Monster Lab Walkthrough :
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Walkthrough - FAQ/WalkthroughMonster Lab Walkthrough Nintendo Wii By Skygor January 2010 I. Introduction II. Gameplay A. Conrols B. I.G.O.R. (System Menu) C. Statistics D. Combat E. Construction III. Walkthrough A. Cobbleshire B. Neverglades C. Tombstone Rise D. Junkstack E. Wild Woods F. Mharti's Manor IV. Ingrediants A. Key B. Secondary C. Trades V. Recipes A. Mechanical Arms [M-Arm] B. Mechanical Heads [M-Head] C. Mechanical Legs [M-Leg] D. Mechanical Torsos [M-Body] E. Biological Arms [B-Arm] F. Biological Heads [B-Head] G. Biological Legs [B-Leg] H. Biological Torsos [B-Body] I. Alchemical Arms [A-Arm] J. Alchemical Heads [A-Head] K. Alchemical Legs [A-Leg] L. Alchemical Torsos [A-Body] VI. Experiments (Tips) A. Workshop B. Bio-Lab C. Arcanium VII. Challenges (Tips) VIII. Levels IX. Badges A. Experiment B. Exploration C. Combat D. Final Experiment ??? X. Worlds XI. FAQ XII. Monsters XIII. Conclusion =========================================================================== I. Introduction =========================================================================== Abstract ----------------------------------- The purpose of this guide is to provide a walkthrough for Monster Lab, tips for the minigames, and complete recipe list for level 4 parts at 100% quality. Duplicate information is included for cross referencing to ease the use of this guide. Bullet Summary ----------------------------------- Monster Lab is a game that is a breeding & construction, that utilities turn based combat and minigame collection. You use items in a minigame to build monster parts, and fight other monsters. Different items and games make different parts with different abilities. In the end it still can all boil down to "does the rattle snake or the tentacle go with my zombie masked wrestler?" Story ----------------------------------- Nestled in the Uncanny Valley is the Mad Science Alliance which promotes all the wonderful Mad Sciences. However the evil Baron Mharti has decided to take over the valley and it is up to you Apprentice to save the day. Charter ----------------------------------- 1. I will play Monster Lab annually in October to celebrate Halloween. 2. If a person is looking for an online battle, I am obliged to fulfill their claims. 3. I will gladly seek and promo the strange, weird, and bizarre in the natural and unnatural world. Terminology ----------------------------------- Part: a monster head, arm, torso, or leg Limb: same as Part Ingredient: an object used in Experiments to make a monster Part Item: same as Ingredient Experiment: a minigame that uses Ingredients to make a Part Challenge: a minigame on a world map that rewards Ingredients Dexter: the right arm of the monster, -not- the player's Sinister: the left arm of the monster, -not the player's N.B. different terms are used for some of the secondary Ingredients. =========================================================================== II. Gameplay =========================================================================== A. Controls ---------------------------------------------------- Point Wiimote Confirm, Interact A Button Cancel B Button Move Monster Control Stick (on Map) Look Around Control Stick (in Castle) IGOR (Game Menu) (-) Button Pause (Options, Exit, Return) (+) Button Select Torso Control Stick in the neutral position Select Head Control Stick Up Select Dexter Arm Control Stick Left Select Sinister Arm Control Stick Right Select Legs Control Stick Down ---------------------------------------------------- B. I.G.O.R. (System Menu) ---------------------------------------------------- Ingredients: Displays current amounts of key and secondary ingredients, max 99 each. Parts: Displays the current parts, their values, and if used by a monster, max. 100 total. Monsters: Displays currently constructed monsters and their statistics. Recipes: Displays currently known recipes for parts. Only positive attributes will be recorded otherwise just the key ingredients. Health will not be displayed. Statistical bonuses from the attributes will not be displayed. Scientific Data: displays current number of Mad Science Points, MSA Rank, various game statistics. Quests: Displays current quest and objectives. Badges: Displays currently achieved badges. Power: Closes IGOR. ---------------------------------------------------- C. Statistics ---------------------------------------------------- Hit Points: the total health of the monster. Capacity: the total amount of energy provided by the torso used by all other limbs. Attack: the total amount of damage done by limbs, a move's damage is multiple by the number of limbs it targets Defense: the total amount of damage blocked by limbs. ---------------------------------------------------- D. Combat ---------------------------------------------------- MONSTERS ----------------------------------- A monster is composed of a head, right arm, left arm, torso, and feet. Combat is turned based and ends when either the torso is destroyed or all the other limbs. ATTACKING ----------------------------------- Each limb has two moves which you choose by pointing on the move's name with the Wiimote. You can select a different limb (and different moves) by holding the Control stick in the direction of the limb, e.g. up for the head. You "select" the torso by leaving the Control Stick in its center neutral position. Different moves target different parts of a monster. When you highlight a move, the target limbs will appear orange on the enemy monster. If a move targets a limb that is blow off, e.g. the head after decapitation, it will automatically target the torso for less damage. BLOCKING ----------------------------------- The amount of damage done by a move is displayed with either a Sword or Shield. The Shield denotes a defensive move. A defensive move blocks an attack, dealing the same about of damage to the attacking limb. The defender's limb receives the damage of the attack instead of the regular target and reduces it by the number displayed on the shield. ENERGY ----------------------------------- Each move uses a different amount of energy as displayed by the lightning bolt. Your monster's total energy, i.e. Capacity, is determined by its torso and its current energy is displayed in the upper right hand corner of the screen. If your monster doesn't have enough energy for a move, that move will be blacked out. To restore energy use the torso moves of Recharge or Dodge. (All torsos only have these moves.) Recharge restores all your energy but leaves you open to attack, while Dodge restores a little bit of energy and dodges the enemies attack. FLIGHT ----------------------------------- Feet are the only limbs that have the Flee move. This will end combat by running away. It will count as a Loss, however there are -no- achievements, secrets, etc. for zero Losses. You do not use Field Repair after fleeing. DAMAGE ----------------------------------- Damage taken is displayed on the monster body in the upper right hand corner of the screen. When a limb on the model is at full health it appears white. For additional damage the limb changes to yellow, orange, red, and finally black for being knocked off. Individual health for a limb is also displayed as a fraction when selecting a move. SPOILS ----------------------------------- After winning a battle you will receive Ingredients and Mad Science Points (MSP). The stronger the monster fought the more MSP rewarded. Key Ingredients the opponent was made off will be dropped *regardless* of the limbs destroyed. Secondary Ingredients will be dropped based off your current MSA Rank. Killing a monster by destoying all of its limbs versus just the torso increases the number of items dropped by 5%. In addition the Field Repair minigame is available which can heal your monster of damage. ---------------------------------------------------- E. Construction ---------------------------------------------------- DISCIPLINES ----------------------------------- There are three disciplines of the Mad Sciences: Mechanical, Biological and Alchemica. Mechanical involves all things made of machines. Firearms, power tools, cars, planes, trains, can be found here. These parts deal high damage, Explosive, and use high Energy. Thankfully the provide lots of Energy too. Mechanical is good for the squishy Biological but poor against the Magical Alchemical. Biological deals with living: plant or animal. All the deadly in nature from plants to insects to animals as well as a few surgically improved humans can be found here. While not as strong overall as Mechanical, Biological is very good at attacking single parts. Many of its parts are agile either for attacking first or dodging frequently. Biology cannot handle the inorganic Mechanical but does well versus the subtle Alchemical. Alchemical is whatever Vincent Price would approve. The magical, mythical, and the undead are its domain. Many of its parts are difficult to destroy with high health and the ability to heal. They also are the parts that frequently attack the Sinister Arm. The Alchemical realms can deal easily with the purely physical Mechanical, and are weak to the scientific Biological. KEY INGRIDIANTS ----------------------------------- These ingredients are the bases to making parts. They are shared among all experiments. However not every experiment will use every key ingredient. SECONDARY INGRIDIANTS ----------------------------------- These are ingredients that determine the level and attribute of a part and are exclusive to the MSA disciplines of Mechanical, Biological, and Alchemical. There are five types of them with four levels of quality. The level of the secondary ingredient determines the level of the part, while the type of the secondary ingredient determines the attribute. Different attributes will be obtained for the same type of secondary ingredient if different key ingredients or experiments are used. For one key ingredient there will be only one secondary ingredient type that will give a good attribute, two that do nothing, and two that produce defects. The good attribute will be the same throughout the levels of a key item, while defects will be random given. MAD SCIENCE POINTS ----------------------------------- MSP are awarded for winning combat, mini games, completing quests, and discovering recipes. Once a specified amount has been reached your MSA rank will increase. Higher ranking will lower the difficulty of experiments and allow your monster to equip better parts. MSA Rank also "unlocks" the dropping of secondary ingredients. First Mech. 1 will be dropped, then Bio. 1, then Alch. 1, then Mech. 2, Bio. 2, etc. TRADES ----------------------------------- NCPs when not involved in a quest will offer to trade to trade for key ingredients. They will trade 15 common ones for one uncommon. Also each NCP has one exclusive ingredient that can be used to make one of every part for a discipline. (Most of these exclusives aren't necessarily great.) The player may refuse the trade and speak with the NCP again for a different one. COMBAT ----------------------------------- Monster battles are the best source of key ingredients and secondary ones. At most three types of any item can be dropped. (See the FAQ section for the fourth one.) Just fight monsters made up of the key items you want. It doesn't matter how you kill the monster since it can drop parts from any of its limbs no matter what. CHALLENGES ----------------------------------- On map challenges, i.e. the minigames, are a supplemental source for ingredients. They only drop one type of item and secondary ingredients more often than key. However the world the challenge is in will determine the items dropped. Early worlds will give more common key and lower level secondary, while latter worlds give rarer key and higher level secondary. Therefore challenges are good for low level secondary ingredients when your MSA rank is high, and key items that aren't often used in parts e.g. Chains, Jumper Cables. EXPERIEMENTS ----------------------------------- These are the minigames played to make the parts using the aforementioned items. You only have a 2/5 = 40% chance to make a bad part so at least try twice if you are figuring recipes yourself. Since attributes are shared through the levels, you can just use level one secondary items to figure out the correct one for a key. Then use the proper one for higher levels. Energy usage is the same no matter the quality of a part. Therefore sometimes a 100% lower level part is better than an imperfect higher level of the same part. If an experiment is too hard you have three options. Practice the game, use the lower level secondary item, or try latter in the game when your MSA Rank has increased. When your MSA Rank is maxed out all level 1 to 3 parts have a difficulty of 1, while half of the level 4 parts are difficulty 2 and the other half 3. The higher the difficulty and the better you do an experiment -throughout- the minigame the more MSP are awarded. Therefore if you happen to be really good at one of them, experiments can be a fast way to gain points with various perks attached. =========================================================================== III. Walkthrough =========================================================================== Cobbleshire ---------------------------------------------------- PROLOGUE ----------------------------------- So after the Mad Science Alliance (MSA) Public Service Announcement (PSA) the game just throws you right into the fray. Some monsters are running amok in Cobbleshire, so Prof. Fuseless loans Gorbok to dispatch them. Just walk into one on the map to start combat. This first battle is a tutorial and anything you do or experience for the first time is explained by the Prof. (See Combat for a more coherent recap.) After this tutorial destroy the other monster to be automatically taken back to the Castle. Note that a lot of things will pop up after battles. This frequency is normal -throughout- the game. WELD-O-TRON ----------------------------------- At the Castle save with the Dat-O-Saver in the Main Hall and learn about the Inventory and General Operational Resonator (IGOR) a.k.a. your Game Menu. Afterwards head into the Mechanical Workshop and talk to Fuseless to make your first part: a Mechanical Arm. Pick to any two of the two items sine they both will give normal parts. Just follow the seam with a steady hand and you should get a decent score. With your new arm we see the back-story of Baron Mharti. Basically he sees Mad Science for something as silly as World Domination. Too bad the other MSA members were too busy bickering to stop him. Afterwards you are taken to the Lighting Tower to make your own monster from the scrap parts. (If you are having trouble make sure you are holding up on the Control Stick while clicking on the arrows.) For now pick whatever looks the most swell, far out, groovy, tubular, cool, sweet, or MADDENING!!! MUWAHAHHAHAHAHAHAHHA!!!!! MYSTERIOUS TRAVELLER ----------------------------------- With monster in tow head to the Control Room to learn about the Trouble-Scope and the Interlab Communication. Then use the T-Scope to blast off to Cobbleshire. You can either fight or avoid the monsters along the way. If you destroy a monster a new one will be cannoned onto the map after a period of time. First talk to the Mayor to find out about the stranger then head to the north east section of town to find him. Talking to Leo Lumiere will give you the Resources Locator--not a real item--which basically unlocks the Challenge mini games. These are little projectors like on the title screen that display an icon of the game. Play the Buried Treasure just south of Leo and the Electro- Tracer in the center of town. These look like a Shovel and a Scribble. (If you are having a hard time with the tracer, hold the Wiimote in both hands.) Afterwards Leo will reward you the C-Clamp (Arm) recipe and parts required. Whenever you receive a recipe for a quest it's usually strong for that point in the game and any ingredients given will be rare or ahead of schedual. Be sure to practice the experiment before trying it out so you don't waste the ingredients. With this quest complete all of the Resource minigames are unlocked, so previously dark projectors are now lit. Unlike monster battles, these games will only give one type of ingredient and often secondary. When a projector is used, it will shut itself off for a limited time. ROBO EVOLVER ----------------------------------- Back at the Castle in the Workshop, Fuseless offer the Head making experiment. If you are having trouble with this game remember that Pause, the (+) Button is your friend. If you make a part with a bad special effect like Weak or Drained, use I.G.O.R. to throw it away, and try a different secondary part to make it. Note that only two of the secondary ingredient types produce defects for a given key ingredient. WE DIDN'T START THE FIRE ----------------------------------- The citizen are revolting and introduce the Wandering Mob minigame. It's just like the Projector ones, but walk around the map instead. Destroy the three monsters to pacify the Mayor's constituents and to get the recipe for the Raider V1.0 head. HYPER CHOPPER ----------------------------------- This time Fuseless lets you make Mechanical legs. The gameplay like any Wii Racing game but with a Circular Saw. Note that the only way to get 100% is to run over green plate at the last instant, so be happy with 99%. PUMPKIN PANIC ----------------------------------- Now the Mayor is plagued by perilous panicked pumpkins. Explore the entire map, town and shores, for the orange fruits. When you meet one waggle the remote to smash it. After smashing eight pumpkins talk to the Mayor for find out that he was pressured by Mharti to unleash the pumpkins. After getting the V-6 Hotrod torso recipe head back to the Castle. FUSION COMPACTOR ----------------------------------- Another day another limb, this time it's for torsos. Just keep your nerve and don't forget to blink when playing this mole whacking game. Like the Hyper Chopper 100% can only be achieved by hitting a last at the last instant, so be happy with 99%. (Don't forget to make the V-6 Hotrod after some practice.) KING OF THE HILL ----------------------------------- So the mayor finally fesses up that Mharti's base of operations is that creepier house. Approach it to fight Residentual. If you use your best parts so far, it shouldn't be too much trouble. After battle you'll received a Turnip Head part--sadly at 65% Quailty--and the Recipe for the Rousty Feet. Residentual ------------- Head Mech HP: 42 Headbutt h-t-- E1: 3 D1: 21 Downward Block block E2: 2 D2: 12 Arm1 Mech HP: 64 Buckshot hdtsl E1: 5 D1: 6 Full-Auto hdtsl E2: 3 D2: 6 Arm2 Mech HP: 75 Steam Geiser hdtsl E1: 6 D1: 4 Shreading Rake -dt-- E2: 4 D2: 5 Legs Mech HP: 42 Leg Scrape -d-s- E1: 3 D1: 14 Leaping Smash -d-s- E2: 3 D2: 12 Body Mech HP: 153 R: 13 D: 5 With Residentual destroy Fuseless now sends Gorbok to defeat Mharti. Poor Gorbok, we knew him well. FINAL GAMEPLAY TIDBITS ----------------------------------- With the first area complete here are the last bit of gameplay mechanics that aren't explained or don't become apparent until later, if at all. Don't worry, no spoilers or teasing here. Mad Science Points determine your MSA rank. Better ranks lower the difficulty in experiments. Though you cannot tell since most of them are currently at level one. It allows you to equip better parts on your monster. Ironically if you make a part that says you cannot equip at the current rank, the points from making it boost you so you can. Finally MSA rank improves the quality of secondary ingredients won when exploring. Later in the game you will collect improved versions of secondary ingredients, e.g. Rusty Metal, Iron, Steel, Titanium--not real ingredients. The improved versions give the same attribute as the original, but for an upgraded version of the limb. E.g. if Rusty Metal is used to make a Arm Canon with Poisoning attribute--not a real weapon or attribute--then Iron will make a Poison Mega Buster, Steel a Poison X-Buster, etc. ---------------------------------------------------- B. Neverglades ---------------------------------------------------- I COME IN PIECES ----------------------------------- After being briefed on Fuseless's Missiles, rocket to the Neverglades to find the Dr. Helenna von Sondebar. The Neverglades are fully of Biological monsters but since Robots beat squishy flesh bags they shouldn't be too hard. Right at the entrance is Zig who explains about the force fields. Just enter the main swamp and play Electro-Tracer on all the fields. Just zigzag the walkways to the Dr. by the mini Bio-Dome in the back. After listening to her ecological assessment she rewards you with the Fluke Anchor Recipe. (Sadly you won't get the parts to this for a while.) BIOLOGICAL SABOTAGE ----------------------------------- With Zig oil all over the swamp Sondebar send you to gather some tree sap to make an antidote. Play the Shurb Shakedown games to the far left of the Dr., to the far right of the Dr., and to the right of the entrance of the swamp. While gathering the samples you may run into Ivor who wants to help. With three samples in hands talk to him and beat the monster he springs at you. Defeating his monster will give you the last 2 samples that Sondebar needs and convinces her to return to the castle. You will be rewarded with the Root Legs recipe. STICH-O-MATIC ----------------------------------- With Dr. Sondebar returned the Bio-Lab is opened. Inside she offers the machine for Bio legs. It pretty easy, just don't try and staple the whole seem. All you need to hit are the blue lines. Note that Biological parts have their own set of secondary ingredients to determine the part's attribute and level. MANUAL LABOR ----------------------------------- With the deradioactivator completed it's time to clean up the swamp. Head into the main area to switch the Trouble-Scope to indaglo. Just walk over the glowing bits to clean up the swamp. Every space has to be cleaned, with the front right being easily missed. If you see Zig, then you have gone too far to clean the radioactivity. When the swamp is clean you get the recipe for Octopus Legs. WIRES CROSSED ----------------------------------- Talking to Zig reveals that he has locked himself outside his ship. Play electronic simon-says on nearby spaces to open it for him. He then gives you a Metal Detector to find his transmitter parts. Just walk around this new area of the swamp. If you hear and feel a beep you are going in the right direction. When you hear five beeps search the area to get the part. With three parts in hand talk to Zig and find out that the last two are about to explode in one minute. One should be to the left and down from Zig, while the other to the far "up" nearby the second exit. Oddly if you die in battle during this minute you can return the last two parts safely. You get the recipe for the rather nice Quill Shark arm for completing this quest. ARM-AGGEDON ----------------------------------- Head back to the Bio-Lab and try out the Arm machine. Just waggle enough to move the large finger into the correct position instead of following the on screen prompts. SPELUNKING ----------------------------------- With your new arm, head to Zig in by his ship to help get the last piece of equipment so he can phone home. Inspect the area he moves to in order to fight the Krake. Krake's torso has the Regeneration attribute which heals all of his parts a bit. To defeat him build a monster that deals high damage to individual parts. Use Biological parts since they are stronger than mechanical at this point and to avoid Krakens Radioactivity effect (strong on Mechanical). In battle tear him apart limb by limb, literally. Krake ------------- Head Bio HP: 101 Chomp -dts- E1: 14 D1: 8 Sea Splatter hdtsl E2: 8 D2: 16 Arm1 Bio HP: 88 Acid Wave -dt-- E1: 6 D1: 27 Toad Venom hdtsl E2: 5 D2: 9 Arm2 Bio HP: 124 Wacker h---- E1: 15 D1: 34 Inward Block -dt-- E2: 3 D2: 37 Legs Bio HP: 42 Tail Whip -d--l E1: 7 D1: 23 Tail Whip ---sl E2: 7 D2: 23 Body Bio - Regenerates HP: 331 R: 22 D: 8 Upon defeating the Krake you get the Tadpole Head and recipe for the Neptune Arm. IQ INJECTOR ----------------------------------- As usual Dr. Sondebar opens the next machine for Biological Heads. Use rapid fire swings to fill the pot, but rest until the last 20 to 10 seconds so your arm doesn't get tired. Like many other experiments 100% can only be achieved by landing a brain at exactly the last millisecond. ---------------------------------------------------- C. Tombstone Ridge ---------------------------------------------------- WISPFUL THINKING ----------------------------------- Canon over to Tomebstone Ridge and talk to Grimshaw Bartley to the direct right. He's lost his keys to the will-o-the-wisps in the yard. The Wisps appear as glowing lights and completely disappear after you land on their space. Thankfully they don't move. Just scan the graveyard and look at the surrounding spaces. If you see a Wisp, go to its spot and search it quickly. After you get the keys, talk to Grimshaw to get the rather nice Sleeping Xulu recipe. The monsters of Tombstone Ridge are mostly Alchemical, but your new Biological monster should be fine. They also start to Dodge so pay attention to their attack patterns. CARDIO CHAOS ----------------------------------- Back at the Castle Sondebar unlocks the Bio torso experiment. While shooting the seeds don't hit the heart. Hold off finding new torso's for now. (See next quest.) EVICTION NOTICE ----------------------------------- Back at the yard, Grimshaw reveals that De La Sombra has become a squatter! Go to the north east corner to climb up the stairs. Then head to the north side of upper cemetery to find Senor Brazo de la Sombra. De La Sombra declines your offer to return and sicks Hephaestus on you. This monster -will- obliterate you. Back at the castle the Dr. says that with the right Biological parts you may have a chance. There is a hidden cave in the Neverglades with the right Ingrediants. Head to the Neverglades and talk to Zig by his spaceship. He will point out the hidden cave. Tear down the vines in front of it by wiggling the Wiimote, and complete the two Challenges in the new area. You will always receive some Burlap Sacs and Fresh Brains. Back at the Castle use the items for a torso and head. You -must- follow Dr. Sondebar's instructions -exactly- in order to proceed even if you have better parts or the complete recipe. It's Burlap Sac + Dried Sinew = Head and Fresh Brain + Sticky Goo = Torso. (See the quest menu with IGOR if you forget.) Equip these parts and head back to De La Sombra. The rematch against Hephaetus is still as one sided, however De La Sombra will be impressed after five rounds. Survive that long and he'll return with the Pupa Body recipe. With all three MSA members back, they place their best blue prints and recipes in the giant vault only to be interrupted by the Mayor. THE GREAT DIVERSION ----------------------------------- Yet again the monsters are running amok in Cobbleshire. Although they are mechanical the recently made new head and torso should be strong enough. After the five monsters are defeated, the harbor section of town will be opened. Talk to Mharti's toady Ivor down below and beat up his monster. It's Alchemical this time, so switch back to Biological if you are having problems. Naturally the quest implies this was all a diversion for Mharti to steal the blueprints. (Who leaves a safe wide open?) Afterwards you get the recipe for the Severed Head, which you won't have parts for yet. ELEMENT INFERNO ----------------------------------- De La Sombra has returned to his Magical Arcanum with the Alchemical Legs first. The game is simple and don't worry about getting the runes "evenly". Points are scored even if their bars are full. TOUR DE RISE ----------------------------------- This being Tombstone Rise, the ghosts are revolting this time. Talk to Grimshaw and Johnny Legless to run the foot err floaty-thingie race. "Peddling" or punching with the Wiimote and Nunchuk can be easier than shaking them. After beating Johnny he challenges you to a rematch. Beat him again to get the Shale Leg's recipe. How ironic. HAUNTED ORGAN ----------------------------------- Back at the Castle De La Sombra unlocks his head summoning instrument. This plays like any rhythm game. Sometimes it's easier to play it like hand bells rather than a xylophone. Just be careful not to shake the Wiimote and Nunchuk until the game has come to a complete stop. THE UNDEAD ARMY ----------------------------------- Well Mharti has pull out the stops and unleashed his zombie army as De La Sombra senses. Fuseless is all too happy to use his rockets to dispose of the, but the coordinates are manual. Let's hope they work this time. Head to Tombstone Rise and inspect the position with the Zombies. At the prompts match the same button or Wiimote moves. The Wiimote motions have to be quick and always return it to a level horizontal position afterwards. Also do not confuse a Wiimote Up with a Wiimote Right. The radar will display green if you pressed or moved the correct way and red if not. If you make a mistake you have to start over. After launching the rocket properly head north and blast the groups of zombies. When all of them are gone, the Boneshroud automatically attacks. This boss is alchemical but doesn't have any real tricks. Just beat it up to get the Dark Shroud head. Bonshroud ------------- Head Alch HP: 73 Putrid Belch hdtsl E1: 5 D1: 14 Shriek hdtsl E2: 4 D2: 11 Arm1 Alch HP: 149 Necro-Claw -dts- E1: 16 D1: 28 Necro-Kinesis ---s- E2: 12 D2: 53 Arm2 Alch HP: 175 Necro-Crush h---- E1: 16 D1: 38 Necro-Kinesis ---s- E2: 12 D2: 26 Legs Alch HP: 141 Necro-Kinesis ----l E1: 12 D1: 59 Upward Block block E2: 5 D2: 42 Body Alch HP: 318 R: 13 D: 5 ASTRAL RIFT ----------------------------------- Ah the most evil of the experiments, proving that De La Sombra is the best Mad Scientist of them all (and a Dune Guild Navigator). Don't blink and pause doesn't |
