Where Should I Go?
Ranch
You will raise the Monsters here. Training also takes place here.
Errantry Management Office
You will need to pay money to acquire greater skills.
Town
As the game begins, you will come here first. You can obtain monsters here.
To the Monster Battle
This is where Monster Battles take place. You can earn some extra money fighting here.
Let's Obtain the Monsters
Go to Town when you want to obtain a Monster. You will come here when you select "New Game" on the Game Mode Screen, or "Town" on the Ranch Screen.
Calendar
"Market," "Shrine," and "Lab" are three areas in town where you can obtain monsters or allow them to hibernate.
Monster Hall of Fame
In the "Monster Hall of Fame," you can view records of Monsters you raised in the past.
File
Click here if you want to save the game data. This is the Monster you are raising now.
Ranch
Click here if you want to go back to the Ranch.
What Kind of Monster Do You Want?
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I want to generate a Monster from the CDs I own. Go to the Shrine and ask the priest about it.
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I want to leave my Monster somewhere. Go to the Lab.
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I want to combine the Monsters I own. Go to the Lab.
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Go to the Market to obtain an ordinary Monster.
Noted Places in Town
1. Market
Here, you can obtain an ordinary Monster in the game. Monsters that can be obtained are Tiger, Mocchi, etc. Available Monsters will change depending on the season.
2. Monster Shrine
With your own CDs, you can generate all kinds of Monsters. Install the CD into the PlayStation and do what the priest instructs you to do.
3. Monster Lab
You can freeze, revive, delete, and/or combine the Monsters you are raising. Certain monsters can only be generated by combining other Monsters that you own.
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Combine: You can combine the monsters that are frozen here.
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Freeze: You can freeze the monsters you are raising here. Frozen monsters can be used in the "1P VS 2P Mode."
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Revive: You can revive the frozen monsters here.
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Delete: You can delete the frozen monsters here.
4. Monster Hall of Fame
Records of excellent monsters are kept here.
Name Your Monster
The monster you have just obtained is 0 years old. Name it with love.
Please be aware that you cannot change the name once you have started using the monster with that name. When you are done naming it, let's take it to the Ranch.
This is where the Ranch life begins.
JOY
This helpful bird will guide you through the game.
Let's Raise Your Monster
Since the Monster that you obtained and brought to the Ranch is 0 years old, it will sometimes be stubborn or it may not properly follow training instructions. But don't worry, it will be brought up to be a strong and great Monster if you raise it with love.
Raising 1: Drill
You will train the Monster here. The ability of the Monster to improve will depend on what kind of training it receives.
Raising 2: Erranty
You will send your Monster to various locations on the continent for an errantry for a period of one month. Though the Monster's abilities will increase while here, it will cost you money.
The kinds of improvement of techniques to be taught will differ depending on the location used for an errantry. Your Monster may master some techniques you have not seen before.
Some errantry locations won't allow your Monster to enter if its ability level is low. It would benefit your Monster if you send it to various locations.
Raising 3: Rest
Rest is a very good aid in raising your Monster. If you keep your hard-working Monster from resting, it might turn out to be a bad Monster due to too much stress, or at worst, it may even die. Your consideration for the Monster's well-being is very important.
The Monster's Parameter: What is Your Monster's Ability?
Your Monster's characteristics can be seen by viewing its Parameter. The Parameter will increase or decrease during the drill and the errantry period. We will explain some of the basics here.
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Life: The Monster's Life. When the life bar indicates 0 during a battle, the Monster just might die.
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Pow: The Monster's Power. Higher numbers enhance the Monster's techniques of striking blows, and lowers the power of an enemy's technique of striking blows.
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Def: The Monster's Total Defense power. The higher a number is on this gauge, the stronger your Monster will be and the harder it will be for an enemy to inflict damage upon your Monster.
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Ski: Shows the accuracy of the Monster's Offensive Form. Also, the number here will indicate the probability of success regarding certain techniques, such as the Recovery technique.
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Spd: The Monster's Ability to evade an attack.
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Int: This indicates the Monster's intelligence. The higher the number is, the more advanced the power of its techniques are, such as Psychic power. Also it will lower the power of an enemy's similar techniques.
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Fame: This indicates how popular the Monster is. If the Monster defeats a strong enemy, its popularity will increase.