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Pixies are known to be disobedient but can be powerful allies in battle. Pixies use a variety of fire and electrical attacks combined with speed to sap the opponent's will to fight. In the anime series , it is shown that they are human-sized, as opposed to the size of fireflies or birds like in the legends. Pixies are slightly modified in appearance throughout the series, but receive their biggest makeover in the two Online games, where they go from being covered in fur to wearing a red-orange bodysuit complete with thigh-high boots and long gloves.

They are very mischievous. In modern use, the term can be synonymous with fairies or sprites. However, in folklore there is a traditional enmity, even war, between the two races. See here for a complete list of Pixie Techniques. Monster Rancher Wiki Explore. Anime Episodes. Species Sub-Types. Assistants Males Females. Golds Mystery Discs. Unlocking Freezing Adventures. Recent blog posts Forum Extras.

Explore Wikis Community Central. Register Don't have an account? View source. History Talk 0. Monster Rancher 2 "There are many fans though it is spoiled and powerless. What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Meyer E-mail: stormdragon msn. Corrected some errors. Put names in Credits; included their info. Created How to Unlock section.

Version 2. Finished Walkthrough. Added more info again; started on Item List. Added Other Battles section, more info. Version 3. Item List and fixed an error. Added B-1 Grand Prix. Edited and added to the VII. Monster Creating List. Added to VI. Breeding and Battle Talents and info for Henger. Introduction II. The New and Some of the Old A. Creating Monsters B. Combining C. Drills D. Errantry E. The Basics A. Hints and Tips B. Battle Tech. Symbols IV. Walkthrough A. First Steps to Ranching B.

The Prime of Your Life C. The Four Heavenly Kings V. Other Battles A. Rising Dragon B. B-1 Grand Prix C. Icicle Battle D. Battle Royal VI. Monster Creating List A. Magic Field B. How to Unlock IX. Item List X. FAQ XI. Credits XII. The Legal Stuff I. Introduction Welcome fellow Monster Ranchers to my little guide! Currently it's completed, although I may add more namely the Creating List.

There are spoilers, though I can't really call it that; hint: this game doesn't have much in storyline, but that's usually how the MR games are. Instead it's about the gameplay- a little bit dated given how unchanged the majority of it is and tedious at times, but still good never the less. Feel free to contact me my email is up there if you have questions, suggestions, spot any errors, etc.

Any info you can give for this guide is much appreciated, and I'll add you to the credits section just tell me the name to write. Creating Monsters: There are now three new methods of making monsters, the only one same method is by the Encyclopedia. I should warn you that these new methods are very picky- even drawing the same object in a different angle or area will result in a different monster. Magic Field: Draw anything you want in the field.

Incantation: Say a word or even make a sound. Magic Spell: Write down words. Note that I unlocked this after beating the Rising Dragon Cup. I'm not certain if this can happen just by getting any of the locked Monsters.

Make sure you save before using this method, just to be on the safe side. Combining: No longer are combinations based on chance. You basically choose what you want, however be aware that only the main types of the monster can be either main or sub-types, while sub-types are only allowed for the sub slot.

When you do pick the species, the top screen shows the resulting stats Lifespan, Stat Ratings, Guts Recovery, Movement, etc. Ratings are like those for the Techs, except you may notice an X. X is worse than the Triangle. Inherited Techs and Talents are random.

You've probably seen one in some of the battles: completely light blue, with no other features. In order to make one, you need to combine one main-type with a specific sub-type. The sub-type depends on the main-type. For example, combining and choosing a Mocchi main-type and abyss sub will make a Mocchi-ish. Or a Ducken main and a Tiger sub will make a Ducken-ish. Next, take the -ish Monster and combine it with the main-type species you want.

So let's say you want a unique Ducken. Use the -ish Monster's sub for the sub slot, and the Ducken for the main-type slot. Congrats, you just made a unique Ducken, Duck Fever! Drills: Just like the previous games, it costs for drills except for sale dates, then its , it lasts a month, and it's how you mainly learn techs. But now when you go to train, you use a board game. Basically you roll a die and land on one of these spots: 1. Parameters Up: Your stats increase; indicated by the blue guy symbol-thing.

Parameters Down: Stats go down; same as above, except with an X over it. On the bright side, your stats decrease by only a fraction compared to increases. Rolls Up: of rolls increases by 2; look for the green die. Rolls Down: of rolls down by 1; green die with an X. Monster Encounter: You encounter a wild monster and what else beat the crud out of it.

How difficult the wild Monster is, is based on your Monster's rank. If you win, you gain stats but if you lose, it goes down or you lose a roll.

As you can guess, you can get tons of points if you're lucky, or get squat if not so lucky. Note: Press the start button during the Parameter scenes to skip them. Note 2: The older your Monster is, the more number of rolls you get.

Note 3: Each area is unlocked after reaching a higher Breeder Rank. After getting Rank S, all areas are now available to all of your Monsters. Monster encounters are not worth it, unless you're trying to avoid Rolls Down and Parameters Down, or you picked the Wild Monster to get the bounty beforehand. Also, pay attention to the different paths: see how many numbers are left on the count to decide which path would have you land on the best spot. Tap the direction button that you want to go twice to move.

Do Drills at the prime of a Monster's life, which starts around months. Your gains are much higher around this time. One more thing to note: try not to overdue it with the Drills. Your monster will be exhausted or tired and might get stressed out, as Cleo will tell you.

Try to use Drills once between two to three months at most, to avoid hurting lifespan albeit the effect is small. Errantry Errantry is how you get all sorts of items, some of which you cannot get anywhere else in the game. The previous Monster Rancher games had you focusing on Life and Intelligence and to a lesser degree, Power to do well in Errantry.

Here Life plays the most important part, with Power being the second. In Errantry, your Monster will be shown at the top exploring the field with a Life bar above, while the bottom shows it's icon and a map of the area.

Bring out your stylus and tap where you want them to go, or you can use the control pad and press A instead. If your Monster listens, a lightbulb will appear above their head and they will run to where you clicked Or close enough.

You'll probably need to click multiple times for them to listen. When you see a blue crystal, click on it to receive an item. If you come across a red crystal, you'll fight a wild Monster or get an item. Yellow crystals are what you need for unlocking new Monsters. Be aware that fighting Wild Monsters, clicking on crystals, trying to open up new paths, searching for items, and moving all drain Life.

Do your best to conserve health so you can unlock the Monster in the area first. Click on this and lead your Monster to the edge of that path, and Cleo will ask you if you want to go back to the Ranch. Note: Each Errantry area is unlocked, indicated by the Rank beside Danger.

Note 2: Some of the Errantries have paths to open, which means you need Power. Getting above or for the tougher Errantry areas should work. Obtainable Combining Items: 1. Head to the beach on your left- a yellow crystal is there near the water. A Beaclon shows up to challenge you to arm wrestling. Make sure you have high Power should work.

Winning gets you the Pupa item. Kalaragi Jungle: Zan Head southeast of your starting position until you reach the broken tree. A yellow crystal will appear; if you have enough Power, you'll break the tree or with multiple tries.

Follow this opened path and click on another crystal. Cleo will ask if you saw something, say yes. Continue on and break another fallen tree. Take the route on your left and head directly north until you find another yellow crystal. Cleo will whine, say no to her question.

Go to the fallen tree closest to you and destroy it. Another crystal appears as you come through- this time Cleo shrieks like a banshee. Take care of the last tree. Head south, then go right your right, not the Monsters; at the top of the lake. Click the crystal, and tell Cleo yes. Now go straight, in the direction your Monster is currently facing.

This crystal is close to the bottom of the second waterfall. You'll stop to rest, with Cleo babbling so much it puts the Monster to sleep can't say I blame them Zan finally shows itself Head southwest- the crystal is hugging the wall, above the entrance house symbol and slightly above the patch of hill or whatever it is. Go back to the base of the waterfall- the tenth crystal is right between the two.

Thankfully that's the last crystal. The Zan gives you the Ninja Sword item for your effort. Papas Alps: Durahan The first yellow crystal is the northwest wall, directly west of the hill with two trees. A scene shows Durahan walking across the mountain. Head straight to the top, where the narrow path is as well as another crystal. Have your Monster inspect the area, and you'll find an Old Sword. Southeast of your position south of the tree on your right hand side , a crystal is near the hole.

You'll receive an Old Sheath. Go back to the location of the first crystal, and click another one. Volk Magma: Phoenix This one is straighforward, as there is only one direction to follow. However, you need a lot of Life for this one- at least Also high Intelligence is not necessary for the Peach, although it would take less tries. The first crystal is straight ahead of you, shows the Phoenix flying overhead.

Continue to the right, until you reach the right corner. Say yes, as your Monster will make a path to the tree. Go forward and check another crystal here to receive an item that comes out of the geyser. Another crystal is closeby- inspect the burnt tree. This is where you get the famous Gold Peach, an item that increases your Monsters Lifespan. Now continue back down the path you were originally on and go south to another crystal in that corner.

The Phoenix is there, injured. You give it the Peach, and it flies away, but leaves a Fire Feather combo item. Now that you got the Phoenix item, you can take a shortcut back to the entrance. Find another yellow crystal to the west. You'll create a rock bridge, courtesy of your Monster. Click another crystal, and it will take you right back to the entrance. If this happens, have your Monster go north for several steps, then head back to the entrance. This time Cleo will ask if you want to leave.

Promias Ruins: Xenon First inspect a yellow crystal in the northwestern room, and receive a piece of slate. The second one is in the middle room, the one directly above the bigger middle "chamber". Receive another piece. Head to the last crystal southeastern room and a Xenon will appear after clicking the crystal. Defeat it and you'll get the King's Proof item. Angsworth Way: Joker Wait until Spring.

Simply follow the road to each bridge and push it down. Continue onto the last section of road, and a Joker will fly literally at you. If you had an easy time with A Class battles, this will be a piece of cake. Afterwards you get the Cursed Mask. Multiple items can be fed to a monster in a week, rather than just one. A crystal will sometimes appear at the Ranch, represented by a sparkle on the bottom screen. Tap the sparkle with your stylus to have the Monster check it- you'll get an item.

Notes about Upgrading: for the House, each time unlocks more item capacity and two new Training methods. For the Stable, it allows you to have bigger Monsters and also your Monster recovers more energy in other words, less days having to rest. Occurs on the 1st week of Oct. The first upgrade costs G for each, and the second time is 8,G House and 12,G Stable , and the third costs 24,G? Creating Monsters section at the top for more details. The Drill maps change each season. Hints and Tips Watch your Monster's status.

If it's tired, let it rest; if stressed out, give it a Monster Candy or other Stress-relieving item. To check their status, pick Data, then Health, and Cleo will tell you. Checking your Journal under Data will give you a recap of what you've done with your Monster, represented by symbols.

Zzz means rest, VS means a battle, Training symbols show up for what type you did and a circle besides it means Success, while a donut means Excellent , and a Monster species symbol flashing means the date of creating it. Try to keep the Monsters' Discipline Even or at least Soft, but never below that.

Also make sure it's Shape stays Normal. This will let them waste Guts while doing less damage to you, with the benefit of giving you time to build up Guts.

Avoid an enemy's tech if it steals Guts. How do you know if your Tech has this property? Select a Tech and it will say "Life for Guts". Used at the right moments, this can be helpful especially in the later ranks, when most enemies will not go down with just one or two hits. First off, decide on the type of offense, either Power or Intelligence.

Usually looking at your Monsters beginning stats will tell you what they prefer, but you also need to consider what Techs they use since Techs will either be based on Power yellow or Intelligence greenish-blue. Both Pow. In other words, if you have high Int. Next is protection- Speed, Life, and Defense.

I generally don't fret about Life at least for battles , since Drills increases that, although it doesn't hurt to do some Training now and then. Speed decreases the percentage that your opponent will hit you, however it won't be as useful if your opponent has Skills levels to match.

Defense of course reduces damage amounts. Skill is something you should focus on, regardless of what else you pick. One-hit kills are nice, but they won't be useful if it can't hit your opponent. Choose whichever strategy you like, but I would not recommend trying to boost all your stats instead of focusing on a few. Triangle: Poor 2. Circle: Medium 3.

Donut: Good 4. Star: Excellent IV. Walkthrough: A. First Steps to Ranching After you put in your name and ranch name, Cleo will waltz in and be your assitant. After all the talking, you can create your monster by two choices.

You haven't created any monsters yet obviously , so you can't use the Encyclopedia, and the Magic Letter method will be available later. Once you've gotten your monster, more talking takes place and now you'll have your first fight after the battle tutorial. Don't worry though, it's easy. Afterwards your enemies will run off. Before you head to the Ranch you should buy a few items from the Market, mainly for stress-reduction.

Do whatever else you want, then choose Ranch. Right now your stable is small, so larger monsters can't fit meaning you can't raise them. Anyway, Cleo will introduce you to Hootie guess what animal that is XD. Time to train! If the course you pick causes a note symbol to appear above it's head, that means this stat gains more at each training then the others.

If a sweatdrop appears, it is lower than regular. Picking a course you did the previous week will have the " This means your gains won't be as good- you'll have to use another course this week for the And one more thing- if your Monster cheats, punish it. Cheating isn't worth it, as the gains will be lower.

Once done, a familiar face will show up from MR 2. Colt delivers your mail, giving you your breeder card and rank certificate. The Rookie Cup she mentions is soon; go, as it's easy and you could use the cash. Also take note that you have to fight in the Official cups in order to rise to the next rank.

There are three of them each year. On week 4, another character will pop out, who thinks Cleo is "h-hot". He's Errick I know, odd name and instantly decides to be the best breeder Next week and every first week of the month after , you pick what your Monster eats.

Using an item once won't have much impact on them, but do it occasionally and your Monster could end up fat, thin, or stressed out if you feed it nothing or something it doesn't like. There are also stress and fatigue reducing food, but you should stick with Potato for now most of the time, unless the Monster hates it.

Off you go to the Rookie Cup. The first Monster is weak, then you fight Errick and his Mew called Katz. If you happen to lose, don't worry. Regardless of the outcome, Errick comes out again. And the next week another annoying character comes around, admiring Hootie, and telling Cleo about Star Rock which supposedly grants your wish. Also Cleo is some sort of Owl-Whisperer. If you haven't noticed by now, I'm not too enthralled by the story of the game or most of it's characters May Week 4- now back to the training.

Colt will come around and tell you that next month the Town Guide will finish being built. That means you'll be able to do Drills. Make sure your Monster is rested up for next month, then head to the Town Guide. Its only g sale time , and you could use a new Tech. Note that most of the other Drill areas are not avaliable until you get higher ranks.

Don't bother with anymore drills after this one; the gains aren't worth it until your Monster gets out of it's "baby" stage about months. Anyway in the first week of Oct. Whenever you're ready, enter the Official E Cup and yes, Errick is there. Your opponents are no threat: beat them down, and Colt will come next week- congrats on entering Class D.



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