Monster 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 really help. De La Sombra sympathizes and admits hard work and practice to master the Alchemical Arts. Note to use this Experiment again you have to turn right while in the Arcanium using the Control Stick to see it. TRADING--NOT A REAL QUEST ----------------------------------- If you talk to an area's NCP, e.g. the Mayor, Zig, or Grimshaw, when they aren't involved in a quest, they will offer to trade. They usually want 15 common key ingredients for 1 rare one. Also each NCP has an exclusive ingredient that can be used to make a complete monster. (Most of these complete monsters don't make great monsters, but they look very good.) If you don't like the trade, refuse, then talk to them again for another. If a miniboss or boss is too tough, try some of these ingredients. Also by now you should have enough parts for a complete Mechanical, Biological, and Alchemical monsters. It's very useful to have one of each for the rest of the game. ---------------------------------------------------- D. Junkstack ---------------------------------------------------- VIVA LA REVOLUTION ----------------------------------- Although Commander "Comediante" Monton would like to help against Mharti, most of his parts and men have been scrapped. Aid his revolution by fixing the elevators. Just search the nearby glowing spot, and activate them in the order that Fuseless shows. Return to Monton to receive the Iron Pipe legs recipe. The some of the paths have electricity running through them. If you cross a spark all of your monster's limbs will be damaged a bit. They are very hard to avoid, so take advantage of any invincibility from be shocked. Naturally most of the monsters here are Mechanical, which fall under your Alchemical body. However they do pack a punch. Make sure to equip one good Defensive move and let the monsters self destruct. MYSTIC MAELSTROM ----------------------------------- De La Sombra now believes you are ready for the Alchemical Torsos. Just focus on blocking the shot for now. If the controls feel odd, fully extend the Control Stick to move the paddle. MONTON STRIKES BACK ----------------------------------- Phase two is to destroy all the power grids. Take the elevator on the far right to the second section of the Junkyard. Then destroy the three power grids marked by the glowing positions. With the three grids down the final one appears to the far right. However it is guarded by Mharti's Minion's Mechanical monster. If you do not have a Defensive move, now would be a good time to make one. When it is defeated, break the last power grid and return to Monton to get the Astral Knight recipe. (This arm has a good block if you can manage the Astral Rifts.) MIA ----------------------------------- With the power out, now it's time to rescue the Gearheads. Take the elevator in the middle of the first section to the incinerator. Then flip the switches there to turn it off and release them. Hit the first switch, then the second one. Now walk back to the first and flip it again. Flip the third switch to the lower right, and finally walk all the way around to the upper right and turn off the power. With his comrades restored, Monton will give you the Ettin Arm recipe. THE GREAT EXPIDITION ----------------------------------- With his men returned the Comediante sends out his Comrads to the previous lands to collect his parts. You can do these in any order and there isn't a huge need to change your monster at this time. At Tombstone Rise talk to Johnny Legless and win his race for the first part. In the Neverglades talk to Zig to borrow his Metal Detector again. Scope out the lower swamp for the last piece, which should be where the boss was. Finally confront another Minon's monster by the docks in Cobbleshire. This time it's a Mechanical Biological hybrid. Destroys its limbs as needed. With all the pieces in hand return to Monton for the Sac of Bile recipe. (Ewwww.) THE FINAL PIECE ----------------------------------- Monton's final piece is in the newly revealed Wild Woods area. (I'll leaf its nature in the next section.) At the entrance the Gearheads and the sylvan Silva argue about trespassing to be attacked by another minion. This time it's Biological-Alchemical so you may need to switch parts. With the minion defeated you can grab the part if you survive the traps. Every spot in the woods will shoot flames, when you land on it. To avoid them just keep moving. Smash the stone circle in the northeast and search it for the last piece. Talk to Silva and then return Monton his part to get the Cockatrice Legs recipe. YOU SANK MY BATTLESHIP ----------------------------------- Now for the final assault! Take the elevator on the far right to the second section and head to the far right of the junk yard. The Junk Monster will start shooting cannon balls at you, so dodge them between the spots. If you haven't found out now, you can change direction at any time. After 60 seconds of assault, take the Crane by the gear heads to the final section. Gargonaut packs a heavy punch. Even if you kill it by its torso take out the head and arms if possible. You will lose whatever limb you block with if you try to defend the whole time. With Gargonaut destroyed and one blueprint page returned Monton rewards you with the Scythe Arm recipe. Gargonaut ------------- Head Mech HP: 160 Smoke Spew hdtsl E1: 21 D1: 37 Oil Gusher ----l E2: 16 D2: 122 Arm1 Mech HP: 212 Earthmover --t-- E1: 26 D1: 59 Inward Block block E2: 6 D2: 63 Arm2 Mech HP: 212 Cluster Bomb h-t-- E1: 29 D1: 43 Missile Pod -d-s- E2: 16 D2: 26 Legs Mech HP: 273 Tread Stampeed --t-l E1: 22 D1: 26 Peel Out hdtsl E2: 20 D2: 11 Body Mech HP: 504 R: 42 D: 14 ---------------------------------------------------- E. Wild Woods ---------------------------------------------------- SECRET OF THE RUNES ----------------------------------- The Wild Woods naturally are filled with Biological hybrid monsters. To the direct right is Silva who needs your help. Head to the circle of stones in the northeast and inspect them to learn the rune pattern. Then search the three red skulls that are in the front area to inscribe the runes. Inscribing is just the Electro-Trace game. Remember to hold both hands if you are having trouble. With the runes charged Silva removes the road block to the deeper woods. THE TRIALS ----------------------------------- Speak with Silva again to learn about her sisters. The first one is north west of the giant tree in the main woods. Her challenge is to defeat the three Wild Woods monsters in a row without healing. If you have decent Mechanical parts from the Junkstack spoils your monster should do fine. The second Dryad spirit can be found to the east of the tree with her sister. Speak with her to race through the woods. Just wiggle the Wiimote and Nunchuk and don't bother trying to dodge the fire traps. The final sister is to the west of the giant tree. She gives you a trivia contest. You just have to answer ten questions correctly. Here are the facts: * Zig will be picked up in fifty years. * Dryads are conceited. * De La Sombra's book is purple. * Zig's ship is white. * Dr. Sondebar loves plants. * De La Sombra knows the better part of valor. * Prof. Fuseless wears red goggles. With the sisters restored you get the Demon Arm recipe. OH MOTHER WHERE ART THOU ----------------------------------- Time to do a little weeding on the Mother Tree. On any of the spots next to it, a thorny vine may appear. Just smash it and start checking all the other spots surrounding the tree for the next one. You have sixty seconds to smash five of them. It turns out that you weren't good enough so the Dr. and Prof. send a Toxin-- not a real fertilizer--to finish the job. Smash another five thorns in sixty seconds to complete this quest for the very strong Mechano Bull recipe. THE CLEANSING ----------------------------------- Now Mharti is sending odd flowers to poison the rest. In the newly opened area north west of the Tree listen to De La Sombra's instructions. Search this new area for the white flowers to Electro-Trace and smash them. When all of them are destroyed Gloomthorn attacks. Like Krake it has the Regeneration attribute, so destroy all of its surrounding limbs. The Mechano Bull can one shot the head, and then take care of both arms. Also make sure your Torso has a high energy, so you don't waste turns to recharge. You will get the Werewolf Claw recipe as a reward. Gloomthorn ------------- Head Bio HP: 112 Optical Beam h-t-l E1: 8 D1: 49 Downward Block block E2: 6 D2: 33 Arm1 Bio HP: 175 Thorned Sprouts ----l E1: 19 D1: 122 Thorned Geise --t-- E2: 15 D2: 99 Arm2 Bio HP: 245 Bat Colony h---- E1: 24 D1: 57 Sonar Screech hdtsl E2: 19 D2: 12 Legs Alch HP: 252 Forest Force -d--- E1: 22 D1: 26 Forest Force ---s- E2: 20 D2: 11 Body Bio HP: 495 R: 43 D: 15 With another page down its time to take on Mharti! ---------------------------------------------------- F. Mharti Manor ---------------------------------------------------- DISGRUNTLED WORKER ----------------------------------- Right at the entrance is the currently unemployed Ivor tied down with demonic chains. The cubes to unlock him are found within the garden. The first one is held by Thunderstron. It is a Mechanical hybrid with a powerful head and right arm. If you are having trouble, make some new alchemical parts. The next two are held by the Box Breaking and Gem Harvest games. To the left is Rabid Rabino with the fourth gem. It is a Biological hybrid. Beyond him is the Electro-Tracer with the final cube. With all the cubes it turns out that Ivor cannot read them, but someone in Tombstone Rise might. Head to the top of the hill in Tombstone where the boss was to speak with Leo Lumiere. He'll show you the specially marked gravestone with the first clue. "Down stairs in front of a tree." Take the stair south then turn west and inspect the tree between the two games. "Further down near the cliff edge." Head south one level and turn west into a little corner. "On the east slope, near the crypts." Head to the eastern hill and inspect the mausoleum that De La Sombra was squatting. "SIVAT." Return to Ivor at the Manor to break Sivat's chains and summon him. SIvat is alchemical and gives the 75 Meter Helmet recipe when defeated. Most of the monsters at the Manor are all hybrids, leaning towards alchemical. THE RETURN OF GORBOK ----------------------------------- With the main gate open you can now never Gorbok's old power core. Enter the hedge maze and take the northwest portal. In the next room take the northern gate, then follow the path to Gorbok. The middle gate leads to another garden with a pure alchemical monster and two Challenges. The north east gate also leads to Gorbok but has a monster along the way. Turns out that Ivor double crosses you and springs Gorbok on your monster. He is still mechanical, and it's best you put him out of his misery. With Gorbok out of commission you get his Phalanx Helmet and power core--not a real item. ROCKETS RED GLARE ----------------------------------- -Now- all that is left is to storm Mharti. However when you reach the gate, your monster is zapped by a strange force field. All you can do it return to the Castle. At home Mharti monologues on how his force field is setup by various towers. Fuseless propose rockets again, but is out of stock, so you'll have to borrow some from Moton. Talk to the Comediante at the junkyard to get permission to fire his rockets. The first one to the right and is fired by following the motion prompts. If you miss just one, it's best just to start over. Again remember to return the Wiimote to a level horizontal position and not to confuse the arrows. The next three rockets can be found in the second section of the Junkstack. With the rockets armed you now have to retrieve the tower coordinates. The one in Cobbleshire is on the northern edge of town and is guarded by Xanaru the mechanical. The Neverglades tower is in the hidden cave with the biological Xanusu. The final one is in the western graveyard in Tombstone by the alchemical Xanevel. THE FINAL BATTLE ----------------------------------- OK third time's the charm to attack Mharti. Take the same path to Gorbok-- northwest, north, follow the rest--and follow the walkways up the tower. At the top is Mharti. After bureaucratic dribble--always read the fine print--he unleashes Trunch. It is pure hybrid, its torso regenerates even though there is no display, and -will- kick your gluteus maximus. He is the most challenging boss but more puzzle than combat. Trunch ------------- Head Alch HP: 113 Skullcracker h---- E1: 19 D1: 113 Optical Beam h-t-l E2: 29 D2: 62 Arm1 Bio HP: 299 Eternal Lancets --t-- E1: 12 D1: 122 Mercy Strike -dts- E2: 11 D2: 49 Arm2 Mech HP: 403 Solar Flare hdtsl E1: 36 D1: 21 Eternal Punch -dt-- E2: 20 D2: 32 Legs Mech HP: 664 Eternal Trample hd-s- E1: 34 D1: 27 Upward Block block E2: 8 D2: 99 Body Alch HP: 1313 R: 53 D: 18 This is Trunch's general attack pattern. Attack with the head, then the arm, then the other arm, then the legs. One of its arms and its legs can Block. If it is out of energy, i.e. less than 8, it will Recharge or Dodge. If one of these limbs its knocked off then the next one on the list will take its place e.g. arm, arm, arm, leg if the head is knocked off. For this battle you using level 4 secondary ingredients to make your monster parts. You can pick them up easily in Mharti's Manor then the Wild Woods. If this is your first play though aim for around 75% Quality. Now pick a good torso with decent Health and Energy. Around 500 and 50 or better should be fine. Naturally Biological would be the best choice however Trunch's head is acidic i.e. extra damage to Biological. There are two options. Either have one really good head attack among your parts like Skullcracker or Chambered First to destroy it in two to three hits, or mix in some Alchemical parts to delay the damage. You make venture over into Alchemical if you cannot find the ideal part in Biology with your given key ingredients (or the IQ-Injector is too aggravating. You can even go for Mechanical if you plan to have it broken after it's served its purpose e.g. Mechano Bison for Skullcracker.) Next are Trunch's arms which mainly attack yours. Since your arms are very vulnerable make use of them while you can. Remember that Trunch can block. In the end will be Trunch's legs. Your monster will most likely be legs and one other body part. Therefore its good have attacks that Block, attack the legs, or the whole body. Since your legs are the least vulnerable part, choose appropriately for your end strategy. When you actually get Trunch to this stage constantly Dodge to understand its pattern. It is especially important to notice how it blocks. When you get the idea, start attacking. More than likely you will fail, however you can now fine tune your parts and attack strategy to defeat Trunch. A second method for Trunch (by enightma and coropus) is attack denial. Have one or two parts Disable every limb except the torso between the two. This is supplemented with an Accurate limb that deal damage to all parts even during a Dodge. You may try using level 2 or 3 non-torso part to lower your energy consumption. Lower parts means more attacks between recharges. Another method is attrition (by lazyfist). Have one Accurate part that attacks the entire body and the rest Slippery. Attack when Trunch recharges or dodges, and Dodge the rest of the time. It will take a very long time though (+10 minutes). When Trunch is destroyed you will get the Opanim Head and more than likely the very rare Dragon Egg ingredient. EPILOGUE ----------------------------------- The Mharti defeated, the peasants rejoice, and you have a new pad and crew Scientist. Roll credits! All that is left in the game is to practice your arte. Leo Lumiere is now available for trading at Mharti's Manor. You may wish to decline saving to fight Trunch again since you can get Power Crystals from other sources than Leo. =========================================================================== IV. Ingrediants =========================================================================== A. Key Ingridiants ---------------------------------------------------- Item rarity is calculated for items that are neither traded with or for. 200 battles with an average of 30 battles per world were used as a sample. (50% of the battles ended with torso kills while the other where kills from all limbs besides the torso.) Frequencies were normalized and grades based on probabilities in brackets of 20; F being 80-100%, D 60 to 80%, etc. with S being the rarest and Z being the most common item. N.B. rare does not necessarily mean better parts. TW = Traded With TF = Traded For TX = Traded only by one character i.e. eXclusive Name Rarity Mech. Bio. Alch. ----------------------------------------------------- Big Eyeball TF ---- ---- h-a- Broken Heart TW ---- ---t h-at Mud Bucket TW --a- ---- -lat Burlap Sack TF ---- h--- --at Rusty Hook C --a- ---- --a- Chains TF --a- ---- -l-- Horned Skull TW h--- ---- h--- Rotten Fish TX ---- hlat ---- Empty Jar TF --a- h--- h--- Dark Seaweed TF --a- --a- --a- Scary Mask TF h--- ---- h--- Power Crystal TX h--- ---- hlat Saw Blade TW --a- --a- ----
Stag Beetle TX ---- --a- hlat
Sharp Fang A ---- -la- h---
Shrunken Head TF ---- ---- h-a-
Spiked Club F --a- --a- --a-
Floodlight F h--t ---- ----
Metal Platter TW hlat h-at --at
Gas Can TW -lat hl-t --a-
Manacles D --a- -l-- -lat
Fresh Brain C h--- ---t h---
Leviathan Flesh F h--- hla- --a-
Turbine C -lat ---- ----
Caustic Juice TF --at h--t -la-
Thick Pipe TW -lat ---- ----
Thick Pelt TW ---- --a- -lat
Spiny Crab TF --a- --a- ----
Bone Pile TF ---- ---- -lat
Jumper Cables B h-at -l-- --a-
Honeycomb TF -l-- --at ----
Rattlesnake D ---- --at -l-t
Wolf's Blood TX ---- hlat ----
Mutant Larva Z ---- -lat ----
Rotary Engine B -lat ---- ----
Horrid Tentacle D -la- hla- ----
Ancient Claw TX hlat ---- ----
Clown Shoes TX hlat ---- ----
Wrestler Mask TF ---- h-a- ----
Foul Slime B ---- h-a- --a-
Infested Log B ---- hla- ----
Pumpkin B h--- --a- --a-
Scrap Heap B hla- ---- ----
Evil Tome A ---- ---- hl--
Dragon Egg S ---- --a- h---
----------------------------------------------------
B. Secondary Ingridiants
----------------------------------------------------
MECH
-----------------------------------
Conductors: Spool of Wire Electro-Magnet Superconductor Positronic Coil
Fasteners: Bent Screw Lock Washer Hex Nut Lag Bolt
Metals: Scrap Metal Titanium Alloy Arcadium Neutronium
Batteries: Gyro Battery Flux Charger Liquid Cell Neutron Reactor
Gears: Worn Spindle Squeaky Gear Heavy Cog Greasy Sprocket
BIO
-----------------------------------
Plants: Dark Ivy Thorned Creeper Blood Rose Nightshade
Fluids: Growth Serum Venom Flask Cryogenic Fluid Volatile Plasma
Bandages: Used Dressing Course Gauze Sterile Bandage Synthetic Cast
Goo: Sewer Sludge Glowing Muck Sticky Good Toxic Ooze
Flesh: Nerve Fiber Fresh Tendon Dried Sinew Solid Muscle
ALCH
-----------------------------------
Gems: Amethyst Ruby Emerald Diamond
Powders: Bowl of Ash Sulfur Pinch Magic Dust Star Powder
Crystals: Mystic Coral Magma Core Astral Geode Philosophy Ore
Spirits: Bound Ghost Haunted Spirits Wailing Soul Demonic Essence
Potions: Bubbling Tonic Love Potion Festering Fluid Possessed Brew
----------------------------------------------------
C. Trades
----------------------------------------------------
TRADE WITH
-----------------------------------
Mud Bucket, Thick Pipe, Gas Can, Metal Platter, Saw Blade, Horned Skull,
Thick Pelt, Broken Heart
TRADE FOR
-----------------------------------
Bone Pile, Empty Jar, Shrunken Head, Spiny Crab, Dark Seaweed, Big Eyeball,
Honeycomb, Burlap Sack, Caustic Juice, Wrestler Mask, Chains, Scary Mask
EXCLUSIVES
-----------------------------------
Cobbleshire, Mayor Neider Voten: Clown Shoes, Clown
Neverglades, Zig: Rotten Fish, Creature From the Black Lagoon
Tombstone Rise, Grimshaw Bartley: Stag Beetle, Mummy
Junkstack, Commander Moton: Ancient Claw, Dinosaur
Wildwood, Silva: Wolf's Blood, Werewolf
Mharti's Manor, Monsieur Leo Lumiere: Power Crystal, Diamond
EVERYTHING ELSE
-----------------------------------
Rusty Hook, Sharp Fang, Spiked Club, Floodlight, Manacles, Fresh Brain,
Leviathan Flesh, Turbine, Jumper Cables, Rattlesnake, Mutant Larva,
Rotary Engine, Horrid Tentacle, Foul Slime, Infested Log, Pumpkin,
Scrap Heap, Evil Tome, Dragon Egg
===========================================================================
V. Recipes
===========================================================================
Here is a complete list of all 624 parts at 100% quality in order of their
internal hexidecimal ID. Bonuses from attributes have been included. E.g.
extra Damage from the Strong attribute. Level refers to the mininum MSA
Ranking required to use the part. It's sort of moot since if you sucessfully
make the part, you probably recieved enough points to reach the required rank.
Enjoy!
====================================================
A. Mechanical Arms [M-Arm]
====================================================
Thick Pipe + battery
------------------------------
FX: Supercharged
Attack 1: Canon Fire Target 1: --t--
Attack 2: Back Knuckle Target 2: ---s-
Hex ID: 14
---------------------------------------------------------------------------
Canon Mark I LV: 2 HP: 28 E1 D1: 2 18 E2 D2: 2 13
Canon Mark II LV: 17 HP: 112 E1 D1: 11 74 E2 D2: 8 53
Canon Mark III LV: 23 HP: 145 E1 D1: 14 96 E2 D2: 10 68
Canon Mark IV LV: 31 HP: 187 E1 D1: 19 124 E2 D2: 13 88
Rusty Hook + metal
------------------------------
FX: Efficient
Attack 1: Hammerfists Target 1: -d-s-
Attack 2: Inward Block Target 2: block
Hex ID: 15
---------------------------------------------------------------------------
Harvester Arm LV: 2 HP: 22 E1 D1: 2 18 E2 D2: 0 6
Rigger Arm LV: 12 HP: 69 E1 D1: 8 57 E2 D2: 2 20
Scythe Arm LV: 21 HP: 106 E1 D1: 14 88 E2 D2: 4 31
Swather Arm LV: 40 HP: 187 E1 D1: 25 155 E2 D2: 8 56
Chains + gears
------------------------------
FX: Celestial
Attack 1: Rising Slash Target 1: -d---
Attack 2: Heart Thrust Target 2: --t--
Hex ID: 16
---------------------------------------------------------------------------
Rip Saw LV: 6 HP: 31 E1 D1: 8 66 E2 D2: 3 47
Sabre Saw LV: 10 HP: 44 E1 D1: 11 93 E2 D2: 5 65
Band Saw LV: 24 HP: 88 E1 D1: 22 186 E2 D2: 10 131
Chainsaw LV: 38 HP: 132 E1 D1: 33 276 E2 D2: 15 195
Turbine + gears
------------------------------
FX: Legendary
Attack 1: Auto-Fire Target 1: -dts-
Attack 2: Inward Block Target 2: block
Hex ID: 17
---------------------------------------------------------------------------
Gunner Mark I LV: 5 HP: 78 E1 D1: 6 7 E2 D2: 2 20
Gunner Mark II LV: 8 HP: 104 E1 D1: 8 10 E2 D2: 2 27
Gunner Mark III LV: 25 HP: 247 E1 D1: 21 25 E2 D2: 6 64
Gunner Mark IV LV: 32 HP: 308 E1 D1: 26 31 E2 D2: 8 80
Gas Can + conductor
------------------------------
FX: Radioactive
Attack 1: Fire Burst Target 1: hdtsl
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 18
---------------------------------------------------------------------------
Flamer Mark I LV: 6 HP: 64 E1 D1: 7 7 E2 D2: 4 13
Flamer Mark II LV: 12 HP: 103 E1 D1: 11 12 E2 D2: 7 22
Flamer Mark III LV: 20 HP: 153 E1 D1: 17 18 E2 D2: 11 33
Flamer Mark IV LV: 37 HP: 259 E1 D1: 29 32 E2 D2: 19 56
Jumper Cables + battery
------------------------------
FX: Accurate
Attack 1: Lightning Bolt Target 1: hdtsl
Attack 2: Electric Arc Target 2: h----
Hex ID: 19
---------------------------------------------------------------------------
Laser Mark I LV: 4 HP: 26 E1 D1: 4 12 E2 D2: 2 31
Laser Mark II LV: 17 HP: 66 E1 D1: 10 32 E2 D2: 5 80
Laser Mark III LV: 22 HP: 82 E1 D1: 12 39 E2 D2: 7 98
Laser Mark IV LV: 35 HP: 122 E1 D1: 19 59 E2 D2: 10 146
Caustic Juice + conductor
------------------------------
FX: Explosive
Attack 1: Mortar Launch Target 1: h-t--
Attack 2: Hook Punch Target 2: -d---
Hex ID: 1A
---------------------------------------------------------------------------
Motar Mark I LV: 4 HP: 35 E1 D1: 7 31 E2 D2: 3 36
Motar Mark II LV: 9 HP: 56 E1 D1: 12 49 E2 D2: 6 57
Motar Mark III LV: 29 HP: 140 E1 D1: 30 124 E2 D2: 15 144
Motar Mark IV LV: 36 HP: 170 E1 D1: 36 150 E2 D2: 19 174
Rotary Engine + metal
------------------------------
FX: Accurate
Attack 1: Ground Pound Target 1: --t-l
Attack 2: Haymaker Target 2: -d---
Hex ID: 1B
---------------------------------------------------------------------------
Bow Drill Arm LV: 6 HP: 31 E1 D1: 6 42 E2 D2: 3 50
Gear Drill Arm LV: 11 HP: 48 E1 D1: 10 64 E2 D2: 5 77
Mill Drill Arm LV: 20 HP: 76 E1 D1: 15 101 E2 D2: 9 121
Auger Drill Arm LV: 38 HP: 132 E1 D1: 27 176 E2 D2: 16 209
Horrid Tentacle + conductor
------------------------------
FX: Radioactive
Attack 1: Uppercut Target 1: h-t--
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 1C
---------------------------------------------------------------------------
Feeler Arm LV: 5 HP: 58 E1 D1: 4 13 E2 D2: 3 10
Tentacle Arm LV: 11 HP: 97 E1 D1: 7 22 E2 D2: 6 17
Ungula Arm LV: 19 HP: 147 E1 D1: 11 34 E2 D2: 9 26
Cilia Arm LV: 37 HP: 259 E1 D1: 20 61 E2 D2: 16 46
Metal Platter + metal
------------------------------
FX: Efficient
Attack 1: Back Knuckle Target 1: ---s-
Attack 2: Inward Block Target 2: block
Hex ID: 1D
---------------------------------------------------------------------------
Buckler Shield LV: 2 HP: 39 E1 D1: 2 8 E2 D2: 0 11
Kite Shield LV: 14 HP: 134 E1 D1: 8 27 E2 D2: 3 40
Heater Shield LV: 28 HP: 238 E1 D1: 16 49 E2 D2: 5 71
Heraldic Shield LV: 34 HP: 281 E1 D1: 19 58 E2 D2: 6 84
Spiny Crab + fastener
------------------------------
FX: Explosive
Attack 1: High Squeeze Target 1: -d---
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 1E
---------------------------------------------------------------------------
C-Clamp Arm LV: 2 HP: 39 E1 D1: 3 14 E2 D2: 2 6
D-Clamp Arm LV: 18 HP: 139 E1 D1: 12 53 E2 D2: 9 24
F-Clamp Arm LV: 25 HP: 184 E1 D1: 15 69 E2 D2: 11 33
G-Clamp Arm LV: 30 HP: 214 E1 D1: 18 81 E2 D2: 13 38
Dark Seaweed + fastener
------------------------------
FX: Grounding
Attack 1: Cleaving Chop Target 1: h-t-l
Attack 2: Inward Block Target 2: block
Hex ID: 1F
---------------------------------------------------------------------------
Fluke Anchor LV: 3 HP: 23 E1 D1: 3 18 E2 D2: 1 6
Grapnel Anchor LV: 18 HP: 69 E1 D1: 10 53 E2 D2: 5 20
Fisher Anchor LV: 26 HP: 94 E1 D1: 13 72 E2 D2: 6 27
Brute Anchor LV: 32 HP: 113 E1 D1: 16 87 E2 D2: 8 33
Scrap Heap + gears
------------------------------
FX: Celestial
Attack 1: Low Squeeze Target 1: ----l
Attack 2: Hook Punch Target 2: -d---
Hex ID: 20
---------------------------------------------------------------------------
Stacker Crane LV: 2 HP: 45 E1 D1: 4 9 E2 D2: 3 8
Jib Crane LV: 7 HP: 85 E1 D1: 7 17 E2 D2: 6 15
Tower Crane LV: 24 HP: 209 E1 D1: 18 43 E2 D2: 16 39
Boom Crane LV: 39 HP: 320 E1 D1: 28 66 E2 D2: 25 59
Saw Blade + gears
------------------------------
FX: Supercharged
Attack 1: Handsword Target 1: -dts-
Attack 2: Leg Swat Target 2: ----l
Hex ID: 21
---------------------------------------------------------------------------
Circular Saw LV: 2 HP: 32 E1 D1: 4 10 E2 D2: 2 17
Rotary Saw LV: 15 HP: 102 E1 D1: 12 33 E2 D2: 7 55
Radial Saw LV: 29 HP: 175 E1 D1: 21 57 E2 D2: 13 93
Abrasive Saw LV: 33 HP: 196 E1 D1: 24 64 E2 D2: 15 105
Ancient Claw + battery
------------------------------
FX: Efficient
Attack 1: High Punch Target 1: -d---
Attack 2: Haymaker Target 2: --t--
Hex ID: 22
---------------------------------------------------------------------------
Spinosaur Arm LV: 3 HP: 39 E1 D1: 3 27 E2 D2: 2 23
Stegosaur Arm LV: 13 HP: 91 E1 D1: 8 36 E2 D2: 6 54
Pterosaur Arm LV: 27 HP: 166 E1 D1: 14 115 E2 D2: 11 99
Tyranosaur Arm LV: 30 HP: 180 E1 D1: 16 125 E2 D2: 12 107
Clown Shoes + conductor
------------------------------
FX: Multi-Attack
Attack 1: Ground Pound Target 1: --t-l
Attack 2: Cleaving Chop Target 2: h--s-
Hex ID: 23
---------------------------------------------------------------------------
Rousty Mallet LV: 6 HP: 43 E1 D1: 5 31 E2 D2: 3 25
Carny Mallet LV: 8 HP: 52 E1 D1: 6 38 E2 D2: 4 31
Clown Mallet LV: 23 HP: 115 E1 D1: 14 86 E2 D2: 10 70
Jester Mallet LV: 39 HP: 183 E1 D1: 23 136 E2 D2: 16 111
Mud Bucket + battery
------------------------------
FX: Strong
Attack 1: Hammerfists Target 1: -d-s-
Attack 2: Haymaker Target 2: --t--
Hex ID: 24
---------------------------------------------------------------------------
Aerated Block LV: 3 HP: 39 E1 D1: 3 20 E2 D2: 3 25
Cinder Block LV: 16 HP: 107 E1 D1: 10 54 E2 D2: 8 68
Clinker Block LV: 19 HP: 124 E1 D1: 11 62 E2 D2: 9 79
Concrete Block LV: 35 HP: 205 E1 D1: 19 105 E2 D2: 15 132
Empty Jar + metal
------------------------------
FX: Celestial
Attack 1: Low Punch Target 1: ----l
Attack 2: Rising Slash Target 2: h-t-l
Hex ID: 25
---------------------------------------------------------------------------
Amber Cutter LV: 2 HP: 26 E1 D1: 3 27 E2 D2: 2 9
Glass Cutter LV: 14 HP: 76 E1 D1: 9 81 E2 D2: 6 27
Garnet Cutter LV: 22 HP: 110 E1 D1: 12 117 E2 D2: 9 40
Crystal Cutter LV: 40 HP: 187 E1 D1: 22 199 E2 D2: 16 68
Manacles + fastener
------------------------------
FX: Accurate
Attack 1: Haymaker Target 1: --t--
Attack 2: Openhand Target 2: h----
Hex ID: 26
---------------------------------------------------------------------------
Construct Arm LV: 3 HP: 47 E1 D1: 4 19 E2 D2: 3 12
Golem Arm LV: 15 HP: 122 E1 D1: 11 50 E2 D2: 7 33
Robot Arm LV: 26 HP: 189 E1 D1: 17 77 E2 D2: 12 51
Automaton Arm LV: 33 HP: 234 E1 D1: 21 95 E2 D2: 15 62
Spiked Club + fastener
------------------------------
FX: Disabling
Attack 1: Chambered Punch Target 1: h-t-l
Attack 2: Hook Punch Target 2: -d---
Hex ID: 27
---------------------------------------------------------------------------
Spanner Wrench LV: 5 HP: 68 E1 D1: 8 8 E2 D2: 7 17
Pipe Wrench LV: 9 HP: 98 E1 D1: 12 12 E2 D2: 10 14
Monkey Wrench LV: 28 HP: 238 E1 D1: 29 30 E2 D2: 25 61
Torque Wrench LV: 34 HP: 281 E1 D1: 34 35 E2 D2: 30 72
====================================================
B. Mechanical Heads [M-Head]
====================================================
Fresh Brain + metal
------------------------------
FX: Accurate
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Skullcracker Target 2: h----
Hex ID: 55
---------------------------------------------------------------------------
Braniac v1.0 LV: 6 HP: 55 E1 D1: 8 18 E2 D2: 3 19
Braniac v2.0 LV: 10 HP: 76 E1 D1: 11 25 E2 D2: 4 26
Braniac v3.0 LV: 26 HP: 163 E1 D1: 23 53 E2 D2: 10 56
Braniac v4.0 LV: 30 HP: 184 E1 D1: 26 60 E2 D2: 11 63
Floodlight + fastener
------------------------------
FX: Explosive
Attack 1: Gnaw Target 1: -dts-
Attack 2: Sea Splatter Target 2: hdtsl
Hex ID: 56
---------------------------------------------------------------------------
Goofbot v1.0 LV: 2 HP: 24 E1 D1: 2 9 E2 D2: 2 5
Goofbot v2.0 LV: 14 HP: 82 E1 D1: 7 32 E2 D2: 6 18
Goofbot v3.0 LV: 21 HP: 114 E1 D1: 10 45 E2 D2: 9 25
Goofbot v4.0 LV: 37 HP: 186 E1 D1: 16 73 E2 D2: 15 42
Power Crystal + conductor
------------------------------
FX: Efficient
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Downward Block Target 2: block
Hex ID: 57
---------------------------------------------------------------------------
Trooper v1.0 LV: 2 HP: 33 E1 D1: 1 3 E2 D2: 0 10
Trooper v2.0 LV: 8 HP: 78 E1 D1: 4 8 E2 D2: 1 23
Trooper v3.0 LV: 29 HP: 210 E1 D1: 12 22 E2 D2: 5 63
Trooper v4.0 LV: 38 HP: 226 E1 D1: 15 28 E2 D2: 7 79
Horned Skull + conductor
------------------------------
FX: Grounding
Attack 1: Howl Target 1: hdtsl
Attack 2: Optical Beam Target 2: h-t-l
Hex ID: 58
---------------------------------------------------------------------------
Raider v1.0 LV: 2 HP: 28 E1 D1: 2 7 E2 D2: 2 9
Raider v2.0 LV: 18 HP: 100 E1 D1: 10 25 E2 D2: 8 34
Raider v3.0 LV: 25 HP: 132 E1 D1: 13 34 E2 D2: 10 45
Raider v4.0 LV: 33 HP: 168 E1 D1: 17 43 E2 D2: 13 57
Scary Mask + fastener
------------------------------
FX: Legendary
Attack 1: Comp Target 1: -dts-
Attack 2: Roar Target 2: hdtsl
Hex ID: 59
---------------------------------------------------------------------------
Kryteia Helmet LV: 4 HP: 49 E1 D1: 6 17 E2 D2: 2 4
Spartan Helmet LV: 17 HP: 126 E1 D1: 15 45 E2 D2: 6 11
Hoplite Helmet LV: 22 HP: 155 E1 D1: 18 55 E2 D2: 7 13
Phalanx Helmet LV: 34 HP: 226 E1 D1: 27 81 E2 D2: 11 19
Jumper Cables + battery
------------------------------
FX: Radioactive
Attack 1: Shriek Target 1: hdtsl
Attack 2: Downward Block Target 2: block
Hex ID: 5A
---------------------------------------------------------------------------
Tube TV LV: 3 HP: 46 E1 D1: 4 4 E2 D2: 1 13
Projection TV LV: 12 HP: 101 E1 D1: 8 8 E2 D2: 3 30
Plasma TV LV: 27 HP: 195 E1 D1: 17 17 E2 D2: 7 58
LCD TV LV: 32 HP: 225 E1 D1: 19 19 E2 D2: 8 67
Leviathan Flesh + gears
------------------------------
FX: Strong
Attack 1: Skullcracker Target 1: h----
Attack 2: Chomp Target 2: -dts-
Hex ID: 5B
---------------------------------------------------------------------------
Mechano Cow LV: 2 HP: 30 E1 D1: 4 33 E2 D2: 2 9
Mechano Yak LV: 15 HP: 96 E1 D1: 15 108 E2 D2: 7 22
Mechano Bull LV: 29 HP: 165 E1 D1: 26 184 E2 D2: 12 49
Mechano Bison LV: 36 HP: 200 E1 D1: 31 224 E2 D2: 14 59
Ancient Claw + battery
------------------------------
FX: Supercharged
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Gnaw Target 2: -dts-
Hex ID: 5C
---------------------------------------------------------------------------
Spinosaur Head LV: 2 HP: 22 E1 D1: 2 9 E2 D2: 2 9
Stegosaur Head LV: 7 HP: 49 E1 D1: 4 22 E2 D2: 4 21
Pterosaur Head LV: 24 HP: 121 E1 D1: 11 54 E2 D2: 10 52
Tyranosaur Head LV: 33 HP: 159 E1 D1: 15 72 E2 D2: 14 68
Clown Shoes + conductor
------------------------------
FX: Multi-Attack
Attack 1: Fire Burst Target 1: hdtsl
Attack 2: Downward Block Target 2: block
Hex ID: 5D
---------------------------------------------------------------------------
Rousty Head LV: 4 HP: 45 E1 D1: 4 7 E2 D2: 1 13
Carny Head LV: 16 HP: 110 E1 D1: 11 17 E2 D2: 4 33
Clown Head LV: 20 HP: 132 E1 D1: 13 21 E2 D2: 5 39
Jester Head LV: 35 HP: 213 E1 D1: 21 34 E2 D2: 8 64
Metal Platter + gears
------------------------------
FX: Celestial
Attack 1: Shriek Target 1: hdtsl
Attack 2: Headbutt Target 2: h-t--
Hex ID: 5E
---------------------------------------------------------------------------
UAV Head LV: 6 HP: 46 E1 D1: 5 12 E2 D2: 2 17
VTOL Head LV: 11 HP: 70 E1 D1: 8 19 E2 D2: 4 26
UFO Head LV: 19 HP: 106 E1 D1: 12 29 E2 D2: 6 40
Area 51 Head LV: 39 HP: 196 E1 D1: 23 54 E2 D2: 11 74
Pumpkin + metal
------------------------------
FX: Explosive
Attack 1: Headbutt Target 1: h-t--
Attack 2: Downward Block Target 2: block
Hex ID: 5F
---------------------------------------------------------------------------
Turnip Head LV: 5 HP: 42 E1 D1: 3 21 E2 D2: 2 12
Squash Head LV: 13 HP: 78 E1 D1: 6 39 E2 D2: 3 23
Gourd Head LV: 23 HP: 124 E1 D1: 9 63 E2 D2: 6 37
Jack-O'-Latern LV: 40 HP: 200 E1 D1: 16 103 E2 D2: 10 60
Scrap Heap + battery
------------------------------
FX: Supercharged
Attack 1: Smoke Spew Target 1: hdtsl
Attack 2: Oil Gusher Target 2: ----l
Hex ID: 60
---------------------------------------------------------------------------
Exhaust Plate LV: 3 HP: 37 E1 D1: 4 8 E2 D2: 3 28
Exhaust Pump LV: 9 HP: 66 E1 D1: 8 15 E2 D2: 6 50
Exhaust Pipes LV: 28 HP: 160 E1 D1: 21 37 E2 D2: 16 122
Exhaust Muffler LV: 31 HP: 176 E1 D1: 23 41 E2 D2: 17 134
====================================================
C. Mechanical Legs [M-Leg]
====================================================
Horrid Tentacle + metal
------------------------------
FX: Explosive
Attack 1: Shovel Kick Target 1: hdtsl
Attack 2: Flee Target 2: self
Hex ID: 7D
---------------------------------------------------------------------------
Mechano Floater LV: 6 HP: 51 E1 D1: 5 9 E2 D2: 0 0
Robo Floater LV: 7 HP: 57 E1 D1: 6 11 E2 D2: 0 0
Pneumo Floater LV: 27 HP: 158 E1 D1: 17 31 E2 D2: 0 0
Andro Floater LV: 33 HP: 187 E1 D1: 20 36 E2 D2: 0 0
Thick Pipe + metal
------------------------------
FX: Accurate
Attack 1: Roundhouse Target 1: ---s-
Attack 2: Shovel Kick Target 2: hdtsl
Hex ID: 7E
---------------------------------------------------------------------------
Brass Pipe Legs LV: 10 HP: 39 E1 D1: 4 19 E2 D2: 2 2
Lead Pipe Legs LV: 12 HP: 104 E1 D1: 11 52 E2 D2: 5 6
Iron Pipe Legs LV: 21 HP: 160 E1 D1: 18 80 E2 D2: 9 9
Steel Pipe Legs LV: 36 HP: 256 E1 D1: 29 128 E2 D2: 14 15
Honeycomb + gears
------------------------------
FX: Disabling
Attack 1: Crescent Kick Target 1: h-t-l
Attack 2: Flee Target 2: self
Hex ID: 7F
---------------------------------------------------------------------------
Cricket Legs LV: 4 HP: 42 E1 D1: 3 11 E2 D2: 0 0
Katydid Legs LV: 8 HP: 62 E1 D1: 5 17 E2 D2: 0 0
Mantis Legs LV: 24 HP: 142 E1 D1: 12 40 E2 D2: 0 0
Locust Legs LV: 40 HP: 223 E1 D1: 20 63 E2 D2: 0 0
Turbine + battery
------------------------------
FX: Radioactive
Attack 1: Snap Kick Target 1: --t--
Attack 2: Flee Target 2: self
Hex ID: 80
---------------------------------------------------------------------------
Riveter Legs LV: 3 HP: 66 E1 D1: 6 12 E2 D2: 0 0
Air-Drill Legs LV: 13 HP: 152 E1 D1: 15 27 E2 D2: 0 0
Hydraulic Legs LV: 19 HP: 207 E1 D1: 21 37 E2 D2: 0 0
Jackhammer Legs LV: 38 HP: 371 E1 D1: 38 67 E2 D2: 0 0
Scrap Heap + fastener
------------------------------
FX: Legendary
Attack 1: Leg Sweep Target 1: ----l
Attack 2: Upward Block Target 2: block
Hex ID: 81
---------------------------------------------------------------------------
Plodder Feet LV: 2 HP: 54 E1 D1: 3 12 E2 D2: 1 14
Clomper Feet LV: 14 HP: 158 E1 D1: 10 39 E2 D2: 4 41
Stomper Feet LV: 28 HP: 282 E1 D1: 18 69 E2 D2: 7 73
Trampler Feet LV: 35 HP: 299 E1 D1: 23 87 E2 D2: 8 89
Gas Can + conductor
------------------------------
FX: Supercharged
Attack 1: Fire Burst Target 1: hdtsl
Attack 2: Flee Target 2: self
Hex ID: 82
---------------------------------------------------------------------------
Engine Floater LV: 5 HP: 35 E1 D1: 2 6 E2 D2: 0 0
Thrust Floater LV: 10 HP: 53 E1 D1: 4 10 E2 D2: 0 0
Missle Floater LV: 20 HP: 92 E1 D1: 7 18 E2 D2: 0 0
Rocket Floater LV: 39 HP: 164 E1 D1: 12 32 E2 D2: 0 0
Metal Platter + gears
------------------------------
FX: Efficient
Attack 1: Shovel Kick Target 1: hdtsl
Attack 2: Flee Target 2: self
Hex ID: 83
---------------------------------------------------------------------------
Gearwork Legs LV: 2 HP: 37 E1 D1: 3 4 E2 D2: 0 0
Steamwork Legs LV: 16 HP: 142 E1 D1: 12 15 E2 D2: 0 0
Mechwork Legs LV: 26 HP: 210 E1 D1: 18 23 E2 D2: 0 0
Clockwork Legs LV: 31 HP: 248 E1 D1: 22 27 E2 D2: 0 0
Rotary Engine + fastener
------------------------------
FX: Supercharged
Attack 1: Side Kick Target 1: -d---
Attack 2: Flee Target 2: self
Hex ID: 84
---------------------------------------------------------------------------
2-Stroke Legs LV: 5 HP: 70 E1 D1: 4 12 E2 D2: 0 0
4-Stroke Legs LV: 18 HP: 168 E1 D1: 10 30 E2 D2: 0 0
6-Stroke Legs LV: 23 HP: 208 E1 D1: 13 37 E2 D2: 0 0
8-Stroke Legs LV: 32 HP: 276 E1 D1: 17 49 E2 D2: 0 0
Ancient Claw + battery
------------------------------
FX: Grounding
Attack 1: Chicken Kick Target 1: -dts-
Attack 2: Flee Target 2: self
Hex ID: 85
---------------------------------------------------------------------------
Spinosaur Legs LV: 6 HP: 38 E1 D1: 3 17 E2 D2: 0 0
Stegosaur Legs LV: 11 HP: 58 E1 D1: 5 26 E2 D2: 0 0
Pterosaur Legs LV: 22 HP: 99 E1 D1: 10 44 E2 D2: 0 0
Tyrannosaur Legs LV: 37 HP: 156 E1 D1: 15 70 E2 D2: 0 0
Clown Shoes + conductor
------------------------------
FX: Multi-Attack
Attack 1: Snap Kick Target 1: --t--
Attack 2: Flee Target 2: self
Hex ID: 86
---------------------------------------------------------------------------
Rousty Feet LV: 3 HP: 47 E1 D1: 3 18 E2 D2: 0 0
Carny Feet LV: 17 HP: 135 E1 D1: 10 53 E2 D2: 0 0
Clown Feet LV: 25 HP: 186 E1 D1: 14 73 E2 D2: 0 0
Jester Feet LV: 30 HP: 217 E1 D1: 16 85 E2 D2: 0 0
====================================================
D. Mechanical Torsos [M-Body]
====================================================
Floodlight + gears
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A1
---------------------------------------------------------------------------
Truck Rig LV: 2 HP: 98 E1 D1: 0 8 E2 D2: 0 3
Semi-Truck Rig LV: 16 HP: 323 E1 D1: 0 26 E2 D2: 0 9
Dump Truck Rig LV: 26 HP: 478 E1 D1: 0 40 E2 D2: 0 14
Big Rig LV: 33 HP: 590 E1 D1: 0 49 E2 D2: 0 17
Metal Platter + fastener
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A2
---------------------------------------------------------------------------
Kiln Rig LV: 2 HP: 69 E1 D1: 0 8 E2 D2: 0 3
Boiler Rig LV: 17 HP: 278 E1 D1: 0 32 E2 D2: 0 11
Furnace Rig LV: 23 HP: 359 E1 D1: 0 41 E2 D2: 0 14
Smelter Rig LV: 32 HP: 475 E1 D1: 0 54 E2 D2: 0 18
Turbine + metal
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A3
---------------------------------------------------------------------------
Wind Turbine LV: 6 HP: 93 E1 D1: 0 19 E2 D2: 0 7
Water Turbine LV: 15 HP: 179 E1 D1: 0 37 E2 D2: 0 13
Steam Turbine LV: 19 HP: 216 E1 D1: 0 45 E2 D2: 0 15
Gas Turbine LV: 35 HP: 363 E1 D1: 0 76 E2 D2: 0 26
Rotary Engine + gears
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A4
---------------------------------------------------------------------------
Model A Chassis LV: 5 HP: 134 E1 D1: 0 13 E2 D2: 0 5
Model C Chassis LV: 18 HP: 321 E1 D1: 0 33 E2 D2: 0 11
Model F Chasis LV: 25 HP: 423 E1 D1: 0 43 E2 D2: 0 15
Model T Chasis LV: 30 HP: 494 E1 D1: 0 51 E2 D2: 0 17
Jumper Cables + conductor
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A5
---------------------------------------------------------------------------
Fission Core LV: 4 HP: 73 E1 D1: 0 18 E2 D2: 0 6
Fusion Core LV: 11 HP: 135 E1 D1: 0 33 E2 D2: 0 11
Volcanic Core LV: 27 HP: 276 E1 D1: 0 68 E2 D2: 0 23
Atomic Core LV: 37 HP: 361 E1 D1: 0 89 E2 D2: 0 30
Gas Can + fastener
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A7
---------------------------------------------------------------------------
Crawler Body LV: 2 HP: 140 E1 D1: 0 5 E2 D2: 0 2
Loader Body LV: 12 HP: 370 E1 D1: 0 13 E2 D2: 0 5
Digger Body LV: 29 HP: 752 E1 D1: 0 27 E2 D2: 0 9
Bulldozer Body LV: 34 HP: 862 E1 D1: 0 31 E2 D2: 0 11
Ancient Claw + battery
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A8
---------------------------------------------------------------------------
Spinosaur Body LV: 2 HP: 63 E1 D1: 0 8 E2 D2: 0 3
Stegosaur Body LV: 14 HP: 216 E1 D1: 0 29 E2 D2: 0 10
Pterosaur Body LV: 21 HP: 300 E1 D1: 0 41 E2 D2: 0 14
Tyranosaur Body LV: 40 HP: 528 E1 D1: 0 72 E2 D2: 0 24
Clown Shoes + conductor
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A9
---------------------------------------------------------------------------
Rousty Torso LV: 3 HP: 128 E1 D1: 0 7 E2 D2: 0 3
Carny Torso LV: 10 HP: 241 E1 D1: 0 15 E2 D2: 0 5
Clown Torso LV: 28 HP: 551 E1 D1: 0 34 E2 D2: 0 12
Jester Torso LV: 36 HP: 687 E1 D1: 0 42 E2 D2: 0 14
Caustic Juice + metal
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AA
---------------------------------------------------------------------------
Dipole Core LV: 4 HP: 88 E1 D1: 0 15 E2 D2: 0 5
Magnetic Core LV: 8 HP: 130 E1 D1: 0 22 E2 D2: 0 8
Ferromag Core LV: 24 HP: 298 E1 D1: 0 50 E2 D2: 0 17
Electromag Core LV: 38 HP: 443 E1 D1: 0 75 E2 D2: 0 25
Thick Pipe + battery
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AB
---------------------------------------------------------------------------
V-6 Hotrod LV: 5 HP: 121 E1 D1: 0 16 E2 D2: 0 6
V-8 Hotrod LV: 9 HP: 174 E1 D1: 0 23 E2 D2: 0 8
V-10 Hotrod LV: 22 HP: 342 E1 D1: 0 44 E2 D2: 0 15
V-12 Hotrod LV: 39 HP: 568 E1 D1: 0 74 E2 D2: 0 25
====================================================
E. Biological Arms [B-Arm]
====================================================
Thick Pelt + flesh
------------------------------
FX: Strong
Attack 1: Ground Pound Target 1: --t-l
Attack 2: Strait Punch Target 2: h----
Hex ID: 00
---------------------------------------------------------------------------
Chimp Arm LV: 6 HP: 53 E1 D1: 9 35 E2 D2: 4 36
Ape Arm LV: 14 HP: 95 E1 D1: 16 63 E2 D2: 8 64
Gorilla Arm LV: 21 HP: 133 E1 D1: 22 89 E2 D2: 11 90
Kong Arm LV: 35 HP: 205 E1 D1: 35 137 E2 D2: 17 139
Spiked Club + bandage
------------------------------
FX: Slippery
Attack 1: Upper Cut Target 1: h-t--
Attack 2: Inward Block Target 2: block
Hex ID: 01
---------------------------------------------------------------------------
Club Arm LV: 2 HP: 33 E1 D1: 3 9 E2 D2: 1 9
Cudgel Arm LV: 15 HP: 122 E1 D1: 12 35 E2 D2: 4 36
Shillelagh Arm LV: 24 HP: 178 E1 D1: 18 51 E2 D2: 6 53
Truncheon Arm LV: 31 HP: 223 E1 D1: 23 64 E2 D2: 8 66
Sharp Fang + fluid
------------------------------
FX: Radioactive
Attack 1: Hydro Bomb Target 1: h-t--
Attack 2: Gas Spout Target 2: hdtsl
Hex ID: 02
---------------------------------------------------------------------------
Burr Shark Arm LV: 5 HP: 49 E1 D1: 6 24 E2 D2: 5 8
Quill Shark Arm LV: 7 HP: 60 E1 D1: 8 31 E2 D2: 6 10
Thorn Shark Arm LV: 22 HP: 138 E1 D1: 18 70 E2 D2: 14 24
Spike Shark Arm LV: 39 HP: 229 E1 D1: 31 117 E2 D2: 23 40
Foul Slime + bandage
------------------------------
FX: Efficient
Attack 1: Low Punch Target 1: ----l
Attack 2: Handsword Target 2: -dt---
Hex ID: 03
---------------------------------------------------------------------------
Sharp Claw LV: 3 HP: 31 E1 D1: 2 32 E2 D2: 1 12
Rigid Claw LV: 18 HP: 93 E1 D1: 8 96 E2 D2: 4 38
Pinching Claw LV: 26 HP: 127 E1 D1: 11 130 E2 D2: 6 52
Hooked Claw LV: 30 HP: 143 E1 D1: 12 147 E2 D2: 7 59
Metal Platter + bandage
------------------------------
FX: Quick
Attack 1: Diagonal Chop Target 1: h-t--
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 04
---------------------------------------------------------------------------
Stone Hacker LV: 2 HP: 39 E1 D1: 3 6 E2 D2: 3 4
Stone Chopper LV: 17 HP: 156 E1 D1: 15 24 E2 D2: 12 19
Stone Mincer LV: 23 HP: 202 E1 D1: 19 31 E2 D2: 16 24
Stone Cleaver LV: 32 HP: 268 E1 D1: 26 41 E2 D2: 21 33
Saw Blade + bandage
------------------------------
FX: Accurate
Attack 1: Heart Trust Target 1: --t--
Attack 2: Back Knuckle Target 2: ---s-
Hex ID: 05
---------------------------------------------------------------------------
Knife Arm LV: 5 HP: 29 E1 D1: 4 49 E2 D2: 2 39
Dirk Arm LV: 9 HP: 41 E1 D1: 6 71 E2 D2: 3 52
Bayonet Arm LV: 20 HP: 76 E1 D1: 11 130 E2 D2: 7 96
Khukuri Arm LV: 36 HP: 126 E1 D1: 18 215 E2 D2: 11 159
Spiny Crab + goo
------------------------------
FX: Multi-Attack
Attack 1: High Punch Target 1: -d---
Attack 2: Inward Block Target 2: block
Hex ID: 06
---------------------------------------------------------------------------
Crawfish Claw LV: 12 HP: 75 E1 D1: 12 31 E2 D2: 3 36
Crab Claw LV: 12 HP: 120 E1 D1: 12 31 E2 D2: 3 36
Lobster Claw LV: 19 HP: 173 E1 D1: 18 44 E2 D2: 5 51
King Crab Claw LV: 38 HP: 310 E1 D1: 33 79 E2 D2: 9 93
Rotten Fish + plant
------------------------------
FX: Legendary
Attack 1: Ocean Surge Target 1: h-t--
Attack 2: Openhand Target 2: h----
Hex ID: 07
---------------------------------------------------------------------------
Triton Arm LV: 2 HP: 44 E1 D1: 4 14 E2 D2: 2 10
Neptune Arm LV: 14 HP: 131 E1 D1: 14 43 E2 D2: 6 31
Poseidon Arm LV: 28 HP: 233 E1 D1: 25 77 E2 D2: 12 55
Oceanus Arm LV: 32 HP: 262 E1 D1: 28 86 E2 D2: 13 62
Rattlesnake + fluid
------------------------------
FX: Multi-Attack
Attack 1: Stinging Hook Target 1: -d---
Attack 2: Fang Strike Target 2: h----
Hex ID: 08
---------------------------------------------------------------------------
Rattlesnake Arm LV: 6 HP: 64 E1 D1: 5 22 E2 D2: 3 15
Asp Arm LV: 11 HP: 97 E1 D1: 7 34 E2 D2: 5 23
Viper Arm LV: 28 HP: 203 E1 D1: 16 71 E2 D2: 12 48
Anaconda Arm LV: 33 HP: 234 E1 D1: 18 82 E2 D2: 14 56
Wolf's Blood + flesh
------------------------------
FX: Quick
Attack 1: Uppercut Target 1: h-t--
Attack 2: Ridge Hand Target 2: -d---
Hex ID: 09
---------------------------------------------------------------------------
Canine Claw LV: 4 HP: 35 E1 D1: 4 27 E2 D2: 2 27
Hound Claw LV: 10 HP: 59 E1 D1: 8 45 E2 D2: 4 46
Wolf Claw LV: 25 HP: 123 E1 D1: 17 95 E2 D2: 9 95
Werewolf Claw LV: 38 HP: 177 E1 D1: 24 137 E2 D2: 14 137
Mutant Larva + plant
------------------------------
FX: Slippery
Attack 1: High Squeeze Target 1: -d---
Attack 2: Leg Swat Target 2: ----l
Hex ID: 0A
---------------------------------------------------------------------------
Pitcher Trap LV: 2 HP: 33 E1 D1: 3 13 E2 D2: 2 9
Bladder Trap LV: 16 HP: 128 E1 D1: 11 52 E2 D2: 9 38
Snap Trap LV: 21 HP: 159 E1 D1: 14 64 E2 D2: 11 47
Venus Fly Trap LV: 36 HP: 253 E1 D1: 23 103 E2 D2: 18 75
Stag Beetle + fluid
------------------------------
FX: Disabling
Attack 1: Stinging Hook Target 1: -d---
Attack 2: Inward Block Target 2: block
Hex ID: 0B
---------------------------------------------------------------------------
Burning Stinger LV: 3 HP: 23 E1 D1: 6 50 E2 D2: 1 6
Flaring Stinger LV: 8 HP: 38 E1 D1: 11 83 E2 D2: 2 11
Searing Stinger LV: 29 HP: 104 E1 D1: 30 223 E2 D2: 7 30
Caustic Stinger LV: 37 HP: 129 E1 D1: 37 277 E2 D2: 9 38
Leviathan Flesh + flesh
------------------------------
FX: Acidic
Attack 1: Strait Punch Target 1: --t--
Attack 2: Inward Block Target 2: block
Hex ID: 0C
---------------------------------------------------------------------------
Fruit Bat Arm LV: 4 HP: 44 E1 D1: 3 20 E2 D2: 1 13
Smoky Bat Arm LV: 17 HP: 112 E1 D1: 7 52 E2 D2: 4 33
Ghost Bat LV: 26 HP: 159 E1 D1: 10 74 E2 D2: 6 47
Vampire Bat Arm LV: 34 HP: 201 E1 D1: 13 93 E2 D2: 8 60
Infested Log + goo
------------------------------
FX: Acidic
Attack 1: Fang Strike Target 1: h----
Attack 2: Chambered Punch Target 2: h-t--
Hex ID: 0D
---------------------------------------------------------------------------
Inchworm Arm LV: 2 HP: 22 E1 D1: 2 22 E2 D2: 2 12
Silkworm Arm LV: 13 HP: 72 E1 D1: 7 71 E2 D2: 6 42
Millipede Arm LV: 27 HP: 132 E1 D1: 14 130 E2 D2: 12 77
Centipede Arm LV: 33 HP: 157 E1 D1: 16 154 E2 D2: 14 91
Horrid Tentacle + goo
------------------------------
FX: Grounding
Attack 1: Lashing Strike Target 1: hdts-
Attack 2: Legswat Target 2: ----l
Hex ID: 0E
---------------------------------------------------------------------------
Octopus Arm LV: 4 HP: 44 E1 D1: 4 10 E2 D2: 2 17
Squid Arm LV: 7 HP: 60 E1 D1: 6 14 E2 D2: 3 24
Leviathan Arm LV: 27 HP: 166 E1 D1: 18 38 E2 D2: 10 66
Kraken Arm LV: 34 HP: 201 E1 D1: 22 47 E2 D2: 12 80
Honeycomb + fluid
------------------------------
FX: Explosive
Attack 1: Stinger Shot Target 1: --t--
Attack 2: Inward Block Target 2: block
Hex ID: 0F
---------------------------------------------------------------------------
Mosquito Arm LV: 3 HP: 23 E1 D1: 2 37 E2 D2: 1 6
Bee Arm LV: 16 HP: 63 E1 D1: 7 101 E2 D2: 4 18
Hornet Arm LV: 29 HP: 104 E1 D1: 12 165 E2 D2: 7 30
Wasp Arm LV: 31 HP: 111 E1 D1: 13 176 E2 D2: 8 32
Dark Seaweed + goo
------------------------------
FX: Radioactive
Attack 1: Openhand Target 1: h----
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 10
---------------------------------------------------------------------------
Gray Whale Tail LV: 5 HP: 68 E1 D1: 8 19 E2 D2: 6 10
Beluga Tail LV: 8 HP: 91 E1 D1: 11 25 E2 D2: 8 14
Humpback Tail LV: 23 HP: 202 E1 D1: 24 57 E2 D2: 19 31
Blue Whale Tail LV: 40 HP: 327 E1 D1: 40 92 E2 D2: 32 51
Wrestler Mask + flesh
------------------------------
FX: Strong
Attack 1: Chambered punch Target 1: h-t--
Attack 2: Hammerfists Target 2: -d-s-
Hex ID: 11
---------------------------------------------------------------------------
Wrestler Arm LV: 2 HP: 19 E1 D1: 3 28 E2 D2: 2 21
Fighter Arm LV: 13 HP: 54 E1 D1: 8 78 E2 D2: 5 62
Grappler Arm LV: 22 HP: 82 E1 D1: 12 119 E2 D2: 8 93
Contender Arm LV: 39 HP: 136 E1 D1: 21 199 E2 D2: 14 156
Dragon Egg + plant
------------------------------
FX: Legendary
Attack 1: Ground Pound Target 1: --t-l
Attack 2: Handsword Target 2: -dts-
Hex ID: 12
---------------------------------------------------------------------------
Abnormal Arm LV: 2 HP: 29 E1 D1: 4 24 E2 D2: 2 10
Strange Arm LV: 10 HP: 67 E1 D1: 11 58 E2 D2: 4 23
Erratic Arm LV: 24 HP: 136 E1 D1: 22 117 E2 D2: 9 47
Uncanny Arm LV: 40 HP: 215 E1 D1: 35 184 E2 D2: 15 74
Pumpkin + plant
------------------------------
FX: Multi-Attack
Attack 1: Seed Rush Target 1: hdtsl
Attack 2: Leg Sweep Target 2: ----l
Hex ID: 13
---------------------------------------------------------------------------
Seed Whippr LV: 4 HP: 57 E1 D1: 7 5 E2 D2: 4 16
Seed Lasher LV: 11 HP: 106 E1 D1: 14 10 E2 D2: 9 29
Seed Flogger LV: 20 HP: 167 E1 D1: 22 17 E2 D2: 14 46
Seed Striker LV: 37 HP: 283 E1 D1: 37 28 E2 D2: 24 79
====================================================
F. Biological Heads [B-Head]
====================================================
Burlap Sack + goo
------------------------------
FX: Strong
Attack 1: Putrid Belch Target 1: hdtsl
Attack 2: Headbutt Target 2: h-t--
Hex ID: 49
---------------------------------------------------------------------------
Trash Bag Head LV: 5 HP: 39 E1 D1: 6 15 E2 D2: 2 25
Bread Bag Head LV: 16 HP: 87 E1 D1: 13 35 E2 D2: 6 56
Burlap Head LV: 19 HP: 100 E1 D1: 15 40 E2 D2: 7 65
Gunny Sac LV: 34 HP: 163 E1 D1: 24 65 E2 D2: 12 105
Rotten Fish + plant
------------------------------
FX: Acidic
Attack 1: Sea Splatter Target 1: hdtsl
Attack 2: Headbutt Target 2: h-t--
Hex ID: 4A
---------------------------------------------------------------------------
Triton Head LV: 6 HP: 55 E1 D1: 4 4 E2 D2: 7 8
Neptune Head LV: 9 HP: 72 E1 D1: 6 9 E2 D2: 3 12
Poseidon Head LV: 24 HP: 153 E1 D1: 12 21 E2 D2: 8 25
Oceanus Head LV: 30 HP: 184 E1 D1: 15 25 E2 D2: 10 31
Empty Jar + fluid
------------------------------
FX: Efficient
Attack 1: Skullcracker Target 1: h----
Attack 2: Downward Block Target 2: block
Hex ID: 4B
---------------------------------------------------------------------------
Bottled Mind LV: 3 HP: 34 E1 D1: 2 32 E2 D2: 0 10
Cured Mind LV: 18 HP: 100 E1 D1: 8 95 E2 D2: 4 30
Pickled Head LV: 23 HP: 124 E1 D1: 10 118 E2 D2: 4 37
Frozen Mind LV: 31 HP: 160 E1 D1: 12 152 E2 D2: 6 48
Metal Platter + goo
------------------------------
FX: Accurate
Attack 1: Chomp Target 1: -dts-
Attack 2: Optical Beam Target 2: h-t-l
Hex ID: 4C
---------------------------------------------------------------------------
Plattered Jaw LV: 2 HP: 24 E1 D1: 4 12 E2 D2: 2 9
Steel Jaw LV: 13 HP: 78 E1 D1: 13 41 E2 D2: 6 29
Lock Jaw LV: 27 HP: 142 E1 D1: 24 75 E2 D2: 12 53
Trap Jaw LV: 33 HP: 168 E1 D1: 29 89 E2 D2: 14 63
Gas Can + bandage
------------------------------
FX: Slippery
Attack 1: Smoke Spew Target 1: hdtsl
Attack 2: Acid Spit Target 2: hdtsl
Hex ID: 4D
---------------------------------------------------------------------------
Steam Mask LV: 5 HP: 50 E1 D1: 5 8 E2 D2: 3 5
Gas Mask LV: 10 HP: 76 E1 D1: 8 12 E2 D2: 5 8
Chem Mask LV: 29 HP: 180 E1 D1: 19 30 E2 D2: 12 21
Toxin Mask LV: 32 HP: 196 E1 D1: 21 33 E2 D2: 13 23
Leviathan Flesh + bandage
------------------------------
FX: Strong
Attack 1: Roar Target 1: hdtsl
Attack 2: Acid Spit Target 2: hdtsl
Hex ID: 4E
---------------------------------------------------------------------------
Taped Head LV: 4 HP: 53 E1 D1: 5 5 E2 D2: 3 3
Sewn Head LV: 7 HP: 72 E1 D1: 7 8 E2 D2: 5 5
Stitched Head LV: 22 HP: 165 E1 D1: 17 18 E2 D2: 12 12
Sutured Head LV: 38 HP: 266 E1 D1: 27 29 E2 D2: 19 20
Caustic Juice + bandage
------------------------------
FX: Legendary
Attack 1: Putrid Belch Target 1: hdtsl
Attack 2: Downward Block Target 2: block
Hex ID: 4F
---------------------------------------------------------------------------
Midget Mask LV: 2 HP: 32 E1 D1: 4 9 E2 D2: 1 8
Atom Mask LV: 14 HP: 94 E1 D1: 11 28 E2 D2: 4 24
Pee Wee Mask LV: 21 HP: 131 E1 D1: 16 38 E2 D2: 5 34
Bantam Mask LV: 40 HP: 230 E1 D1: 29 68 E2 D2: 10 60
Horrid Tentacle + plant
------------------------------
FX: Grounding
Attack 1: Gnaw Target 1: -dts-
Attack 2: Swamp Breath Target 2: hdtsl
Hex ID: 50
---------------------------------------------------------------------------
Resting Xulu LV: 3 HP: 34 E1 D1: 3 14 E2 D2: 2 7
Sleep Xulu LV: 11 HP: 70 E1 D1: 7 31 E2 D2: 5 15
Dreaming Xulu LV: 26 HP: 136 E1 D1: 14 60 E2 D2: 11 30
Waking Xulu LV: 31 HP: 160 E1 D1: 17 71 E2 D2: 13 36
Wolf's Blood + flesh
------------------------------
FX: Quick
Attack 1: Gnaw Target 1: -dts-
Attack 2: Howl Target 2: hdtsl
Hex ID: 51
---------------------------------------------------------------------------
Canine Head LV: 2 HP: 29 E1 D1: 2 10 E2 D2: 2 4
Hound Head LV: 17 HP: 100 E1 D1: 10 37 E2 D2: 7 16
Wolf Head LV: 20 HP: 115 E1 D1: 11 43 E2 D2: 8 18
Werewolf Head LV: 36 HP: 191 E1 D1: 19 72 E2 D2: 13 31
Wrestler Mask + flesh
------------------------------
FX: Multi-Attack
Attack 1: Headbutt Target 1: h-t--
Attack 2: Roar Target 2: hdtsl
Hex ID: 52
---------------------------------------------------------------------------
Rudo Mask LV: 4 HP: 53 E1 D1: 6 14 E2 D2: 3 2
Tecnico Mask LV: 12 HP: 103 E1 D1: 12 28 E2 D2: 7 5
Luchadore Mask LV: 19 HP: 148 E1 D1: 18 40 E2 D2: 10 8
Compeonato Mask LV: 37 HP: 260 E1 D1: 32 71 E2 D2: 18 14
Foul Slime + fluid
------------------------------
FX: Slippery
Attack 1: Chomp Target 1: -dts-
Attack 2: Sea Splatter Target 2: hdtsl
Hex ID: 53
---------------------------------------------------------------------------
Tadpole Head LV: 2 HP: 32 E1 D1: 5 13 E2 D2: 4 7
Frog Head LV: 12 HP: 72 E1 D1: 11 29 E2 D2: 9 16
Toad Head LV: 28 HP: 146 E1 D1: 23 59 E2 D2: 18 32
Salamander Head LV: 35 HP: 178 E1 D1: 28 72 E2 D2: 23 40
Infested Log + plant
------------------------------
FX: Regenerator
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Downward Block Target 2: block
Hex ID: 54
---------------------------------------------------------------------------
Deer Antlers LV: 6 HP: 39 E1 D1: 2 17 E2 D2: 2 11
Caribou Antlers LV: 8 HP: 47 E1 D1: 3 21 E2 D2: 2 14
Stag Antlers LV: 25 HP: 112 E1 D1: 8 49 E2 D2: 6 33
Wapiti Antlers LV: 39 HP: 166 E1 D1: 12 73 E2 D2: 9 49
====================================================
G. Biological Legs [B-Leg]
====================================================
Manacles + goo
------------------------------
FX: Slippery
Attack 1: Side Kick Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 73
---------------------------------------------------------------------------
Captive Legs LV: 2 HP: 39 E1 D1: 3 14 E2 D2: 0 0
Prisoner Legs LV: 15 HP: 124 E1 D1: 11 44 E2 D2: 0 0
Inmate Legs LV: 19 HP: 149 E1 D1: 13 52 E2 D2: 0 0
Convict Legs LV: 35 HP: 250 E1 D1: 22 89 E2 D2: 0 0
Leviathan Flesh + bandage
------------------------------
FX: Quick
Attack 1: Jump Kick Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 74
---------------------------------------------------------------------------
Wrecked Legs LV: 4 HP: 64 E1 D1: 4 12 E2 D2: 0 0
Scrao Legs LV: 18 HP: 168 E1 D1: 11 33 E2 D2: 0 0
Fragment Legs LV: 20 HP: 185 E1 D1: 12 36 E2 D2: 0 0
Stitched Legs LV: 33 HP: 283 E1 D1: 18 56 E2 D2: 0 0
Jumper Cables + bandage
------------------------------
FX: Radioactive
Attack 1: Roundhouse Target 1: ---s-
Attack 2: Flee Target 2: self
Hex ID: 75
---------------------------------------------------------------------------
Implant Legs LV: 6 HP: 31 E1 D1: 5 51 E2 D2: 0 0
Bionic Legs LV: 10 HP: 44 E1 D1: 7 71 E2 D2: 0 0
Drone Legs LV: 25 HP: 91 E1 D1: 14 147 E2 D2: 0 0
Cyborg Legs LV: 30 HP: 106 E1 D1: 16 171 E2 D2: 0 0
Horrid Tentacle + goo
------------------------------
FX: Acidic
Attack 1: Leg Sweep Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 76
---------------------------------------------------------------------------
Octopus Legs LV: 5 HP: 70 E1 D1: 8 23 E2 D2: 0 0
Squid Legs LV: 9 HP: 101 E1 D1: 12 34 E2 D2: 0 0
Leviathan Legs LV: 22 HP: 198 E1 D1: 23 67 E2 D2: 0 0
Kraken Legs LV: 39 HP: 330 E1 D1: 39 111 E2 D2: 0 0
Wolf's Blood + flesh
------------------------------
FX: Quick
Attack 1: Side Kick Target 1: -d---
Attack 2: Flee Target 2: self
Hex ID: 77
---------------------------------------------------------------------------
Canine Feet LV: 5 HP: 46 E1 D1: 4 31 E2 D2: 0 0
Hound Feet LV: 8 HP: 62 E1 D1: 5 41 E2 D2: 0 0
Wolf Feet LV: 26 HP: 151 E1 D1: 14 101 E2 D2: 0 0
Werewolf Feet LV: 34 HP: 191 E1 D1: 18 128 E2 D2: 0 0
Rotten Fish + plant
------------------------------
FX: Legendary
Attack 1: Slider Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 78
---------------------------------------------------------------------------
Tirton Feet LV: 2 HP: 37 E1 D1: 2 12 E2 D2: 0 0
Neptune Feet LV: 12 HP: 119 E1 D1: 7 40 E2 D2: 0 0
Poseidon Fins LV: 21 HP: 184 E1 D1: 11 62 E2 D2: 0 0
Oceanus Fins LV: 40 HP: 324 E1 D1: 20 109 E2 D2: 0 0
Infested Log + flesh
------------------------------
FX: Strong
Attack 1: Slider Target 1: -d---
Attack 2: Flee Target 2: self
Hex ID: 79
---------------------------------------------------------------------------
Stomper Legs LV: 2 HP: 54 E1 D1: 5 10 E2 D2: 0 0
Bigfoot Legs LV: 13 HP: 152 E1 D1: 15 32 E2 D2: 0 0
Sasquatch Legs LV: 29 HP: 293 E1 D1: 30 63 E2 D2: 0 0
Yeti Legs LV: 37 HP: 363 E1 D1: 37 79 E2 D2: 0 0
Mutant Larva + fluid
------------------------------
FX: Disabling
Attack 1: Side Kick Target 1: -d---
Attack 2: Flee Target 2: self
Hex ID: 7A
---------------------------------------------------------------------------
Root Legs LV: 2 HP: 26 E1 D1: 2 14 E2 D2: 0 0
Stump Legs LV: 14 HP: 91 E1 D1: 6 49 E2 D2: 0 0
Branch Legs LV: 28 HP: 162 E1 D1: 12 87 E2 D2: 0 0
Trunk Legs LV: 31 HP: 178 E1 D1: 13 96 E2 D2: 0 0
Sharp Fang + plant
------------------------------
FX: Multi-Attack
Attack 1: Leg Lasher Target 1: -dts-
Attack 2: Upward Block Target 2: block
Hex ID: 7B
---------------------------------------------------------------------------
Stem Floater LV: 3 HP: 28 E1 D1: 2 11 E2 D2: 1 8
Vine Floater LV: 16 HP: 77 E1 D1: 7 31 E2 D2: 4 23
Thorn Floater LV: 24 HP: 107 E1 D1: 10 44 E2 D2: 6 32
Flower Floater LV: 32 HP: 137 E1 D1: 13 56 E2 D2: 8 41
Gas Can + fluid
------------------------------
FX: Slippery
Attack 1: Gas Spout Target 1: hdtsl
Attack 2: Magnum Drop Target 2: hd-s-
Hex ID: 7C
---------------------------------------------------------------------------
Air Floater LV: 4 HP: 71 E1 D1: 7 4 E2 D2: 6 6
Fume Floater LV: 7 HP: 97 E1 D1: 10 5 E2 D2: 9 8
Vapour Floater LV: 23 HP: 232 E1 D1: 24 14 E2 D2: 21 21
Gas Floater LV: 38 HP: 356 E1 D1: 38 21 E2 D2: 33 32
====================================================
H. Biological Torsos [B-Body]
====================================================
Metal Platter + flesh
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 97
---------------------------------------------------------------------------
Lead Shoulder LV: 2 HP: 69 E1 D1: 0 9 E2 D2: 0 3
Nickel Shoulder LV: 15 HP: 225 E1 D1: 0 33 E2 D2: 0 11
Iron Shoulder LV: 20 HP: 319 E1 D1: 0 41 E2 D2: 0 14
Steel Shoulder LV: 38 HP: 551 E1 D1: 0 72 E2 D2: 0 24
Broken Heart + bandage
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 98
---------------------------------------------------------------------------
Taped Chest LV: 5 HP: 176 E1 D1: 0 10 E2 D2: 0 4
Sewn Chest LV: 17 HP: 404 E1 D1: 0 24 E2 D2: 0 8
Stitched Chest LV: 23 HP: 522 E1 D1: 0 32 E2 D2: 0 11
Sutured Chest LV: 32 HP: 691 E1 D1: 0 42 E2 D2: 0 14
Rotten Fish + plant
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 99
---------------------------------------------------------------------------
Triton Chest LV: 4 HP: 121 E1 D1: 0 11 E2 D2: 0 4
Neptune Chest LV: 16 HP: 295 E1 D1: 0 27 E2 D2: 0 9
Poseidon Chest LV: 22 HP: 378 E1 D1: 0 34 E2 D2: 12 0
Oceanus Chest LV: 37 HP: 597 E1 D1: 0 54 E2 D2: 0 18
Rattlesnake + fluid
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9A
---------------------------------------------------------------------------
Gecko Body LV: 5 HP: 110 E1 D1: 0 15 E2 D2: 0 5
Iguana Body LV: 8 HP: 147 E1 D1: 0 20 E2 D2: 7 0
Lizard Body LV: 25 HP: 348 E1 D1: 0 47 E2 D2: 0 16
Komodo Body LV: 35 HP: 469 E1 D1: 0 64 E2 D2: 0 22
Mutant Larva + fluid
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9B
---------------------------------------------------------------------------
Larva Body LV: 3 HP: 79 E1 D1: 0 13 E2 D2: 0 5
Pupa Body LV: 7 HP: 121 E1 D1: 0 20 E2 D2: 0 7
Imago Body LV: 29 HP: 350 E1 D1: 0 59 E2 D2: 0 20
Insectoid Body LV: 33 HP: 392 E1 D1: 0 66 E2 D2: 0 22
Fresh Brain + goo
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9C
---------------------------------------------------------------------------
Repulsive Chest LV: 2 HP: 126 E1 D1: 0 6 E2 D2: 0 2
Grotesque Chest LV: 14 HP: 370 E1 D1: 0 19 E2 D2: 0 7
Wretched Chest LV: 19 HP: 480 E1 D1: 0 24 E2 D2: 0 8
Abhorrent Chest LV: 40 HP: 906 E1 D1: 0 47 E2 D2: 0 16
Wolf's Blood + flesh
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9D
---------------------------------------------------------------------------
Canine Body LV: 6 HP: 74 E1 D1: 0 22 E2 D2: 0 8
Hound Body LV: 11 HP: 113 E1 D1: 0 33 E2 D2: 0 11
Wolf Body LV: 27 HP: 230 E1 D1: 0 68 E2 D2: 0 23
Werewolf Body LV: 31 HP: 259 E1 D1: 0 76 E2 D2: 0 26
Honeycomb + plant
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9E
---------------------------------------------------------------------------
Inchworm Body LV: 2 HP: 81 E1 D1: 0 9 E2 D2: 0 3
Silkworm Body LV: 9 HP: 174 E1 D1: 0 20 E2 D2: 7 0
Millipede Body LV: 28 HP: 423 E1 D1: 0 48 E2 D2: 0 16
Centipede Body LV: 36 HP: 527 E1 D1: 0 60 E2 D2: 0 20
Gas Can + goo
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: 9F
---------------------------------------------------------------------------
Pudgy Body LV: 3 HP: 142 E1 D1: 0 6 E2 D2: 0 2
Plump Body LV: 13 HP: 326 E1 D1: 0 16 E2 D2: 0 6
Tubby Body LV: 21 HP: 477 E1 D1: 0 24 E2 D2: 0 8
Massive Body LV: 39 HP: 820 E1 D1: 0 41 E2 D2: 0 14
Caustic Juice + bandage
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: A0
---------------------------------------------------------------------------
Leashed Body LV: 6 HP: 111 E1 D1: 0 19 E2 D2: 0 7
Strapped Body LV: 10 HP: 156 E1 D1: 0 27 E2 D2: 0 9
Belted Body LV: 26 HP: 332 E1 D1: 0 58 E2 D2: 0 20
Harnessed Body LV: 30 HP: 376 E1 D1: 0 66 E2 D2: 0 22
====================================================
I. Alchemical Arms [A-Arm]
====================================================
Rusty Hook + powder
------------------------------
FX: Tough
Attack 1: Hook Punch Target 1: -d---
Attack 2: Diagonal Chop Target 2: h----
Hex ID: 28
---------------------------------------------------------------------------
Privateer Arm LV: 2 HP: 44 E1 D1: 3 22 E2 D2: 2 18
Corsair Arm LV: 7 HP: 72 E1 D1: 5 36 E2 D2: 4 30
Buccaneer Arm LV: 26 HP: 190 E1 D1: 14 95 E2 D2: 11 79
Pirate Arm LV: 31 HP: 224 E1 D1: 16 112 E2 D2: 13 93
Burlap Sack + powder
------------------------------
FX: Acidic
Attack 1: Uppercut Target 1: h-t--
Attack 2: Leg Swat Target 2: ----l
Hex ID: 29
---------------------------------------------------------------------------
Scareclaw LV: 5 HP: 29 E1 D1: 4 34 E2 D2: 3 41
Dire Scareclaw LV: 18 HP: 69 E1 D1: 10 82 E2 D2: 7 99
Fell Scareclaw LV: 25 HP: 91 E1 D1: 13 108 E2 D2: 9 130
Bane Scareclaw LV: 30 HP: 107 E1 D1: 16 126 E2 D2: 11 152
Stag Beetle + gem
------------------------------
FX: Legendary
Attack 1: Haymaker Target 1: -d---
Attack 2: Back Kunckle Target 2: ---s-
Hex ID: 2A
---------------------------------------------------------------------------
Ancient Knife LV: 2 HP: 37 E1 D1: 3 17 E2 D2: 2 10
Preserved Knife LV: 12 HP: 118 E1 D1: 11 54 E2 D2: 7 34
Canopic Knife LV: 26 HP: 217 E1 D1: 21 100 E2 D2: 13 64
Mummy Knife LV: 36 HP: 290 E1 D1: 29 134 E2 D2: 18 86
Manacles + spirit
------------------------------
FX: Grounding
Attack 1: Chambered Punch Target 1: h-t--
Attack 2: Strait Punch Target 2: --t--
Hex ID: 2B
---------------------------------------------------------------------------
Spirit Arm LV: 6 HP: 53 E1 D1: 5 22 E2 D2: 3 19
Ghost Arm LV: 9 HP: 70 E1 D1: 6 29 E2 D2: 4 25
Apparition Arm LV: 20 HP: 128 E1 D1: 12 54 E2 D2: 7 47
Poltergeist Arm LV: 37 HP: 217 E1 D1: 20 92 E2 D2: 13 79
Metal Platter + potion
------------------------------
FX: Strong
Attack 1: Uppercut Target 1: h-t--
Attack 2: Inward Block Target 2: block
Hex ID: 2C
---------------------------------------------------------------------------
Magical Knight LV: 2 HP: 39 E1 D1: 3 5 E2 D2: 1 11
Dark Knight LV: 16 HP: 150 E1 D1: 11 22 E2 D2: 4 45
Astral Knight LV: 21 HP: 186 E1 D1: 14 27 E2 D2: 5 55
Eternal Knight LV: 35 HP: 287 E1 D1: 22 42 E2 D2: 8 86
Leviathan Flesh + potion
------------------------------
FX: Tough
Attack 1: Hammerfists Target 1: -d-s-
Attack 2: Haymaker Target 2: --t--
Hex ID: 2D
---------------------------------------------------------------------------
Undead Arm LV: 6 HP: 76 E1 D1: 5 16 E2 D2: 4 20
Zombie Arm LV: 11 HP: 116 E1 D1: 8 24 E2 D2: 7 31
Ghoul Arm LV: 27 HP: 237 E1 D1: 17 50 E2 D2: 14 63
Ghast Arm LV: 30 HP: 256 E1 D1: 18 54 E2 D2: 16 69
Broken Heart + spirit
------------------------------
FX: Disabling
Attack 1: Leg Swat Target 1: ----l
Attack 2: Rising Slash Target 2: -d---
Hex ID: 2E
---------------------------------------------------------------------------
Basilard Arm LV: 4 HP: 35 E1 D1: 4 37 E2 D2: 3 29
Sword Arm LV: 18 HP: 93 E1 D1: 11 99 E2 D2: 8 76
Gladius Arm LV: 21 HP: 106 E1 D1: 12 113 E2 D2: 9 87
Claymore Arm LV: 37 HP: 173 E1 D1: 20 185 E2 D2: 14 142
Power Crystal + gem
------------------------------
FX: Tough
Attack 1: Crystal Spikes Target 1: -dts-
Attack 2: Straight Punch Target 2: h----
Hex ID: 2F
---------------------------------------------------------------------------
Calcite Arm LV: 5 HP: 34 E1 D1: 5 24 E2 D2: 2 38
Quartz Arm LV: 9 HP: 49 E1 D1: 7 35 E2 D2: 3 54
Topaz Arm LV: 24 HP: 105 E1 D1: 15 74 E2 D2: 8 117
Diamond Arm LV: 40 HP: 166 E1 D1: 24 117 E2 D2: 13 183
Foul Slime + gem
------------------------------
FX: Grounding
Attack 1: Diagonal Chop Target 1: h----
Attack 2: Back Knuckle Target 2: ---s-
Hex ID: 30
---------------------------------------------------------------------------
Siren Arm LV: 5 HP: 39 E1 D1: 4 38 E2 D2: 2 25
Centaur Arm LV: 10 HP: 59 E1 D1: 6 58 E2 D2: 4 39
Nereid Arm LV: 19 HP: 99 E1 D1: 10 97 E2 D2: 6 64
Sphinx Arm LV: 38 HP: 177 E1 D1: 19 174 E2 D2: 12 115
Bone Pile + powder
------------------------------
FX: Regenerator
Attack 1: High Squeeze Target 1: -d---
Attack 2: Low Squeeze Target 2: ----l
Hex ID: 31
---------------------------------------------------------------------------
Calcified Claw LV: 5 HP: 29 E1 D1: 6 59 E2 D2: 3 44
Cartilage Arm LV: 7 HP: 36 E1 D1: 8 73 E2 D2: 4 55
Bone Claw LV: 22 HP: 82 E1 D1: 18 166 E2 D2: 9 126
Skelaton Claw LV: 38 HP: 132 E1 D1: 30 268 E2 D2: 15 203
Mud Bucket + crystal
------------------------------
FX: Efficient
Attack 1: Ground Pound Target 1: --t-l
Attack 2: Inward Block Target 2: block
Hex ID: 32
---------------------------------------------------------------------------
Ogre Arm LV: 2 HP: 33 E1 D1: 2 9 E2 D2: 0 9
Troll Arm LV: 13 HP: 108 E1 D1: 8 31 E2 D2: 2 32
Ettin Arm LV: 20 HP: 153 E1 D1: 12 44 E2 D2: 4 45
Titan Arm LV: 39 HP: 273 E1 D1: 22 79 E2 D2: 7 81
Spiked Club + crystal
------------------------------
FX: Disabling
Attack 1: Ridge Hand Target 1: -dts-
Attack 2: Inward Block Target 2: block
Hex ID: 33
---------------------------------------------------------------------------
Mace Arm LV: 6 HP: 43 E1 D1: 5 21 E2 D2: 2 12
Goedendag Arm LV: 10 HP: 59 E1 D1: 7 29 E2 D2: 3 17
Morningstar Arm LV: 23 HP: 115 E1 D1: 14 57 E2 D2: 6 34
Flail Arm LV: 40 HP: 187 E1 D1: 24 93 E2 D2: 10 56
Big Eye + spirit
------------------------------
FX: Accurate
Attack 1: Lightning Bolt Target 1: hdtsl
Attack 2: Inward Block Target 2: block
Hex ID: 34
---------------------------------------------------------------------------
Sight Blaster LV: 2 HP: 45 E1 D1: 4 2 E2 D2: 1 13
Optical Blaster LV: 15 HP: 143 E1 D1: 15 9 E2 D2: 4 43
Corneal Blaster LV: 28 HP: 238 E1 D1: 25 16 E2 D2: 7 71
Ocular Blaster LV: 34 HP: 281 E1 D1: 30 19 E2 D2: 8 84
Dark Seaweed + gem
------------------------------
FX: Acidic
Attack 1: Arm Whip Target 1: -dts-
Attack 2: Leg Swat Target 2: ----l
Hex ID: 35
---------------------------------------------------------------------------
Typhoon Arm LV: 2 HP: 32 E1 D1: 4 10 E2 D2: 2 18
Cyclone Arm LV: 17 HP: 112 E1 D1: 13 36 E2 D2: 9 63
Hurricane Arm LV: 22 HP: 138 E1 D1: 17 45 E2 D2: 11 77
Tsunami Arm LV: 36 HP: 212 E1 D1: 26 69 E2 D2: 18 120
Shruken Head + spirit
------------------------------
FX: Celestial
Attack 1: Chambered Punch Target 1: h-t-l
Attack 2: Back Knuckle Target 2: ---s-
Hex ID: 36
---------------------------------------------------------------------------
Imp Arm LV: 3 HP: 55 E1 D1: 6 6 E2 D2: 4 11
Devil Arm LV: 16 HP: 150 E1 D1: 18 18 E2 D2: 13 31
Demon Arm LV: 25 HP: 215 E1 D1: 26 27 E2 D2: 19 44
Fiend Arm LV: 32 HP: 268 E1 D1: 32 33 E2 D2: 23 55
Gas Can + potion
------------------------------
FX: Celestial
Attack 1: Gas Spout Target 1: hdtsl
Attack 2: Back Knuckle Target 2: ----l
Hex ID: 37
---------------------------------------------------------------------------
Elysium Shooter LV: 3 HP: 39 E1 D1: 5 8 E2 D2: 2 17
Limbo Shooter LV: 8 HP: 65 E1 D1: 9 14 E2 D2: 4 28
Hades Shooter LV: 27 HP: 166 E1 D1: 24 35 E2 D2: 11 71
Abyssal Shooter LV: 35 HP: 205 E1 D1: 30 44 E2 D2: 14 88
Caustic Juice + crystal
------------------------------
FX: Regenerator
Attack 1: Fireball Target 1: hdtsl
Attack 2: Crystal Darts Target 2: -dts-
Hex ID: 38
---------------------------------------------------------------------------
Enchanter Arm LV: 4 HP: 26 E1 D1: 4 13 E2 D2: 3 19
Conjurer Arm LV: 12 HP: 51 E1 D1: 9 26 E2 D2: 6 37
Wizard Arm LV: 19 HP: 73 E1 D1: 13 38 E2 D2: 9 54
Sorceror Arm LV: 39 HP: 136 E1 D1: 25 70 E2 D2: 17 100
Jumper Cables + crystal
------------------------------
FX: Tough
Attack 1: Thunder Bolt Target 1: hdtsl
Attack 2: Azure Laser Target 2: h-t-l
Hex ID: 39
---------------------------------------------------------------------------
Conductor Arm LV: 2 HP: 31 E1 D1: 4 8 E2 D2: 2 10
Electric Arm LV: 15 HP: 98 E1 D1: 12 26 E2 D2: 7 34
Voltaic Arm LV: 24 HP: 142 E1 D1: 18 38 E2 D2: 11 50
Thunder Arm LV: 35 HP: 196 E1 D1: 25 52 E2 D2: 15 69
Pumpkin + potion
------------------------------
FX: Multi-Attack
Attack 1: Putrid Blast Target 1: hdtsl
Attack 2: Straight Punch Target 2: h----
Hex ID: 3A
---------------------------------------------------------------------------
Seer Arm LV: 3 HP: 47 E1 D1: 6 6 E2 D2: 2 11
Magus Arm LV: 14 HP: 114 E1 D1: 16 15 E2 D2: 6 27
Warlock Arm LV: 28 HP: 203 E1 D1: 29 28 E2 D2: 12 48
Necromancer Arm LV: 34 HP: 239 E1 D1: 34 33 E2 D2: 14 57
Thick Pelt + powder
------------------------------
FX: Disabling
Attack 1: Hook Punch Target 1: -d---
Attack 2: Inward Block Target 2: block
Hex ID: 3B
---------------------------------------------------------------------------
Wendigo Arm LV: 2 HP: 45 E1 D1: 4 10 E2 D2: 1 13
Cerebus Arm LV: 13 HP: 127 E1 D1: 12 29 E2 D2: 3 38
Manicore Arm LV: 29 HP: 245 E1 D1: 24 57 E2 D2: 7 73
Chimera Arm LV: 33 HP: 274 E1 D1: 26 63 E2 D2: 8 82
====================================================
J. Alchemical Heads [A-Head]
====================================================
Scary Mask + crystal
------------------------------
FX: Regenerator
Attack 1: Roar Target 1: hdtsl
Attack 2: Oil Gusher Target 2: hdtsl
Hex ID: 61
---------------------------------------------------------------------------
Demon Shudo LV: 6 HP: 36 E1 D1: 3 13 E2 D2: 2 10
Demon Genpuku LV: 9 HP: 48 E1 D1: 4 17 E2 D2: 3 14
Demon Samurai LV: 24 HP: 102 E1 D1: 10 38 E2 D2: 7 30
Demon Ronin LV: 38 HP: 152 E1 D1: 15 56 E2 D2: 11 45
Horned Skull + potion
------------------------------
FX: Tough
Attack 1: Gnas Target 1: -dts-
Attack 2: Optical Beam Target 2: h-t-l
Hex ID: 62
---------------------------------------------------------------------------
Leopard Skull LV: 2 HP: 31 E1 D1: 3 9 E2 D2: 2 7
Tiger Skull LV: 12 HP: 97 E1 D1: 9 30 E2 D2: 6 22
Jaguar Skull LV: 27 HP: 187 E1 D1: 18 58 E2 D2: 12 43
Lion Skull LV: 35 HP: 234 E1 D1: 23 72 E2 D2: 15 54
Fresh Brain + powder
------------------------------
FX: Acidic
Attack 1: Gnaw Target 1: -dts-
Attack 2: Putrid Belch Target 2: hdtsl
Hex ID: 63
---------------------------------------------------------------------------
Decayed Head LV: 6 HP: 55 E1 D1: 4 13 E2 D2: 3 5
Wasted Head LV: 15 HP: 105 E1 D1: 9 25 E2 D2: 7 11
Rotten Head LV: 25 HP: 158 E1 D1: 13 38 E2 D2: 10 17
Putrid Head LV: 33 HP: 201 E1 D1: 17 48 E2 D2: 13 22
Stag Beetle + gem
------------------------------
FX: Legendary
Attack 1: Headbutt Target 1: h-t--
Attack 2: Roar Target 2: hdtsl
Hex ID: 64
---------------------------------------------------------------------------
Ancient Head LV: 3 HP: 54 E1 D1: 5 13 E2 D2: 3 2
Preserved Head LV: 13 HP: 125 E1 D1: 12 31 E2 D2: 7 7
Canopic Head LV: 28 HP: 234 E1 D1: 23 59 E2 D2: 14 13
Mummy Head LV: 31 HP: 257 E1 D1: 25 64 E2 D2: 16 14
Big Eye + potion
------------------------------
FX: Grounding
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Swamp Breath Target 2: hdtsl
Hex ID: 65
---------------------------------------------------------------------------
Tiny Eye LV: 5 HP: 44 E1 D1: 5 18 E2 D2: 3 7
Large Eye LV: 11 HP: 73 E1 D1: 8 29 E2 D2: 5 12
Giant Eye LV: 20 HP: 115 E1 D1: 13 47 E2 D2: 8 18
Cyclops Eye LV: 40 HP: 210 E1 D1: 24 85 E2 D2: 15 34
Shruken Head + gem
------------------------------
FX: Tough
Attack 1: Headbutt Target 1: h-t--
Attack 2: Downward Block Target 2: block
Hex ID: 66
---------------------------------------------------------------------------
Tiki Mask LV: 2 HP: 33 E1 D1: 4 20 E2 D2: 1 8
Voodoo Mask LV: 14 HP: 98 E1 D1: 11 61 E2 D2: 4 24
War Mask LV: 19 HP: 127 E1 D1: 15 78 E2 D2: 5 31
Death Mask LV: 39 HP: 235 E1 D1: 28 146 E2 D2: 9 58
Empty Jar + spirit
------------------------------
FX: Explosive
Attack 1: Shriek Target 1: hdtsl
Attack 2: Downward Block Target 2: block
Hex ID: 67
---------------------------------------------------------------------------
10 Meter Helmet LV: 5 HP: 42 E1 D1: 3 9 E2 D2: 2 12
25 Meter Helmet LV: 16 HP: 92 E1 D1: 8 21 E2 D2: 4 27
50 Meter Helmet LV: 23 HP: 124 E1 D1: 11 29 E2 D2: 6 37
75 Meter Helmet LV: 30 HP: 154 E1 D1: 13 36 E2 D2: 7 46
Sharp Fang + spirit
------------------------------
FX: Strong
Attack 1: Chomp Target 1: -dts-
Attack 2: Acid Spit Target 2: hdtsl
Hex ID: 68
---------------------------------------------------------------------------
Thrall Head LV: 4 HP: 38 E1 D1: 3 17 E2 D2: 3 8
Revenant Head LV: 7 HP: 53 E1 D1: 5 24 E2 D2: 4 12
Vampire Head LV: 27 HP: 145 E1 D1: 14 66 E2 D2: 11 34
Dracula Head LV: 36 HP: 186 E1 D1: 18 86 E2 D2: 14 44
Broken Heart + powder
------------------------------
FX: Efficient
Attack 1: Skullcracker Target 1: h----
Attack 2: Chomp Target 2: -dts-
Hex ID: 69
---------------------------------------------------------------------------
Wild Unicorn LV: 3 HP: 40 E1 D1: 4 28 E2 D2: 1 5
Crazed Unicorn LV: 8 HP: 67 E1 D1: 6 47 E2 D2: 2 9
Feral Unicorn LV: 26 HP: 163 E1 D1: 16 114 E2 D2: 7 22
Savage Unicorn LV: 35 HP: 213 E1 D1: 22 149 E2 D2: 9 29
Power Crystal + gem
------------------------------
FX: Regenerator
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Downward Block Target 2: block
Hex ID: 6A
---------------------------------------------------------------------------
Calcite Head LV: 2 HP: 33 E1 D1: 2 4 E2 D2: 1 10
Quartz Head LV: 18 HP: 140 E1 D1: 11 16 E2 D2: 5 42
Topaz Head LV: 22 HP: 165 E1 D1: 12 19 E2 D2: 5 49
Diamond Head LV: 32 HP: 229 E1 D1: 18 27 E2 D2: 8 68
Evil Tome + spirit
------------------------------
FX: Accurate
Attack 1: Putrid Belch Target 1: hdtsl
Attack 2: Shriek Target 2: hdtsl
Hex ID: 6B
---------------------------------------------------------------------------
Dark Shroud LV: 6 HP: 44 E1 D1: 3 10 E2 D2: 3 8
Grim Shroud LV: 16 HP: 90 E1 D1: 8 21 E2 D2: 6 16
Necro Shroud LV: 29 HP: 150 E1 D1: 13 35 E2 D2: 10 27
Ruin Shroud LV: 34 HP: 227 E1 D1: 15 41 E2 D2: 12 31
Dragon Egg + crystal
------------------------------
FX: Celestial
Attack 1: Optical Beam Target 1: h-t-l
Attack 2: Skull Cracker Target 2: h----
Hex ID: 6C
---------------------------------------------------------------------------
Fallen Cherub LV: 2 HP: 34 E1 D1: 4 10 E2 D2: 3 19
Fallen Seraphim LV: 17 HP: 117 E1 D1: 16 36 E2 D2: 11 65
Fallen Ophanim LV: 21 HP: 139 E1 D1: 19 42 E2 D2: 13 78
Fallen Angel LV: 37 HP: 172 E1 D1: 32 70 E2 D2: 22 127
====================================================
K. Alchemical Legs [A-Leg]
====================================================
Chains + potion
------------------------------
FX: Strong
Attack 1: Jump Kick Target 1: h----
Attack 2: Flee Target 2: self
Hex ID: 87
---------------------------------------------------------------------------
Goblin Legs LV: 2 HP: 20 E1 D1: 2 26 E2 D2: 0 0
Hobgoblin Legs LV: 11 HP: 58 E1 D1: 7 76 E2 D2: 0 0
Half Orc Legs LV: 26 HP: 114 E1 D1: 13 150 E2 D2: 0 0
Orge Legs LV: 34 HP: 144 E1 D1: 17 190 E2 D2: 0 0
Mud Bucket + spirit
------------------------------
FX: Multi-Attack
Attack 1: Side Kick Target 1: -d---
Attack 2: Flee Target 2: self
Hex ID: 88
---------------------------------------------------------------------------
Mud Legs LV: 2 HP: 40 E1 D1: 2 8 E2 D2: 0 0
Shale Legs LV: 17 HP: 161 E1 D1: 10 32 E2 D2: 0 0
Clay Legs LV: 25 HP: 222 E1 D1: 14 44 E2 D2: 0 0
Adobe Legs LV: 30 HP: 259 E1 D1: 16 51 E2 D2: 0 0
Evil Tome + powder
------------------------------
FX: Slippery
Attack 1: Smoke Spew Target 1: hdtsl
Attack 2: Upward Block Target 2: block
Hex ID: 89
---------------------------------------------------------------------------
Shadow Floater LV: 3 HP: 47 E1 D1: 2 3 E2 D2: 1 14
Specter Floater LV: 13 HP: 109 E1 D1: 6 8 E2 D2: 3 32
Wrath Floater LV: 22 HP: 166 E1 D1: 10 12 E2 D2: 5 49
Reaper Floater LV: 40 HP: 282 E1 D1: 17 21 E2 D2: 10 84
Caustic Juice + crystal
------------------------------
FX: Tough
Attack 1: Shovel Kick Target 1: hdtsl
Attack 2: Flee Target 2: self
Hex ID: 8A
---------------------------------------------------------------------------
Pebble Floater LV: 6 HP: 106 E1 D1: 5 7 E2 D2: 0 0
Rock Floater LV: 16 HP: 214 E1 D1: 11 14 E2 D2: 0 0
Boulder Floater LV: 23 HP: 290 E1 D1: 16 19 E2 D2: 0 0
Earth Floater LV: 32 HP: 384 E1 D1: 21 26 E2 D2: 0 0
Rattlesnake + spirit
------------------------------
FX: Acidic
Attack 1: Leg Lash Target 1: -dts-
Attack 2: Flee Target 2: self
Hex ID: 8B
---------------------------------------------------------------------------
Serpent Floater LV: 5 HP: 46 E1 D1: 4 14 E2 D2: 0 0
Naga Floater LV: 9 HP: 66 E1 D1: 6 21 E2 D2: 0 0
Hydra Floater LV: 24 HP: 142 E1 D1: 14 45 E2 D2: 0 0
Tiamat Floater LV: 39 HP: 218 E1 D1: 21 68 E2 D2: 0 0
Thick Pelt + potion
------------------------------
FX: Regenerator
Attack 1: Shovel Kick Target 1: hdtsl
Attack 2: Flee Target 2: self
Hex ID: 8C
---------------------------------------------------------------------------
Cloven Legs LV: 4 HP: 31 E1 D1: 2 7 E2 D2: 0 0
Faun Legs LV: 7 HP: 43 E1 D1: 3 9 E2 D2: 0 0
Satyr Legs LV: 27 HP: 119 E1 D1: 9 26 E2 D2: 0 0
Pan Legs LV: 37 HP: 156 E1 D1: 13 34 E2 D2: 0 0
Bone Pile + powder
------------------------------
FX: Explosive
Attack 1: Chicken Kick Target 1: -dts-
Attack 2: Slider Target 2: ----l
Hex ID: 8D
---------------------------------------------------------------------------
Harpy Legs LV: 6 HP: 64 E1 D1: 9 16 E2 D2: 5 28
Wyvern Legs LV: 12 HP: 104 E1 D1: 14 26 E2 D2: 9 46
Cockatrice Legs LV: 21 HP: 160 E1 D1: 22 40 E2 D2: 14 71
Basilisk Legs LV: 38 HP: 267 E1 D1: 38 67 E2 D2: 24 119
Manacles + crystal
------------------------------
FX: Celestial
Attack 1: Leg Sweep Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 8E
---------------------------------------------------------------------------
Genie Floater LV: 3 HP: 37 E1 D1: 3 22 E2 D2: 0 0
Djinni Floater LV: 18 HP: 111 E1 D1: 9 67 E2 D2: 0 0
Ifrit Floater LV: 28 HP: 162 E1 D1: 13 97 E2 D2: 0 0
Mard Floater LV: 36 HP: 202 E1 D1: 16 121 E2 D2: 0 0
Power Crystal + gem
------------------------------
FX: Regenerator
Attack 1: Magnum Drop Target 1: hd-s
Attack 2: Flee Target 2: self
Hex ID: 8F
---------------------------------------------------------------------------
Calcite Floater LV: 4 HP: 64 E1 D1: 6 8 E2 D2: 0 0
Quartz Floater LV: 15 HP: 148 E1 D1: 14 19 E2 D2: 0 0
Topaz Floater LV: 29 HP: 252 E1 D1: 24 32 E2 D2: 0 0
Diamond Floater LV: 31 HP: 269 E1 D1: 25 35 E2 D2: 0 0
Stag Beetle + gem
------------------------------
FX: Legendary
Attack 1: Leg Sweep Target 1: ----l
Attack 2: Flee Target 2: self
Hex ID: 90
---------------------------------------------------------------------------
Ancient Legs LV: 6 HP: 54 E1 D1: 8 9 E2 D2: 0 0
Preserved Legs LV: 10 HP: 125 E1 D1: 11 24 E2 D2: 0 0
Canopic Leg LV: 20 HP: 215 E1 D1: 19 42 E2 D2: 0 0
Mummy Legs LV: 35 HP: 347 E1 D1: 31 67 E2 D2: 0 0
====================================================
L. Alchemical Torsos [A-Body]
====================================================
Mud Bucket + crystal
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AC
---------------------------------------------------------------------------
Etched LV: 4 HP: 171 E1 D1: 0 8 E2 D2: 0 3
Chiselled Torso LV: 9 HP: 271 E1 D1: 0 14 E2 D2: 0 5
Carved Torso LV: 28 HP: 661 E1 D1: 0 34 E2 D2: 0 12
Sculpted Torso LV: 33 HP: 760 E1 D1: 0 39 E2 D2: 0 13
Bone Pile + powder
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AD
---------------------------------------------------------------------------
Brittle Cage LV: 4 HP: 110 E1 D1: 0 12 E2 D2: 0 4
Frail Cage LV: 18 HP: 290 E1 D1: 0 33 E2 D2: 0 11
Durable Cage LV: 22 HP: 342 E1 D1: 0 39 E2 D2: 0 13
Ridgid Cage LV: 31 HP: 464 E1 D1: 0 53 E2 D2: 0 18
Broken Heart + potion
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AE
---------------------------------------------------------------------------
Bitter Oni LV: 6 HP: 74 E1 D1: 0 22 E2 D2: 0 8
Furious Oni LV: 15 HP: 142 E1 D1: 0 42 E2 D2: 0 14
Raging Oni LV: 20 HP: 178 E1 D1: 0 52 E2 D2: 0 18
Vengeful Oni LV: 36 HP: 294 E1 D1: 0 87 E2 D2: 0 29
Stag Beetle + gem
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: AF
---------------------------------------------------------------------------
Ancient Torso LV: 5 HP: 210 E1 D1: 0 7 E2 D2: 0 3
Preserved Torso LV: 17 HP: 481 E1 D1: 0 17 E2 D2: 0 6
Canopic Torso LV: 23 HP: 621 E1 D1: 0 22 E2 D2: 0 8
Mummy Torso LV: 38 HP: 954 E1 D1: 0 35 E2 D2: 0 12
Power Crystal + gem
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B0
---------------------------------------------------------------------------
Calcite Core LV: 2 HP: 57 E1 D1: 0 13 E2 D2: 0 5
Quartz Core LV: 8 HP: 114 E1 D1: 0 27 E2 D2: 0 9
Topaz Core LV: 25 HP: 269 E1 D1: 0 64 E2 D2: 0 22
Diamond Core LV: 35 HP: 363 E1 D1: 0 87 E2 D2: 0 29
Metal Platter + crystal
------------------------------
FX: Quick
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B1
---------------------------------------------------------------------------
Scalemail Body LV: 2 HP: 84 E1 D1: 0 6 E2 D2: 0 2
Splintmail Body LV: 14 HP: 288 E1 D1: 0 21 E2 D2: 0 7
Bandmail Body LV: 27 HP: 499 E1 D1: 0 36 E2 D2: 0 12
Platemail Body LV: 30 HP: 541 E1 D1: 0 40 E2 D2: 0 14
Manacles + spirit
------------------------------
FX: Slippery
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B2
---------------------------------------------------------------------------
Imp Body LV: 3 HP: 89 E1 D1: 0 12 E2 D2: 0 4
Devil Body LV: 7 HP: 137 E1 D1: 0 18 E2 D2: 0 6
Demon Body LV: 29 HP: 396 E1 D1: 0 54 E2 D2: 0 18
Fiend Body LV: 34 HP: 454 E1 D1: 0 61 E2 D2: 0 21
Rattlesnake + powder
------------------------------
FX: self
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B3
---------------------------------------------------------------------------
Gargoyle Body LV: 3 HP: 79 E1 D1: 0 13 E2 D2: 0 5
Wyvern Body LV: 13 HP: 182 E1 D1: 0 30 E2 D2: 0 10
Phoenix Body LV: 21 HP: 266 E1 D1: 0 45 E2 D2: 0 15
Dragon Body LV: 37 HP: 434 E1 D1: 0 73 E2 D2: 0 25
Burlap Sack + spirit
------------------------------
FX: Supercharged
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B4
---------------------------------------------------------------------------
Sack of Saliva LV: 6 HP: 133 E1 D1: 0 17 E2 D2: 0 6
Sack of Blood LV: 12 HP: 214 E1 D1: 0 27 E2 D2: 0 9
Sack of Bile LV: 19 HP: 307 E1 D1: 0 40 E2 D2: 0 14
Sac of Phlegm LV: 39 HP: 568 E1 D1: 0 74 E2 D2: 0 25
Thick Pelt + potion
------------------------------
FX: Tough
Attack 1: Recharge Target 1: self
Attack 2: Dodge Target 2: self
Hex ID: B5
---------------------------------------------------------------------------
Goliath Body LV: 2 HP: 92 E1 D1: 0 7 E2 D2: 0 3
Colossus Body LV: 11 HP: 268 E1 D1: 0 20 E2 D2: 0 7
Behemoth Body LV: 24 HP: 492 E1 D1: 0 37 E2 D2: 0 13
Bahamut Body LV: 40 HP: 770 E1 D1: 0 59 E2 D2: 0 20
===========================================================================
VI. Experiments (Tips)
===========================================================================
A. Workshop
----------------------------------------------------
ROBO-EVLOVER
-----------------------------------
Lvl 1: simple shapes
Lvl 2: all shapes
Lvl 3: some shapes rotate
Lvl 4: all shapes rotate
100%: perfect game to 7.0 or 8.0 points.
* Pause as the symbols appear to take as much time to figure out the puzzle.
* The Control Stick defaults to the center robot.
* Use logic. *If* you see the correct symbol, *then* the other two must be
smashed. No thinking required. (This makes more sense when you realize
that the robot's guesses appear in random order.)
* Play this game several times on level 2 without using pause. Once you are
familiar with the shape set the experiment becomes very simple. Just
don't save afterwards.
* When shapes rotate the correct robot will rotate in the same direction and
the same angle as the given shape. This is important with the checker
shapes.
HYPER CHOPPER
-----------------------------------
Lvl *: increases the numbers of obstacles placed and % lost for mistakes.
100%: run over a energy pad at the last second.
* Put the Nunchuk in your pocket.
* Practice this game several times to learn how to maneuver the obstacles
appropriately.
* Always accelerate.
* Let go of the (2) Button for a quick boost of -control-. Don't forget to
lead foot it afterwards.
* Look at the dispenser at the top of the screen, not the bottom. This will
greatly improve performance.
WELD-O-TRON
-----------------------------------
Lvl *: increases speed of the seam.
* Don't worry about filling the seam perfectly.
* The welder breaks down after a -duration- of being off the seam. Several
tiny mistakes here and there is fine.
* Points are lost when empty section of the seam scroll off screen.
* Wiggle the remote very slightly as if using a caulk gun or icing bag to
fill in the cracks.
FUSION COMPACTOR
-----------------------------------
Lvl *: increases the penalties for mistakes.
100%: hammer a nail at the last second.
* Don't forget to blink.
* Anticipate the next bolt. If you see a loose one nearby it's most likely
going to be the next one. With practice you can hammer 3 or 4 in a row
without a break.
* At level three slow and steady wins. It's very import to avoid mistakes
and not dawdle.
----------------------------------------------------
B. Bio-Lab
----------------------------------------------------
IQ INJECTOR
-----------------------------------
Lvl 1: middle row
Lvl 2: middle and back row
Lvl 3: all rows, no laser, power ups
Lvl 4: frequently changes, all rows, no laser, power ups
100%: land a brain at the last second
Red Steak: skull sits to eat the steak, goes haywire if tossed inside
Yellow Radiation: increases score of successful tosses
Blue Missile: homing brains
* Rapid fire toss those brains.
* Switch arms between games. I.e. toss with your right, then your left.
You'll thank me later.
* Practice your different "swings". Remember the motion, then add speed.
* Power ups are more important in level 3.
* If you get a brick power just rapid fire same toss.
STICH-O-MATIC
-----------------------------------
Lvl *: increases the speed of the seam, bugs, and frequency of stitches
* Staple first then squish bugs.
* Don't forget to unwind your arm or turn it the other way completely.
* You can staple bugs that are slightly off the edge of the screen.
* During the very end of the laceration squish all the bugs, since they will
still nibble and remove points as the game closes.
ARM-AGGEDON
-----------------------------------
Lvl 1: slow speed
Lvl *: increases speed and tension to break machine.
* Aim for the large finger to be in the light.
* If the arm is shaking then it is "inside" the light even if there is no
sound effect.
* Wiggle the Wiimote and Nunchuck gently as needed one at a time.
* The longer the light remains the more likely it is going to move.
Especially in the final seconds.
CARDIO CHAOS
-----------------------------------
Lvl *: increases frequency of seeds and red seeds
* Quality increases over time in this game.
* Don't hit the heart.
* Seeds cannot be hit until they reach a proper level.
* Low seeds are easiest to shoot when directly in front of you.
* After clearing a batch of seeds automatically rotate 180 degrees.
* Destroy the red seeds first since they grow immediately.
* Practice to rapid fire destroying a plant. Shoot the head, then the
first fronds, then the fronds segment. Finally reload. Always
reload.
* In level 3 do not be surprised if the experiment degrades into pure plant
management. Remain calm and take them out precisely.
----------------------------------------------------
C. Arcanium
----------------------------------------------------
HAUNTED ORGAN
-----------------------------------
Lvl *: increases number of notes and various of middle and outer.
* Play hand bells instead of a xylophone
* Hold onto Z and B for stream of notes.
* Don't move until the game comes to a complete stop.
ELEMENTAL INFERNO
-----------------------------------
Lvl 1: 3 elements
Lvl 2: white elements
Lvl 3: red elements
Lvl 4: star elements
White: matches any element
Red: erases everything
Star: changes color
* Gather the most frequent elemental on screen.
* Yellow it easiest to grab by waiting at the top of the screen.
* You don't have to gather the elements evenly.
ASTRAL RIFTS
-----------------------------------
Lvl 1: strait tunnel
Lvl 2: wide turns
Lvl 3: sharp turns
Lvl 4: frequent "doors"
Aura: increases score
Hour Glass: adds energy to Time Freeze
* Make sure the Wii sensor bar is in the middle of the screen, that you are
perpendicular to it, and about 5 to 8 feet away from it. Position and
angle mean everything for aiming.
* The middle is perfectly safe for 3 out of the 6 doors.
* Aim for where the rotations -will- be.
* Don't make sudden changes. Blend the doors together.
* If you Freeze Time, turn it off when finished instead of letting it
automatically shut down.
* Turning the Wiimote in the same direction as the doors simulates frozen
time.
* Don't look at the next door but through it to the one behind it, and the
one behind that if possible. This will greatly improve performance on
the strait aways.
* Rapid fire the (+) Button on level 3 to simulate slow mode.
* In level 3 one crash at 100% needs 3 doors to restore it. Two doors and
a bonus aura will fix it too.
* You must be psychic or precognitive to do well at level 3 and 4 naturally.
* Sacrifice to the RNG gods to be merciful. (Go to RNG demons next.)
MYSTIC MAELSTROM
-----------------------------------
Lvl *: increases frequency and power of the ghosts
Bullet: shoots at ghost with Wiimote
Triple Shot: reflects 3 shots back
Shield: increases paddle size
Dual Shield: adds another paddle on the opposite side
* Extend the Control Stick fully for better control.
* Moving when reflecting changes the shot's angle
* Attacks have the same speed as traffic lights. Red is slow, yellow
medium, and green is fast.
* Use your shots for the red ghosts since their slow bullets mess up timing.
===========================================================================
VI. Challenges (TIPS)
===========================================================================
Angry Mob
-----------------------------------
* This game roams the map.
* Just punch everything, even if you cannot see.
Ancient Puzzle
-----------------------------------
* Go by piece and slot shapes rather than the picture.
* Turn your arm before you pick up the piece, then unwind it to lay.
Bug Mashing
-----------------------------------
* This game roams the map.
* Smash clusters of bugs.
* Anticipate where the big bugs will fly.
Box Breaking
-----------------------------------
* Turn the Nunchuk so the Control Stick faces the ground, then wiggle.
* The edges and corners and common locations.
Buried Treasure
-----------------------------------
* Turn the Nunchuk to the Control Stick faces the ground, then wiggle.
Electro-Trace
-----------------------------------
* Hold the Wiimote in both hands.
* Don't trace. Draw the major lines in strokes.
* Let go of the A and B buttons after a stroke.
Field Repair
-----------------------------------
* The Wiimote doesn't have to be pointed to the screen.
* Sometimes wiggling is just as good as spinning.
Gem Harvest
-----------------------------------
* Turn the Nunchuk to the Control Stick faces the ground, then wiggle.
* Go for the blue if lots of them pop up.
Sewer Scooper
-----------------------------------
* The fish only bite if you try to scoop them.
* Passing the lip of the bucket is what count. E.g. try scooping by moving
left.
* You can sometimes scoop off screen, where the Monster Googles cover.
Shrub Shakedown
-----------------------------------
* The middle is the best place to cover the most ground.
===========================================================================
VII. Levels
===========================================================================
Enthusiastic, Devoted, Talented, Gifted, Brilliant, Mad, and Ultra
Novice, Assistant, Researched, Tinkerer, Scientist, Genius, Mastermind
Maniacal Grandmaster at around 39 million MSP
===========================================================================
VIII. Attributes
===========================================================================
Radioactive: part effective on Mechanical
Acidic: part effective on Biological
Celestial: part effective on Alchemical
Strong: increases part Damage ~20%
Tough: increases part Health ~20%
Efficient: lowers part Energy cost ~20%
Supercharged: cumulatively increases Torso Capacity ~12.5%
Legendary: increases Health, Attack, and Capacity ~20%, ~20%, ~12.5%
Accurate: increases chance of part successfully hitting
Slippery: cumulatively increases success rate of Dodge, increases chance
of missing when limb is attacked.
Disabling: hit parts are unable to attack
Grounding: disables Recharge
Quick: Monster always strikes first
Multi-Attack: random change to hit twice
Explosive: deals additional reduced damage to all limbs
Regenerator: heals part every round
Wimpy: lowers part Damage
Inefficient: increases part Energy cost
Drained: decreases Torso Energy
Slow: chance to strike last
===========================================================================
IX. Badges
===========================================================================
A. Experiment
----------------------------------------------------
Cortical, Needlecraft, Flex, Cardiac,
Shearing, X-Ray, Darwinian, Soldering
Percussion, Dimensional, Combustion, Summoning: get 5000 MSP in each Exp.
Silver Cortical, Silver Needlecraft, etc.: get 10000 MSP in each Experiment
Gold etc.: 15000 MSP
Platinum etc.: 20000 MSP
Prestige, Good P., Great, and Grand: succeed 10, 25, 50, and 100 Exp.
Esteem, Respect, and Honor: succeed at 3, 8, and 15 Experiments in a row
Creator, Capable, Skilled, Proficient, Certified, Superior, Acclaimed,
PHD Creator, and Master Creator: discover 5, 15, 30, 60, 100, 200, 350,
500, and all recipes
Full House: have a full inventory of monsters
Cupboard, Pantry, Horde: have 10, 20, and 30 different key ingredients
Secondary Cupboard, Pantry, and Horde: have all biological, mechanical, and
alchemical secondary ingredients
Error, Problem, Mistake Prone: fail 10, 20 and 30 experiments
----------------------------------------------------
B. Exploration
----------------------------------------------------
All Fixed and Medical: heal 10 and 25 monsters completely in Field Repair
First Aid, Treatment, and Healer: Use Field Repair 20, 50, and 100 times
Nurse, Doctor, Surgeon: Recovery 100, 500, and 1000HP in Field Repair
overall (not in one session)
Risky, Daring, and Reckless: skip Field Repair 5, 25, and 50 times
Baby, Adult, Aging, Old, and Ancient: log 1, 3, 5, 7 and 10 hours of game
time
Bug, Shovel, Engraving, Metallurgy, Archaeology, Smashing, Plumbing,
Diplomacy, and Horticulture: win each on map Challenge 20 times
Speedy Bug, Speedy Engraving, etc.: win each on map Challenge with 6, 8, or
10 seconds left, each game is different
Buyer, Shopper, Spender, and Investor: trace with a character 3, 8, 15, and
25 times
Oops, Clumsy, and Sloppy: lose a Challenge 1, 10, and 25 times
----------------------------------------------------
C. Combat
----------------------------------------------------
Flyweight, Lightweight, Middleweight, Heavyweight, Superweight, Ultraweight,
and Galdiator: win 1, 5, 15, 30, 60, 100, and 150 combats
Lucky Hit, Browbeater, Haymaker, Concussion, Truncation, and Amputation:
knock off 10, 30, 60, 100, 200, and 400 parts in combat
Weak Point: win combat without knock off any limbs
Dismemeberment: win combat by knocking off all limbs
Buffer and Guard: Block 25 and 100 attacks
Sidestep and Evasion: Dodge 25 and 100 attacks
Big Hit: deal 200 points of damage with one attack
Mechnical, Murky, Ghostly, Spare Parts, Foliage, and Baron Slayer: defeat
the boss of each world
Defeat, Loser, and Kamikaze: ose 5, 10, and 20 combats
Separation, Warrenty, and Flesh Wound: lose 5, 20, and 50 limbs in combat
Escape, Worrisome, and Court Martial: Flee combat 5, 15, and 30 times
===========================================================================
X. Worlds
===========================================================================
Cobbleshire
-----------------------------------
South Docks: 1 Mech.; Box Breaking, Sewer Scooper
Town: 2 Mech.; Angry Mob, Buried Treasure, Electro-Trace, Ancient Puzzle
West Docks: 2 Mech.; Angry Mob, Electro-Trace, Ancient Puzzle
Neverglades
-----------------------------------
Front Swamp: 3 Bio.; Bug Mashing, 3 Scrub Shakedown
Back Swamp: 2 Bio. Bug Mashing, Sewer Scooper
Cave: 1 Bio.; Buried Treasure, Sewer Scooper
Tombstone Rise
-----------------------------------
Lower Yard: 2 Alch.; Angry Mob, Ancient Puzzle , Buried Treasure, Gem Harvest
Crypts: 2 Alch.; Buried Treasure
Middle Yard: 1 Alch.; Box Breaking
Upper Yard: 2 Alch.; Ancient Puzzle, Shrub Shakedown
Junkstack
-----------------------------------
Front Yard: 2 Mech.; Bug Mashing, Buried Treasure, Electro-Trace
Incinerator: 2 Mech.; Bug Mashing
Back Yard: 3 Mech., 2 Mech.; Ancient Puzzle, Box Breaking, Bug Smashing
Battle Ship: 1 Mech.; Electro-Trace
Wild Woods
-----------------------------------
Front Woods: 2 Bio-Hybrids; Bug Smashing, Buried Treasure
Main Woods: 2 Bio-Hybrids; Bug Smashing, Scrub Shakedown, Sewer Scooper
Graveyard: 1 Bio-Hybrid; Ancient Puzzle
Upper Woods: 2 Bio-Hybrid; 2 Scrub Shakedown
Mharti'S Manor
-----------------------------------
Garden: 1 Mech-Hybrid; Buried Treasure, Electro-Tracer, Gem Harvest,
Sewer Scooper
Hedge Maze: 1 Mech-Hybrid, 2 Alch-Hybrid; Angry Mob
Secret Garden: 1 Alch.; Angry Mob, Gem Harvest
Final Stairs: 2 Alch-Hybrid, 1 Bio-Hybrid; 2 Angry Mob
===========================================================================
XI. FAQ
===========================================================================
Q: I cannot make a new monster in the lightning tower. What am I doing
wrong?
A: First circle the Control Stick once. Now hold the Control Stick up and
while holding Control Stick up click on the arrows by the "head." Repeat this
with the other parts. Click on the Lightning Bolt in the lower right corner
when you are finished.
Q: I can't win at the Electro-Tracer. What am I doing wrong?
A: Make sure you are standing directly in front of the Wii sensor bar so that
it is perpendicular to your body. Try holding the Wiimote with both hands.
If that doesn't work try drawing only the major lines. (Let go of the A and B
to "pick up" the pen.) If you are still too shaky prop your arm on the floor,
a couch arm, or table.
Q: I cannot launch the rockets. What am I doing wrong?
A: Make sure you hold the Wiimote in a horizontal position. (The A Button
should be facing the ceiling.) Also don't confuse flicking the Wiimote up or
down with left or right.
Q: I can't get 100% in _____ experiment. What am I doing wrong?
A: Some experiments constantly drain Quality over time, and therefore require
that you score a point at the very last -instant-. (Robo-Evolver however
requires no mistakes at higher levels.)
Q: How come there are four spots for items after battle but I never get more
than three?
A: Bosses drop their heads which are entire limbs in addition to ingredients,
so that is why there is a fourth spot.
Q: Is it better to destroy a lot of limbs or not?
A: Not really. In an on going sample of 140 torso and limb kills each (280
battles total), limb kills had 3% more key ingrediants, 8% more secondary, and
5% overall.
Q: You can only hold 100 parts? What is an even split for them?
A: There are 20 heads, 10 legs, 10 torsos, and 20 arms per discipline. The
closest ratio would be 8, 6, 6, and 12 which total 32. This will leave 4
extra parts. 6, 6, 6, and 12 will leave 10 extra parts.
Q: Are there any online exclusive ingredients or parts?
A: No, there are no online exclusive ingredients or parts.
Q: Why is online so great for ingredients?
A: Despite common convention you do -not- get the parts of your opponent when
you defeat them online. It is highly suspect that ingredients dropped in
online battle are determined by your MSA Rank, so you will always get items
specific to your rank. However online matches are a lot faster than story
mode; with a little cooperation tons of items can be gathered in a short
amount of time for both parties.
Q: Why do my arms, wrists, hands, or fingers hurt, tingle, feel odd, cold,
numb, or hot?
A: You have developed a small case of Wii-itis. Take couple of days rest
from Monster Lab or any other game with heavy motion control especially
hammering or wrist turns.
===========================================================================
XII. Monsters
===========================================================================
Gorbok by Prof. Fuseless
H: Phalanx Helmet
A: Gunner Mark IV, Boom Crane
T: Atomic Core
L: Trampler Feet
by enightma
H: Trap Jaw (Accurate)
A1: Brutal Anchor (Grounding), Flail Arm (Disabling)
B: Dragon Body (Quick)
L: Locust Legs (Disabling)
by lazyfist
H: Salamander Head (Slippery)
A1: Laser Mark IV (Accurate), Venus Fly Trap (Slippery)
L: Reaper Floater (Slippery)
T: Jester Torso (Slippery)
===========================================================================
XIII. Conclusion
===========================================================================
To Do List ... Maybe
-----------------------------------
* Spelling and grammar.
* Reconstruct miniboss monster parts.
* Part appearance descriptions.
* Top 10 lists of sorts when I figure out how to make them useful.
* More battle samples to determine if there is a correlation between
droppings and means of winning combat. (Sort far 200)
* More battle samples to determine ingredient frequency.
* More detailed MSA Rankings.
* Boss bonus attributes.
* Better Trunch strategy now with his internals revealed.
Version History
-----------------------------------
1.00 2010-02-04
Very first version.
1.01
* Spelling grammar, always. >.>
* Extra Q&A's.
* Extra Final Experiement Badge conditions that don't work.
1.10 2010-06-10
* Added complete recipe table. All recipies 1,2,3,4 at 100%
* Removed condensed recipe charts
* Added Boss data.
* Added final badge, Master Creator.
* Updated introductory abstract.
1.11 2010-06-19
* Fixed mixed swapped 2nd Ingr for some Mechanical heads.
* Fixed some part mispellings in the recipe table.
1.12 2013-06-27
* Corrected Alchemical Head Horned Skull to potions.
Acknowledgements
-----------------------------------
Special thanks to gorgonseye and Crlaozwyn for their work which helped with
cross checking.
Subsequently to Leareth, Azimel, Rene Herrera, and quirkster from above.
Everyone past and future on the Monster Lab GameFAQs board for thier tidbits.
Legal Stuff
-----------------------------------
This Guide is COPYRIGHT 2010 David Paul Gorski a.k.a. Skygor. It may be
distributed and posted on web sites as long as the following are held: it
remains unchanged, I receive credit for the guide, it is not sold for profit
etc. In basic simple terms, don't be jerks or plagiarists.