFD7 000n Horn Attack Type 3008BFD8 000n Horn Ability Type 3008BFD9 000n Horn Accuracy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fang Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFDA 0n01 hasFang 3008BFDB 000n Fang Attack Type 3008BFDC 000n Fang Ability Type 3008BFDD 000n Fang Accuracy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Claw Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFDE 0n01 hasClaw 3008BFDF 000n Claw Attack Type 3008BFE0 000n Claw Ability Type 3008BFE1 000n Claw Accuracy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tail Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFE2 0n01 hasTail 3008BFE3 000n Tail Attack Type 3008BFE4 000n Tail Ability Type 3008BFE5 000n Tail Accuracy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Foot Attacks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3008BFE6 0n01 hasFoot 3008BFE7 000n Foot Attack Type 3008BFE8 000n Foot Ability Type 3008BFE9 000n Foot Accuracy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes control what spells your minion has access to. For a list of all the spells and their appropriate replacements, check the appendix. To get multiple spells, add the values together (01 + 02 = 03, Agnis & Agnis). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008BFEC nnnn Magic Spells modifier 8008BFED 0nnn Magic Spells modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-= A Sample Minion =-=-=-=-=-=-=-=-= Here's a sample minion I created for a Mr. Palacio - the Jabberwocky from Alice in Wonderland. Enter all these codes, and you'll have yourselves one to play with of your very own. Stats/Abilities Appearance 8008BF82 0000 3008BEFB FF25 3008BF96 0089 3008BEFA FF49 3008BF95 007B 3008BF42 0024 3008BF94 0073 3008BE43 0024 3008BF93 007F 3008BE44 0024 3008BF92 0087 3008BE45 0024 3008BF91 0082 3008BE46 0024 3008BF90 0075 3008BE47 0024 3008BF8F 0072 3008BE48 0024 3008BF8E 0072 3008BE49 0024 3008BF8D 0071 3008BE4A 0024 3008BF8C 0039 3008BE4B 0024 3008BFC0 0001 3008BE4C 00AA 3008BFBA 0020 3008BE4D 00AA 3008BFBB 0000 3008BE4E 00AA 3008BFBC 0000 3008BE4F 00AA 3008BFBD 0000 3008BE50 00AA 3008BFD6 0000 3008BE51 007B 3008BFDA 0000 3008BE52 007B 3008BFDE 0101 3008BE53 007B 3008BFE2 0101 3008BE54 007B 3008BFE6 0101 3008BE55 007B 3008BFDF 000F 3008BE56 007B 3008BFE0 0001 3008BE57 007B 3008BFE1 0003 3008BE58 007B 3008BFE3 000C 3008BE59 0089 3008BFE4 0001 3008BE5A 0089 3008BFE5 0007 3008BE5B 0089 3008BFE7 000E 3008BE5C 0089 3008BFE8 0001 3008BE5D 0089 3008BFE9 0003 3008BE5E 0089 3008BFEC 0001 3008BE5F 0089 3008BFAE 00DD 3008BE60 0089 3008BFAF 007F 3008BE61 00AA 3008BFB0 0022 3008BE62 00AA 3008BFB1 007F 3008BE63 00AA 3008BFB2 007F 3008BE64 00AA 3008BFA8 001A 3008BE65 00AA 3008BFA9 0014 3008BE66 0057 3008BFAA 0019 3008BE67 0057 3008BFAB 0019 3008BE68 0057 3008BFAC 0014 3008BE69 00AA 3008BF84 001D 3008BE6A 00AA 3008BF86 001D 3008BE6B 00AA 3008BE6C 00AA 3008BE6D 00AA 3008BE6E 0024 3008BE6F 0024 3008BE70 0049 3008BE71 007B 3008BE72 0099 3008BE73 0099 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----------------------------[D. Everything Else ]----------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-= Codes =-=-=-= Change your number of empty cocoons. Max is 63 (99). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008B818 nnnn Empty cocoons modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Want more money? Set it! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8008B594 nnnn Money modifier 8008B595 nnnn Money modifier 8008B596 nnnn Money modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- These codes will give you the minion skin you specify in your minion skinventory, so you don't actually have to kill the mini-bosses. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8008B798 0300 hasPaloojaSkin 8008B79A 0301 hasTickerSkin 8008B79C 0302 hasJeechwoSkin 8008B79E 0303 hasKolnaSkin 8008B7A0 0304 hasTimaiosSkin 8008B7A2 0305 hasSicanjalSkin 8008B7A4 0306 hasYolgaSkin 8008B7A6 0307 hasKlarrgasSkin =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes will set your enemy's HP. Max is 3E7 (999). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 800B1313 nn00 Enemy 1 Cur HP modifier 800B1314 00nn Enemy 1 Cur HP modifier 800B1315 nn00 Enemy 1 Max HP modifier 800B1316 00nn Enemy 1 Max HP modifier 800B1317 00nn Enemy 1 Max HP modifier 800B1318 00nn Enemy 1 Cur MP modifier 800B1319 nn00 Enemy 1 Cur MP modifier 800B131A 00nn Enemy 1 Max MP modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These codes will change your enemy's name. Refer to the "Character Digits" section for the appropriate replacements for the letts you want. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 800B131B nn00 Enemy 1 Name modifier, char 1 300B131C 00nn Enemy 1 Name modifier, char 1 300B131D 00nn Enemy 1 Name modifier, char 2 300B131E 00nn Enemy 1 Name modifier, char 3 300B131F 00nn Enemy 1 Name modifier, char 4 300B1320 00nn Enemy 1 Name modifier, char 5 300B1321 00nn Enemy 1 Name modifier, char 6 300B1322 00nn Enemy 1 Name modifier, char 7 300B1323 00nn Enemy 1 Name modifier, char 8 300B1324 00nn Enemy 1 Name modifier, char 9 300B1325 00nn Enemy 1 Name modifier, char 10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Change your enemy's level around. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 800B1350 00nn Enemy 1 Level Modifier 800B13D8 00nn Enemy 2 Level Modifier 800B1460 00nn Enemy 3 Level Modifier =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ___________ ___________ ___________ /____ ____/ /____ ____/ /____ ____/ / / / / / / / / / / / / ____/ /____ ____/ /____ ____/ /____ __ /__________/ /__________/ /__________/ /_/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------------------------------[E. Appendices ]------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-= Minion List =-=-=-=-=-=-= Total Minions: 171/171 00 Marrdreg 01 Raddreg 02 Patdreg 03 Rudogle 04 Dogle 05 Berbansa 06 Mukhambu 07 Doghambu 08 Terhambu 09 Hiralco 0A Maskhira 0B Hirasag 0C Pataimel 0D Skwimel 0E Radoimel 0F Patalchu 10 Raddlchu 11 Doglchu 12 Nushab 13 Rashab 14 Mukshab 15 Asha 16 Geenwee 17 Marven 18 Mugoo 19 Noobwee 1A Ojire 1B Riggu 1C Srikarta 1D Uglam 1E Yorlk 1F Jirahl 22 Tweengo 23 Sherick 24 Arpatron 39 Pataraid 3A Mafrayd 3B Terfrayd 3C Ragifrayd 3D Patbaran 3E Skbaran 3F Terbaran 40 Ladbaran 41 Jitamble 42 Hackaroo 43 Clayble 44 Geible 45 Patagore 46 Skgore 47 Tergore 48 Radgore 49 Drunga 4A Skarunga 4B Terunga 4C Radunga 4D Patgaron 4E Skgaron 4F Tragaron 50 Doggaron 51 Patash 52 Skash 53 Terash 54 Radash 55 Patagrip 56 Skagrip 57 Tergrip 58 Doggrip 59 Patapara 5A Skpara 5B Terpara 5C Dogpara 5D Patalco 5E Skalco 5F Teralco 60 Raddlco 61 Patbecker 62 Skbecker 63 Terbecker 64 Radbecker 65 Hikisag 66 Tagosag 67 Morisag 68 Amasag 69 Patawasp 6A Skawasp 6B Terwasp 6C Radwasp 6D Patmanty 6E Skmanty 6F Termanty 70 Radmanty 71 Patamole 72 Skumole 73 Termole 74 Radmole 75 Pateeb 76 Skaeeb 77 Tereeb 78 Radeeb 79 Patodon 7A Skatodon 7B Tertodon 7C Radtodon 7D Patakuga 7E Skwooga 7F Terkooga 80 Radkooga 81 Pataoot 82 Skwoot 83 Teraoot 84 Radoot 85 Patamorj 86 Skwmorj 87 Termorj 88 Radmorj 89 Carmine 8A Skwmaine 8B Termaine 8C Radmine 8D Anash 8E Shulia 8F Shee 90 Fal 91 Karn 92 Telma 93 Scul 94 Uld 95 Usk 96 Oajin 97 Eavun 98 Embla 99 Gabee 9A Tuloon 9B Pedingo 9C Zulmoo 9D Frigg 9E Shoven 9F Elu A0 Roben A1 Tiootz A2 Sowl A3 Sgaj A4 Frey A5 Wardon A6 Ankoo A7 Galia A8 Ohma A9 Swav AA Carlidge AB Fugger AC Id AD Bawni AE Fintan AF Turen B0 Rainster B1 Yates B2 Nevan B3 Aiona B4 Ohzay B5 Spiral B6 Arvalzak B7 Fedelco B8 Kamra B9 Bauback BA Armijar BB Greydon BC Agghai BD Nupandra BE Saramoon BF Karro C0 Narade =-=-=-=-=-=-=- Hidden Skins =-=-=-=-=-=-=- 25 Fire Special 26 Wind Special 27 Earth Special 28 Water Special 29 Dream Man* 2A Dark Arpatron* 2B Poacher* 2C Kikinak* 2D ??? - Muscle* 2E ??? - Machine* 2F ??? - Blue Plated* 30 ??? - Death* 31 ??? - Pyschodelic 32 ??? - Masked Boy* 33 ??? - Krazy* 34 Fire Goat 35 Wind Goat 36 Earth Goat 37 Water Goat 38 Final Minion C1 Fire Tweengo C2 Wind Tweengo C3 Earth Tweengo C4 Water Tweengo C5 Fire Sherick C6 Wind Sherick C7 Earth Sherick C8 Water Sherick C9 Palooja CA Ticker CB Jeechwo CC Kolna CD Timaios CE Sicanjal CF Yolga D0 Klarrgas D1 All Statuses D5-FF: Duplicate skinsets for Mafrayd through Hikisag * These minions will crash the game if you use them as a posture, and will cause glitches if assigned to a Merge Slot. The Skins work fine, although most look bizarre. The "Death" skin is actually really neat. =-=-=-=-= Weapons =-=-=-=-= 00 Knife 01 Dagger 02 Aguazor 03 Bronze Sword 04 Sword of Speed 05 Iron Sword 06 Iron Axe 07 Life Stealer 08 White Horn 09 Little Bird 0A Whistler 0B Nightglow 0C Blue Phantom 0D Thunderbolt 0E Tsunami 0F Spring Blossom 10 Dragon Crest 11 Cloudcover 12 Palemoon 13 Reaper 14 Drainer 15 Autumn Moon 16 Icicle =-=-=-= Armor =-=-=-= 00 Hunter Vest 01 Leather Vest 02 Chain Mail Vest 03 Wire Vest 04 Plate Mail Vest 05 Reflecting Vest 06 Silver Vest 07 Divine Vest 08 Riketz' Garb 09 Nagi Garb 0A Bloody Garb 0B Navy Blue Garb 0C Forest Garb 0D Divine Garb 1 0E Divine Garb 2 =-=-=-=-=-=-= Accessories =-=-=-=-=-=-= 00 Leather Headband 01 Iron Headband 02 Silver Headband 03 Blue Bead 04 Green Bead 05 Yellow Bead 06 Red Bead 07 Sparrow Ruff 08 Iron Bracelet 09 Silver Crown 0A Holly Ruff 0B Hawk Ruff 0C Poison Choker 0D Sleep Choker 0E Stone Choker 0F Super Choker 10 Nagi Belt =-=-=-= Items =-=-=-= 00 Mugwort 01 Meta-Mugwort 02 Bitter Mugwort 03 Great Walnut 04 Chestnut Oil 05 Shishiudo Oil 06 Kukumira Oil 07 Bletilla Oil 08 Ichishi Oil 09 Shab Liquor 0A Fine Liquor 0B Excellent Liquor 0C Special Liquor 0D Tendai Uyaku 0E Valerian Powder 0F Ikari Powder 10 Ring of Venom 11 Ring of Sleep 12 Ring of Stoning 13 Ring of Death 14 Mirror of Deva 15 Urvy's Blessing 16 Vary's Blessing 17 Agni's Blessing 18 Malty's Blessing 19 Urvy's Seal 1 1A Urvy's Seal 2 1B Vary's Seal 1 1C Vary's Seal 2 1D Agni's Seal 1 1E Agni's Seal 2 1F Malty's Seal 1 20 Malty's Seal 2 21 Cloud Silk 22 Thunder Silk 23 Lily Silk 24 Pearl Silk 25 First Snow Silk 26 Angelwing Silk 27 Moonlight Silk 28 Key 29 Sleep Spores 2A Attract Spores =-=-=-= Magic =-=-=-= 0000 None 0001 Agni 0002 Agnis 0004 Agnia 0008 Vahli 0010 Vahlis 0020 Vahlia 0040 Ulvi 0080 Ulvis 0100 Ulvia 0200 Malti 0400 Maltis 0800 Maltia 1000 Selahm Venon 2000 Medina 4000 Medinia 8000 Selahm 000 None 001 Sel Selahm 002 Ad Venon 004 Ad Slahm 008 Ad Roqua 010 Ad Mumuls 020 Deva Agni 040 Deva Vali 080 Deva Ulvi 100 Deva Malti =-=-=-=-=-=-=-=-=- Attack Abilities =-=-=-=-=-=-=-=-=- 00 Nothing 01 Nothing 02 +Power 03 +Accuracy 04 +Critical =-=-=-=-=-=-=- Attack Types =-=-=-=-=-=-=- 00 Nothing 01 Nothing 02 Earth 03 Water 04 Fire 05 Wind 06 Poison 07 Sleep 08 Flesh-to-Stone 09 Destroy Mana 0A Absorb HP 0B Absorb Mana 0C All Enemies 0D Critical 0E Break Legs 0F Rend Wings =-=-=-=-=-=-=-=-=- Character Digits =-=-=-=-=-=-=-=-=- 00 Erase Name 01 ! 02 · 03 . 04 1 10 ' 11 , 21 I 22 { 23 } 5A ? 5B - 5C ~ 90 · 91 . 92 ' 93 : 94 ; 31 A 32 B 33 C 34 D 35 E 36 F 37 G 38 H 39 J 3A K 3B L 3C M 3D 0 3E P 3F Q 40 R 41 S 42 U 43 V 44 Z 71 a 72 b 73 c 74 d 75 e 76 f 77 g 78 h 79 i 7A j 7B k 7C l 7D m 7E n 7F o 80 p 81 q 82 r 83 s 84 t 85 u 86 v 87 w 88 x 89 y 8A z 51 0 52 2 53 3 54 4 55 5 56 6 57 7 58 8 59 9 67 Heart =-=-=-=-=-=-= Hex Numbers =-=-=-=-=-=-= Some common, useful hex->decimal conversions. 3E7 999 FF 255 64 100 32 50 1 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---------------------------[E. Credits ]--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Atom Edge Big thanks go to Atom Edge, who's brilliant grasp of legal issues and talent at writing disclaimers provided the bulk of mine, as well as the great sectioning art used above. Crave Entertainment (www.cravegames.com) The creators of Jade Cocoon. Thanks for creating this game, without which this FAQ could never have existed. Thanks for the great gameplay and stellar graphics, and the phenomenal voice acting. All it needs now is a plot. =) GameFAQs (www.GameFAQs.com) Thanks go out also to CJayC, operator of www.GameFAQs.com, for providing the inspiration to get this FAQ off the ground and offering an easy means to make it public. cmgsccc (www.cmgsccc.com) Thanks for providing a place to start, saving me hours of work. All codes in this guide have been tested by me, but it couldn't have happened without you. Peter Judson Representative of NeoSeeker who politely asked my permission to use this Guide. Thanks both for being polite and for making it available to a larger audience. Christian Worth Webmaster of www.PSXCodez.com who politely asked my permission to use this Guide. Thanks both for being polite and for making it available to a still larger audience. Thom Lancaster Thom's Unamed Friend Thanks go out to these two for giving me the proper directions for creating the Sherick and Tweengo hidden minions, the former of which I believe to be the "Bird of Paradise." Keep up the good work! Thom has also provided the key to finding the last four minions on the monster list. Thanks again! Rabid Neon Monkey A great deal of help, RMM added considerably to my Minion List, submitted the first outside merge for my guide, telling me how to kill the Klarrgas, and various other (minor) corrections. Mindwanderer Thanks for pointing out some mistakes and helping me to a greater understanding of the function of the dot, as well as having submitted a minion. Dharkist MvUnit #0 Sent in three seperate minion merges, fairly complete and with a lot of detail. Thanks for the hard work! Ruby Weapon Submitted a minion for the pre-made merges list. Thanks, man! Any more, let me know. Daniel S Daniel Submitted a whole bunch of minions for "the list." Thanks! Keep up the good work. copyright 2001 Goryus