OOOO
OOOOOOOO
T OOOOOOOO
TTT OOOOOOOO
TTT OOOOOO
PPP TTTTT A PPPPP OOOOOOOO N NN
PPPPPPPPP A TTTTTTTTTT AA PPPPPPPP OOOOOOOOOOO NN NNN
PPPPPPPPPPP AAA TTTTTTTTTT AAAA PPPPPPPPP OOO OOO NNN NNN
PPP PPPPP AAAAA TTTTTT AAAAA PPP PPP OOO OOOOO OOO NNNN NNN
PPPPPP AAAAAAA TTTTT AA AAA PPPPPPP OOO OOOOOOO OOO NNNNNNNNN
PPPPP AAA AAA TTTT AAA AAAA PPPP OOO OOOOOOO OOO NNN NNN
PPP AAAAAAAAAA TTTT AAAAAAAAAA PPPP OOO OOOOO OOO NNN NNN
PPP AAAA AAAAA TTTT AAAA AAAAA PPP OO OOO OO NNN NNN
PPP AAAA AAAAAA TTTT AAAA AAAAAAA PPP OOOOOOOOOO NNN NNN
TTTT OOOOO
TT
TT
Liang Hanting, Copyright 2008
"velcry"
velcry@yahoo.com
All Rights Reserved
Version 1.4
o=============================================================================o
| TABLE OF CONTENTS |
o=============================================================================o
*******************************************************************************
01. Legal Mumbo Jumbo ----------------------[000A]
02. Revision History -----------------------[000B]
03. Introduction ---------------------------[000C]
04. Gameplay Mechanics ---------------------[000D]
05. Frequently Asked Questions -------------[000E]
06. Walkthrough ----------------------------[000F]
07. Materials Listings ---------------------[000G]
08. Armour And Weapons Listings ------------[000H]
09. Patapon Unit Combinations --------------[000J]
10. Minigames ------------------------------[000K]
11. Finish! --------------------------------[000L]
o=============================================================================o
| LEGAL MUMBO JUMBO [000A] |
o=============================================================================o
*******************************************************************************
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
If you want to use any portion of this Guide email and ask. Not getting a
reply immediately does not mean you can go ahead and do whatever you want!
The most recent version of this guide can always be found at www.GameFAQs.com,
with the other sites updated later. It’s not so much bias as a matter of
practicality!
o=============================================================================o
| REVISION HISTORY [000B] |
o=============================================================================o
*******************************************************************************
Version 1.4 (07/03/08)
- Mission 15: Despair can actually be completed (thanks Muobman!)
- Mission 23: New information on hot geysers (thanks fourtwo!)
- Mission 24: Strategy on using Earthquake Miracle added (thanks
techthunder101!)
- Mission 31: Strategy on avoiding Kharma’s meteors added (thanks akodinito!)
- Added a tip on stopping temporarily lightning bolts (thanks Holygrunt!)
- Added more information to the Frequently Asked Questions section
Version 1.3 (29/02/08)
- Included the mission I omitted, Mission 14C: Convoy Escort (thanks
BoMbFuNk.Mc!)
- Included a detailed explanation on the way Armour / Speed stats are
calculated (thanks six_digit!)
- Included tips on Gorl, Mission 15: Despair (thanks rhyfe2002!)
Version 1.2 (27/02/08)
- Updated last Boss information (thanks Exhys and Nuruhuine!)
- Updated the Patapon Unit Combinations section to include additonal
background as to the units (thanks Nuruhuine!)
- Crab Bosses stances are differentiated now (thanks Dragros!)
- Updated tips on using the Charge Up Song
Version 1.1 (27/02/08)
- Generally fixed grammatical / spelling errors
- Fixed the Mission numbers for the Walkthrough, made the Boss sections more
uniform
- Reformatted the Gameplay Mechanics section, added tips on breaking Fever
- Added question about maximum Boss Level, skipping credits
- More info about Megapons’ yellow notes (thanks DenisF!)
- More info about Fever / Beat mechanics (thanks Killua_14 an Froozog!)
- Improved descriptions for the Plant Bosses
- Added a tip for Mission 21, on how to kill Gong easily (thanks Ghianluca!)
- Added description on how Meats can be substituted with Vegetables in the
creation of certain Rarepon (Thanks Cypher1386, Froozog!)
- Removed set order for Divine Weapons from Smith Minigame, it appears to be
in a different fixed order for different people (thanks Waynec02!)
Version 1.0 (26/02/08)
O=============================================================================O
| INTRODUCTION [000C] |
O=============================================================================O
*******************************************************************************
If you’ve not played Patapon yet, I highly recommend you get your hands on a
copy. It’s a really packed game that’s been much more enjoyable that other PSP
games I’ve had.
Patapon, for the uninitiated, is a mishmash of different gaming genres. You
basically control a tribe of talking Eyeballs as they rampage their way across
the World in search for IT.
To control them, you enter a series of button presses, not unlike the DJ Max,
Dance Dance Revolution or RaPappa games. There’s different combinations to get
them to do a variety of actions, such as Advancing, Attacking, Defense and
others.
To add to this, there’s a complex system for gathering Materials to create
different classes of Patapons each with their own abilities / stats, different
weapon trees, and even a host of Minigames that are interesting and rewarding.
Interestingly enough, Patapon is a game that can be played at differet levels
of difficulty. Once you get into the swing of things, you can complete the game
at a generally easy difficulty, but you can also challenge yourself with
optional Bosses at increasing difficulties.
So if you have a PSP, please do yourself a favour and pick up the Demo at the
very least. You won’t be disappointed.
Lastly, this is my first guide, so please email me if you’ve got any
suggestions or questions! I suspect there’s a host of errors here too, so if
you spot any just point them out!
O=============================================================================O
| GAMEPLAY MECHANICS [000D] |
O=============================================================================O
*******************************************************************************
The best place to learn to play this game is to dive into the game itself. I
highly suggest that you just play the first few levels on your own, since there
are visual and audio guides there to help you learn the fundamentals, then come
back here for more tips.
... Back? Good! Now, you should know by now that you control your Patapons by
inputting a series of 4 button presses, with different combinations resulting
in different actions taken.
Rhythm Fundamentals
-------------------
Each ’cycle’ consists of 8 beats, the first 4 where you input the button
presses, and the next 4 where the Patapons sing to acknowledge your input.
You have to wait for them to stop singing, before you can input the next set
of commands.
If you screw up, you can only begin another 8 beat cycle after one
uninterrupted beat has passed. This means that if you screw up, you can’t
immediately start the next cycle, you have to wait for a beat to pass first.
Fever ’Intro’ Fundamentals
--------------------------
Now you’re wondering, how the heck do I maintain Fever? My guess is that during
the first few levels you managed to work your way up to Fever, but had it fail
for some inexplicable reason.
The answer to this conundrum is simple: When Fever first begins, your Patapons
don’t Sing their usual chant, and this may throw you off track! This specia
chant of theirs, which changes according to which stage you’re on, is known as
the Fever ’Intro’.
The best way to counter this, is not to rely on what the Patapons are singing
during their 4 beat half of the cycle. Keep the tempo in your head, even sing
it softly to yourself until you get the hang of it. That way, you can continue
Fever even when the Patapons sing their Fever Intro.
Visuals Aids To Attaining Fever:
--------------------------------
There’s also visual aids to help you build up Fever. Look at the Combo Meter:
the numbers here flash at the exact times you should input your button presses.
Sometimes with all the action on screen you can get distracted, such as when
Bosses smash the ground creating similar but off-tempo rhythms. Concentrate on
the Combo Meter flashes to keep track of your timing.
Alternatively, notice that every beat in the cycles are accompanied by a white
border flash around the screen, which turns into a green border flash when you
enter Fever. Use this too, to keep track of your timing!
The Beat System Explained: (with the help of Killiua_14 and Froozog!)
--------------------------
Just like other rhythm games, each drum hit is counted as either an ’Good’,
’Great’, or ’Perfect’, in increasing order of accuracy. You can tell how
accurate you have been by listening intently to the drum beat! This is a list
of how different the drum beats sound:
Good : High pitched sound, like hitting a glass plate
Great : Normal, flat drum sound
Perfect: Full, echo-ey bass sound
Normally, you need 10 combos to enter Fever. However, you can shorten this when
two conditions are fulfilled: (1) the Combo meter is at 2 or higher, and (2)
you get 4 Perfect beats in a row. (Unlike what I wrote in the previous version
of this FAQ, you DO NOT need 3 perfect cycles of 4 perfect beats to enter
Fever! I stand corrected!)
Without Fever, a ’Good’, ’Great’ or ’Perfect’ can all be used to increase the
Combo meter, and complete the current chant / Song.
In Fever mode, only a ’Great’ or ’Perfect’ can continue Fever - a mere ’Good’
will break Fever, but will thankfully still complete the current chant / Song.
Thanks again, Killua_14 and Froozog!
Why Break Fever?
----------------
There are some instances when you want to break Fever. As you fight Bosses at
higher levels, or as the battle draws on, the Bosses may get out of sync with
the rhythm.
Say you begin a Boss fight with an Advance-Advance-Attack-Retreat sequence -
this may give you ample time to retreat before the Boss attacks. But as the
battle wears on, the Boss may begin to attack earlier or later, and may
launch their attack just a few seconds earlier which... is bad.
| (Advance) * (Advance) * (Attack) * (Retreat) * (Advance) *
AT
| ^
BEGINNING | |
| (Boss Attacks)
| (Advance) * (Advance) * (Attack) * (Retreat) * (Advance) *
LATER | ^
ON | |
| (Boss Attacks)
In this example, you have three options. (1) is to Retreat one cycle earlier,
and (2) is to break Fever. Just don’t press anything, and your Patapons will
just move to gather around your Flag Bearer, often moving away from the evil
clutches of the Bosses. (3) You can also break Fever, wait for a Beat to pass,
then quickly do the Retreat Song too!
Lastly, this game is about practise and getting into the mood of things. For
a while you’ll be EXTREMELY frustrated by the lack of Fevers and you’ll want
to tear up that Contract you signed at the beginning of the game. But really,
practise makes perfect! Don’t get discouraged! We were all monkeys with this
game when we began!
O=============================================================================O
| FREQUENTLY ASKED QUESTIONS [000E] |
O=============================================================================O
*******************************************************************************
Q: Are there any differences between the various releases of the game?
A: In the EUR release you know it by ’Miracle’, whilst in the NA version you
will see it as ’JuJu’. There are other slight localization differences,
mainly with names, but no item / unit stat differences. The JAP release
has
fewer unique equipment, and is missing stuff like Beetleton’s Helm.
Q: [SPOILER] For the ’Secret of Patata Plain Mission’, I can’t get the item
from the weird totem pole thing!
A: You’ve got to press the buttons in timing with the rhythm! It’s the same 8
beat Cycle: press Triangle-Circle-Triangle-Circle according to the tempo,
wait 4 beats, and then repeat!
Q: Can I use a certain Song at anytime in the game?
A: No you cannot. You have to have the Song in your inventory to use it. This
means that you cannot start using, say, the Retreat song from the beginning
of the game.
Q: Where do I buy weapons from?
A: You can’t. You have to get weapons as drops from enemy Zigatons or Bosses.
Q: How do I know whether a certain mission I’ve just completed yielded good
loot? Should I replay it?
A: Generally, the Story Missions drop good loot, and the Bosses should yield
Materials of Level 3 and above. I’m working on a maximum loot drop per level
guide, so that you know whether you’ve not been sufficiently rewarded from a
certain mission.
Q: How do I unlock [XXX] Minigame? What are they good for?
A: Look at the Minigames Section!
Q: I can’t complete a certain Mission! It’s too hard!
A: Most of the time, it’s a combination of incorrect strategy and weak Patapons
that is getting you down. Experiment with different units, or go hunting to
get new materials to create stronger Patapons.
Q: I can’t get the rain to stop on the Search For A Lucky Star level!
A: As explained in the Walkthrough, you need to let one of the Crabs kill any
one of your units on this level, pick up the fallen Cap, then complete it.
Afterwards, it will RANDOMLY stop raining, so just play on until it clears.
Q: I can’t kill the Gold Birds! My weapons deal 0 damage to them!
A: They are invulnerable to Fire Weapons. Use other weapons to kill them.
Q: I want to make Rarepons, but I’ve filled up my stable with White Patapons
already! How do I kill them so that I can new ones?
A: Just go to the army selection screen, press Triangle to edit their weapons,
then you will get an option to press Select to retire (ie. squish and kill)
that highlighted Patapon. Note, this is irreversible.
Q: Which Rarepons are the best?
A: Generally, assuming you don’t have a budget constraint, the Mogyoons give
the best bang for your buck. They get insane boosts to many stats, esp. in
the Attack department. Barsalas are more expensive than them, but I’ve yet
to discover why Barsalas might be better.
For more in-depth discussion of Army construction, see the Patapon Unit
Combinations section.
Q: Well, if Rarepons are better than White Patapons, shouldn’t I have all my
units as Rarepons?
A: Not really. The largest drawback to Rarepons is that they cannot equip
Helms, and are difficult to make. Sometimes it’s better to have a few
White Patapons equip the various Helms for special boosts, such as the
Scorpiton Helm which makes enemies fall asleep.
Q: My Patapon’s movement speed value is higher than the rest, so why is he
still attacking slower than the rest?
A: The LOWER the movement speed value, the FASTER they attack. It’s counter-
intuitive, I know.
Q: Does speed matter?
A: Yes! Speed affects two things, Patapons’ movement speed and attack speed.
The number there is an indication of how many seconds it takes to attack,
so just know that the lower the number the better.
Also, slower Patapons eventually move behind the rest, and may not
contribute as effectively to battle. They also Retreat slower. This is more
pertinent for melee units, though. See the Patapon Unit Combinations section
for more tips here.
Q: I just got a Stone and a Banal Branch from a Boss! Yay?
A: NO yay! Reset! Bosses get increasingly tough, so it’s really hard to farm
items / materials from them later. As a general rule of thumb, they should
drop something really useful (which you can’t get elsewhere easily) before
you are content. So reset and fight them again!
Note though, that Bosses under Level 5 don’t usually drop very good stuff,
so don’t kill yourself trying to get Level 4 materials or Divine-Godly-
Unstoppable-Patapata Weapons from them when they are only Level 2.
Q: So then what is the maximum Level that a Boss can get to?
A: Er. Youtube has a video of this guy killing a Level 40 Gaeen / Dogaeen. I
think then the current proven limit is Level 40, though in theory we can
keep going higher. Thing is, your Patapons can only be improved so much,
so there will come a limit where you can no longer kill the Bosses.
Q: I’ve completed the game, and everytime I kill the last Boss again the
entire friggin’ credits roll by again! Is there any way to skip this?
A: No way that I know of so far. I’ve been pressing every single button in
various combinations, but no cigar. Anyone know better?
Q: Is this game on PS3 too?
A: So far, no plans have been announced. My guess is that they will want to
keep it on the PSP for a while, so that it’s an exclusive game that will
help move systems.
Q: How do I know if I’ve been playing too much Patapon?
A: If your son comes home from school running a temperature, and you tell him
to keep it up.
O=============================================================================O
| WALKTHROUGH [000F] |
O=============================================================================O
*******************************************************************************
STOP!! Before you begin, note that importing a save game from the Demo will
give you access to a unique weapon, the Spear Of Protection.
Since the Demo
stages are the same as the Full Game’s, this walkthrough applies to both the
Demo and the Full Game versions.
PROLOGUE
--------
Difficulty: Easy
After selecting New Game and signing the contract, you’re treated to a short
tutorial mission on gameplay mechanics (if you need further help on this, refer
to the previous section.)
Your task is simple: keep advancing across the screen, and your flag-bearer
will meet up with other two other stray Yaripons. Together, you guys are going
to keep advancing until you find out that you’re in a Jurassic Park remake.
Yes, that dinosaur is after you, and he’s not friendly.
Don’t sweat it though, if you keep advancing he’s not going to catch up with
you. Along the way you’ll also catch your first glimpse of the Zigotons, the
enemy species to your Patapons. You’ll soon see a little pink endpoint - once
you reach it, the stage is over. Phew!
If you can’t hit or maintain Fever during this stage, don’t worry! There’s
plenty more time to practise!
Interlude
---------
You’ll find yourself back in Patapolis, at the village centre. This is your
chance to input your name, so please choose a cool moniker, they are going to
add the prefix ’Lord’ to it after all.
Meden, the only skirted Eyeball in the whole game, is then going to beg you to
lead them to hunt for food. She’s going to show you the Obelisk, the portal
through which you enter the various stages. Use the L and R shoulder buttons
to navigate through the village.
Although you can catch a glimpse of other goodies in between the village centre
and the Obelisk, you can’t really do anything with them yet, so just head out
through the Obelisk on your first mission!
Note: Save frequently with the Select button, you’ll see why soon enough!
MISSION 1 - Hunting On Patata Plain
-----------------------------------
Difficulty: Easy
This is the first time you get to equip your army, but since you’re a fledgling
Patapon tribe there’re not many options open to you. Just go ahead and start.
You begin with a quick tutorial on how to attack, so destroy the brick wall to
advance. At this point you’ll notice a strangely-shaped Totem Pole, but for now
we’ll just ignore it. Two types of prey populate this level, the cow-like
Kacheek and the usually-sleeping-bird Motiti.
For the Motiti, you can’t get too close to it, or it’ll up and run. You should
try to keep at least two advancement-pacings away from it, then hit it with
your Yaripons. When the wind is blowing towards the Motiti, you need to be
even further away.
Both animals tend to start running away after you first hit them, so try to
get close before you start hitting them. Of note in this level are the sparkly
daisies, and the red flower in the middle of the stage. When your Patapons hit
them, they release Ka-Ching.
You can’t target these floral piggy-banks directly, so try to have them in
between your Yaripons and the prey. That way, your Yaripons will attack the
animals, and the spears will hit them in mid-flight. Items disappear if left
too long on the ground, so don’t leave them uncollected for too long!
Interlude
---------
Cool! Now you can check out the Altar, a fancy name for your inventory. Note
that new items are always flashing, so this way you can keep track of your
spoils from war.
You also get to see how much Ka-Ching you currently have. Wonder how much is
enough? Well, let’s just say that my final army took about 7080 Ka-Ching to
produce. =)
Ok there’s still not much you can do, so head out out through the Obelisk. You
can revisit old hunting grounds, and if you’re new to the game I suggest you
go back and hunt a bit more, for both the spoils and the practise.
MISSION 2: Escape From Isolation
--------------------------------
Difficulty: Easy
First off, another stone wall for you to pummel though. On the other side lurk
Zigotons, but don’t worry about them just yet. Once you break through, the
various Eyeballs start trash-talking each other, so take this chance to start
working up combos towards Fever!
Before long your three lonely Yaripons receive aid, from a godly Tatepon no
less! He’s the melee character to the ranged Yaripons you have, so you have
quite a nice set up so far. He’s tricked out with end-game equipment, so he
will basically pummel through all the other walls and Zigotons that stand in
your way.
See that
bee-hive thingy hanging in the air? It’s another Ka-Ching piggy-bank,
so try to time your spear attacks to get some extra cash. This stage is pretty
good in the loot department, as it is common for the stone walls or the
Zigotons to drop loot after they are destroyed.
Ban the Tatepon soon leaves, but not before dropping the Tatepon Memory and
other random loot. The Tatepon Memory allows you to create Tatepons, so your
Yaripons won’t be too lonely after this.
Finally, you see a black tombstone-like thing, and another house. Destroy them
both to get to the pink endpoint. Don’t get your knickers in a twist if you
didn’t get god-like drops so far, there’s plenty of time left to collect stuff.
Interlude - New Minigame: Tree Minigame! New Unit: Tatepon!
-----------------------------------------------------------
Note, one item that you’ll definitely pick up from Mission 2 is the Pakapon
Cap. Basically, these Caps allow unique non-combatant Patapons to be ’born’,
and they populate your Patapolis while providing various Minigames.
(If you can’t find the Minigame, just head out to the World Map and return, and
you should be able to find it on the extreme left of the Patapolis. There’s a
delay because Pan the Pakapon is being birthed at the Tree of Life.)
Meden then shows you Mater, the Tree of Life. Here, you can create new units
using Ka-Ching and materials.
In a prophetic flash, our female Patapon Meden then talks about a sense of
impending doom and ’Crimson blood’ (I’m trying my best to refrain from a crass
joke here), and you learn that the Zigotons are attacking!
At this point, to make your life easier, I suggest you go hunting until you’ve
got enough materials to create at least 3 Tatepons and 6 Yaripons. I maxed out
my army though, cuz I liked crushing my enemies.
If hunting is not giving you the materials you need, like branches or stones,
then just keep playing the Tree Minigame. More help on Minigames in the
Minigame section.
So yea. When you’re ready, head over to...
MISSION 3: Zigotons Strike Back
--------------------------------
Difficulty: Medium
Beware! Your Patapons are in grave danger from a well-executed ambush! Ok
seriously, you should be able to spot the Zigotons a mile away. Bash through 3
waves of Zigotons, and don’t forget the beehive along the way!
The third wave should drop a green flask, get it! That restores your Patapons
to full health, and is vital if you don’t want to lose any Eyeballs along the
way.
Once you’re out of the bushes,
you will see a pompous, offical-looking Zigoton
with some fancy headgear come up
to your party. He’s the mini-boss, but he
falls just like the rest, so just hack through him. Destroy the house, and
you’re free to advance to the endpoint!
By now you should realize that story-levels drop tons of gear. If ever you get
extra bits you don’t need, just reset and play the level again.
Interlude
---------
Um, there’s nothing new going on. So on we go!
MISSION 4: Crack The Zigoton Fort!
----------------------------------
Difficulty: Easy
Get past the first stone wall, and you’re presented with the first tower in
the game! Don’t worry too much about the archers on the tower, they can’t
hit you very well on account of parallex error and their one eyeball.
Concentrate on building up Fever, it will really help you on this stage. Your
Tatepons should be holding off the wave of Ziggies, while your Yaripons are
spearing them. Then, get up close to the tower and blast away. Once it’s down,
it should reveal a nice green flask.
Advance a bit further, and Yumipon comes out to help you! He’s another tricked-
out Patapon, but of the Archer class this time. With him around, getting past
the next few waves and buildings should be easy. Get into Fever mode, and
Yumipon starts firing Triple shots!
Once you’re done looting, Yumipon disappears too, leaving you the Yumipon
memory and one random item. You should also have found the Chakachaka Song from
one of the structures - the song is a green note on paper thingy.
That’s it! Another mission under your belt!
Interlude - New Unit: Yumipon!
------------------------------
Take the chance to start adding Yumipons to your army! So far I’m still using
6 Tatepon 6 Yaripon and 6 Yumipon, all white. Their equipment is only the stuff
I’ve found from the story levels, no extra grinding yet. If you’re having probs
though, please feel free to grind your Patapons. Fever is your friend.
MISSION 4: Gong The Hawkeye
---------------------------
Difficulty: Medium
This stage can be tricky if you let the archers and Gong’s Tornado attack get
you all frustrated and worried! This is your first time seeing Gong, and trust
me, he’s going to be a royal pain in the ass for many missions to come.
He’s probably going to open with a volley of swipes and Tornado attacks, but
don’t let that bother you. I hope you have all three unit types, the Yaripons,
Yumipons and Tatepons!
Focus on getting up close to the other Ziggies to get rid of them first.
Ideally, your Tatepons will hold off the Ziggies, while your archers and spear-
men lay waste to them from behind. Keep in mind that while Gong and the other
enemy archers seem to be having a field day dealing damage to your troops, its
not a lot of damage, and you should be fine.
Midstage you encounter a Patapon trapped in a cage, as Gong taunts you from the
other side. Just keep your cool, destroy the cage, then press on. You’re get to
another tower, the destruction of which will give you a health potion.
Don’t let your guard down! A final wave of enemies come by, and if you’re
already in Fever you should be able to defeat them quickly. Gong then runs
away! The scamp. You can’t really catch him or kill him at this stage, so just
let him go.
One of your loot items will be a Blank Map, don’t worry you can’t miss it!
Interlude
---------
I suggest that you still don’t have a full army, now would be a good time to
get one! Remember that Blank Map we found? It’s a signpost to the next Mission,
and here we’re going to face off with our first Boss!
MISSION 5: Ancestral Guardian - New Song: Defense!
--------------------------------------------------
Difficulty: Medium
Begin this stage and the first thing you’ll note is the black tombstone nearby.
Hopefully by now you have already associated black tombstones with goodies,
so just head over and beat it up. Lo and behold! Chaka Drum!
Cue another short tutorial where you get to learn how to Defend, finally
putting that Chaka song you found a while back to good use. And you’re going to
need it, the next boss coming up is pretty tough without the Defense song!
Just a bit further, and you’ll see a familiar face / visage / ugly dinosaur
mug! It’s Dodonga from the beginning, and this time it’s a proper showdown.
--------------------------
|BOSS FIGHT: Dodonga Lvl. 1|
--------------------------
Dodonga has three main attacks: (1) Fire Breathing, (2) Head Butt, and (3)
Gobble Gobble Attack. Ok so those are my own names, but it’s important to tell
the difference between his attacks!
The strategy is simple: anticipate his attacks and react accordingly, while
just pummeling him with whatever you’ve got at other times. Now, we’ll look at
what attacks he has.
For (1), Dodonga will rear himself up to full height and tilt his head back.
For (2), Dodonga will crouch and lower his head - crucially, his head is held
parallel to the ground.
For (3), Dodonga will crouch too, but this time his head is tilted downwards
towards your forces.
To counter:
(1) --> start prepping your Defense song! Your Patapons still take damage
from the fire blasts, but it’s much reduced.
(2) --> just defend because you will still mete out some damage. Later on,
when you refight him, use the Retreat Song if you have it.
(3) --> see below:
At this point you can’t really do anything about (3), and your best bet is
just to defend. Hopefully Hatapon (your flag-bearer) is some distance from
Dodonga, such that when you defend everyone retreats a little, so that you’re
out of his reach. When he gobbles you, your units die immediately! The good
news is that gobbled units still drop their Caps, so you can revive them for
free later.
Another tip for this battle: Maintain Fever, and try to attack him from as far
away as possible! That means NOT advancing right up next to him. You’re going
to want to do as much damage with your Yaripons and Yumipons as possible. That
means that if Dodonga retreats and you’re chasing him, watch your Yumipons,
because once they get in attack range their eyes become frowny, and that’s
when you know you can start your Attack song!
I was super lucky my first time killing Dodonga! I got a Tytanium and a Super
Cedar! Woot! Mogyoon Rarepon I choose you!
Interlude
---------
Feeling pretty good now, eh, seeing that Dodonga head cooking in the stew pot
in Patapolis! Not much else is unlocked now, Meden only says that you need to
cross the desert, but that you might need to unlock the secret of Patata plain.
And she’s right! If you tried to go to the next story stage now, there’s no
way you can beat it! You’ll just get to this desert-y part and you get to see
your Patapons fry. I myself spent a frustrated hour trying to figure out what
was wrong.
Remember, when you’re stuck, Meden often offers little clues that help. So now,
head for the first Patata Plain hunting stage!
MISSION 6A: Patata Plain
------------------------
Difficulty: Easy
This two missions are interlinked, hence the different numbering system.
Remember how when you first came here you saw a Totem Pole with Sony Controller
Buttons inconspicuously hidden on it? Well, now you can actually interact with
the Totem Pole!
Just walk up to the thing, and hit Triangle Circle Triangle Circle a couple of
times. It should elongate and spit out a Bent Compass! That’s all you need
from this stage, so quickly complete it.
MISSION 6B: Miracle of Lostdon
------------------------------
Difficulty: Medium
With the Bent Compass, it will open up a new map, the Miracle of Lostdon! This
is where you need to go before the Desert stage, so head on over. Once the
stage begins you’ll see another black tombstone, destroy it and you’ll find
the Don Drum!
Enjoy the brief tutorial teaching you where the Don Drum is mapped to (wow!).
But the stage isn’t over! Say hello to Majidonga, Dodonga’s uglier cousin!
----------------------------
|BOSS FIGHT: Majidonga Lvl. 1|
----------------------------
Majidonga has the same three attacks as Dodonga, namely (1) Fire Breathing,
(2) Head Butt, and (3) Gobble Gobble Attack. Although (1) and (2) are basically
the same, (3) is more nasty!
Majidonga’s Gobble Gobble Attack actually destroys your Patapon completely,
thus you can’t even retrieve the Cap to revive him! Try your darndest best to
avoid this sucker of an attack! I suggest though if you lose any of your
Rarepons to this attack, just reset the game. At least, that’s what I would do.
Otherwise Majidonga’s not that different from Dodonga, other than him having
slightly more health and dropping slightly better stuff on average. Kill him to
get the Rain Miracle! Usually, you get an Ice Shield too! Niceee.
If you have problems with him, I suggest getting stronger Yumipons, because
once they hit Fever they get Triple Attacks. Thus, if say you get a Mogyoon
Yumipon like I did, in Fever he’s dealing three attacks of about 40-70 damage
per round!
If you can’t afford Mogyoons now on account of the materials, try to go for
either the Gekolos or Tikulee Yumipons. No point in them having more defense as
a Mofeel, or stability / movement as Pykola, since they are usually in the back
anyway. You want powerful Yumipons! More on this in the Patapon Unit
Combinations section!
Interlude
---------
It’s pretty cool, eh, to see your various fallen foes cooking in the stew pots?
Hunt a bit more or something, the next battle is going to be tough! And don’t
forget to equip the Rain Miracle before you start the next battle!
MISSION 7: Desert Crossing
--------------------------
Difficulty: Hard, *&@)#* hard
If this is your first play-through, don’t worry, it’s NORMAL to get frustrated
with the stupid Rain Miracle. The stage opens with a short tutorial on the Rain
Miracle, and personally I took over 40 minutes to get the bloody thing going.
The idea is not to rush the X-XX-XX once you get Fever. As a tip, notice how
there is a flashing outline around the border of the screen? That’s when you’re
normally supposed to hit your buttons, so for the double taps, just hit them
when the border flashes, in a steady rhythmn.
I can’t describe it very well, it just comes down to practice I guess. All the
best! Getting Fever up is a bitch, I know!
Anyways, once you perform the Miracle, there’s a series of beats you have to do
with Pon. I surmise that the more combos you do here, the longer the Miracle
lasts, and trust me you want that for this stage.
Head on out, and you’ll see a curious looking purple Kacheek (amongst other new
Brown Kacheeks) that morphs into a snail after you hit it. It’s hard to kill it
now, since you are likly to lack the firepower, but don’t worry. We’ll leave it
for later when you can unlock a Minigame with killing it =)
Kill the various Ziggies that stand in your way, and after a bit you reach a
Sign Post that warns you about the dangers of the desert. Don’t go past the
Sign without it Raining! Everyone will toast quickly!
Stay here and keep doing the Defense Song until you reach Fever, perform the
Miracle, then move on. You’ll encounter about 6 to 7 stone blocks, so just
march up to them and destroy them. Keep in mind, you have to be nimble here,
because you want to hit Fever again ASAP.
This is because one Rain Miracle is not going to last you through the entire
desert! The rain will run out on you sometime during your third or fourth
rock, so you wanna be in Fever to summon another Rain Miracle. Two Miracles
are good enough to last you through the stony bits of the desert!
Once you pass the final stone block, there’s not need for any more Rain,
because the hot bits are over! Yay! Congrats! This was my most hated stage for
a long time! You’ll see a final house, so just break through it and you’re
done!
Interlude
---------
Once you’re safely back, Meden’s assistant runs in to inform everyone that
ziggies are in Dodon Basin, and they need to find a way to repel them. Before
you head on to the next story mission, there’s a new hunting ground available!
It’s the Creatures Of The Sand stage, and here you can hunt Brown Kacheeks and
Pink Motitis. Pink Motitis give you Tender Meat, but there’s not a lot of
Ka-Ching on this stage as compared to the first one, so come here only if you
need the materials.
More importantly, this stage also yields the Cap needed to unlock the Flower
Minigame, and so we’ll take a little jaunt to unlock this before we go on to
the next story mission.
MISSION 8: Creatures Of The Sand
--------------------------------
First thing you gotta do is work up a Fever, and then invoke the Rain Miracle.
Don’t worry about how long it’s going to last - after it’s raining, just
advance a bit and you should spot the Purple Snail which eluded you earlier!
Being in Fever and having fire weapons helps you kill it faster, if that’s
where you’re having problems. It should drop the Zakpon Cap once it’s dead,
and you’re done with the stage!
Interlude - New Minigame: Flower Minigame!
------------------------------------------
Head over to Mater the Tree of Life to watch your Patapons bury the new Cap.
Wait a bit, and Zakpon will spring to life, and take his place by the wilted
Flower to the left of the Bon Bon Tree.
Note though, at this point playing the Minigame has no immediate benefits,
for the Vegetable materials that the game yields cannot be utilized until
later, so you can take your time about this Minigame. You can start stocking
up if you’re the sort to get OCDs about this sorta thing, though.
MISSION 9: Zigotons Attack
--------------------------
Difficulty: Medium
There are three main waves of Ziggies on this level, but what makes it slightly
tougher than previous battles is that they now have Calvary! It’s their version
of the Kibapons, which you will get soon too.
Their Kibapons have the disturbing effect of Knock Back, which basically throws
your front line troops a short distance back. I countered with brute force,
simply spamming Fever attacks with my army, though my sole Mogyoon Yumipon
helped very nicely.
I’ve heard of how other people prefer to time a Defense Song, such that the
Kibapons’ attack is largely neutralized, before they relaunch an attack. It’s
quite dicey predicting their attacks though, so I just spam Fever attacks, but
it’s really up to your playing style.
After the second wave is over, you’re treated to a nice potion, so that’s good!
You’re eventually finish off most of the Ziggies, but there’s a bunch that runs
away and I haven’t been able to catch them. Let me know if you manage to kill
them, I’m curious as to whether they drop good stuff.
You’ll then reach a house, so just destroy it and you’re done! Hope you managed
to pick up some good loot!
Interlude
---------
Meden informs you that there’s a new memory of a hero that’s been captured by
an enemy! Excited about getting a new unit soon? Head on out!
Here’s a more detailed guide if you’re still stuck playing Patapon at the ’Meden Kidnapped’ stage.. You can end the stage relatively quick and easy!
I was stuck here for a little while but after finding a majorly big clue in one of the video examples on YouTube, I completed the stage in the very next attempt and 3 attempts after just for laughs! Well also its good to do missions again because you receive different items each time, sometimes better than the first.
Alright so here it is...
---------------------------------------------------------------
PATAPON MISSION 24: MEDEN KIDNAPPED - Walk Through by YeeStyla
---------------------------------------------------------------
You can complete this stage in under 3mins and without losing any patapons. Avoid using any stews.. The Rain juju is optional, but I’d keep it just in case it takes longer than expected and you reach the toasty desert section.
MISSION GUIDE
1. Equip your army with Tatepons, Yaripons and Yumipons. [My combination was 5 x 5 x 5, pretty solid with a mix of Barsala, Mogyoon, Tikulees and few basic patapons]
2. Do not use Fire weapons. [For this mission, my Tatepons had Steel Axes or Zleep Zwords Zs - Yaripons used either Steel, Iron or Dokaknel’s Fang Spears - and Yumipons all had Steel Bows]
2.5. Avoid using Stews. [I have tried following my own guide with a Divine Stew and failed, this guide works flawlessly without any stew]
3. To start the mission - begin by moving towards the cart with PATA PATA PATA PON. [Always try and keep up right behind the cart throughout the stage]
4. The SECRET to passing this stage is this - PON PON CHAKA CHAKA!
- [This is the big clue I found, it gives one-off but more powerful hits on the cart without creating too much fire to burn Meden]
- [You can locate the Ponchaka song by fighting the ’Steel Deity Dogaeen’ boss who is located just right of ’A World of Ooze’ on the Patapon World Map]
5. Follow this exact fight sequence:
- PATA PATA PATA PON
- PATA PATA PATA PON
- PON PON CHAKA CHAKA
- PON PON PATA PON. [Repeat]
6. Use discretion when following this sequence. [Example: If there is still fire on the cart, do an extra PATA PATA PATA PON before charging up with PON PON CHAKA CHAKA]
- [The walking part of the sequence does 2 things: (a) keeps your Patapon army close to the cart to effectively perform a charged up attack, and (b) gives time for fire on the cart to cool off]
7. Be aware of how many flames are on the cart after each attack.. there should be only 1 or 2 flames at a time but not more than 3.
- [Meden will let you if the fire is too much- when you get a speech saying ’The fire... the fire.. I’m burning’ - she has around half of her health left, so you need to take it easy]
- [Keep performing the sequence, though if you choose to do an extra PATA PATA PATA PON - stay on Fever mode so you can perform the Rain juju when it gets to the toasty desert part]
8. The stage ends as soon as you’ve destroyed the cart and Meden is free, you don’t need to worry about taking out all of the remaining Zigotons or being burnt alive.. whew! All in a good day’s work.
EXTRA TIPS
1. If you start seeing big creature skeltons in the background of the desert plain - this means you’re close to the toasty desert section where lava and fire sprouts out. You might want to get to Fever Mode soon and perform the Rain juju. You really need to perform the Rain juju when the plain becomes fiery red in colour.
- [This sequence without any fire weapons and stew should work, though you can get away a few times with one less PATA PATA PATA PON and still end the stage]
- [If you’re good and followed the above sequence on cue and in Fever Mode - you should complete the stage just before or when the plain gets fiery red. Your army will be performing the victory dance in the fire... man tough little things - no offence Dekapon]
2. When you attack, there should be no more than 3 flames on the cart, if there’s more then you have to take it easy - maybe an extra PATA PATA PATA PON is needed.
3. There are 3 health stages of the cart - 1st stage is when its in perfect condition, the 2nd is when it’s damaged, and the 3rd stage it looks like its going to literally break into pieces.
4. When the cart is nearly demolished (3rd stage of health) and you see reinforcements of Zigotons coming to attack - you are very close to ending the stage. Keep up the sequence for at least 2-3 times more.
5. Don’t worry if you lose Fever Mode - continue to follow the sequence and stay close to the cart. This may delay your process so it may be wise to get back up to fever mode, perform the Rain juju if you’re close to the toasty desert section and then start the sequence again.
-----------------------------------------------------------------------
Well that’s about all the advice I can provide. I hope this guide is really helpful. All the best!
YeeStyla