************************************************* ***********MAGIC PUNK SPELLS LIST v1.3*********** **Written by: Crovax *** Username: crovaxof404 ** ************** rseven @ telus . net ************* ************************************************* NOTE: This guide was written using information from the Magic Punk Closed Beta. Information is subject to change, quite possibly following the full release. ******************* *TABLE OF CONTENTS* Ctrl+F the codes to jump to a certain section! ******************* 1) Using Spells --------------------- [USESPL] 2) The Spells ----------------------- [TSPLSL] 4) Credits & Info ------------------- [CRDTIN] ****************************** * 1) Using Spells * [USESPL] * ****************************** Spells are an integral part of Magic Punk. You can't just finish your enemies by stringing together combos, that would be too easy. To win, you must effectively use the 18 spells in Magic Punk to pound enemies into oblivion. There's also a strategy attached to many of these spells... To use a spell, first you must select the one you want from the spell book. You can click on the tabs or hit the F keys. Once you are on the right page, you must then explode the quantity of balls listed by creating chains of 3 or more balls. Once you clear all the balls required, you'll automatically cast your spell in a short while (it doesn't happen immediately) As you clear the balls, you will gain experience, which will accumulate in the five stars at the bottom of your screen. When the bar is full, you will level up. This allows you to cast better spells. Also, when you level up, all the junk balls on your side of the map disappear. That's a very good thing. Sadly, you can only cast spells of your level, so no going back and casting level 1 spells. **************************** * 2) The Spells * [TSPLSL] * **************************** Beside each header is what your wizard/witch hat looks like at that level, because I know you're all curious... "Stones" refer to the gray spheres that aren't very helpful. The only ways to get rid of them are by using a certain spell, clearing balls that touch stones, or leveling up (which causes all your Stones to disappear). ---------------------------------------------- LEVEL 1 SPELLS (Patchy yellow hat) ---------------------------------------------- F1: BOMB (Drops 4 stones on the opponent) F2: STONE (Turns 3 of the opponent's balls into stones) F3: CAGE (Automatically drops your opponent's next five clusters. S/He can't control them.) F4: CURSE (If you cast Curse 9 times during a game, you automatically win.) BOMB: I'd say this spell is in the middle in terms of usefulness. The downside is that 4 stones isn't enough to screw your opponent over, especially at the beginning of the game, and all the stones you drop will disappear when your opponent levels up - very few games end with somebody still at Level 1. STONE: Same as Bomb in terms of usefulness... against most opponents, that is. If you're playing somebody very skilled, this can be a good spell to ruin somebody's combo with. However, if you're casting level 1 spells it's early in the game, so your opponent shouldn't have had the chance to set up a devastating combo anyways. CAGE: This is my favorite Level 1 spell. It's kind of risky though, sometimes you end up doing exactly what your opponent wanted to do anyways. The advantage though is that sometimes this can block an opponent's play, and as you drop colored balls rather than stones they don't go away with a level up. CURSE: Utterly useless. You'd have to pop only the balls require to avoid getting to level 2 before casting it nine times. Don't even bother with this one. ---------------------------------------------- LEVEL 2 SPELLS (Blue Hat) ---------------------------------------------- F1: PLUS BOMB (Drops 6 stones on the opponent) F2: PLUS STONE (Turns 5 of the opponent's balls into stones) F3: BLESS (For a limited time, you gain 15% more EXP) F4: POISON (For a limited time, balls your opponent clears do not count towards his/her spell) PLUS BOMB: This is my favorite Level 2 spell. 6 stones is almost 1 line, and that's enough to block one or two opportunities your opponent had to pop some balls. Mind you, one line of garbage is easy enough to get rid of but by then you may be able to cast it again. PLUS STONE: Like with Stone, if you see your opponent setting up a big combo it may be a good time to use this spell. 5 stones is quite a bit and if you see a big combo being set up chances are one or two stones will replace balls in his setup. BLESS: Not neccessarily a bad spell, not neccessarily a good one either. But if you know your opponent and figure the match will go on quite a while, getting the next-level spells earlier could give you an advantage. POISON: If you're trying to set up a combo this is a good spell to prevent your opponent from ruining it. However, that's pretty much this spell's only redeeming quality. ---------------------------------------------- LEVEL 3 SPELLS (Pink Hat) ---------------------------------------------- F1: SUPER BOMB (Drops 8 stones on the opponent) F2: SUPER STONE (Turns 9 of the opponent's balls into stones) F3: DISPEL (For a limited time, when your opponent casts an offensive spell, it does nothing) F4: VIRUS (For a limited time, you steal 20% of the experience your opponent earns) SUPER BOMB: This, and Super Stone, are my favorite level 3 spells. I find that usually around the time you're at level 3, your opponent's screen is about halfway to two-thirds filled up. Super Bomb is a good finisher in that situation. SUPER STONE: ...however, depending on the status of your opponent, you may want to cast Super Bomb or Super Stone. If your opponent seems to have things under control and is building a big combo, use Super Stone. If your opponent is struggling, use Super Bomb. DISPEL: Like Poison, this is handy to cast if you are setting up a big finishing combo. Otherwise, ignore it. VIRUS: Like Bless, if you see the game will be dragging on a while, getting to the next level of spells can give you the advantage. ---------------------------------------------- LEVEL 4 SPELLS (Blue hat with stars and moons) ---------------------------------------------- F1: HYPER BOMB (Drops 10 stones on the opponent) F2: HYPER STONE (Turns 18 of the opponent's balls into stones) F3: LIGHTNING (Turns 1 of your opponent's columns of balls into stones) F4: GROUND QUAKE (Eliminates all of your stones) HYPER BOMB: My favorite Level 4 spell. Like the level 3 variant of Bomb, it's a strong finisher and can put someone away when they're struggling. HYPER STONE: I would only reccommend using this if you can cast it just after your opponent clears the level he's on. 18 stones is a LOT, but if you cast it, say, right before he levels, this will actually help rather than hurt your opponent. LIGHTNING: Most of the time you'll want to avoid this. It's basically a watered-down version of Hyper Stone. Mind you, I think it targets the same column every time... I believe it's the third from the right. If that column happens to be an integral part of your opponent's strategy, then by all means go ahead and cast this. GROUND QUAKE: I would ignore this spell. By the time you pop enough balls to cast this spell you should already be well on your way to levelling up, and as you know, with levelling up comes a free Ground Quake. If you get Hyper Bomb/Stone'd almost right after levelling to level 4 though I'd reccommend trying to cast this. ---------------------------------------------- LEVEL 5 SPELLS (Pink hat with flame design) ---------------------------------------------- F1: NUCLEAR (Turns all your opponent's balls into stones, except for a 'border' of 1 ball) F2: METEOR (Turns all but the middle two of your opponent's columns into stones) *Yep, there's only 2 Level 5 spells The strategies for Level 5 spells is quite simple. NUCLEAR: Go for Nuclear if you think your opponent will have more than half his screen full when you pop enough balls to cast it. METEOR: Go for Meteor if you think your opponent will have around or below half his screen full when you pop enough balls to cast it. Most of the time you will want to cast Meteor though, because, believe it or not, in games that reach level 5 both sides usually have things under control and have about 1/3 or less of the screen filled. Sadly I do not know the exact amount of each ball needed for each spell... that information will come later! ******************************** * 3) Credits & Info * [CRDTIN] * ******************************** v1.0 - 5th May 2004 Got to level 5 and figured I may as well make a list of all the spells. So here it is. Seeing how there isn't much more to Magic Punk than the spells, this just might become a full guide someday... v1.1 - 7th May 2004 Fixed some spell information that I had wrong. v1.2 - 12th May 2004 Fixed more spell information that I had wrong. v1.3 - 16th May 2004 See above. V1.4 - 19th September, 2004 Added some strategies for each spell. ----------------------------------------------------------------------- Magic Punk was created by Softnyx, and this guide was created by me. Currently all information was found myself (Crovax), if anyone would like to point out errors I may have made that will change. GameFAQs (http://www.GameFAQs.com) is the ONLY site I have given permission to host this file to. If you see this elsewhere then send the admin an angry e-mail. Go ahead and print out copies for friends if you want, as long as I get full credit for my work I'm happy. - Crovax