Full Guide and Walkthrough for Sonny Version 1.0 By Flare_Dragon123 ******************************************************************************* TABLE OF CONTENTS ******************************************************************************* 1.0 Introduction 1.1 Version History 1.2 Planned Updates 2.0 Game Basics 2.1 Controls 2.2 Gameplay 2.3 EXP and Levelling 2.4 Classes 2.5 Equipment 2.6 Talents 2.7 Areas and Stages 2.8 Characters 3.0 Walkthrough 3.1 White November 3.2 Ishiguro's Rest 3.3 Gadi'Kala 4.0 After The Story 4.1 Extra Area 5.0 Complete Talent Tree 6.0 Complete Bestiary 7.0 Complete Item List 8.0 Complete Base Statistics List X.X A Special Note! 9.0 Credits and Legal ******************************************************************************* 1.0 Introduction ******************************************************************************* Welcome, to FD123's Walkthrough for the Popular Flash RPG Sonny. I first came across Sonny while searching around for internet RPGs, and was delighted by what I found. Sonny was enlightening to me in several ways, it showed me that Flash Games don't have to be restricted to point and clickers or tower defense and games with story, plot, and much more valuable substance could be found among the free games accessible to everyone. That being said, why a walkthrough? Well, I spent a solid four hours the first time I sat down to play Sonny beating the main story and feeling quite exhausted and used up from all my excitement. From that very first time I knew I really liked this game. But so do many people, so why should I write a FAQ for it? The simple answer is, I want to. The more complex answer is, there are none. I had to submit the information regarding this game to GameFAQs, and the reason I did that was because it was a game I enjoyed, and I wanted more people to know about it. I also wanted a place to host my walkthrough. So that doesn't really answer the question, but I think I have blabbed more than enough so let's get underway! ------------------------------------------------------------------------------- 1.1 Version History ------------------------------------------------------------------------------- 1.0 - Finished Game Basics, Walkthrough, After the Story, and Legal thingies. ------------------------------------------------------------------------------- 1.2 Planned Updates ------------------------------------------------------------------------------- 2.0 - Complete Bestiary and Complete Item List Added. Potentially the Complete Talent Tree will be completed, at least it will have some information included. ******************************************************************************* 2.0 Game Basics ******************************************************************************* ------------------------------------------------------------------------------- 2.1 Controls ------------------------------------------------------------------------------- Sonny is a point and clicker. Everything is controlled with the mouse. You left click to attack, choose targets, choose attacks, distribute talent points, distribute attribute points, change equipment, buy equipment, yada yada yada, etc. Essentially, point and click. You only need a mouse. ------------------------------------------------------------------------------- 2.2 Gameplay ------------------------------------------------------------------------------- Sonny is an RPG. If you've ever played an RPG before you have an idea of what type of things you'll be doing while playing Sonny. If you've never played an RPG before, now's not too late to learn. The basis of Sonny is that you have a central hub, a World if you will, in which you progress through the game. From the hub you can access training, shops, and most importantly battles. Sonny has set stages where you battle a variety of enemies. Most battles progress the plot, while some fights are just there for boosting your EXP. To progress in Sonny you simply continue battling again and again. At the end of each World is a boss battle. When you complete this boss battle you complete the World and move onto the next, until eventually you beat the game. Easy enough. Outside of battle you change your equipment and talents. Inside of battle you use those things you did outside of battle to dominate your enemy. Sonny is a story about escaping from forces that hunt and call to you, as you try to figure out what is going on, and what and who you are now. It's a fun and exciting story, and a different take (at the time) on an old idea. ------------------------------------------------------------------------------- 2.3 EXP and Levelling ------------------------------------------------------------------------------- In Sonny as you proceed through battles or continuously train, your character will continue gaining Experience and eventually level up. When you level up, your character gains Attribute Points and Talent points that you can then use to increase your stats and talents however you want to. The amount of Attribute Points and Ability Points you get change level to level and never remains the same. Your character will also gain some base statistics each level up according to your characters class. There are six statistics, HP, Focus, Strength, Vitality, Magic, and Speed. You can't put Attribute Points into HP or Focus. Strength increases the amount of Physical Damage that you do with your normal attack (Quick Strike). Vitality increases the amount of HP that you have. Magic increases the amount of damage you do with sources of damage that aren't Physical. Speed controls your evasiveness and some damage abilities. ------------------------------------------------------------------------------- 2.4 Classes ------------------------------------------------------------------------------- When you first start a new game one of the first questions you are asked is what class you want to play. There are four choices: Destroyer - This is your basic Warrior type. Strength and Vitality get the bulk of the natural level up bonuses and are your most important statistics. This class specializes in the left side of the talent tree. Guardian - This is the tank, and multi-class type. It breeds Strength and Magic to get the best of both worlds, and has the widest variability with the talent tree. They also get a big bonus to HP. Assassin - This is the Physical Damager type. Strength and Speed are its forte, and survivability relies more on evasiveness than actually taking hits. If you do get hit you are normally going to be critical health or dead. Some of the best damage comes from this class though. Assassin's are most notable because they are the only class that gets access to Secondary Arms. Gunslinger - This, strangely enough, is your Mage class, your glass cannon. This class needs less preperation than everyone else and can easily blow you away with its damage potential early game. It specializes in the right side of the talent tree, and its Magic stat is higher than any other classes. Choosing the right class is important, that being said, I find it a bit unfair that they make you pick a class before you've had any experience with the game at all. Also combined with the fact that all classes have the same exact talent tree, it makes the classes feel like an invisible choice that simply forces you to one side of what seems to be a very free form talent tree. ------------------------------------------------------------------------------- 2.5 Equipment ------------------------------------------------------------------------------- Levelling up isn't the only way to increase your statistics. Equipment allows you to customize your characters stats and attributes to a further degree and allows deep creation towards one side of battle or the other. Essentially, no matter how you distribute attributes and talents, equipment makes a character go round. It may be more important than attributes and talents in fact, your most powerful boosts will always be form equipment. Each character you have gets seven equipment slots. They are: Head, Chest, Primary Arms, Secondary Arms, Hands, Legs, and Feet. I don't think these have to be explained. You'll find Equipment dropping from enemies, bosses, and for sale in the shops in each World. There's tons of it to be found, and plenty more where that came from. ------------------------------------------------------------------------------- 2.6 Talents ------------------------------------------------------------------------------- As previously stated, each level up provides you with a Talent Point. In Sonny, unlike most RPGs, each class shares a talent tree, so not matter what type of character you choose every ability will be at your disposal. For those who haven't experience it, Talent Trees are exactly what they sound like. They are trees that provide access to abilities. In Sonny, each ability has multiple ranks, increasing their effectiveness the more ability points you put into them. For instance, Magic Bolt starts by doing damage with 10% of your magic stat plus 10 base damage. Magic Bolt rank 2 though does damage with 20% of your magic stat plus 20 base damage. And so on and so forth. Not every ability scales as predictably as that, but you get the point. Sometimes talents are linked (and in most cases they are) to one or more different talents. When linked this means you have to spend points in those linked talents to access that talent, regardless of whether you meet the level or not. These are Prerequisite Talents. For a complete list of all Talents and their Ranks, see the Complete Talent Tree at the end of the guide. ------------------------------------------------------------------------------- 2.7 Areas and Stages ------------------------------------------------------------------------------- You've probably already got the point, but each Area has several different stages, and different types of stages. There are four areas in Sonny, three are story areas and one is the optional area for challenging encounters. There are portals in each map that leads to a different area. There are three different types of portals. Stage Portal - This portal leads to the next stage of Sonny. When you complete all the stages for an Area you can move on to the next one. Stages are simply battles against set opponents, that get progressively harder throughout the game. Store Portal - This portal leads to the store, there are a total of six store in the game, three of them are in the optional area. Training Portal - This portal leads to the training stage, different for each area, and sometimes including multiple types of battles. These are just like normal stages, the enemies give you EXP and Gold. Can be repeated however many times you want. Each Area and Stage will be described in full uncut detail in the walkthrough. ------------------------------------------------------------------------------- 2.8 Characters ------------------------------------------------------------------------------- !!WARNING THIS AREA WILL CONTAIN SOME SPOILERS!! EFFORT WILL BE TAKEN TO AVOID ANY CHARACTERS ENDINGS' BUT SOME CHARACTERS' VERY NATURE ACTS AS A GAME SPOILER YOU HAVE BEEN WARNED!! There is a wide cast of characters in Sonny, more than you would first expect. ----- Sonny ----- Age: Unknown Status: Deceased - Zombie Class: Player's Choice Bio: Sonny is the narrator of the story and the central character of Sonny. His involvement in the incident on the White November is unknown, but that's where he comes back as a zombie. Even as a zombie he retains intelligence, though his memories of whatever life he had before are completely gone. He is running from the ZPCI, and trying to figure out what exactly is going on. ----- Louis the Blind ----- Age: Unknown Status: Alive, but Blind Class: Bystander Bio: Louis is the first person Sonny meets after awakening. In fact, Louis may be the person who woke Sonny up in the first place. He acts as the tutorial in Sonny, and is a man who says he knows everything that's going on. He helps Sonny escape the White November at the start of the game and gives him a tape which may hold the key to Sonny's mysteries. ----- The ZPCI (a.k.a. The Zombie Pest Control Inc.) ----- Age: Unknown Status: Corporate Entity Class: Several Different Classes make up their ranks Bio: The ZPCI are presented as the first true antagonists of the game. As far as one can tell, they are groups of humans trained for the specialty of destroying zombies. They show up near the end of the First Area, and proceed to start wrecking things up for Zombies. There involvement in the accident is shady, and while they appear to be just operating under orders its unknown why such powerful soldiers are in existence anyways, assuming that the White November was an isolated incident. Something far shadier is going on here. ----- Veradux ----- Age: Unknown Status: Deceased - Zombie Class: Combat Medic Bio: Veradux is another sentient zombie that you meet halfway through the Ghost Beach. Not a lot of his background is explained, but Sonny and Veradux become allies by necessity, and get along quite well afterwards. Veradux seems to be the only other zombie that is like Sonny. Together they battle against the ZPCI and other dark forces that clamber for them. ----- Baron Braxius ----- Age: Unknown Status: Unknown, some sort of Zombie God Class: Baron Bio: Baron Braxius is a dark and unknown figure in the world of Sonny. He has the ability to bring zombies to him, an ability that gives Sonny and Veradux frequent headaches throughout the second act of the game. He is a flamboyant and goofy character, saying things like "Scrachy Fish" whenever you hit him in battle. He is one of the main antagonists of Sonny, and though he may be defeated, that doesn't guarantee he won't make a return someday. ----- Galian the Paladin ----- Age: Unknown Status: Believed Alive Class: Paladin Bio: The Paladin teams up with Sonny and Veradux part way through the Shaman Village, recruiting them to assist him in his crusade against the zombie hordes that are gathering there. Sonny and Veradux don't inform him of their own zombified nature, and he proves to be a valuable ally against Baron Braxius. But how long before the Paladin realizes his recruits are more than they seem? ******************************************************************************* 3.0 Walkthrough ******************************************************************************* Here I will detail, area by area, stage by stage, the enemies you will be facing and their special abilities. I will provide full detail about items that can be dropped and bought. I will not however provide strategy. There are many ways about going through Sonny, and from the very start I cannot provide an actual strategy for you to follow. I will provide enough detail so that you can figure it out on your own. For enemy information in Alphabetical Order, see the Complete Bestiary For item information in Alphabetical Order, see the Complete Item List ------------------------------------------------------------------------------- 3.1 White November ------------------------------------------------------------------------------- The game starts with an introduction, and then immediately shoves you into a battle. ----- Stage 1 - Battle ----- Enemies: Lv.1 Metabii - 48 HP Metabii Abilities: Attack - Does 8 - 12 damage. Enraged - Increases the damage of this unit's next attack by 400%. Lasts one turn. Strategy: This is a tutorial battle, so Louis will tell you what to do. Depending on which class you chose, using Suppresion to defend from Metabii's Enraged may or may not be necessary. It will only hit for about 30 - 40 damage anyways. Quick Strike until it dies. Rewards: EXP - 52% Money Gained - 6$ ----- White November Hub ----- There are only two portals on the White November, the Store, and the Stage Portals. You should click around though, there's more to each hub than just the portals that detailed for you. White November Store Fire Axe - 40$ - Lv.1 Primary Arms +6 Strength "Use in case of an emergency." Crowbar - 30$ - Lv.1 Primary Arms +4 Strength "This is more than just a weapon... it is the symbol of a hero." Navy Boots - 12$ - Lv.1 Footwear +1 Speed +1 Strength White T-Shirt - 12$ - Lv.1 Bodywear +1 Vitality "100% Cotton" ----- Sonny's Initial Equipment ----- Headgear (None) Gloves (None) Primary Arms A Broken Pipe - Lv.1 Primary Arms +2 Strength "The first weapon you laid your hands on." Secondary Arms (None) Bodywear (None) Leggings Levo Jeans - Lv.1 Leggings +1 Strength "These jeans are a little tight." Footwear Proverse All Stars - Lv.1 Footwear +1 Speed "Yes, they're still in fashion." ----- Strategy ----- As you can see, Sonny is not the best equipped Zombie that's just been woken up but you don't have enough cash to really improve on that. So you're stuck until then. ----- Stage 2 ----- Enemies Lv.2 Metabii - 56 HP Strategy: Rinse, Wash, Repeat. Level on enemies only seems to affect HP, it still does about the same damage. Rewards: EXP - 61% Money - 12$ ----- White November Hub ----- LEVEL UP! Attribute Points +1 Talent Points +1 Strategy: Now that you've levelled you can put that attribute point to good use somewhere. For your ability point, put it wherever you like. The best of the top four abilities are either going to be Smash or Magic Bolt, depending on your class and build. Either ability will let you finish enemies off far more quickly than you've been able to do so far. You also have enough money to buy either the shoes or shirt from the store. In all honesty neither upgrade is truly necessary, and there will be bigger better items in the next area. ----- Stage 3 ----- Enemies Lv.2 Metabii - 56 HP Lv.1 Metabii - 48 HP Strategy: Oh boy new enemies! Haha. Take Louis' advice and hit the lower level one first, or don't, they aren't really dangerous, though for Gunslinger two back to back Enraged attacks could prove dangerous. Smack them around with your new ability. Rewards EXP: 40% Money: 11$ Drops Engineering Gloves - Lv.1 Gloves +1 Strength "They're a little bit dirty, but provide a good grip." ----- White November Hub ----- Item Drops: Typically I'll provide item drop data with enemies, it should be known though that the Engineering Gloves are guaranteed drops, and therefore, you'll always get them. Strategy: As if you need me to tell you, you should equip the gloves, even if Strength isn't your class forte, they're the only gloves you got. Although if you don't need them you can sell them as well... not that there's anything magic based in the store yet. ----- Stage 4 ----- Enemies Lv.2 Metabii - 56 HP Lv.1 Zombie - 62 HP Zombie Abilities Attack - Does about 9 - 14 damage. Poison - Shoots a poison bolt that hits for about 5 - 9 damage. Gives Poison debuff which deals Sonny 33% of Zombie's strength each turn in damage for 5 turns. Deals 4 - 6 damage a turn. Strategy: Louis warns you about the Zombie's poison, but this is still the tutorial level and its not very difficult. Even if you get poisoned you won't take a whole lot of damage. Rewards EXP: 40% Money: 10$ ----- Stage 5 ----- Enemies Lv.2 Zombie x2 - 75 HP Strategy: Doubled Zombies aren't much worse than doubled up Metabii's, even though these are both level 2. Plow through them. Rewards: EXP: 44% Money: 13$ ----- White November Hub ----- LEVEL UP! Attribute Points +1 Talent Points +1 Strategy: If you fancy, you can now buy the Fire Axe from the store. This is a nice boost in Strength for any physical classes. ----- Stage 6 ----- Enemies Lv.2 Metabii x2 - 56 HP Lv.2 Zombie - 75 HP Strategy: You've fought them all before. Don't be scared by their large number. Double Enraged attacks are always a worry, but you should have no problem taking them down. Rewards EXP: 35% Money: 14$ ----- White November Hub ----- BOSS FIGHT ALERT SAVE GAME You probably have Auto-Save on anyways, but if you don't have it on, then I highly suggest saving now. While I don't expect anything to go wrong, it is possible to mess up character direction and design by this point (A gunslinger focusing on Strength as opposed to Magic) and lose the next fight. You don't want to have to go back through everything, no matter how easy it may have been. So fair warning save! Strategy: Buy anything you think will help from the store. The next is your first boss fight in Sonny. If you've saved all the cashe from those fights, you should be able to buy anything/everything from the store. ----- Stage 7 ----- Enemies Lv.5 ZPCI Medic - 96 HP Lv.5 ZPCI Captain - 112 HP Lv.5 ZPCI Assault - 96 HP ZPCI Medic Abilities Shot - Does about 6 - 8 Fire damage. Costs 15 Focus. Heal - Heals one ally for about 15 - 30 Health. Costs 37 Focus. ZPCI Captain Abilities Attack - Does 6 - 8 damage. Shock - An ability that stuns its target for one turn. Does about 11 Fire damage. Costs 15 Focus Shot - Does 6 - 8 Fire damage. Costs 15 Focus. ZPCI Assault Abilities Attack - Does about 6 - 8 damage. Shot - Does about 6 - 8 Fire damage. Costs 15 Focus. Strategy: As you can see, these guys aren't really all that dangerous. Even at their best they do a max of about 24 - 30 damage a turn. Two Metabii's from earlier stages were more threatening than that. Waltz through these guys and take your revenge! Rewards EXP: 59% Money: 34$ Possible Drops M7-V Rifle (!) - Lv.3 Primary Arms +11 Magic +3 Strength +5 Magic Piercing "Standard Issue ZPCI Weapon." ZPCI Blade (!) - Lv. 3 Primary Arms +3 Magic +11 Strength +5 Physical Piercing "Written on the hilt: Property of Zombie Pest Control Inc." End Note Boss Fights: All Boss Fights (a.k.a. Last Stage Fights) are repeatable and can be fought continuously as an alternative to Training Stages. The fights give you EXP, Money, and a chance at genuinely rare drops. If you are going to train (and there's no reason not to in this game) then you'll want to do it against bosses because they got some great gear for you to find. To access the boss of an area, you must simply go to the world map and pick that area, once there, click on the Stage Portal again, you can do this however many times you want. Item Rarity: It's likely that the first time you come across Item Rarity will be the fight against the ZPCI Squad in Stage 7. In Sonny there are three item rarities, the normal rarity, Rare Rarity (marked in this guide with a "!") and a Super Rare Rarity (marked in this guide with a "!!!"). As in any other RPG these rarities denote how powerful said items are. ZPCI Squad Drops: I suggest you grind this boss fight until you get whichever weapon best fits your character type (Rifle for Magic, Blade for Strength) and then move on, there's bigger and better stuff to be found in Area 2. ------------------------------------------------------------------------------- 3.2 Ishiguro's Rest ------------------------------------------------------------------------------- ----- Ishiguro's Rest Hub ----- NOTE: From this point forward the amount of XP you receive per battle is no longer set in stone. For more information on character levels, you'll need to refer to the Complete Base Statistics part of the guide. Ishiguro's Rest Store Hunter's Leggings - 109$ - Lv.4 Leggings +2 Speed +3 Magic +1 Strength +1 Vitality Hunter's Boots - 42$ - Lv.4 Footwear +1 Speed +3 Magic +2 Strength +2 Vitality Boots of Stealth - 42$ - Lv.4 Footwear +4 Speed +2 Strength +4 Physical Defense Shadow Leggings - 63$ - Lv.4 Leggings +4 Speed +2 Strength +4 Physical Piercing Handwraps of Caution - 42$ - Lv.4 Gloves +4 Speed +2 Strength +4 Physical Defense Pulse Rifle - 109$ - Lv.5 Primary Arms +2 Speed +12 Magic Hunter's Handguards - 42$ - Lv.4 Gloves +1 Speed +3 Magic +1 Strength +2 Vitality Deep Sea Greaves - 42$ - Lv.4 Footwear +2 Magic +1 Strength +3 Vitality +8 Ice Defense +16 Shadow Defense Cold Steel Leggings - 63$ - Lv.4 Leggings +2 Magic +1 Strength +3 Vitality +16 Ice Defense +8 Shadow Defense Handguards of Destiny - 42$ - Lv.4 Gloves +1 Magic +2 Strength +3 Vitality +8 Ice Defense +16 Shadow Defense Icy Katana - 109$ - Lv.5 Primary Arms +2 Speed +12 Strength Swift Blade - 109$ - Lv.5 Assassin's Secondary Arms +4 Speed +4 Strength Defense and Piercing: Defense and Piercing are two stats in this game that don't have official descriptions. From playing Sonny 2, I can tell you what it is they do though. Piercing increases the amount of damage from a source, the critical damage from the source, and the critical chance from that source. As such, Defense does the exact opposite, it reduces all damage from that source, and makes critical chance against you less likely. Overall, these stats are probably going to be on equipment you want to use anyways, there's no strong drive towards a particular type. This store serves to cover all the classes in Sonny, rather than the basic gear that was in the White Novermber Store. I should mention, most enemies in this area will drop some of the gear available in the store, as well as the pieces that aren't for sale. Each of the archetypes you see here (Shadow, Hunter, and Deep Sea) have headgear and bodywear that isn't for sale and will be dropped by enemies that you fight. Speaking of enemies... Training Portal: For the first time now you'll see the yellow training portal. The training portal will face you off against one enemy, picked randomly from the available enemies in the region. Possible Enemies ----- Lv.3 ZPCI Hunter - 163 HP ----- ZPCI Hunter Abilities Attack - Deals 12 - 24 damage. Shot - Deals 12 - 24 Fire damage. Heal - Heals himself for 60 - 95 health. Shock - Deals 8 - 14 Fire damage. Can stun for 1 turn. ZPCI Hunter Drops Hunter's Helm - Lv.4 Headgear +2 Speed +2 Magic +1 Strength +2 Vitality Hunter's Armor (!) - Lv.4 Bodywear +3 Speed +4 Magic +2 Strength +2 Vitality ??? Gun - Continue Grinding to find it later. Money: 16 - 21$ Strategy: ZPCI Hunter is essentially the boss fight you just had on the White November. He is probably the least difficult fight on Ishiguro's Rest, and can only be dangerous if you get stun locked by several of them. For reasons that will become clear later, that's probably never going to happen. He continues dropping the Hunter gear, so Gunslingers should look no further. ----- Lv.3 Ghost Assassin - 136 HP ----- Ghost ASsassin Abilities Attack - Does 20 - 30 damage. Poison - Does 10 - 20 damage. Inflicts Poison debuff, which deals damage equal to 33% of the caster's Strength per turn for four turns. Shadow Blend - Ghost Assassin gains this buff, his speed is increased by 500% for three turns. Only uses when health is critical. Ghost Assassin Drops Ghostly Mask - Lv.4 Headwear +4 Speed +2 Strength +4 Physical Piercing Assassin's Tunic - Lv.4 Bodywear +4 Speed +3 Strength +7 Physical Piercing Moon Struck Horrors (!!) - Lv.7 Primary Arms +15 Strength +38 Physical Piercing Money: 16 - 21$ Strategy: Ghost Assassin will probably be the most challenging of the normal enemies. The reason for that is he may use Shadow Blend which will allow him to not only move faster and give him a massive power boost, but also he may get multiple turns in a row, and he will be very difficult to hit. He drops the rest of the Assassin gear (surprise, surprise), so if your an Assassin or a physical Destroyer he's the guy to grind. ----- Lv.3 Ghost Samurai - 288 HP ----- Ghost Samurai Abilities Attack - Does 15 - 25 damage. Cold Soul - Does for 30 - 50 Cold damage. Gives target the Debuff, Cold Soul, which reduces the target's speed by 15% for three turns. Void - Inflicts the Debuff, Void, which deals shadow damage for nine turns, and increases damage from all sources. Damage per turn is 15 - 20. Heal - Heals Ghost Samurai for about 60 - 80 health. Only uses when health is critical. Ghost Samurai Drops Helm of Peril - Lv.4 Headgear +2 Magic +1 Strength +3 Vitality +16 Ice Defense +8 Shadow Defense Armor of the Fallen (!) - Lv. 4 Bodywear +2 Magic +2 Strength +3 Vitality +20 Ice Defense +20 Shadow Defense Moon Struck Horrors (!!) - Lv.7 Primary Arms +15 Strength +38 Physical Piercing Money: 16 - 21$ Strategy: Ghost Samurai aren't difficult, they can be a pain if you let them get too many stacks of Void on you. They finish off the Deep Sea gear set, so if your a Guardian then that's probably what you are looking for. ----- Stage 8 ----- Enemies Lv.3 Frost Zombie - 142 HP Frost Zombie Abilities Attack - Does 10 - 15 damage. Poison - Does 6 - 12 poison damage. Inflicts Poison debuff, which deals damage equal to 33% of the caster's Strength per turn for four turns. Shatter - Does 10 - 15 Cold damage. Can stun for one turn. Cold Soul - Does for 30 - 50 Cold damage. Gives target the Debuff, Cold Soul, which reduces the target's speed by 15% for three turns. Strategy: If you trained then your familiar with this. Frost Zombie is basically a stripped down Ghost Samurai. Should be easy. Rewards Money: 17$ ----- Stage 9 ----- Enemies Lv.4 GSG9 Assault x3 - 102 HP GSG9 Assault Abilities Attack - Does 7 - 10 damage. Shot - Does 8 - 12 Fire damage. Strategy: Attack and Shot, being their only abilities, they aren't even as dangerous as the White November boss, which wasn't dangerous soo... yeah there it is, easy win. Rewards Money: (GET THIS) ----- Stage 10 ----- Enemies Lv.4 Ghost Samurai - 304 HP Strategy: A tad more HP here, a little more Strength there, and another easy win here. Nah, if you haven't trained this is your first run in with the Ghost Samurai. Don't worry, so long as he doesn't stack up Void you shouldn't have a lot to worry about. Rewards Money: 23$ ----- Stage 11 ----- Enemies Lv.4 Ghost Assassin Strategy: Again just a leveled up training enemy. Watch out for his Shadow Blend buff, it will make him hard to hit. Rewards Money: 25$ ----- Stage 12 ----- Enemies Lv.2 GSG9 Assault x2 - 83 HP Lv.5 ZPCI Hunter - 192 HP Strategy: The Assaults are quite weak, you should be able to take them out quickly, if not one per turn. The Hunter is not special, though he may heal his allies if they're low on HP. If you have trouble, take out the Hunter first as the Assaults are very weak units. Rewards Money: 21$ ----- Stage 13 ----- Enemies Lv.5 Frost Zombie - 156 HP Lv.4 Frost Zombie - 149 HP Strategy: If you could take out one, you can take out two, still no difficulty. Rewards Money: 34$ ----- Stage 14 ----- NEW ALLY! Lv.6 Veradux - 328 HP Enemies Lv.5 ZPCI Hunter x3 - 192 HP Strategy: Say hello to Veradux, he will be joining you through the rest of your Sonny adventurer. Veradux has two important abilities for you to keep in mind: Electro Bolt - Veradux shoots a yellow bullet of electricity to an enemy. The damage scales with Magic. Potentially removes one buff on the enemy. Does lots of damage. Heal - Veradux will heal, himself or Sonny, when either falls below half health or so. On top of that he can also restore his own focus, and he has access to the Poison attack that so many enemies use. You cannot control Veradux, he is AI controlled. This means that he isn't always going to do what you want him to, so get used to it now. His ability to remove enemy buffs and heal Sonny are going to be important abilities for the rest of the game. Luckily his equipment that he starts with is probably better than anything you can find him in Ishiguro's Rest, so you won't have to worry about that. Anyways, this is an easy fight, now that you have two bodies to your party. Enjoy the easy going while it lasts. It won't be forever. Rewards Money: 35$ ----- Ishiguro's Rest Hub ----- Veradux's Initial Equipment Headgear ZPCI Med-Wear A (!) - Lv.5 Combat Medic Headgear +4 Speed +4 Magic +4 Strength +4 Vitality +15 Physical Defense +15 Magical Defense Gloves ZPCI Med-Wear C (!) - Lv.5 Combat Medic Gloves +4 Speed +4 Magic +4 Strength +4 Vitality +15 Lightning Defense +15 Earth Defense Secondary Arms (None) Primary Arms Pulse Rifle - Lv.5 Primary Arms +2 Speed +12 Magic Bodywear ZPCI Med-Wear B (!) - Lv.5 Combat Medic Bodywear +4 Speed +4 Magic +4 Strength +4 Vitality +15 Ice Defense +15 Fire Defense Leggings ZPCI Med-Wear D (!) - Lv.5 Combat Medic Leggings +4 Speed +4 Magic +4 Strength +4 Vitality +15 Shadow Defense +15 Poison Defense Footwear ZPCI Med-Wear E (!) - Lv.5 Combat Medic Footwear +4 Speed +4 Magic +4 Strength +4 Vitality +15 Lightning Defense +15 Earth Defense Note: As you can see Veradux is pretty set. The only thing that could be improved is his gun. Also Note: When he levels you don't control anything. He gets more natural stats than Sonny does, and as his gear suggests, he powers up pretty evenly amongst everything that he learns. He won't get new abilities though, he will only use his shock attack, heal, and focus regen. Also Also Note: In Reward Screens it will only show the EXP that Sonny earns, Veradux, if he's a higher or lower level than Sonny, will earn less or more EXP than what is being shown. Also Also Also Note: In the Inventory Screen you can change Veradux's AI. He has Tactical, Defensive, and Aggressive. This control the range at which he'll decide to act. With Tactical he will attack if the party is reasonably healthy, which doesn't always mean that one more attack won't kill Veradux or Sonny. There is no way to change this in the middle of battle so, you'll have to set it before battle. Keep it at Tactical for now. I'll mention in the battle info if you should change it ever. ----- Stage 15 ----- Recommended Veradux Setting: Tactical Enemies Lv.6 Ghost Samurai - 336 HP Lv.6 Ghost Assassin - 232 HP Strategy: This fight will probably take a few turns. The big issue here is the Ghost Assassin. If he gets Shadow Blend his attacks will hurt a lot, and with his higher level he will take more punishment than normal before dying. Make sure you target him first. Rewards Money: (GET THIS) ----- Stage 16 ----- Lv.6 Ghost Samurai x3 - 336 HP Strategy: Three, count 'em, three Ghost Samurais. This is the first stage you're called on to do more than 1,000 points of damage to win. With Veradux, this fight may not be worrisome, unless both Sonny and Veradux get Stun Locked, but that is highly unlikely. You're also going to be dealing with multiple stacks of Void, possibly on the same character. Three stacks of Void are prone to pushing up to 100 damage a turn, so if that happens absolutely expect that character to die. But, keep beating on them. Don't get too distracted with healing to not defeat the enemies, even just beating one of them will lighten the load by quite a bit. Rewards Money: 52$ ----- Ishiguro's Rest Hub ----- BOSS ALERT! SAVE YOUR GAME! Note: If you couldn't figure it out, you have a boss up next, so make sure you save if Auto-Save isn't on. Hell even if it is, you may want to save. ----- Stage 17 ----- Enemies Lv.7 Sensei Ishiguro - 1024 HP Sensei Ishiguro Abilities Attack - Deals 50 - 80 damage. Void - Deals 40 - 60 Shadow Damage. Inflict Void Debuff, which deals Shadow Damage each turn. For Ishiguro, this is about 30 damage per stack. Lasts 9 turns. Heal - Sensei Ishiguro will heal himself for about 200 - 300 health. Cold Soul - Inflicts 100 - 170 Ice Damage. Inflicts Cold Soul, which lowers the target's speed by 15%. Lasts 4 turns. Enraged - This unit's next attack deals 400% more damage. Shatter - Inflicts 50 - 70 damage. Can stun target. Strategy: Looking at his move set he's a compilation of enemies from the beach and white november mostly. The two moves to watch out for are Void, which he will stack on an enemy, and given his increased Magic stat, will deal lots of damage should it stack, and Enraged which will make anything he does easily in the killing range, ESPECIALLY Cold Soul. He can also stun, which is a nasty trick. What he did to me was stack two stacks of void on Veradux and then stun him, causing him to take loads of damage all at once. One important note is that Veradux's heal can remove one stack of Void from an ally. In short, if you are about the same level as the boss, I recommend Veradux goes to Defensive for this fight, as this will make him constantly heal the party. Which may be needed. When you beat him, pat yourself on the back, that was the first real difficult fight in Sonny. And there are plenty more to go. But congratz you just beat Ishiguro's Rest! Rewards Armour of the Teacher (!!) - Lv.5 Bodywear +3 Speed +2 Magic +3 Strength +2 Vitality +13 Magic Piercing +13 Physical Defense Legplates of Icy Doom (!!) - Lv.5 Leggings +2 Speed +3 Magic +4 Strength +4 Vitality +13 Magic Piercing +13 Physical Defense Footguard of the Shore (!!) - Lv.5 Footwear +3 Speed +3 Magic +2 Strength +2 Vitality +13 Magic Piercing +13 Physical Defense Grandmaster's Gloves (!!) - Lv.5 Gloves +3 Speed +3 Magic +2 Strength +2 Speed +13 Magic Piercing +13 Physical Defense Crown of Frozen Shadows (!!) - Lv.5 Headgear +3 Speed +3 Magic +3 Strength +2 Vitality +13 Magic Piercing +13 Physical Defense Money: 45$ ------------------------------------------------------------------------------- 3.3 Gadi'Kala ------------------------------------------------------------------------------- ----- Gadi'Kala Hub ----- Gadi'Kala Store Survivor's Helm - 99$ - Lv.7 Headwear +2 Speed +5 Vitality +46 Physical Defense +46 Earth Defense Survivor's Armor - 99$ - Lv.7 Bodywear +2 Speed +5 Vitality +46 Physical Defense +46 Earth Defense Survivor's Gloves - 99$ - Lv.7 Gloves +3 Speed +4 Vitality +46 Physical Defense +46 Earth Defense Survivor's Leggings - 99$ - Lv.7 Leggings +3 Speed +4 Vitality +46 Physical Defense +46 Earth Defense Survivor's Boots - 99$ - Lv.7 Footwear +3 Speed +4 Vitality +46 Physical Defense +46 Earth Defense Bloody Blade - 512$ - Lv.7 Primary Arms +11 Strength +50 Physical Piercing Bloody Dagger - 512$ - Lv.7 Assassin's Secondary Arms +11 Strength +50 Physical Piercing Steel Slicer - 1024$ - Lv.7 Destroyer's Primary Arms +18 Strength +12 Vitality Ivory Mace - 512$ - Lv.7 Primary Arms +8 Magic +8 Strength +50 Lightning Piercing Ivory Shield - 512$ - Lv.7 Guardian's Secondary Arms +10 Vitality +40 Physical Defense Nature's Fury - 1024$ - Lv.7 Primary Arms +16 Magic +25 Magic Piercing +25 Fire Piercing Knight's Gloves - 240$ - Lv.8 Destroyer's Gloves +7 Strength +8 Vitality +7 Physical Piercing Striker's Flip Flops - 240$ - Lv.8 Footwear +11 Speed +4 Strength +12 Physical Piercing "Don't slip." Breaker's Pantyhose - 512$ - Lv.8 Leggings +20 Focus +9 Magic +32 Magic Piercing "Sexy, but deadly." Dead Peacock - 512$ - Lv.10 Headwear +5 Magic +4 Strength +9 Vitality +17 Lightning Piercing "At least it's still pretty." Notes: Well, plenty of the stuff in the store is nice looking. The Survivor Set with all the Defense statistics is there for anyone that's having a hard time with this area, and provides a great boost to health and two of the primary elements you get hit with here. All of this gear looks great, and certainly if you have some cash you should get a few pieces. I give Veradux the Ivory Mace and Dead Peacock at some point in time as they boost his important stats. However, know that enemies in the area, as well as in the Training Stage drop good gear that tends to be better than these store bought items. These items are here to boost your stats for the harder enemies. Training Stage: Here's your enemies this time around. Lv.7 Shaman of Life - 552 HP Shaman of Life Abilities Light Heal - Heals for 30 - 50 Health. Great Heal - Heals for 200 - 300 Health. Re-Energize - Gives a buff that restores Focus each turn, lasting 9 turns. Water Mend - Gives a buff that restores Health each turn, lasting 6 turns. Slug - Does about 50 - 70 damage. Inflicts debuff that reduces the targets damage from all sources by 20% for 2 turns. Strategy: Shaman of Life is a good target to get in training. He is not particularly dangerous and the worst he can do is lock himself in a circle of endless healing that you'll have to damage through to kill him. The good news is that even if that happens, focus runs out eventually. Rewards Mender's Armor - Lv.10 Bodywear +5 Magic +4 Strength +7 Vitality +17 Lightning Piercing Mender's Leggings - Lv.10 Leggings +5 Magic +4 Strength +5 Vitality +9 Lightning Piercing Mender's Gloves - Lv.8 Gloves +6 Magic +4 Strength +9 Vitality Mender's Boots - Lv.8 Footwear +4 Magic +5 Strength +8 Vitality +17 Lightning Piercing Money: 37 - 47$ Lv.7 Shaman of Death - 448 HP Shaman of Death Abilities Heal - Heals 170 - 250 Health. Rage - Gives buff, Raging, which increases Strength and Magic for 6 turns. Burn - Does 60 - 90 Fire Damage. Gives target Debuff, Burning, which deals 30% of caster's Magic as Fire Damage for 5 turns. Magic Missile - Deals 100 - 150 Magic Damage. Gives target Debuff, Magical Rift, which boosts damage taken by 17% and lowers Magic Defense. Strategy: Shaman of Death is a magic damage dealer. If he stacks up a few Magic Rift debuffs on a character he can take them down rather quickly, so watch out. Hopefully Verdux would keep the debuffs off. Anyways, attack normally, and get some Focus increasing gear. Rewards Breaker's Mask - Lv.10 Headgear +20 Focus +9 Magic +27 Magic Piercing Breaker's Gloves - Lv.8 Gloves +20 Focus +10 Magic +13 Magic Piercing +13 Ice Piercing Breaker's Armor - Lv.10 Bodywear +20 Focus +9 Magic +27 Ice Piercing Breaker's Boots - Lv.8 Footwear +20 Focus +9 Magic +32 Ice Piercing Money: 37 - 47$ Lv.7 Shaman of Blades - 776 HP Shaman of Blades Abilities Attack - Deals 70 - 100 damage. Power Attack - Deals 130 - 200 damage. Focus Attack - Deals 19 damage to Focus. Heal - Heals for 350 - 550 health. Wound - Deals 80 - 120 damage. Inflicts debuff, Wounded, which causes the target to take more damage from all sources and deals damage each turn. Strategy: A Physical Attacker. This guy can deal lots of damage, but he isn't as dangerous as Shaman of Death is. I wouldn't worry so much, though his very powerful Heal may get annoying, he doesn't use it often. Rewards Striker's Gloves - Lv.8 Gloves +10 Speed +9 Strength +28 Physical Piercing Striker's Mask - Lv.10 Headwear +10 Speed +4 Strength +28 Physical Piercing Striker's Leggings - Lv.8 Leggings +9 Speed +2 Strength +4 vitality +22 Physical Piercing Striker's Armor - Lv.10 Bodywear +6 Speed +6 Strength +6 Vitality Tribal Dagger - Lv.8 Assassin's Secondary Arms +15 Speed +60 Physical Piercing Money: 37 - 47$ Lv.7 Rock Golem - 840 HP Rock Golem Abilities Earth Attack - Deals 140 - 200 Earth Damage. Enraged - The user's next attack deals 400% damage. Sunder - Deals 100 - 140 damage. Inflicts a debuff, Sundered, that reduce's the afflicted's Strength and increases the damage they take from outside sources. Break - Deals 100 - 150 damage. Stuns target. Strategy - The Rock Golem is an all out attacker, with low defenses all the way around. When he gets enraged he will probably kill someone with his next attack so hope Veradux removes it. Besides that, if he gets lots of criticals with his normal attack, he'll kill someone. Probably more dangerous than the Shaman of Death, but you can deal. It's still only one enemy. Rewards Knight's Boots - Lv.8 Destroyer's Footwear +8 Strength +9 Vitality +13 Physical Piercing Knight's Leggings - Lv.8 Destroyer Leggings +12 Strength +4 Vitality +13 Physical Piercing Stone Club - Lv.10 Primary Arms +2 Strength "Too heavy to be any useful." (Typo is game creators) Notes: Grind to your hearts content. When your ready go for the next stage. ----- Stage 18 ----- Enemies Lv.7 Shaman of Blades - 776 HP Strategy: A solo Shaman of Blades, you've probably trained against this, or something like that. Easy peasy. Rewards Money: 42$ ----- Stage 19 ----- Enemies Lv.7 Shaman Controller - 608 HP Lv.7 Rock Golem - 840 HP Shaman Controller Abilities Attack - Does 40 - 60 damage. Magic Missile - Deals 75 - 120 Magic Damage. Gives target Debuff, Magical Rift, which boosts damage taken by 17% and lowers Magic Defense. Heal - Heals 200 - 250 health. Water Mend - Gives a buff that restores Health each turn, lasting 6 turns. Strategy: The Controller will heal Rock Golem, but just like most other healers he won't use it quickly in a row. I imagine that's because their heals have cooldowns but... yeah, take out this party. They're still pretty simple. Rewards Money: 50$ ----- Stage 20 ----- Enemies Lv.7 Devourer - 608 HP Devourer Abilities Attack - Does 35 - 60 damage. Poison - Does 20 - 40 poison damage. Inflicts Poison debuff, which deals damage equal to 33% of the caster's Strength per turn for four turns. Strategy: Pretty basic fighter, not really difficult at all. Rewards Striker's Leggings - Lv.8 Leggings +9 Speed +2 Strength +4 vitality +22 Physical Piercing Stone Club - Lv.10 Primary Arms +2 Strength "Too heavy to be any useful." (Typo is game creators) Money: 41$ ----- Stage 21 ----- Enemies Lv.8 Shaman of Death - 488 HP Lv.7 Totem - 248 HP Totem Abilities Electro Bolt - Does 65 - 100 Lightning Damage. Can remove buffs. Magic Bolt - Does 50 - 75 damage. Gives target Debuff, Magical Rift, which boosts damage taken by 17% and lowers Magic Defense. Heal - Restores 170 - 280 health. Strategy: Destroy the Totem right away, its Electro Bolts can get annoying when Veradux gets stuck just buffing Sonny over and over again because his focus regen buff keeps disappearing. Other than that minor annoyance, this fight isn't difficult. Rewards Money: 58$ ----- Stage 22 ----- Enemies Lv.8 Rock Golem - 840 HP Lv.7 Rock Golem - 768 HP Strategy: If they both Enrage, you should use Suppression (that damage reducing ability from the start of the game) so that you don't die. This can be hard if that happens, and besides that, they can do a lot of damage each turn. Be wary. Rewards Money: ----- Stage 23 ----- Enemies Lv.8 Rockstar - 1200 HP Rockstar Abilities Attack - 120 - 180 damage. Smash - Deals about 200 - 400 damage. Enraged - The user's next attack deals 400% damage. Wound - Deals 130 - 200 damage. Inflicts debuff, Wounded, which causes the target to take more damage from all sources and deals damage each turn. Stun - Does 120 - 180 damage. Can stun the target. Iron Skin - Increases the user's Health and Physical Defense for 6 turns. Suppression - Decreases damage done to the user by 70% for 4 turns. Sunder - Deals 100 - 140 damage. Inflicts a debuff, Sundered, that reduce's the afflicted's Strength and increases the damage they take from outside sources. Focus Heal - Heals all of Rockstar's Focus. Strategy: You'll have to keep Sonny alive. If Sonny dies, Veradux will get destroyed by Rockstar. Veradux isn't a damage dealer and his Tactical even has him healing too much too often, not that you want to make him aggressive and thus die easier. For a single target, he is very difficult to fight. Do your best, and if you can't do it, go train a little bit. When he pops Suppression and Iron Skin, your damage will drop very significantly, but you just have to tank through it and take him out when you can. Rewards Tribal Blade - Lv.8 Primary Arms +15 Speed +60 Physical Piercing Stone Club - Lv.10 Primary Arms +2 Strength "Too heavy to be any useful." (Typo is game creators) Money: 51$ ----- Stage 24 ----- Enemies Lv.8 Totem - 272 HP Lv.8 Shaman of Life - 608 HP Lv.8 Rock Golem - 912 HP Strategy: Take out the Totem. Then the Shaman of Life, and then the Rock Golem. The Rock Golem is the most dangerous, but there's only one of him. The totem and the Shaman of Life aren't dangerous. Rewards Money: 55$ ----- Stage 25 ----- Enemies Lv.8 Devourer - 672 HP Lv.9 Devourer - 736 HP Strategy: Two normal enemies, without much to do damage at you. Very easy. Rewards Money: 64$ ----- Stage 26 ----- Enemies Lv.11 ZPCI Elite - 1304 HP ZPCI Elite Abilities Attack - Does 60 - 90 Damage. Shot - Does 60 - 90 Fire damage. Shock - An ability that stuns its target for one turn. Does about 60 fire damage. Strategy: He mimics the ZPCI units you've fought so far, with no special skills or particular dangers besides a bit HP pool. Should be simple enough. Rewards Money: 70$ ----- Stage 27 ----- Enemies Lv.9 Shaman of Death - 528 HP Lv.9 Shaman of Blades - 904 HP Strategy: The two damagers team up to take your party down. The key is to take out one before the other and Shaman of Death has a much lower HP total than Shaman of Blades soo... Rewards Money: 68$ ----- Stage 28 ----- Enemies Lv.9 Shaman of Life - 664 HP Lv.9 Shaman of Blades - 904 HP Srategy: As Veradux says when you start the level, hit the weaker one first. As in, the Shaman of Life... if you couldn't tell. Rewards Money: 61$ ----- Stage 29 ----- Enemies Lv.10 Dokebi the Striker - 1000 HP Lv.10 Vendetta the Breaker - 352 HP Lv.10 Argalia the Mender - 640 HP Strategy: Dokebi is a Shaman of Blades, Vendetta is a Shaman of Death, and Argalia is a Shaman of Life. They have boosted stats, but they are essentially a full team of shamans. From the HPs its clear who you need to take down first. Ideally you can take out one of them in one hit, if you can't however the fight
will be much more difficult. Whoever gets hit by you is likely to be healed by
Argalia the next turn, though I doubt that Argalia has any less of a healing
cooldown than most enemies. Once Vendetta falls, the biggest damager is dead
and its just mopping up from there.

Rewards
Money: 90$

-----
Stage 30
-----

Enemies
Lv.10 Shaman Survivor - 800 HP
Lv.10 Totem - 320 HP

Shama Survivor Abilities
Attack - Does 70 - 100 damage.
Focus Attack - Does 19 damage to target's Focus.
Wound - Deals 80 - 120 damage. Inflicts debuff, Wounded, which causes the
target to take more damage from all sources and deals damage each turn.
Re-Energize - Gives a buff that restores Focus each turn, lasting 9 turns.
Heal - Restores 280 - 420 Health.

Strategy: Kind of a sad fight, the last shaman is hardly an adversary. Take him
out.

Rewards
Money: 60$

-----
Stage 31
-----

Enemies
Lv.10 Devourer x3 - 800 HP

Strategy: We're entering the last arcs of Sonny's Storyline. Trust me there's a
reason that things have been taking so long and you'll reach the end of this
area to be pleasently surprised. Anyways, you've fought them before, and they
aren't tough. There just happens to be a lot of them this time. Drudge through
this mud match and continue on.

Rewards
MOney: 77$

-----
Stage 32
-----

Enemies
Lv.11 ZPCI Elite x2 - 1304 HP

Strategy: Remember the semi-Mini-Boss fight from earlier? Do it twice. Still
not difficult, though the threat of a stun lock exists.

Rewards
Money: 83$

-----
Stage 33
-----

Enemies
Lv.11 Zombie Ambassador - 864 HP

Strategy: He is essentially a renamed Devourer. Nothing special and very easy.
Though he does say something about a Baron... hmm...

Rewards
Money: 59$

-----
Stage 34
-----

Enemies
Lv.11 ZPCI Elite - 1304 HP
Lv.11 ZPCI Sniper - 648 HP
LV.11 ZPCI Medic - 864 HP

ZPCI Sniper Abilities
Enraged - The user's next attack deals 400% damage.
Shot - Deals 80 - 120 damage.

ZPCI Medic Abilities
Shot - Deals 50 - 75 Fire damage.
Attack - Deals 50 - 75 damage.
Poison - Does 20 - 40 poison damage. Inflicts Poison debuff, which deals damage 
equal to 33% of the caster's Strength per turn for four turns.
Heal - Restores 200 - 300 Health.

Strategy: Look frightening? It isn't really. It's essentially a boosted Shaman
Council fight, with some different roles and a lot less Focus. Take out the
Sniper first of course. You hear them mention the Paladin, who we'll be meeting
up with soon enough.

Rewards
Money: 81$

-----
Gadi'Kala Hub
-----

BOSS ALERT! SAVE GAME NOW!!

Note: The next two fights are the last fights of Sonny. If you have any
training you want to do, any grinding you want to get done, or any items you
want to buy, now is the time to do it. You won't be forced to fight these final
two back to back, but lots of changing will likely take place between them. If
you feel you are appropriately strong, then you are ready. Step forward.

Extra Note: It should be mentioned that the next Boss on the List, Baron
Braxius, is somewhat of a mind **** battle, namely, he is there to toss all of
your previous strategies on their head... you'll see what I mean. Anyways, it's
very likely you'll have to respect into some unorthodox abilities, or at least
ones that you didn't have before hand, in order to take out Baron Braxius.

-----
Stage 35
-----

Enemies
Lv.12 Baron Braxius - 32960 HP (You read that right)

Baron Braxius Abilities
Attack - Does 180 - 300 damage.
Lost - Deals 80 - 150 Shadow Damage. Stuns the target for 4 turns.
Decay - Deals 80 - 150 Shadow Damage. Debuffs the target to receive 80 Shadow
Damage each turn. Will Stack.
Shadow Blend - Increases the user's speed by 500%.

NEW ALLY!
Galiant the Paladin - 688 HP

Galiant's Abilities
Attack - Almost always crits. Deals 1800 - 2000 damage.
Intervention - A buff for one ally. The buff prevents a set amount of damage
against the target and heals them slightly each turn for 8 turns.
Heal - Restores 200 - 300 health.

Strategy: Yeah you read that HP total right. I'm just saying it again so you
can understand. For all intents and purposes this is the true final boss of
Sonny. If he stuns you, Veradux will likely heal it off, but maybe not. If 
Baron Braxius gets multiple stacks of Decay on one or more targets, then 
Veradux may not be able to heal them all off in time. If the Baron uses Shadow
Blend, be prepared to stop hitting him for the duration of it (unless Veradux
gets it off him).

The Baron will attack targets with a priority of Sonny = Galiant >> Veradux. If
he manages to kill Sonny he'll make easy work of Galiant, because Veradux's AI
is stupid.

The real key to beating Baron Braxius is not by doing 500 or so a turn (as I
was able to do at the time, and got creamed when he was a few smacks away from
death) but to increase how much damage the Paladin does.

I had to Re-Spec, you probably will too. Take talents that do away with your
own benefit, and increase as much damage as possible is going towards Baron
Braxius. At some point later I will provide some talent builds to help you get
through this. Know that anything that helps increase damage, buffs or debuffs
or anything, are what you'll need to beat down on the Baron.

Rewards
Money: 76$

-----
Gadi'Kala Hub
-----

BOSS ALERT! SAVE GAME NOW!

Note: If you had to Re-Spec for the Baron Braxius fight, go ahead and Re-Spec
back to what you had before, or something similar anyways. You won't have a
Paladin helping you out in the next fight.

-----
Final Stage
-----

Enemies
Lv.12 Galiant the Paladin - 1968 HP

Galiant's Abilities
Attack - Does 180 - 300 Damage.
Intervention - Shields the user from a set amount of damage (roughly 400 - 500)
and regenerates HP each turn, about 40 health/turn.
Full Heal - Restores all of the user's HP, costs 1000 Focus.
Shock - An ability that stuns its target for one turn. Does about 150 fire
damage.


Strategy: Yes, you have to face your very powerful 2K attacking previous "ally"
in battle... so when that first attacks you might flinch before realizing...
its about as powerful as Baron Braxius' attack was. Yes luckily you aren't
fighting the insanely powerful Paladin that was your ally, but a watered down
(though he does have more HP) version. Keep bashing the Paladin, he will use
his Full Heal spell until he runs out of Focus, so he effectively has four or
five times his actual health, meaning you'll have to inflict rougly 7000 -
10000 HP damage to beat this fight. Still he is not as debilitating or rough as
Baron Braxius was. A good follow up, but overall much easier than the Baron.

Rewards
Paladin's Helm (!!) - Lv.10 Headgear
+15 Focus
+8 Speed
+12 Magic
+8 Strength
+12 Vitality
+15 Lightning Piercing
+600 Poison Piercing

Paladin's Armor (!!) - Lv.10 Bodywear
+15 Focus
+8 Speed
+12 Magic
+8 Strength
+12 Vitality
+15 Lightning Piercing
+600 Poison Piercing

Paladin's Boots (!!) - Lv.10 Footwear
+15 Focus
+8 Speed
+12 Magic
+8 Strength
+12 Vitality
+15 Lightning Piercing
+600 Poison Piercing

Paladin's Gloves (!!) - Lv.10 Gloves
+15 Focus
+8 Speed
+12 Magic
+8 Strength
+12 Vitality
+15 Lightning Piercing
+600 Poison Piercing

Paladin's Leggings (!!) - Lv.10 Leggings
+15 Focus
+8 Speed
+12 Magic
+8 Strength
+12 Vitality
+15 Lightning Piercing
+600 Poison Piercing

Blade of Light - Lv.12 Primary Arms
+16 Speed
+16 Magic
+16 Strength
+16 Vitality
+25 Physical Piercing
+25 Lightning Piercing

Money: 76$

CONGRATULATIONS! YOU HAVE OFFICIALLY BEATEN SONNY!!!

... or have you?

*******************************************************************************
4.0 After the Story
*******************************************************************************

Now that you've beaten Sonny's Story, what is there left to do? Well, there's
all that silly completionist stuff that you can do, like levelling to the max
or getting all the best gear. There's also 4 more bosses to fight in the last
area.

-------------------------------------------------------------------------------
4.1 The Last Area - The Infinity
-------------------------------------------------------------------------------

-----
The Infinity Hub
-----

The Infinity is different than the rest of the game, and I'll go through why.

Party: As explained in the end game message. You now have 4 new party members,
namely, Amber, an Assassin, Gilgus, a Destroyer, Teco, a Guardian, and Catelin,
a Gunslinger. These characters don't say anything, and are essentially named
characters for the sake of having a name. They aren't important to the story or
a hint at what's to come (as far as Sonny 2 goes anyways) and they are there
to give your party a third member just cause. So, pick one and develop them
developing all of them is possible if you want as well, though its not exactly
necessary.

Portals: There are 6 different Portals in The Infinity, 3 are Shop Portals, 1
is the Next Stage Portal as usual, and 1 Training Portal. And then there is a
special Green Portal known as the Special Training Portal. The Special Training
can only be done once a day... yeah that's right. The last area is a bit like
a Facebook game or something. Its tedious in large spurts, but quick on a day
by day basis. Now then each portal in detail...

The Infinity Shops

The shops in the Infinity are holding the maximum specialty End Game gear, in
short they have gear for each class, which only each class can equip, that
have powerful boosts in the stats that those classes specialize in anyways.
They're all expensive items, especially the Weapons shop, which has a few
options for specializing for a few classes. In short, the end game is grinding
the Training Portal, Special Training Portal, and the Paladin fight, until you
get enough gold to equip everyone pertaining to their class and take down the
final bosses.

Shop 1 - Top Portal

Destroyer's Helm - 2000$ - Lv.10 Destroyer Headwear
+20 Strength
+20 Vitality
+20 Physical Piercing

Destroyer's Armor - 2000$ - Lv.10 Destroyer Bodywear
+20 Strength
+20 Vitality
+20 Physical Piercing

Destroyer's Gloves - 2000$ - Lv.10 Destroyer Gloves
+20 Strength
+20 Vitality
+20 Physical Piercing

Destroyer's Leggings - 2000$ - Lv.10 Destroyer Leggings
+20 Strength
+20 Vitality
+20 Physical Piercing

Destroyer's Boots - 2000$ - Lv.10 Destroyer Boots
+20 Strength
+20 Vitality
+20 Physical Piercing

Guardian's Helm - 2000$ - Lv.10 Guardian Headwear
+10 Focus
+14 Magic
+14 Strength
+24 Vitality
+20 Lightning Piercing

Guardian's Armor - 2000$ - Lv.10 Guardian Bodywear
+10 Focus
+14 Magic
+14 Strength
+24 Vitality
+20 Lightning Piercing

Guardian's Gloves - 2000$ - Lv.10 Guardian Gloves
+10 Focus
+14 Magic
+14 Strength
+24 Vitality
+20 Lightning Piercing

Guardian's Leggings - 2000$ - Lv.10 Guardian Leggings
+10 Focus
+14 Magic
+14 Strength
+24 Vitality
+20 Lightning Piercing

Guardian's Boots - 2000$ - Lv.10 Guardian Boots
+10 Focus
+14 Magic
+14 Strength
+24 Vitality
+20 Lightning Piercing

Shop 2 - Middle Portal

Assassin's Helm - 2000$ - Lv.10 Assassin Headwear
+20 Speed
+5 Strength
+4 Vitality
+50 Physical Piercing

Assassin's Armor - 2000$ - Lv.10 Assassin Bodywear
+20 Speed
+5 Strength
+4 Vitality
+50 Physical Piercing

Assassin's Gloves - 2000$ - Lv.10 Assassin Gloves
+20 Speed
+5 Strength
+4 Vitality
+50 Physical Piercing

Assassin's Leggings - 2000$ - Lv.10 Assassin Leggings
+20 Speed
+5 Strength
+4 Vitality
+50 Physical Piercing

Assassin's Boots - 2000$ - Lv.10 Assassin Boots
+20 Speed
+5 Strength
+4 Vitality
+50 Physical Piercing

Gunslinger's Helm - 2000$ - Lv.10 Gunslinger Headwear
+24 Focus
+26 Magic
+4 Vitality

Gunslinger's Armor - 2000$ - Lv.10 Gunslinger Bodywear
+24 Focus
+26 Magic
+4 Vitality

Gunslinger's Gloves - 2000$ - Lv.10 Gunslinger Gloves
+24 Focus
+26 Magic
+4 Vitality

Gunslinger's Leggings - 2000$ - Lv.10 Gunslinger Leggings
+24 Focus
+26 Magic
+4 Vitality

Gunslinger's Boots - 2000$ - Lv.10 Gunslinger Boots
+24 Focus
+26 Magic
+4 Vitality

Shop 3 - Bottom Portal

Destruction - 4000$ - Lv.10 Destroyer Primary Arms
+50 Strength
+30 Vitality
+20 Physical Piercing

Reckoning - 2000$ - Lv.10 Primary Arms
+25 Strength
+15 Vitality
+10 Physical Piercing

The Grand Rifle - 2000$ - Lv.10 Primary Arms
+50 Focus
+50 Magic
+50 Ice Piercing
+50 Lightning Piercing

Judgment - 2000$ - Lv.10 Primary Arms
+50 Magic
+30 Strength
+30 Vitality
+25 Physical Piercing
+25 Lightning Piercing

Frost Lantern - 2000$ - Lv.10 Gunslinger Secondary Arms
+50 Focus
+300 Fire Piercing

Power Lantern - 2000$ - Lv.10 Gunslinger Secondary Arms
+30 Focus
+40 Magic

Magic Lantern - 2000$ - Lv.10 Gunslinger Secondary Arms
+50 Focus
+100 Magic Piercing

Torment - 2000$ - Lv.10 Guardian Secondary Arms
+25 Strength
+50 Physical Piercing
+50 Lightning Piercing

Balance - 2000$ - Lv.10 Guardian Secondary Arms
+20 Focus
+15 Strength
+15 Magic
+30 Vitality

Eternity - 2000$ - Lv.10 Guardian Secondary Arms
+50 Focus
+65 Vitality

Assassination - 2000$ - Lv.10 Primary Arms
+30 Speed
+10 Strength
+50 Physical Piercing

Murder - 2000$ - Lv.10 Assassin Secondary Arms
+30 Speed
+10 Strength
+50 Physical Piercing

Note: I think you can figure it out. But clearly Gunslingers and Guardians get
a lot more options than Destroyer's or Assassin's.

Your probably looking over this list and realizing there is no ultimate set for
a Combat Medic, so what does Veradux do for endgame? If you are going to use
Veradux for the four optional bosses, then its recommended that you get him a
full Paladin gear set, though you can probably give him a non-Gunslinger gun to
improve his weapon, rather than the Paladin's Sword.

-----
Training Portal
-----

Enemies
Lv.XX Illusion - XXX HP

Illusion Abilities
Magic Bolt - Does Magical Damage. Gives target Debuff, Magical Rift, which 
boosts damage taken by 17% and lowers Magic Defense.
Fire Bolt - Does Fire Damage, inflicts debuff, Burning, which deals 30% of the
caster's strength as damage per turn.
Sunder - Does damage. Causes target to take 20% more damage from all sources.
Intervention - Shields the user from a set amount of damage and regenerates HP 
each turn.
Heal - Restores Health.

Strategy: The Illusions are based on Sonny's Level. There are always three of
them and they will be stronger or weaker depending on those levels. As such its
hard to cover them... if you are just starting out, they will be rather tough
for a normal party. However, if you have some charcters in Paladin Gear or
store gear, then you should be fine. I managed it with only Sonny in end game
gear, and I only had two pieces.

Rewards
Ghost Medallion (!)
"It looks pretty."

EXP: 35%
Money: 124 - 180$

Notes: Ghost Medallion is specifically for selling to the store. It sells for
500$, making 4 Training Session = 1 end game gear.

-----
Special Training Portal
-----

Enemies
Lv.XX Royal Courier - XXXX HP

Royal Courier Abilities
Attack - Does damage.
Shot - Does Fire Damage.
Heal - Restores Health.

Strategy: One against three, now you can understand why its once a day, this
guy is a pushover. He is also based on Sonny's level so, he'll get stronger as
you do.

Rewards
Convoy Package (!!)
"This things must be worth a fortune."

EXP: 22%
Money: 93$

Note: That Convoy Package can be sold for 2000$. That's one piece of end game
gear! Hallelujah.

-----
Infinity Hub
-----

So yeah, that's the gist of things. There are also Four Optional Bosses (gotten
to by clicking on the Next Stage Portal) that are made to challenge the living
hell out of you. My recommendation is that you grind until you have three fully
outfitted members (Sonny, Veradux, and whoever) and then proceed to see what
the game developers thought would challenge you the most. Or you can be tough
and do it without being fully maxed out... that would be insane.

This part has the potential to become endlessly frustrating because there is a
limit on Re-Specs in a day, so if you don't develop the right strategy you may
very well be stuck waiting for the next day. Silly way of doing things.

-----
Stage 37
-----

Enemies

Ignition - 8800 HP

Abilities
Fate - The target will die very soon. Deals 9999 Shadow Damage after the next
turn of the inflicted.
Dark Regeneration - Gives the user self-named buff, heals 1000 health every
turn.
Ignition - Does 90 - 150 Fire damage. Inflicts debuff that causes the inflicted
to take Fire damage each turn.

Strategy: The biggest pain with Ignition is the fact that he'll constantly opt
for Fate on any given turn. If an ally comes down with Fate you can't expect
Veradux to heal it off, as his AI only heals based on HP. That said, the heal
responsibility will have to come down to you.

Recommended Build:

Sonny Lv. 18+
1/5 Iron Skin
8/10 Regeneration
1/3 Aggression
3/3 Heroic Motivation
1/10 Magic Bolt
3/3 Electro Bolt

Recommended Action Bar:
2 Electro Bolts
4 Heroic Motivations
1 Aggression
X Whatever

With this build you effectively shut down anything that Ignition can do to you,
(short of killing Veradux, if your a slow ass Destroyer like I was), he can't
debuff you, he can't buff himself, and he can't kill you. Well, except that's
mostly a lie. He can buff, and if he pops Dark Regeneration he'll get a full
thousand HP before you get a chance to debuff him. That being said, another
problem exists in that Electro Bolt is your only strong damage attack, you as
Sonny as stuck healing most of the time. Because of that I highly recommend you
have your allies on Aggressive for this strategy.

You can supplement this by either using Magic Bolt or any other points you have
and putting them in Smash. I finally beat this guy when I had 2 Smash, 2 Heroic
Motivations, and 2 Electro Bolts. The trick with this build is that Sonny isn't
going to be the main damager, and you want to keep your Electro Bolts off the
cooldown so you can debuff Dark Regeneration the moment it pops up. Ignition's
high evasion rate doesn't help in this matter either.

Rewards
Champion's Trophy (!!)
"Awarded to you for killing a major boss."

Money: 100$

Note: You can sell Champion's Trophy for 4000$.

-----
Stage 38
-----

Enemies
Lv.19 Omen - 320000 HP (Damn!)

Omen Abilities
Dark Omen - The user's next attack is extra powerful. The user is also taking
extra damage from all sources. This ability cannot be dispelled. Also heals
the user for a bit of damage.
Break - Stuns the target and does damage.
Cripple - Does damage, reduces the target's speed. Lasts 3 turns.
Poison - Does poison damage, inflicts debuff that deals 33% user strength to
the target as poison damage each turn, lasts 3 turns.
Wound - Does damage. Target gets debuffed, loses health each turn and takes
extra damage from all sources.

Strategy: Clearly Mr. Omen's big selling point is his self-named attack. He'll
use Dark Omen, which is a double edged sword as he could very easily get off a
one shot attack which can land in the area of 2000 damage easily, which is
essentially a one shot. The guy that was doing the most damage for me was
actually Veradux. He had a full Paladin set and had maximum Poison Piercing and
his damage during Dark Omen actually landed at 45K which is a massive chunk of
Omen's health, where as my full set Destroyer was only able to land 11K with a
Smash.

The trick here is really to be set up to know that you'll survive whatever he
can throw at you so that you can attack him full force with no worry of getting
hit. The trick here is probably Intervention, the only shield that you can put
up. Teco can use it also. This should take enough of a buffer damage to dip
anything Omen throws at you to a point where your allies can survive and live
to do more damage. Veradux and Teco can do any healing (or you can go for
healing). The problem is that Intervention is a huge ability point sink, it has
10 levels, meaning you'll have to sacrifice lots of other talents (namely the
ever useful Regeneration).

As another thought, you can also use Break to attempt stunning him on the turn
that he uses Dark Omen. This attack still has a high damage potential while
removing any chance he get for damage that turn. On other turns he attacks for
normal amounts of damage so its not that big of a deal.

Recommended Build

Sonny Lv.16+
1/5 Smash
1/3 Wound
1/1 Break (!)
1/10 Magic Bolt
1/3 Electro Bolt
10/10 Intervention
1/5 Iron Skin
x/10 Regeneration (as many as you have left)

Action Bar
1 Break
Minimum 3 Intervention (can do more)


Strategy: The strategy is really to keep Omen from attacking when he has the
Dark Omen buff, other than that, its to have a back up in case your stun
doesn't hit. Whenever Omen uses Dark Omen you use Stun. Being a Destroyer I was
able to hit him for about 10K with Break. Other classes will surely do much
less damage. Don't get greedy. If he actually gets an attack off in Dark Omen
its very likely that someone dies. To prevent misses from being costly, on the
turns that he isn't under Dark Omen, you'll be using Intervention on all your
party members. Even with Intervention up I had him hit one of my party members
for 2K damage, so watch out! With a high level of Regeneration, Interventions
will be cost free, if your party member's HP stays high then they'll be doing
damage during Dark Omen also. I can see how having Amber in the party could
lead to a very short fight as well, so experiment a bit. But your job is to
use Break and Intervention. He uses Dark Omen every 4 turns, which is, ahem...
"conveniently" the amount of turns that Break is on cooldown, so you'll always
be able to use it on him. This will get you through the fight comfortably, but
be ready... emergency situations can always arise.

Rewards
Champion's Trophy (!!)
"Awarded to you for killing a major boss."

Money: 100$

-----
Stage 39
-----

Enemies
Lv.22 Doctor Herregods - 1000000 HP (Oh hell no!)

Doctor Herregods Abilities
Attack - Does damage.
Magic Bolt - Does magic damage. Inflicts debuff that increases damage from all
sources and decreases magic defense. Lasts 2 turns.
Void - Does shadow damage. Inflicts Void debuff which deals shadow damage every
turn and increases damage from all sources. Stacks indefinitely. Lasts 9 turns.
Mega-Godly Heal - Restores 2000000 health. 

Strategy: clearly, you are expected to use the talent Subversion, which flips
damage and healing on the turn that he uses his super heal, for an instant
kill. Here's the trick though, Subversion lasts one turn. He uses the heal the
moment that he drops below 990000 HP. In other words you have to have
subversion active whenever his health drops beneath that, the very turn that it
drops beneath that. To do that you'll want to use DoTs or just rely on your
team mates, meaning that even in the best situation its going to be hit and
miss. If you're a gunslinger, Void is the way to go, if you are a Destroyer
though, that isn't an actual available strategy. If you don't have subversion
then as far as I know you aren't going to be able to beat him.

Even when you know what you have to do, its difficult to do it. Your allies
will attack on a mostly unsure basis and if you miss it by a small amount you
waste your chance. Not to mention he may accidentally be healed over the amount
and thus not use the super mega heal. Also he won't take damage from the DoT
until after his turn. You are essentially counting on pure luck for this 
strategy.

Recommended Build
1/3 Fire Bolt
1/3 Shattering Bolt
1/5 Void
1/1 Subversion
Attack Skills

Action Bar
1 Subversion

With this build you'll be able to beat Herr Dokter. I highly recommend that you
use Amber as a party member, due to her high damage and speed, she'll make it
much easier to know when to use Subversion (this is of course assuming you
yourself, aren't an Assassin, as then you're speed will probably trump everyone
elses). Even if you have good speed yourself, Amber will frequently use Shadow
Blend, an ability you don't have access to.

With Amber, that build, and Veradux, and a speed of 39, I defeated this boss on
the third turn. Yeah... wow.

Rewards
Champion's Trophy (!!)
"Awarded to you for killing a major boss."

Money: 100$


-----
Stage 40
-----

Enemies

Lv.0 Shadow's Shadow - 1600 HP
Lv.25 Sinjid's Shadow - 28000 HP

Sinjid's Shadow Abilities
Attack - Does damage.
Ice Missile - Does several thousand Ice Damage (you won't live). Costs 100
Focus.
Restore Focus - Restores the user's Focus to max.
Sunder - Does damage. The target gets a debuff that makes them take more damage
from all sources.
Shadow Blend - The user's speed is increased by 500%.
Break - Does damage. The target is stunned for 1 turn.
Aggression - Buffs one unit to increase its Strength and Magic for 7 turns.

Shadow's Shadow Abilities
Attack - Does damage.
Re-Energize - Gives buff that restores focus each turn, lasts 9 turns.
Intervention - Shields one unit and restores health based on Strength. Shields
for about 500. Heals for about 30. Lasts 9 turns.

Strategy: The trick with this is preventing that Ice attack of Sinjid's from
being used. The best way for this is to simply keep his focus from being 100.
Easy way to do this is by using Disruption to damage his focus. He can only use
the super attack at 100 focus, so this will keep him from doing it. The other
trick though is something a bit more beyond control. His speed is really high,
so you'll need lots of speed as well to combat him, otherwise you'll miss a lot
Once you've got a higher speed than him, you can win the fight. Using Cripple 
to assist you will be helpful as well.

Recommended Build

sonny Lv.19+
1/5 Smash
1/3 Wound
1/1 Break
1/5 Disruption
1/5 Iron Skin
10/10 Regeneration
1/1 Flame Strike
3/3 Cripple

Action Bar
1 Cripple
4 Disruption

With this build you will always have a disruption available. Use Cripple as
often as possible. When he uses Shadow Blend he'll be nearly impossible to hit.
If you aren't an Assassin you'll want to do whatever you can to increase speed,
which may mean you have to go back and get the Paladin's Armor.

On the first turn you have to go for a Disruption. He will use the Ice Missile
every single time he has 100 focus.

Even if this strategy goes well, you'll need a bit of luck to survive to the
end of it all. Sinjid's Shadow has a lot of HP, and with this defensive build
you can't do a whole lot to deter him.

Thanks to Draxifiel from Kongregate for supplying a strategy on this boss
fight.

*******************************************************************************
5.0 Complete Talent Tree
*******************************************************************************

This section will include complete, detailed information on every talent on the
tree in the game.

Format

-----
Talent Name
-----
Number of Ranks: How many Ranks this Talent has.
Parent Talents: What Talent(s) have to be known before this one is avaialble.
Level Requirement: What Level is required for the first rank.
Effect: What it does and how much.
Rank Table: A full table for each rank that looks as such:
-------------------------------------------------------------------------------
| Rank | Base Damage | Level Requirement | Other Effects                      |
-------------------------------------------------------------------------------
|   1  |     10      |         10        | Inflicts debuff, Insanity, which   |
|      |             |                   | makes writing a guide take forever.|
-------------------------------------------------------------------------------

For every talent. Expect this update to take a while. Keep an eye out!

*******************************************************************************
6.0 Complete Bestiary
*******************************************************************************

This section is going to include detailed information on every enemy in Sonny,
including their statistics (limited to Level and HP), and their abilities and
general damage levels.

Format

-----
Enemy Name
-----
Level(s) Seen: 3, 4, and 5
HP: Lv.3 - 130 / Lv.4 - 156 / - Lv.5 182
Abilities
Attack - Does 20 - 40 damage.
Shot - Does 20 - 40 Fire Damage.

All in alphabetical order, I expect that this gets done before the Talent Tree.
Keep an eye out for this in an update.

*******************************************************************************
7.0 Complete Item List
*******************************************************************************

This section is going to include detailed information (are you sick of me
saying that yet?) on every item in Sonny, including all those rare drops and
items I probably don't know exist.

Format

-----
Item Name
-----
Section: Like Headgear, Bodywear, etc.
Lv. Requirement: Do I have to explain this one?
Class Requirement: If the item has one.
Details: Stat boosts.
Found: Where the item can be found (aka, what enemy drops it, what store has
it, etc.).

This will probably not take as long as the Bestiary or the Talents. I expect
this and the Bestiary will probably be in the very next update to this guide,
so keep an eye out for it.

*******************************************************************************
8.0 Complete Base Statistics List
*******************************************************************************

This section is going to... okay screw it new sentence. This explorative and
largely pointless part of the guide is going to have exact to the level detail
about the base statistics of all classes in the game. This means that all five
classes in Sonny will have full extravagent information about their four base
statistics presented as such:

I have since found out that each class operates on a mostly exact formula for
each level, or in other words every level grants the same stat bonuses. I'll
look into this further before deciding what to do with this section.

Format

-----
Class Name
-----
Who? : Characters that use class.

Table of DETAILS
-----------------------------------------------------
| Level | HP  | Vitality | Strength | Magic | Speed |
-----------------------------------------------------
|   1   | 202 |    12    |     6    |   12  |   5   |
-----------------------------------------------------

Yeah, that's going to take a while... a long while... I'll probably do more
levels than anyone will gain either. Oh well, that's what being a completionist
is all about.

Keep an eye out.

*******************************************************************************
X.X A VERY SPECIAL NOTE
*******************************************************************************

Seeing as how this guide is far from being complete, if you would like to
contribute to the following FAQ in anyway, please e-mail me at
gigadragon12@cox.net, or alternatively you can send me a PM on GameFAQS with
anything you find.

I will consider any information sent to me (which is a fancy way of saying, I
will be confirming everything you send you little *****) and will possibly
include it in the Final Version of the FAQ. Please, if you think you have
something I haven't covered, or a different way of tackling a challenge, then
please send me a message.

*******************************************************************************
9.0 Credits and Legal
*******************************************************************************

This FAQ was written by me: Flare_Dragon123, in its entirety as you see it now.
Future updates may include a list of thanks for any contributors (though I
don't see that as a likely problem)

Sonny was made by Armor Games, and we should all thank them for blessing us
with its presence.

Finally, here's the typical protection statement:

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

The Websites that are allowed to use this guide are:
gamefaqs.com

If you want to use this guide for your website, please contact me at the e-mail
address: gigadragon12@cox.net

Copyright 2011 Jeff Degginger
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