Monster Kingdom: Jewel Summoner Walkthrough :
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M o n s t e r K i n g d o m - J e w e l S u m m o n e r
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A walkthrough authored by snkupo
Document version 1.1 - January 06, 2008
snkupo@gmail.com
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- TABLE OF CONTENTS -
===============================================================================
o-----------------------------------------------------------------------------o
| NAVIGATION: Each section has a [code] tied to it in the table of contents. |
| Press CTRL + F to bring up a search box, then type the code of your choice. |
| Now hit ENTER on your keyboard to jump down to the section itself. |
o-----------------------------------------------------------------------------o
BEFORE YOU START PLAYING
- Introduction......................................................[SumoInt]
- Controls and Overview.............................................[SumoCtr]
- Gameplay Basics and Hints.........................................[SumoHin]
- The Battle System.................................................[SumoWar]
- Amalgamy..........................................................[SumoAma]
- Elements Explained................................................[SumoEle]
- Characters........................................................[SumoCha]
THE WALKTHROUGH
- A Lonely Hunter Traveling The Land................................[Vice001]
- Back At The Training Grounds......................................[Vice002]
- An Assignment To Aleh Muza........................................[Vice003]
- After Returning From The Lighthouse...............................[Vice004]
- Onwards To The Capital City.......................................[Vice005]
- The Abomination in The Lighthouse.................................[Vice006]
- Zandra and Her Missing Son........................................[Vice007]
- Visiting Nuga Salan...............................................[Vice008]
- The Jewel Festival in Mirac Nera..................................[Vice009]
- After Visiting Vice's Dad.........................................[Vice010]
- Escaping To Mirac Nera............................................[Vice011]
- Ending I - Underground Maze.......................................[Vice012]
- Ending II - The Monolith..........................................[Vice013]
- Bonus Content.....................................................[Vice014]
MISCELLANEOUS INFORMATION
- Monster List......................................................[ZygaBea]
- Monster Habitation................................................[ZygaLoc]
- Evolution Chart...................................................[ZygaEvo]
- Accessories.......................................................[ZygaAcs]
- Consumable Items..................................................[ZygaItm]
- Frequently Asked Questions........................................[ZygaFaq]
THE END OF DOCUMENT
- Contact Me........................................................[CozyCon]
- Greetings.........................................................[CozyGre]
- Legal.............................................................[CozyLeg]
- Version History...................................................[CozyVer]
==============================================================================
Introduction - [SumoInt]
==============================================================================
Hiya, I bet you're here to get some help or information in regards to Monster
Kingdom: Jewel Summoner. That's great, and hopefully you've arrived at the
right place. Anyway, Jewel Summoner is the brainchild of Cozy Okada, one of the
masterminds from roleplaying game company Atlus. Jewel Summoner is a
roleplaying game as well, but here, the focus is set on Monsters who are
summoned by people described as Jewel Summoners. The Monsters are kept inside
jewels, and unleashed when summoned by their owner in battle. When a Monster
wins battles it earns experience, and eventually, it will level up to grow
stronger and learn new abilities.
Because each Monster is bound to an element, it is important to choose the
right Monster to fight your opponents. For example, if you're fighting a Fire
type Monster, the best thing you could possibly do is to summon a Water type
Monster, since Water is strong against Fire. Read more about elements in the
section I've dedicated to that subject here in this FAQ.
Unlike Nintendo's Pokemon series however, I feel that there is much more value
in the actual storyline of Jewel Summoner. The whole thing isn't just about
catching Monsters and making your dream team of them. This isn't a game where
you fall in love with a cute, yellow thunder mouse. It's pretty different.
The Amalgamy system which is used to learn your Monsters new abilities, and
even evolve them is pretty complex, which adds great depth to the game.
Anyone who likes roleplaying games can safely give Jewel Summoner a try. I will
however have to warn you if you don't like long conversations, since there's
lot of them in the game. Think of it as Xenosaga, only without the cut-scenes.
Now that you know a little about the game, lets continue. I'll try and lead you
from the beginning till the very end of the game, so wish me luck. I'll do my
best not to confuse you.
==============================================================================
Controls and Overview - [SumoInt]
==============================================================================
_____________________________________________________________
,' L ,' `. R `.
/-----' .-----------------------------------------. `-----\
/ | / \ | \
/ __ | / \ | .-. \
/ | | | / Abilities Effects \ | (/_\) \
| __ \/ __ |___ \| .-. `-' .-. |
| |__ > < __| | | | ([ ]) ( O ) |
| /\ | | | `-' .-. `-' |
| |__| | | If you want to evolve a Monster into a fire-aligned form, you
|
| will have to use fire Quartz stones during fusion. |
| |
| -> When evolving a Monster, you will usually have to carry out several |
| fusions, since you can't fit all the Quartz stones in one fusion. |
| |
| -> After picking what Quartz stones to use in a fusion, you can add |
| certain consumable items to alter the fusion process. One such |
| item is the [Covenant] which speeds up the process by a great deal. |
| |
| -> Fusion Amalgamy is not always successful. However, to ensure a |
| much higher success rate, let Meister Jerro do fusions where you use |
| dark-aligned Quartz stones, and let Mikaela do fusions where you use |
| light-aligned Quartz stones. Read more about element alignment in the |
| section I've dedicated to elements in this FAQ. |
| |
+----------------------------------------------------------------------------+
Reinforcement Amalgamy
----------------------
This type of Amalgamy is used to increase you Monsters' stats. All kinds of
stats can be increased; you can even increase your experience points without
having to fight. Abilities can be reinforced as well, so that they deal more
damage or heal better. Instead of using Quartz, you pay for reinforcement
Amalgamy using Amalgamy Points. Talk to Mikaela to reinforce stats, and to
Jerro for reinforcing abilities. Amalgamy Points can be gained by recycling
Monsters at the monolith and fighting battles.
==============================================================================
Elements Explained - [SumoEle]
==============================================================================
In most RPGs, there is an elemental system. In Jewel Summoner, this system
plays a very important role. If you don't master, or at least understand the
elemental system, you have two choices: learn about it or stop playing.
That might sound a little harsh, but in order to play the game, you need to
know what kind of attacks and Monsters to use against your enemies.
- Element Basics: Each Monster in Jewel Summoner is aligned to one of eight
elements - Light, Dark, Fire, Ice, Wind, Earth, Thunder and Water. Light
and Dark are special elements, and are strong against each other. To find
out what each of the other six elements are strong or weak against, check
the diagram below. Each element is strong against another element, which
means that there is no element that is 'better' than the other ones. Each
element has its own strength and weakness.
+-----------+----------+----------------------------------------------------+
| STRONG | WEAK | EXPLANATION |
+-----------+----------+----------------------------------------------------+
| Fire | Ice | The elements to the left are the six main |
|----------------------| elements. Each of them are strong against one of |
| Ice | Wind | the other elements, and weak against another one. |
|----------------------| For example, Fire is strong against Ice, and Ice |
| Wind | Earth | is weak against Fire. In a battle situation, |
|----------------------| you should, for example, never use an Ice type |
| Earth | Thunder | Monster against a Fire type Monster, since Fire |
|----------------------| type Monsters are strong against Ice. |
| Thunder | Water | |
|----------------------| These rules are very important, so remember them. |
| Water | Fire | |
+-----------+----------+----------------------------------------------------+
+-----------+----------+----------------------------------------------------+
| STRONG | STRONG | EXPLANATION |
+-----------+----------+----------------------------------------------------+
| Light | Dark | Light and Dark are different from the six |
| | | other main elements, since they are both |
| | | strong against each other. |
+-----------+----------+----------------------------------------------------+
- Element Colors: During battle, there are several icons on the lower part
of the screen. One icon per Monster. The icons are colored so that you can
quickly find out what kind of element each of the Monsters are tied to.
This is a small diagram displaying what element each color is representing:
+-----------+--------------+
| ELEMENT | COLOR |
+-----------+--------------+
| Fire | Red |
|--------------------------|
| Ice | Light Blue |
|--------------------------|
| Wind | Green |
|--------------------------|
| Earth | Orange |
|--------------------------|
| Thunder | Yellow |
|--------------------------|
| Water | Dark Blue |
|--------------------------|
| Light | White |
|--------------------------|
| Dark | Black |
+-----------+--------------+
- Element Alignment: Finally, each of the six main elements are connected,
or aligned, to either Light or Dark. This is not as important as the rules
mentioned above, but still worth explaining. For example, Earth is
connected to Dark while Fire is connected to Light. This means that Earth
and Fire are a little stronger against each other than two elements which
are both connected to Light. Another example is Wind and Thunder, which are
both connected to Light. Because they are both connected to Light, they do
not get this little power boost against each other. What each of the six
main elements are connected to, is explained in the diagram below.
+------------+-------------+------------------------------------------------+
| ELEMENT | ALIGNMENT | EXPLANATION |
+-------------+-------------+-----------------------------------------------+
| Fire | Light | Elements that share the same alignment will |
|---------------------------| not get the small power boost that elements |
| Ice | Dark | which do not share alignment get receive |
|---------------------------| when being used against each other. For |
| Wind | Light | example, if you use Wind against Fire, |
|---------------------------| there will not be any boost in power, since |
| Earth | Dark | both share alignment to Light. If you use |
|---------------------------| Fire against Earth however, there will be a |
| Thunder | Light | power boost, since they do not share |
|---------------------------| alignment. Try not to forget. |
| Water | Dark | |
+-------------+-------------+-----------------------------------------------+
==============================================================================
Characters - [SumoCha]
==============================================================================
Vice -- Sex: Male - Age: 18 - Height: 175cm - Weight: 61kg
--------------------------------------------------------------------------
Vice is a man that travels around as a hunter. He helps people, carrying out
missions that they give him, almost like a bounty hunter or mercenary. Vice's
mother was killed by an Abomination when he has little, creating in him an
insatiable thirst for revenge. He has received no formal training as a Jewel
Summoner, but is still able to summon a Monster from a jewel that his mother
left him. Vice dislikes talking about his own feelings. In addition, he isn't
too friendly towards other people, and tends to keep them at distance.
Lynn -- Sex: Female - Age: 19 - Height: 173cm - Weight: 56kg
---------------------------------------------------------------------------
Hailing from a southern island, Lynn might appear as a little rough, but has
a warm heart on her inside. She traveled to the mainland in order to receive
training, in order to satisfy her own grudge against Abominations. Lynn is
a very calm person, and is relied upon by the other Jewel Summoner trainees.
She doesn't like to show her emotions to other people, which makes it hard
for the others to know what she's really thinking. She is also a descendant
of the long-lost Mauluk Tribe, and believes that the Monsters contained
inside jewels are gods. She became a Jewel Summoner in order to protect her
tribe from a prophecy claiming that Abominations will destroy the world.
Grey -- Sex: Male - Age: 18 - Height: 170cm - Weight: 54kg
--------------------------------------------------------------------------
A member of The Order that wants to be a Jewel Summoner. He's a trainee
that looks on Vice as a rival, and admires the ancient figures who are
said to have lived with Monsters and tamed them. He acts on impulse, is
restless and proud, but has a self-conscious side as well. Grey is spoiled
and selfish and cares little for the people around him. He joined The Order
to rebel against his father, and tends to treat Monsters as mere tools.
He likes streetwear, and looks more like a punk than a Summoner trainee.
Bargus -- Sex: Male - Age: 24 - Height: 194cm - Weight: 89kg
---------------------------------------------------------------------------
Many people think that Bargus looks older than his true age, 24 years. He's
not very hot-headed, and seems to accept all kinds of persons, no matter how
they treat him. He masks his true self, seeming to want something more than
to be a Jewel Summoner. A very mysterious man with great skills.
Elycia -- Sex: Female - Age: 16 - Height: 157cm - Weight: 46kg
------------------------------------------------------------------------------
A sweet, gifted Jewel Summoner trainee. Elycia is charming, but her looks
belie how ruthlessly she's willing to seek after rare jewels. She thinks that
her problems are everyone's, but is very talented at most things. Her attitude
often gets her into trouble, especially when she's near Grey. Her personality
is pretty unstable, which makes it hard for the others to really know how
to talk to the often hyperactive Elycia.
Razni -- Sex: Male - Age: 70s - Height: 178cm - Weight: 70kg
----------------------------------------------------------------------------
Razni is the head of The Order, and organization that researches jewels and
opposes the use of jewels as an energy source. He's very experienced, and
acts as a Jewel Summoner and a Jewel Meister, being able to refine and
amalgamate jewels. While little is known about the man himself, Razni wants to
restore the world to its previous state, so that men can once again live
together with Monsters. A very vice, powerful man.
==============================================================================
A Lonely Hunter Traveling The Land - [Vice001]
==============================================================================
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| 1000 Perla................[ ] Biscuits................[ ] |
| |
+-------------------------------------------------------------------+
Jewel Summoner starts out in a forest, where a lonely hunter named Vice is
currently chasing an Abomination. Vice believes that his deceased mother was
killed by a Abomination, and is traveling around, trying to find the one that
murdered his mother. The only thing that he's got to remind him of his mother
is a strange jewel. The jewel lets Vice summon his very own Monster - Schatten.
You'll get to fight the Abomination, but this battle is far from an
introduction to how the battle system in Jewel Summoner really works. Just use
the Normal Attack option several times to take the Abomination down. After
winning, Vice goes back to speak with the mayor who gave him the mission to
kill the Abomination that you just defeated. The mayor gives you [1000 Perla]
and five [Biscuits]. Since the Abomination you killed wasn't the one that
murdered Vice's mother, the mayor recommends talking with The Order, and
organization not far from this small countryside town.
------------------------------------------------------------------------------
Aleh Muza
------------------------------------------------------------------------------
After leaving the mayor's house, try entering the residence in the western part
of town. There aren't a lot of houses here in Aleh Muza, and besides from an
item shop, the mayor's house this western residence is the only place you can
go, if you don't want to leave town right away. Talk to father and son inside
the residence. There isn't a lot of stuff you'll need from the item shop this
early in the game, so just try and leave Aleh Muza for now. A man in red
clothes stops you. He asks you if you were the one that killed the Abomination,
and explains that the Abomination isn't dead, and that it will return. For all
you know, this man might be lying, so just ignore him and leave town. On the
world map, head for Azure Monde, a port town just east of Aleh Muza.
------------------------------------------------------------------------------
Azure Monde
------------------------------------------------------------------------------
A young fellow explains that the bridge that connects Azure Monde to the island
that The Order have their headquarters on isn't lowered right now, so you'll
have to wait a while before contacting The Order after all. Talk to the three
persons that are hanging out at the plaza in the middle of town, then head into
the only residence on the town map. The young man from earlier is here, and so
is his old man. Talk to them, then lead Azure Monde. A red dot appears on the
world map. Head over to that dot to reach the Training Grounds.
------------------------------------------------------------------------------
Training Grounds
------------------------------------------------------------------------------
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| 500 Perla................[ ] Biscuit................[ ] |
| Antidote.................[ ] Biscuit................[ ] |
| |
+-------------------------------------------------------------------+
A group of jewel summoner trainees are talking outside of the training grounds.
After they've left, try walking into the training grounds yourself. Upon
touching the blue laser fence, which is really a trap, fight a Fire Wyvern.
As earlier, just use the Normal Attack option. Once inside the ruins, touch the
save point to heal, and of course save your game. Overhear another conversation
between the trainees, then follow them into a new room. In the next room, the
trainees split into two groups. One goes west and one goes east. Follow the
group that headed east. When you catch up to the team, consisting of Grey and
Bargus, they have found a water jewel that they're fighting about. After
they've both left, grab [500 Perla] from the treasure capsule on the ground.
Head back to the room where the two groups split up. There is an capsule in
the northern part of the room, at the other side of a gap. Just ignore this
capsule for now, and head west, following the second group of trainees. Head
south now and follow the path until you find a treasure capsule containing a
[Biscuit]. Now go north instead. There's two capsules here, just before
another of those laser fences that trigger battles. You'll get an [Antidote]
and a [Biscuit]. Run into the fence, kill the Behemoth, then continue north.
Ignore the western part of the area, since there is another capsule at the
other side of a gap, which you can't reach now there. Lynn and Elycia are
arguing. Follow them.
Touch the save point down here, fight a Griffin after running into a fence,
and overhear a conversation between Lynn and the professor. Let them run off
south, then head west yourself. A Young Trent is attacking Elycia in here.
Kill it off, then let Anhj introduce herself. She's a member of The Order.
You'll have to fight her, but winning is impossible, so just let her take you
out with her Unicorn Monster. Follow the others back to The Order afterwards.
------------------------------------------------------------------------------
The Order
------------------------------------------------------------------------------
Back at The Order's island, inside the Monolith room, Razni introduces
himself to you. Razni is the head of The Order. The Monolith is the huge
pillar in the background. Razni says that it is somehow related to jewels
and Monsters. Razni wants you to demonstrate your summoning. Just fight
Razni's Shenron and let it defeat you. Vice's jewel now fuses with the
Monolith, but even Razni has no idea why. Razni recommends staying here at
The Order, training together with the others you met in the Training Grounds
some moments ago.
Razni gives you the {Mystic Hawk}, which is a replacement jewel, which lets
you summon Mystic Hawk, a Monster. Jewels and Monsters are basically the
same thing, since you summon Monsters by using jewels. Mystic Hawk is the
only jewel in your inventory right now, since Schatten was fused into the
Monolith.
Leave the Monolith room and let Anhj tell you about The Lounge, which is the
common room where you can relax. Now, head into the Academy. The other trainees
are in here as well, and so is Skipper, which is Anhj's assistant. Lynn falls
into a trance, but that's not very unusual for her, Skipper explains. Go back
into the Lounge and call it a day. Elycia and the others are in here as well.
They're all pretty gloomy, but don't let them get to you.
At night, Vice decides to go check up on the Monolith, just for kicks. Grey
is waiting, and he's not very happy about all this. Use your Mystic Hawk in
the upcoming battle to beat Grey's Baby Wyvern. Go back to sleet after Anhj
tells you to. After waking up again, go see the others at the Academy.
You're going to have to choose two of the other trainees to team up with in
the upcoming training exercise. Choose whoever you like talking to, it
doesn't really matter a lot, save for different dialog for each of the
characters and different starting jewels. In this walkthrough, I'll go with
Elycia and Lynn. If you choose to have Elycia on your team, you won't be
able to have Bargus join you, though. The same goes for Lynn - she does not
want to join you if Grey is on your team. Now leave the Academy with your team.
Razni wants to speak to you outside. Something has happened to the Monolith, he
says. Now you can actually use the Monolith to equip, rename or recycle jewels
that Vice, or the other party members have with them. You can also view the
profiles of Monsters that you have encountered earlier. Remember this for
later. Outside again, the Study Room has been unlocked. Go there to learn about
the battle system and elements. This is important, so I recommend going there.
Afterwards, go back to the World Map, then head over to the Training Grounds.
==============================================================================
Back At The Training Grounds - [Vice002]
==============================================================================
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| Wind Prisms..............[ ] Thunder Prisms.........[ ] |
| Fire Prisms..............[ ] |
| |
+-------------------------------------------------------------------+
Anhj has prepared a challenge for you. Since there are two teams, one lead by
yourself and one lead by Skipper, you're going to try and find a Quartz rock
that has been hidden in the training grounds before the other team finds it!
Anhj explains that Quartz, when amalgamated with jewels, can bring changes to a
Monster. These changes can be very useful, or very bad. More on that later.
Unfortunately (or fortunately, depending on you) the seal that protected this
place from Monsters has broken, so now, you will encounter battles while
running around inside the training grounds. The encounters are random. Now talk
to everyone to have the other group leave. Anhj gives you five of each:
[Wind Prism] [Fire Prism] [Thunder Prism]. Using prisms, you can catch Monster
that you meet, and summon them yourself for use in battle. For example, if you
meet a Fire type Monster, you must use a Fire Prism in order to catch it.
Lowering the Monster's LP (health) makes it easier to catch - remember this!
Now head into the training grounds and save your game at the save point.
------------------------------------------------------------------------------
Training Grounds
------------------------------------------------------------------------------
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| Mythril..................[ ] 500 Perla..............[ ] |
| Light Prism..............[ ] Light Prism............[ ] |
| Target Quartz............[ ] |
| |
+-------------------------------------------------------------------+
Access the main menu by pressing the Triangle button. Now, just to give you a
quick explanation of things to come, you can navigate the in the main menu by
using the L and R buttons and the directional pad. The most important thing
right now can be found under the Jewel tab - the Rearrange option. Whenever you
catch a new Monster, you can rearrange it so that any of your party members
can use it. In other words, you can equip the jewels that Monsters are kept
inside using the rearrange option. You can also use the Abilities option to use
Monsters' abilities outside of battle. For example, Vice's Mystic Hawk Monster
has an ability named Scothing Touch which can be used to heal your party
members, even outside of battle.
You'll quickly meet a Monster after entering the training grounds. You can see
what kind of element the Monster has on the lower part of the screen, where
your own party members and their Monsters' elements are displayed as well.
Try catching the Monsters you meet, if you've got prisms that match their
elements. For example, if you meet a Sand Worm, you can catch it using a Earth
Prism, since the Sand Worms element is Earth. Once a Monster has been caught,
you can choose who to equip its jewel on. Each of your party members can have
up to three jewels equipped at once, and you can rearrange equipped jewels
using the Rearrange option on the main menu. During battle you can summon the
Monsters that are inside the jewels which you have equipped.
Summoning Monsters during battle can be very useful. For example, if you are
fighting a strong Fire type Monster, but your current Monster is weak against
Fire, you can summon another Monster that is not weak against Fire. Summoning
requires one turn in battle, but that's usually a pretty small sacrifice. Now
head north from the save point. Talk to the summoner that is hanging around
here. She says that it's smart to catch many different kinds of Monsters. This
is smart, since you'll want to have several Monsters of different elements
equipped at once, so that you can easily summon another Monster in battle, if
your current one should prove useless against certain opponents. She also says
that you should train your Monsters equally, which is very smart as well.
Make sure you try and catch the Monsters you meet, and don't forget to equip
them on your party members.
In the room where the two trainee teams split up earlier, head west, then go
north. Continue north until you meet a Summoner. She tells you about
caterpillars that can learn healing abilities, since their element is Light.
Go left, then save your game at the save point. Head one screen west, then
you'll meet a summoner near the room where you saved Elycia earlier. Go
directly south from this summoner to find [Mythril]. Now head into the area
where you saved Elycia and exit south. Pick up a [Light Prism] from the capsule
on the ground here, then go south to find [500 Perla] near some water.
Head east now and follow the path until you find another [Light Prism]. From
here run west, then go south at the first intersection. There is no point in
continuing west right now. Grab the [Target Quartz] from a capsule on the
ground, then head back and report to your lovely teacher, Anhj. Your summoner
rank will rise to level 2, which lets you control Monsters up to level 9. Your
max LP also rises. Congrats, you've beat Skipper's team! Head back to The Order
so that you can start learning about Amalgamy.
------------------------------------------------------------------------------
The Order
------------------------------------------------------------------------------
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| Communication Jewel..............[ ] Detect.............[ ] |
| |
+-------------------------------------------------------------------+
Once back on The Order's island, enter the newly opened Amalgamy Lab. Anhj
introduces you to the two Jewel Meisters who are experts on Amalgamy, Jerro
and Mikaela. Mikaela is a calm woman, while Jerro is an old perv that loves
big breasts and fit bodies, just like me and you. Mikaela is also a
childhood friend of Elycia, which is rather interesting.
These two meisters will be assisting you in using Amalgamy, which is the
process of altering jewels by combining them with items. In other words, you
can use items to alter your Monsters, since jewels and Monsters are
basically the same thing. Let Mikaela explain how Amalgamy really works,
when she offers to do so.
Mikaela explains that the Amalgamy fusion process will take a while, so you
should come back here tomorrow to check the result. Afterwards, head back to
the Amalgamy Lab for a pretty perverse conversation. After leaving the lab
again, you can either go back to the training ground to grind some experience
with your Monsters, or continue with the storyline by entering the Lounge.
After a good night's sleep, you'll have to go back to the Academy.
From now on, you and the other trainees will start handling the requests
that The Order gets from people. The two teams will still work separated
from each other. Skipper's team is to oversee a tower construction in
Radieux Monde, while your own team is to visit a village named Aleh Muza
which is being attacked by Monsters. Go outside and head into the Amalgamy
Lab. Anhj teaches you the field ability [Detect]. This field ability can be
used to let you know how many treasure capsules have been hidden in any
dungeon.
To use field abilities, simply press the Square button. Browsing between
abilities is done by pressing the L and R buttons. After leaving the Lab
once, go back there to receive the Amalgamy result, which is a jewel named
{Hawk Man}. You can retrieve it from the Monolith. Mikaela also gives you
the [Communication Jewel] which lets you access the Amalgamy lab from the
main menu, under the Amalgamy tab. Check it out for yourself. Here you can
start new Amalgamy projects or check the status of your ongoing projects.
Now, exit to the world map and head north to Aleh Muza.
==============================================================================
An Assignment To Aleh Muza - [Vice003]
==============================================================================
Talk to the villagers inside the Aleh Muza residence to find out that the
Abomination that you beat earlier has returned. Head into the mayor's house.
The mayor also says that there have been confirmed sightings of the
Abomination, and that other Monsters have been attacking the village as well.
Vice knows where to go, so just leave the village again, and head over to the
Old Road, which has appeared on your world map.
------------------------------------------------------------------------------
Old Road
------------------------------------------------------------------------------
+-------------------------------------------------------------------+
| I t e m C h e c k l i s t |
| |
| Lure.....................[ ] Angel Feather..........[ ] |
| 3000 Perla...............[ ] Biscuit Tin............[ ] |
| |
+-------------------------------------------------------------------+
After some verbal fighting, start running downwards along the old road. Ignore
the female summoner, since she just repeats the whole thing about elements
being weak and strong against each other, then continue running down the road.
You'll meet a Katarina Monster in the next area. Catching it is impossible, no
matter what you do, so don't bother throwing prisms at it. Beat the Monster,
then watch the man who's running away from you far ahead. Head east to a nearby
save point, then continue east again to meet some people from a caravan.
Vice agrees to protect the caravan members from Monsters the coming night, and
stays with them. Talk to everyone that is hanging around near the fireplace,
then prepare to fight three Wolves. The wolves are all Ice type Monsters, so
use flame attacks against them. After killing the wolves, head further east to
meet the Abomination named Dritt, as well as two Wolves that act as guards.
The enemies are all Ice types, so Fire attacks are great against them. Take out
the Wolves first, then defeat Dritt. If you've got a Monster like Mystic Hawk
in your party, using healing abilities is also recommended.
When you've won the battle, your Summoner Rank will rise up to level 3. Now you
can control Monsters up to level 12. In addition, new capabilities have been
unlocked in the Amalgamy Lab. The caravan leader gives you the field ability
named [Lure]. It can be used to get a higher Monster encounter rate. Back in
town, the mayor gives you [3000 Perla] in reward. Now return to the Old Road,
then run east past the place where you protected the caravan. Go north at the
last intersection to find two treasures, [Angel Feather] and [Biscuit Tin].
Return to The Order now that you've found the two items mentioned above.
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The Order
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In the Lounge Anhj is waiting for you. She says that |
