Izuna: Legend of the Unemployed Ninja Walkthrough :
This walkthrough for Izuna: Legend of the Unemployed Ninja [Nintendo DS] has been posted at 18 Mar 2010 by hyon and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up hyon and share this with your freinds. And most important we have 3 other walkthroughs for Izuna: Legend of the Unemployed Ninja, read them all!
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Walkthrough - FAQ/Walkthrough=============================================================================== ___ ---._| '. |.' |_.' '. -._ .' ''. --. ---...--' \ ''''.._ Legend of the Enemployed Ninja \ .' | | ___.--._ | .-------_______/ | \ __ .' . . ._ __ _ | | '--..-- .' | | __ \ | . . | | .' | | |\ | | \ .' | | .' -|---| | '. | | \_ '. ..' | | .' .--------|---'--| --'.| _|____----''.. | .' '' ________------________------'' | | .'------ | \_.' \ | \| ' =============================================================================== IZUNA - THE LEGEND OF THE UNEMPLOYED NINJA - NINTENDO DS Version 1.1 (3/24/2007) Version History: 1.1: Few errors corrected - (3/24/2007) 1.0: Basic Guide Complete - (3/21/2007) .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Legality: This Guide is Copyright, 2006, Matthew McIntyre This guide may not be used on a website or in any public forum where it is protected by copyright without the consent of the author. To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com www.honestgamer.com http://www.supercheats.com Game by Success/Atlus. ****************************************************************************** * Table of Contents * ****************************************************************************** *To jump to a section, hold the Control Key and press F, then type in the section number as it appears (ie type IZU1) IZU1: Intro IZU2: Basics IZ2.1: Control IZ2.2: Status Effects IZU3: Strategy IZU4: Using the Orbs IZU5: Dungeons IZU5.1: Snake Hole IZU5.2: Wind Corridor IZU5.3: Shakugan Cavern IZU5.4: Tokofugu Cave IZU5.5: Zekuu Path IZU5.6: Maze of Gods IZU5.7: Singularity IZU5.8: Path of Trials IZU6: Traps IZU7: Equipment IZU7.1: Blades IZU7.2: Claws IZU7.3: Arms IZU7.4: Sticking Talismans IZU7.5: Weapon Fragility IZU8: Expendable Items IZU9: Talismans IZU10: Secrets IZU11: Credits Izuna is rated "F" for "Flirtaceous." It contains scenes of dungeon crawling and well-endowed ninjas. Player discretion is advised. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IZU1: Intro | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you've already read about Izuna, you've likely heard a number of terms thrown around. Dungeon RPG, Dungeon Crawler, Roguelike. These terms all in some way tell you what you should expect from the game. Its unassuming boxart and characters belie a difficult experience. If you're accustomed to Roguelikes, it can still overwhelm you but the learning curve is much smaller. If you bought this game just because Izuna is cute, well you're probably climbing a much steeper curve. But don't give up or get too frustrated. The game is difficult, true, but once you are over the learning curve it actually progresses quite smoothly. There are ways to overcome both the outclassing of your gear and the fact that you lose all items on you when you die. Once you protect the one or two weapons you will want to keep, you can power them up with talismans and after only a little work you'll have one serious piece of hardware. It's impressive though that the game makes fun of the obvious charms of Izuna. She's flirtaceous and vacuous, greedy and dishonest. Of course, deep down she's a good person and not quite as miserable as she seems ;). I appreciate this game for what it is, a difficult experience in a time of easy games. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IZU2: Basics | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Izuna is a Roguelike game, as such it does play out in a specific manner. Every action you take is considered a turn, in other words every item you use, move you make, or attack you attempt. When you make your move, everything else capable of making a move will do so as well. So as you are exploring a dungeon floor, enemies are at the same time stalking you. Each dungeon floor is random, in terms of layout, items, traps (when they are present in a dungeon), and to a degree enemies. Enemies are a little more predictable as you will encounter stronger enemies more often as you descend into deeper floors of the dungeon. At the end of the dungeon is a boss character to fight. Defeat this character to progress the story on to the next dungeon. If you die in a dungeon, the game will save and you lose all of your gear UNLESS you stuck a Kikan Talisman on your weapons and have access to the storehouse. You can also use Kikan to escape dungeons. If you find a weapon you like and keep using it, you can outfit it with talismans for improved potency and you will have to keep them repaired. For more info on this, take a look at the equipment section. SP powers talismans and your attack power. Keep your SP so you can use talsimans when needed and so that your attack does not drop significantly. *IZU2.1: Control* --------------- Izuna uses most of the face and shoulder buttons of the DS, not all of them are necessary but they make life much smoother. Control Pad: Move Izuna Hold R+Control Pad: Position Izuna diagonally, hold R and move to move diagonally. You don't need to do this, but it helps for accuracy in fights and such. Hold Y+Control Pad: Face Izuna up, down, left, or right. Hold R+Y+Control Pad: No risk of movement while picking diagonal direction. Hold B+Control Pad: Move with rapid turn usage. You do not actually run, turns are simply passed more quickly. You will slow down near active traps, items, stairs, and enemies. A (Outside dungeons): Talk to people. A (Inside dungeons): Attack X: Bring up menu. Y (on item screen): Sort items. Hold L+R: Skip a turn, Izuna stays put. Hold to rapidly skip turns and heal, note that this slows down near active enemies (but not eggs or rolled up). Hold L+A: Throw a Shuriken. Hold L+X: Throw some kunai. Hold L+Y: Drop some caltrops in your space. Hold L+B: Set a fuse on a bomb. *IZU2.2: Status Effects* ---------------------- There are a number of status effects Izuna will be subject to throughout the game. These are primarily from traps, but you will also get hit by enemy special attacks. Of course, many of these can be used through talismans or weapons to effect your enemies. Panacea cures most status effects, including beneficials. *Anchor: Izuna is stuck to the ground for a short time and cannot move. She can attack, however. *Awakened: Izuna has enhanced accuracy and evasion. Highly useful. *Blind: You have no range of vision. This subsides over time. Blind enemies have trouble finding you. *Charm: Enemy will fight for you. Please note, if an enemy kills your friend it will change form unless at its final level. This is extremely dangerous early on for this reason. *Confuse: Directionality is messed up, you will not attack or walk in the desired direction. If you must fight, face away and swing... This will be cured in a few turns. *Curse: Your experience gains are cut. This lasts until the next floor if not healed. *Excite: Izuna does double damage. Stops when you head down the stairs. *Fear: SP drains over time. Heal it with a likeness of pochi/mother or head down a staircase. Feared enemies will run from Izuna. *Float: Izuna floats above the ground for a short time. She cannot set off traps nor can she pick up items. *Forgetful: Izuna sometimes drops an item of her's on the ground. Will subside over time. *Paralysis: Izuna loses a few turns. *Poison: Detrimental, but too short-lived to make any difference. *Seal: Izuna cannot use talismans. *Shoulder-Ache: Cannot throw items/weapons or lift up healing orbs. Will subside over time. *Sleep: Izuna falls asleep for a few rounds or until hit. *Sweat: Izuna feels sweaty and refuses to equip any gear. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IZU3: Strategy | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here's some general schemes to keep in mind when you're deep in enemy territory and looking for a way out. *Avoid Mobs: ---------- When you are mobbed, multiple enemies will be attacking you at once. You need to take into consideration that this can happen and that you should know how to avoid this. A powerful attack or utility talisman helps when you are mobbed. If enemies surround you, running becomes a tenuous situation. They will still swing at you as you try running. The best way to avoid mobs is to use the corridors to fight, the best way to fight in a mob is to prioritize... *Using Corridors: --------------- +--+--+--+--+ Corridors let you parse enemies off into one at a time. That is |##|##|##|##| only one can attack you in here due to space restrictions. Of +--+--+--+--+ course, one may be on their way from the other direction, but | |En|En|Iz| it is still better than getting ganged by 3 or 4 at once. +--+--+--+--+ |##|##|##|##| Stay away from the opening of the corridor, as some enemies +--+--+--+--+ can still get you with their special attacks this way. *Splitters: --------- Enemies that split are a real problem, always use corridors when fighting them because you can go from fighting two, to fighting 5. They're usually not the most powerful monster but they are certainly among the most dangerous. Yami-Uchi will kill one directly, meaning no clones. *Prioritize: ---------- When you're attacked by a group of enemies, and there's say a Ghost, an Artisan and a Bunnia. The Ghost or Artisan take priority because the Ghost can drain your SP and the Artisan can create more monsters. It's important that, if you cannot escape a mob that you take out these bigger threats first. The group becomes so much more manageable that way. *Talismans: --------- The other way to escape a mob is with an incapacitating, damaging, or the teleportation of Ten'i will help you escape or quell the mob... It's good to keep a few Talismans on hand for this explicit purpose. As far as sticking Talsimans is concerned, you don't normally find a weapon with a good CAP, but if you do go for it. *Kikan: ----- One of the most useful talismans, and you can find them in the first dungeon. It could be worth it to collect a few Kikans, and take a few trips into and out of your current dungeon collecting gear and high-end items. Once you've gained levels and money/items doing this, try for the boss or deeper floors along with your choice of weapon from your delving. Kikans, by the way, only cost 10000 at Ippitsu's. So if you're at a high level dungeon, you can make this money no problem so you can buy a new Kikan every trip out. *Keeping Rare Talismans: ---------------------- Rare talismans seem to be on the receiving end of a fire trap far too often. What do you do? Grab a Claw or Arm you don't plan on using and stick them on here to protect them. Not only does it protect them, it also allows more room for functional talsimans or items. Stick a Kikan on the claw/arm as well if you are really concerned. The most valuable Talismans are the weapon spirits, you'll value this method if you find a few of them! *Keep Your SP Up: --------------- Your SP determines how effective your attacks are just as much as your level and weapons do. If you have no SP, your attacks are miserable. An Enma arm is excellent in this instance, because enemy hits don't decrease your SP. Alternatively, keep 2-3 Likenesses on you at all time and every one you find look at (unless it's better than what you already have, of course). If there's a Likeness around, maybe clear the floor then look at it before heading down. *Skip Healing: ------------ Watch your map when you use skip to heal, and the rate at which your hp is increasing. When red appears on the map or your rate slows down, there's a threat nearby. This is actually useful in dark corridors, because it's an early warning that an enemy is on its way. Throw a shuriken down the hall and if you don't hear a *clink* then it's likely on its way. *Walk Healing: ------------ Against an enemy with normal speed, and at least one space between the two of you, use the corridors for health if you need. They will never catch you in the corridor until you hit another enemy or take some other action. While there are risks involved here, there's also the chance that if multiple enemies were following you some will break off from the main group and you can deal with them later on. You will never escape from enemies with 2x speed. *Shurikens/Kunai: --------------- Indiscriminate use of either item is not advised. They are best used against enemies that are weak against them, very powerful enemies before they reach you or when you are weak and trying to recover. Kunai can hit multiple targets but it is much more difficult to aim than Shuriken. Well, its more difficult to hit enemies with the diagonals. *Caltrops: Mass Scatter: ---------------------- If you are desperate and want to block off all land-borne enemies with caltrops fling the whole bag. They will scatter everywhere and enemies will have a large dragnet to wade through. The other advantage here is that it serves as an indication of enemy proximity. Bosses have their own grunt or pain sound that makes laying out a huge array of caltrops most useful. *Save Bombs for the Boss: ----------------------- Bombs are hard to predict with respect to their fuse and the best use for them honestly is just chucking the whole bag. They are always useful to throw at bosses and will always do heavy damage do to their percentage based damage... In that same light, bombs do much less damage to normal enemies! *Pictures of Hell and Heavy Pills: -------------------------------- The effect is small, but permanent so there's no real reason _not_ to use these items. Yes, Hell makes you feared. But you can just go down the stairs and be fine. Every little bit helps, after all! *Don't be stingy...: ------------------ Your HP and SP are going to be fully restored before fighting a boss, so if you are on the last floor and are worried about using a talisman - use it. If you want to heal - save it unless the enemies here look like they're going to rip you a new one altogether. Honestly, the first time you fight bosses you don't need much healing. A few Blessings or Divinities and your big attack options will do most of them in quickly. *Searching for Traps: ------------------- You can find traps by using Reppu on your weapon. Swing the weapon and if a trap is in front of you, it will appear. This is mighty tedious but if you want to avoid traps its your best bet. The only word of caution here is that if your main weapon is a claw, use a claw for searching and if it's a blade... well do the same. The reason? Enemies are bound to arrive and switching from claw to blade/arm wastes time. You want to switch asap. *Experience Hotspots: ------------------- You gain so many levels just playing through the game, but if you want to increase your yield grab an Asura Blade and activate Demon Traps for extra enemies to fight or fight splitting enemies (even try and coax them into splitting by using weaker attacks such as shurikens) and kill the clones. *Throwing Talismans: ------------------ There are a few Talismans you may want to throw at enemies... Suitai: Levels down (unless lowest level) Kikan: Removes the enemy (but this is a waste!) Ten'i: Teleports enemy Fuuma: Seals the enemy Essentially, throwing a talisman makes the enemy the user of the Talisman. This means throwing a Jinrai or other is not recommended. While you should take powerful talismans with you, if you're low on SP or in the instance of Suitai and Fuuma, you need to throw it, you may as well huck a talisman... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IZU4: Using the Orbs | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Well, you get the orbs in this game from defeating the bosses. Using the orbs will heal curses placed on villagers. Generally, when you beat a dungeon use the new orb on everyone, and use every orb on any new people. ***After getting the Orb of Earth, use it on: ----------------------------------------- Hinagiku: Little girl running around by the shrine. Katsutake: He's out by the mines. He offers his service as a blacksmith now. Mitsumoto: This will heal his delirium. He's runnign around to the right of the Inn. Tsubakai: She's in front of the storehouse. This lets you use the storehouse, and Kikan stuck gear can come back here. ***After getting the Orb of Wind, use it on: ---------------------------------------- Gen-An: Cures his childish curse, necessary for story progression. Shino: Cures her attitude curse, necessary for story progression. Takechiyo: In the lower part of town, this will stop his coughing. Tokosuke: Near the mines, after healing him you can hear about various game mechanics from him. Ume: The innkeeper, you'll no longer be charged 300x the going rate ;). ***After getting the Orb of Fire, use it on: ---------------------------------------- Azuki: Clears her skin up, she runs the pill/item shop. Gen-An: Cures his sickness and progresses the story. Ippitsu: Found above where Mitsumoto is, heal him and his Talisman shop opens. Moe: Old lady near the shrine. After healing her, she'll tell you a story that is actually an explanation of Bomb mechanics. Nagasada: In the lower right of the caves area, the Burn/Peel shop is open now. Tatsutoshi: You cure his athlete's foot, he's the kid running around near the Shrine. ***After getting the Orb of Water, use it on: ----------------------------------------- Hiyoshimaru: Found in the southeast corner of town. Ichika: Near the entrance to the mines, she will change her criteria for finding a man. Kazunari: Near entrance to town. Will no longer worry about going bald. Kichou: Ex-Geisha near the shrine, she will say your meeting is fated. Tagosaku: Near the dakon patch, he will stop fretting over his radishes. -=-Additionaly, use the Orb of Wind on Soubei, a new visitor to the town. He is mildly perverted, but will begin to think of his wife again. ***After getting the Orb of Air, use it on: --------------------------------------- Ina: She's found up high in the shrine grounds. Kakuji: He will find iron ore, and his depression will lift. Found at mine. Mitsumoto: Asks you to heal him, and then makes his move ;). Sakichi: Will actively search for his love rather than sit around waiting. Seitaro: The yojimbo in the southeast of town with the scarred face. He will realize that justice is from the heart. Tojiro: Regains confidence in his pottery. Found at mine. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IZU5: Dungeons | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The dungeon floors in Izuna are randomly generated. This means I can only give you a basic rundown of the dungeon in terms of _traversing_ it. Any perculiarities related to the dungeon I can describe, and I'll give you a break down of the enemies within and the boss. The general layout for this section is a brief description of the area, the enemies, and then the boss. If you're wondering where to use the elemental orbs, please refer to section IZU4 for details. Generally, you need to find out what the curse on the townsfolk/your clan is at the time and then talk to Takechiyo to discover where the dungeon is. If you try entering a dungeon before you disover this information, you will be unable. So basically, find out which god you have to see, then find out where to find the next dungeon. *IZU5.1: Snake Hole* ------------------ 6 Floors deep (5 + Boss). The Snake Hole is the first dungeon in the game, and as such it is an ideal area to learn the strategies that will lead to your ultimate victory. That's not to say you should take it lightly, however, as getting ganged up on when you're fresh into the game will prove fatal. What you need to look out for in this dungeon are the Frogguns. As a Froggun, they are not difficult. However, they expel eggs when killed, which hatch into Tadduns when disturbed. Tadduns are brutal at this level, and should be avoided in most instances. Collect Ten'i, Kikan, Fire Pills and Bombs. The latter two will help against the boss at this time. Ten'i will let you teleport away from your current position and Kikan lets you leave a dungeon with all your gear. Light of Healing is also good around now, as you'll get most if not all of your hp back when you use it (500 hp). *Enemies: *Bean Bunnia* ----------- Money: 75 Exp: 50 Bean Bunnia are literally the weakest enemy in the game. However, they will still work you over if you get mobbed. Dealing 50 hp of damage, with your low 300 hp, they are still considerable when you're level 1. However, you'll quickly overcome this enemy and it's threat level falls off. *Bore* ---- Money: 150 Exp: 300 These hulking brutes are powerful attackers that have the ability to knock you back a space. If they knock you back, retaliate with a shuriken. You may want to throw a couple before they reach you, too. *Fresh Heads* ----------- Money: 155 Exp: 310 Fresh-Heads float, so you'll not catch them in any caltrops. Besides this, they are simply powerful attackers. As long as you aren't mobbed they aren't that bad. *Froggun* ------- Money: 115 Exp: 200 An easy enemy to kill for 200 experience, but the real threat is in their offspring. +--+--+ When the Froggun dies, it expels an egg. This egg is expelled |Eg|Fr| behind the Froggun one space. If attacked, this egg becomes a +--+--+ Taddun, the most vicious enemy in Snake Hole. Do NOT let an egg block a vital passage (ie the way to the room with the staircase down) if you do not have an alternate passage/ten'i (and even that is not reliable enough to get you past the egg!) to reach the stairs. Otherwise you will have to fight the Taddun. *Hikari* ------ Money: 65 Exp: 130 Hikari are the only enemy to wield weapons in this dungeon, both in melee and ranged combat. Hikari throw shurikens at a distance. These aren't terribly powerful, but they can be painful at a low level. You CAN put another enemy between you and Hikari and his shurikens will hit the other enemy, however. *Jabadillo* --------- Money: 125 Exp: 200 Jabadillos have a decent level of attack, and they roll into a ball when they've taken considerable damage (it seems to be 2/3). As a ball, they have much higher defense and will take either 1 or 0 damage. Of course, this causes wear on your weapon. If they are hit for 1 damage, they will uncurl and attack you. If they are against a wall when they uncurl, the attack is instantaneous. If they are not, they must move towards you. You hit them back one space when you attack them and they are rolled up, so don't hit them against a wall if you want to avoid the stab. The ball will not uncurl until damage is done, so you can leave Jabadillos until you finish with the other enemies OR use them to block pathways while you heal (ie using skip while blcoking enemies with the curled Jabadillo). *Marumon* ------- Money: 100 Exp: 100 Marumon are those round green-blue enemies with the tails. Like Bean Bunnia, they are purely physical enemies. They are only slightly more threatening, but again they can be bad in mobs. *Nurikabe* -------- Money: 160 Exp: 320 Nurikabe are the large rock wall monsters. They have a high attack rating and a high defense rating. Take them on only if they're the only monsteraround. Nurikabe are indifferent to you, or so I find. They walk around until they reach a hallway and then they get stuck. Once they are in the entrance of a hall, they cannot move. You may want to pump a few shurikens into them before approaching them. They will always attack you before you attack them in melee combat, so remember that when you go in for the kill. *Rock-Head* --------- Money: 140 Exp: 280 Rock-Heads are fairly powerful and have high defense. In other words, your weapons will wear out faster trying to overcome their defense. At this point your shurikens probably only do 30 damage or so to a Rock-Head so your best bet is still to take them on head-on. *Taddun* ------ Money: 850 Exp: 1700 If you manage to kill a Taddun, the rewards are great. However, killing the Taddun is a whole other task in itself. Tadduns are about as strong as creatures froma few dungeons from now. They can kill you very quickly. The only time you should attempt fighting a Taddun is if their egg blocks your path and you have no other option. I'd suggest pounding it with shurikens from max distance and leaving caltrops for it to squirm over. Heck, throw a bomb or fire pill if you want to (though they are best saved for Shuuchi). Of course, prevention is the best course of action and if you kill Frogguns out in the open, their eggs shouldn't be in the way. -Shuuchi- ------- Shuuchi is not a terribly hard boss. Bombs, fire pills, and Ten'i will help you out the first time through the cave. He is a powerful attacker but not so brutal that you have to level up to fight him. One thing to note is that you are on a floor with other enemies. Please consider killing these off before fighting Shuuchi. Shuuchi does have a special attak, Iai Slash. This slash goes through you and can be used at a distance. This is preventable if you have your back to a wall. Example: +--+--+--+--+ | | | |Sh| Where Iz = Izuna and Sh = Shuuchi. He cannot Iai Slash you +--+--+--+--+ because there is a wall in the way. While you are tossing things | | | | | at Shuuchi, keep a wall to your back in relation to your position +--+--+--+--+ compared to Shuuchi. | |Iz| | | +--+--+--+--+ |##|##|##|##| +--+--+--+--+ This can be exploited in another way, actually. You can force Shuuchi to travel through a corridor filled with caltrops (even throw them to cover part of the corridor if you must). Throw bombs and sleep/fire pills at Shuuchi if you need to, and Ten'i away if he overwhelms you. *IZU5.2: Wind Corridor* -------------------- 6 floors (5+ Boss) The Wind Corridor is not actually that different from the Snake Hole. It's the next step up, and most of the enemies have special abilities. You won't require that many more levels here. You're going to want to pick up at least two Panacea, two Ten'i, and two Kaishin for the boss. Bombs of course apply again. Fuuka can inflict a confuse status on you, so these items are very important. Get used to the enemies and how their special attributes apply. Especially get used to how some enemies split - create a copy when you hit them. *Chibi Marimo* ------------ Money: 125 Exp: 250 Chibi Marimo are not the greatest attackers but they split, and split easily. They are weak against blades and shurikens, but do NOT use shurikens on a Marimo. You'll increase the the chance of it splitting multiple times by using weaker attacks on it! Stay in a corridor and take them on one at a time. You will want to destroy them in two hits max. Talismans don't seem to split them, by the way. I mean those like Rekka. A real bummer is when a chibi Marimo kills a friend and becomes a Super Marimo. They are much more powerful and you'll likely want to escape in this instance. *Chirp-a-Doodle* -------------- Money: 215 Exp: 430 These chicken enemies are just plain strong physical monsters. They can do a fair deal of damage, but otherwise they're justa decent source of experience. Unfortunately, in a mob there's likely more potent enemies in terms of abilities so they _can_ do a fair deal of damage to you based on this virtue alone. *Cold Wind* --------- Money: 260 Exp: 520 A floating enemy with decent potency. The special quality however is that if you hit it, there's a very good chance you will switch places with it. This could put you in a pincer between enemies, so continue to focus on the Cold Wind. Hey, it might even allow you to put the cold wind between you and some approachinge enemies. Consider your options well! *Daigoro* ------- Money: 500 Exp: 1000 A fairly rare monster in the wind corridor, and also powerful. First apprearing as a little vehicle type device with a jabber on the end, it will transform into a robot with powerful blades once a certain amount of HP (it seems to be 2/3) has been expended. If you meet a Daigoro, it won't put up so much of a fight that you'll need to run, but be ready to heal because its damage increases considerably once it transforms. *Departed Soul* ------------- Money: 200 Exp: 400 Departed souls are floating ghosts, caltrops won't effect them but the Exorcism claw most certainly will. Departed Souls have a "BOO!" attack which saps a bit of SP and causes the Fear status. This makes them a priority enemy. They may drop a likeness item, but don't count on it. I highly recommend using shurikens on souls as they approach. Curing fear status could get expensive (or you could use a staircase instead of an item but your SP will drain by the time you get there). Having no SP is a bad position to be in! *Drowsy Shroom* ------------- Money: 175 Exp: 350 Drowsy Shrooms can put you to sleep, allowing the enemies a |
