Interlude
---------
Meden talks again about the Patapon obsession to see IT, and also remarks
tastefully that Gong’s death seems to have affected her. I have to agree,
for all the billion and one friggin’ tornadoes he shot at me, he was
still merely trying to protect his people.
You then learn that Ciokina is the last defense before you strike at the
Zigaton heart, so that’s where you’re headed now!
MISSION 25: Volcano Guardian
----------------------------
Difficulty: Easy
---------------------------------
|BOSS FIGHT: Ciokina Lvl. 1|
---------------------------------
Ciokina has three main attacks: (1) Bubble Power, (2) Pincer Smash, and (3)
Overhead Pincer Grab.
As a quick summary:
For (1), he will lean backwards and snap his pincers menacingly, and then
release a stream of bubbles that deal minimal damage. Note! His
pincers open and close AT THE EXACT SAME TIME.
For (2), he will do a similar stance as in (1), his pincers will NOT open
and close at the exact same time! They no longer open and close in
sync! For this Attack he smashes his pincer down in front of him for
heavy damage.
For (3), he will arch over the ground in front of him, and any units he scoops
up will be thrown away / KO’ed permanently.
To counter:
(1) --> Just keep attacking! The bubbles do put you to sleep, but they cause
minimal damage!
(2) --> Retreat! Or Defend if you have the chance!
(3) --> Retreat! You don’t want to lose units!
Generally, this Crab is not all that different from Cioking. Perhaps Ciokina
has slightly higher HP or damage, but you hardly get to notice the differences
too. If you had no problems with Cioking, you shouldn’t have any problems here
too.
Upon defeating Ciokina, he drops Megapon’s Memory. This, my dear reader, is
the final unit that you can add to your army, and boy are the Megapons worth
the wait.
Interlude - New Unit: Megapon!
------------------------------
Try to make some Megapons, and go test them out on your own. Although the
attack power seems abysmally low, the good thing is that their notes can hit
multiple times, and can also inflict status effects like Sleep occasionally.
Once they become a Rarepon like say a Mogyoon, their attack potential soars
through the roof!
Once you’re done head out! You’re in the final stages!
MISSION 26: Across Enemy Territory
----------------------------------
Difficulty: Easy
This mission was kinda disappointing, mainly because I expected a challenge
from the Ziggerzank and Spiderton, but they’re not very tough opponents.
Spiderton will assume the role of Kibapon, and keep dashing to and fro within a
given distance.
The Ziggerzank, on the other hand, is just lame. It fires out missiles of some
sort, which do damage you but by a relatively small degree. It appears as if
you cannot defeat Spiderton without destroying the Ziggerzank first, so again
I just Advance as much as a I can, and then continue my ranged attacks from
afar.
Note, if you allow the battle to drag on further, you’ll get to see Beetleton
emerge to offer his services to Spiderton, but no matter how long I wait to
see them cooperate, they never seem to do!
Defeating Spiderton makes his drop the Spiderton Helm, which in my opinion
is a really cool and rad piece of headgear. The stats aren’t the best, but
damn if it doesn’t look cool.
Interlude
---------
Meden informs you about the existence of a demon gate, and suggests that
sinister forces are at work here. She’s not willing to say more on the topic,
so it falls to you to investigate further!
MISSION 27: Facing GateGhoul Baban
----------------------------------
Difficulty: Hard, *&@)#* hard
This stage, along with the Desert crossing stage at the beginning of the game,
make up two of the hardest stages for me, so do come prepared. I strongly
suggest equipping the best Stews you have too.
When you first see the stage, it’s deceptively simple. General Scorpiton taunts
you, and random Ziggy flunkies appear. They are easily disposed of, but then
the General retreats to the Demon Gate, and makes all sorts of demands like
calling on the Demon Lord Baban to grant him strength, vanquish his foes (you)
and file his taxes while he’s at it.
The Gate quickly sprouts tons of mini-turrets, which start to launch
gazillions of Fire Spears. For a moment this seemed like those old arcade
aeroplane shooters where you have to dodge like a similar number of bullets.
Without the proper preparations, your troops keep getting knocked back, and
soon they will be in tatters.
It seems as if the only way to stem the tide of Spears, is not with the
Tailwind Miracle which is useless here, but the Earthquake Miracle. Invoke
the Earthquake Miracle, and in those short few seconds the Gate will not be
able to fire any Spears at you.
I’ve only done it once, but I managed to get a succession of 3-Combo-Fevers,
such that I could attack in non-Fever mode whilst the Gate was defenceless.
With the Megapons this is a feasible strategy, but frankly it’s impossible
to get such a constant run of 3-Combo-Fevers.
Another possible strategy is to use Tatepons, Megapons and perhaps Yaripons.
In Fevered Defense, the Tatepons provide sufficient cover, and the Megapons
and Yaripons aren’t too bad with their Defensive attacks.
So yea. There you have it. Either go with (1) Fever Spam Attacks, (2) Tatepon
Fever Defense, or (3) Earthquake Miracle Spams. Eventually, after you defeat
the Gate and Scorpiton, he’ll drop the Scorpiton Helm, which is not too
shabby a drop. Phew. Mission Complete!
Interlude
---------
Meden is worried that the gate is only a prelude to things yet to come, and
alludes to the Demon Gorl who once terrorized the world. Dundundun!
MISSION 28: Zigoton Queen
-------------------------
Difficulty: Easy
This is a curiously easy battle, and it made me wonder if these General
Random-Animal-tons are more joke characters than anything. Here, General
Beetleton only has a few soldiers with him, and when you start giving him the
smack-down, out pops Queen Kharma.
Apparantly she’s offering him assistance, but in a fit of ill-advised machismo
Beetleton wants to tango with you and you alone, no third parties welcome. But
she doesn’t leave quite so fast, instead literally hanging around and shedding
Zigaton dandruff all the way.
You basically have to wait while they finish their conversation, so just build
and maintain Fever. Beware of her dandruff / fairy dust, it puts your units
to sleep! Once she’s out of the way, head over and show Beetleton how much
juice you can make out of him.
Beetleton drops the Beetleton Helm, which kinda completes your collection of
very ostentatious and garish head gear that your elderly aunts will definitely
condemn.
At the end of this easy stage, it occured to me that Spiderton and gang are
the very jokers the Zigatons received after bartering their souls away. Well,
if it were me, I would ask for a money-back. Talk about a bad deal. I’ll
choose to resurrect Gong any day.
Interlude
---------
You quickly learn that there’s going to be a bodyguard of sorts standing
between you and Queen Kharma! I smell another Boss!
MISSION 29: Kharma’s Pet
------------------------
Difficulty: Medium
------------------------------
|BOSS FIGHT: Shookle Lvl. 1 |
------------------------------
You’re going to have to advance a bit before you encounter this Venus Flytrap
of a Boss. Fever up - this fight can be a bloodbath if you let up your attacks!
Shookle’s got a number of attacks: (1) Sleeping Gas, (2) Reactionary Sleeping
Gas, (3) Jumping Jacks, and (4) Patapon Feeding Time.
For (1), she (don’t ask me why) will curl her vines behind her, then squirt out
gas after a few seconds
For (2), she will just spew out sleeping gas after being stunned by your
attacks
For (3), she will hold her vines above her head, and then start jumping
forwards onto sleeping / hapless Patapons
For (4), she will hold out her vines in front of her, pick up three units in
range (though it happens rarely), and then swallow them if not
stopped
To counter:
(1) --> I suggest you Retreat, because Defense won’t stop the sleeping effect.
(2) --> You can’t react in time to this, so the next best thing is to ensure
that when you’re spamming attacks you’re a distance away.
(3) --> Retreat, or Defend if you don’t have the time. If your units are
sleeping, then well, at least they will die in their sleep. This
attack seems to miss non-sleeping Patapons quite often, but hits
sleeping ones almost all the time.
(4) --> It seems as if she only picks up sleeing units, so if you do have units
asleep in range, just keep hitting her in the hopes that you stun her!
Retreating / Defending is useless, anyway!
If she does pick them up, you still have some time to destroy the vines
holding your units, which sets them free (unless it’s Meden, then I
suggest that you... D’oh!)
Generally, pack lots of fire weapons. They tend to make her vines burn away,
thus preventing her from using Attack (4). Watching your Patapons squirm in her
tummy is a sight though... you didn’t know her stomach was see-through, right?
For some reason she seems very susceptible to being stunned too, though
methinks this is just so she can squirt her sleep juice over your units. My
melee units were useless here, they fell asleep too much, so I survived this
with Megapons, Yaripons, Yumipons.
Don’t worry too much though, this Level 1 Shookle is easy enough to handle.
It’s her upgraded versions that you fear, so for advanced strategies refer to
the Shooshokle guide two missions down.
When you defeat her, she’ll drop the Dark Palace Model, which points the way
to the final ’hidden’ Ruins in the game. You can also defeat her again later
to gain Shookle’s Horn, a unique weapon for Megapons.
Interlude
---------
Meden informs you that Kharma is determined to fight to the death! As if Kharma
was gonna bake cookies and come over and ask to make up. Before we take on the
’Final Showdown’, we’ll take a quick jaunt to the newly uncovered Ruins.
MISSION 30: Dark Palace Guardian
--------------------------------
Difficulty: Medium
----------------------------------
|BOSS FIGHT: Shooshookle Lvl. 1 |
----------------------------------
She’s got the same attacks as her brethren: (1) Sleeping Gas, (2) Reactionary
Sleeping Gas, (3) Jumping Jacks, and (4) Patapon Feeding Time.
For (1), she will curl her vines behind her, then squirt out gas after a few
seconds
For (2), she will just spew out sleeping gas after being stunned by your
attacks
For (3), she will hold her vines above her head, and then start jumping
forwards onto sleeping / hapless Patapons
For (4), she will hold out her vines in front of her, pick up three units in
range (though it happens rarely), and then swallow them if not
stopped
To counter:
(1) --> I suggest you Retreat, because Defense won’t stop the sleeping effect.
(2) --> You can’t react in time to this, so the next best thing is to ensure
that when you’re spamming attacks you’re a distance away.
(3) --> Retreat, or Defend if you don’t have the time. If your units are
sleeping, then well, at least they will die in their sleep. This
attack seems to miss non-sleeping Patapons quite often, but hits
sleeping ones almost all the time.
(4) --> It seems as if she only picks up sleeing units, so if you do have units
asleep in range, just keep hitting her in the hopes that you stun her!
Retreating / Defending is useless, anyway!
If she does pick them up, you still have some time to destroy the vines
holding your units, which sets them free
I found Shooshookle much harder than Shookle. I don’t know if it’s just me,
but she seemed to move much faster, and once I took her to Level 4 I was having
more problems with her than with any other boss.
One other thing I’ve seen her do, which Shookle hasn’t, is to start jumping
towards you even when she’s still far away. When she starts doing this Retreat
as much as you can, and you should be able to avoid her.
What I’ve found is that if you destroy all her vines, she can’t even perform
attack (2). A strategy that works for me is to use all ranged, then keep Fever
spamming her. Alternate Attacking with Retreating, and this should ensure that
your units stay out of range when Shooshookle gets stunned and squirts out
her sleeping gas.
Just make sure that you’re always as far away from her as possible. Retreat
often, and then keep Fever attacking from far away. Use the Tailwind Miracle
if necessary, this should help ensure that there’s enough space between you
two. If she does get closer, stop attacking, because you don’t want her to
squirt everyone to Lala Land.
Remember, it pays to be patient with this Boss. Once she gets up close and
puts a few of your guys to sleep, then stomps on them, it’s unlikely you’ll
be able to recover from it. With this strategy I managed to defeat her all
the way to Level 10, though I used Divine Stews for the last few battles.
Don’t fret too much though, at Level 1 she’s certainly manageable. When she is
defeated, she will drop the Storm Miracle, which rounds out all your Miracles.
She also tends to drop Horns, I got an Ancient Horn from her!
Interlude
---------
Without giving away too much, let’s just say that while the next battle is the
penultimate one in the story mode, your adventures don’t end here. Prep up,
the last few Bosses aren’t exactly easy by any standard!
MISSION 31: Final Showdown!
--------------------------
Difficulty: Medium / Hard
Depending on how pumped your army is, this fight is either a short one or a
very, very long and painful one. I suggest you pack along all ranged units,
and if you’ve been saving up on those Divine Stews, now is a good time to use
one.
When the stage begins you see Kharma flutter in, and remind you about her
fantastic once-in-a-lifetime deal with the devil. Quickly build up Fever,
because once she’s done talking she will start raining down meteors on you.
If you’re well-equipped, you should still be able to deal enough damage to her
such that within a few rounds she throws in the towel. Your units should suffer
just about enough damage to bring them to yellow health.
If you’re not well-equipped, well, basically you are just here to roast. Your
best bet is to invoke the Storm Miracle, which reduces the number of meteors
raining now, and hope that the little time you bought can allow you to beat
her.
UPDATE: Reader akodinito has informed me of an alternate strategy for dealing
with Queen Kharma: use a mix of ranged and melee units. Apparently, your melee
units will force Kharma to use magic attacks on them, which cause far less
damage than the huge meteors do! akodinito’s army consisted of Tatepons,
Dekapons and Yumipons, and he reports that he had an easy fight, so try it
out! Thanks, akodinito!
Interlude
---------
Meden confirms that Gorl is back to terrorize the world, but in a rousing
display of feasance to you, your Patapons affirm that you can save the day!
MISSION 32: Servant Of Darkness
-------------------------------
Difficulty: Easy
Gorl, for all the hype he’s got, isn’t that hard after all. He’s only got 4
attacks across 2 forms: (1) Purple Fireball, (2) Clutching Death, (3) Rampage,
and (4) Phelgm From Hell.
------------------------------
|BOSS FIGHT: Gorl Lvl. 1 |
------------------------------
For (1), he will hold his finger out, and purple sparks will gather. He then
shoots a purple fireball at you which hits for decent damage.
For (2), he will stay still, and his hands are bent in front of him. He then
picks up a hapless Patapon, fries him for 999, and you lose the Cap!
For (3), he will retreat a distance, and then get ready to charge at you. This
charge attack hurts quite a lot!
For (4), he will bow down like a begging puppy and start charging. Then he
spits out four to five small purple fireballs that may cause your
units to fall asleep.
To counter:
(1) --> Attack / Defend. It’s not a heavy attack, so try to take him down now.
(2) --> Retreat! When he picks you up he deals a staggering 999 damage to
that unit, and you don’t even get the Cap back! Perm. kill!
(3) --> Defend! It’s hard to not counter this attack, you’re given way too
much time!
(4) --> I choose to Retreat, but you can just take the damage if you want.
It’s minimal, so just hope your units wake up before they get targeted
again.
An alternative counter to (2), pointed out by reader Chun Hong, is that if
you bring Tatepons in, and they are grabbed by attack (2), Gorl drops them
immediately and does not hit them for 999 damage. This way you ensure that
none of your frontline troops are fried by this. Thanks, Chun Hong!
I found this to be an easy battle. Gorl comes in as a Flying Dragon, and in
this form he can do attacks (1) and (2). After you deal him enough damage,
he morphs into a Flying... Dog form, which I must admit is a pretty cool
visual effect.
In Flying Fido form Gorl is capable of attacks (3) and (4). Otherwise, just
avoid as necessary and hit him as hard as you can! He should fall very soon!
Thanks to Exhys and Nuruhuine for pointing out the 4th Attack!
Interlude - Credits and New Game +?!?
-------------------------------------
I shan’t spoil the ending for you. Anyways, the ending is kinda interactive,
and if you can’t do it yourself then hey, erm, yea. I’ll leave you in suspense
so have fun discovering the ending for yourself!
And if you’re worried that your game will end... =)
O=============================================================================O
| MATERIALS LISTINGs [000G] |
O=============================================================================O
*******************************************************************************
1 - Meats
---------
You’re going to need Meats to create Tatepons, Yaripons and Dekapons. Kacheeks
yield Leather Meat, the Birds give you Tender Meat, whilst Bosses drop both
Dream Meat and Mystery Meat.
To get Mystery Meat easily, just keep killing the Gold Birds on levels such as
World of Ooze or Search For A Lucky Star.
Level 1 - Leather Meat
Level 2 - Tender Meat
Level 3 - Dream Meat
Level 4 - Mystery Meat
2 - Ores
--------
Ores are required to create Kibapons, Yumipons and Tatepons. Stones are a dime
a dozen, while you usually get Hard Iron / Tytanium from the Dragon Bosses or
from the Mountain Minigame. Later, the Robot Bosses Gaeen and Dogaeen seem to
drop Mytheerial quite often.
You’re going to want to stock up on MYtheerial, since you also need at least 8
of it to create all the Gold Weapons. That means try to conserve stocks of it!
If you need to create Kibapons, Yumipons or Tatepons, use the other Level 4
material so you can conserve Mytheerial!
Level 1 - Stone
Level 2 - Hard Iron
Level 3 - Tytanium
Level 4 - Mytheerial
3 - Woods
---------
Woods are required for Yaripons, Yumipons and Megapons. Cherry Trees drop quite
often from the Tree Minigame, and if you’re lucky you can score a number of
Hinoki from the game too.
As for Super Cedar, I’ve had the most luck getting them from the Sand Worm and
Dragon Bosses.
Level 1 - Banal Branch
Level 2 - Cherry Tree
Level 3 - Hinoki
Level 4 - Super Cedar
4 - Metals
----------
You’re going to need Metals to create Dekapons and Megapons. Since there are
fewer units which require this, there’s less pressure to stock up on these.
On the other hand it’s not thattt easy to get Metals too. Crabs yield Alloys,
and it isn’t too hard to squeeze rarer Metals from them. The Smith Minigame
also yield Metals, and after you finish making all the Gold Weapons, the
conversion rate is one Mytheerial for one Magic Alloy.
Level 1 - Sloppy Alloy
Level 2 - Hard Alloy
Level 3 - Awesome Alloy
Level 4 - Magic Alloy
5 - Vegetables
--------------
You get these from the Flower Minigame, and are required to make Stews. The
Plant Bosses also drop these materials quite frequently!
And it turns out that the Vegetables can be used to substitute Meats in the
creation of new Patapons! It’s a one-for-one substitution, so the Eyeball
Cabbage substitutes for the Leather Meat, the Crying Carrot for the Tender
Meat, and so on.
The benefit to this, it seems, is that the overall Ka-Ching required to
create the Patapon is lower! Way to go on sending a subtle message on
vegetarianism there, Sony.
Thanks to Cypher1386 on the gameFAQs boards who brought this to the public’s
attention!
Level 1 - Eyeball Cabbage
Level 2 - Crying Carrot
Level 3 - Predator Pumpkin
Level 4 - Hazy Shroom
6 - Stews
---------
You get these from the Cooking Minigame, and are quite a vital addition to the
equipment your Patapon bring into battle.
This is a quick summary of the effects Stews have on your army. Note, the stat
changes are slightly different for different Rarepons, and the following
numbers are based on the white Patapons.
Level 1 - Gnarly Stew --> HP +20
Level 2 - Tasty Stew --> HP +40, Damage +1, Resist KB / Resist Cnc increase
Level 3 - King’s Stew --> HP +60, Damage +2, Crit Chance +10, Resists + 10
Level 4 - Divine stew --> HP +100, Damage + 5, all stats increase except Speed,
Attacks are now Fire-Based
O=============================================================================O
| ARMOUR AND WEAPONS LISTINGS [000H] |
O=============================================================================O
*******************************************************************************
These are the listings of the items you can get for your Patapons, in order of
increasing strength / utility.
Note that the Optimize Army function is not 100% useful, as there are times
when you want to swop out certain items for different effects. For example,
during boss fights the Sleep Sword may not be as useful as another sword with
higher chance of Critical Damage.
Also note that certain Bosses drop unique equipment, such as Dokaknel dropping
the unique Dokaknel’s spear, so you can keep killing those Bosses to get the
stuff you want.
Note also, that all stats below are for the White Patapons. I discovered that
the numbers differ slightly if you are using Rarepons instead of the regular
White Patapons, but you’re mad if you think I’ll list all the numbers for all
the different Rarepons.
And here’s a quick explanation of what the different fields for the stats mean:
HP - Patapon’s health.
Damage - How badass said Patapon is.
Speed - Attack / Movement speed, the lower the number, the more
attacks per round.
Armour vs Inf. - Defense against infantry units.
Armour vs Arw. - Defense against arrows.
Armour vs Spr. - Defense against spears.
Armour vs Lnc. - Defense against halberds.
Crit Chance - How often Patapon hits for critical damage.
KB Chance - How often Patapon’s hits knock the enemy backwards.
Cnc Chance - How often Patapon’s hits concuss the enemy, and make them
fall asleep.
Resist vs Crit.- Resistance against criticals, the higher the better.
Resist vs KB. - Resistance against knock back, the higher the better.
Resist vs Cnc. - Resistance against concussive attacks, more is better.
Also, it appears as if some versions of the game lists "Armour vs. Spr." as
"Armour vs. c." in the detailed stats screen, but yea it’s the same thing.
Quick Explanation About Speed / Armour Percentages
--------------------------------------------------
Reader six_digit observed that equipment affect Speed / Armour through a
multiplier effect: For example, the Wind Helm doesn’t simply subtract 0.20 sec
from Speed, but it multiplies the Speed value by 90%. To the layman, this
means that now the Patapon’s moving 10% faster.
Armour % are affected the same way as well, so effectively Armour stacks. I’ll
edit the Item Listings to include a value to show how much faster / slower
that equipment makes you.
(If there’s any problems with my mathematics, apologies to my math teachers
at school. Just drop me a note explaining my mistake please, I’m a slow
learner!)
I’ll end this section by thanking six_digit again for sharing his data with me,
and will include here his succinct and clear explanation:
-----------------------------------------------------------------------------
|(thanks six_digit!) |
| |
|I’d very much like to point out the way speed and armour bonuses from items |
|don’t exactly stack linearly. From data I collected, both of these |
|attributes stack as a multiplier rather than an addition. |
| |
|First dealing with the speed stat. I’ll use as an example, the divine sword |
|and divine shield. They both reduce the speed stat. |
| |
|~speeds~~~~~~~~~(norm)~~~(sword)~~(shield)~(both) |
|regular tatepon~~2.00~~~~~1.00~~~~~1.80~~~~~0.90 |
|tikulee tatepon~~1.00~~~~~0.50~~~~~0.90~~~~~0.45 |
| |
|This suggests that the bonus provided is a multiplier, with the sword at 0.5 |
|and the shield at 0.9. Penalties seem to apply the same way as a multiplier |
|of 1.1 in the case of an Ultra Heavy Shield. |
| |
|On the same line of thinking, the armour stats are also multipliers on |
|damage taken. |
| |
|~armour vs inf~~(norm)~~~(divine shield) |
|regular tatepon~~40%~~~~~~46% |
|mofeel tatepon~~~52%~~~~~~57% |
| |
|~armour vs arw~~(norm)~~~(divine shield) |
|regular tatepon~~0%~~~~~~~10% |
|mofeel tatepon~~~50%~~~~~~55% |
| |
|Reversing the percentage would make the relationship clearer. |
| |
|~damage fr inf~~(norm)~~~(divine shield) |
|regular tatepon~~60%~~~~~~54% |
|mofeel tatepon~~~48%~~~~~~43% |
| |
|~damage fr arw~~(norm)~~~(divine shield) |
|regular tatepon~~100%~~~~~90% |
|mofeel tatepon~~~50%~~~~~~45% |
| |
|These numbers suggests that a divine shield adds a 0.90 multiplier on |
|damage received from all 4 sources. |
-----------------------------------------------------------------------------
1 - HELMS
---------
Wooden Helm
(You begin with this.)
Iron Helm
HP +20
Steel Helm
HP +40
Armour vs Inf. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Armour vs Arw. Tatepon +10%, Yaripon +06%, Yumipon +08%, Kibapon +08%
Armour vs Spr. Tatepon +10%, Yaripon +08%, Yumipon +08%, Kibapon +08%
Armour vs Lnc. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Wind Helm
HP +60
Speed -0.20 sec (10% faster)
Armour vs Inf. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Armour vs Arw. Tatepon +10%, Yaripon +06%, Yumipon +08%, Kibapon +08%
Armour vs Spr. Tatepon +10%, Yaripon +08%, Yumipon +08%, Kibapon +08%
Armour vs Lnc. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Improves resistance to fire-based attacks
Strength Helm
HP +80
Damage +0 / +5
Armour vs Inf. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Armour vs Arw. Tatepon +10%, Yaripon +06%, Yumipon +08%, Kibapon +08%
Armour vs Spr. Tatepon +10%, Yaripon +08%, Yumipon +08%, Kibapon +08%
Armour vs Lnc. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Ancient Helm
HP +100
Damage +1 / +1
Speed -0.20 sec (10% faster)
Armour vs Inf. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Armour vs Arw. Tatepon +10%, Yaripon +06%, Yumipon +08%, Kibapon +08%
Armour vs Spr. Tatepon +10%, Yaripon +08%, Yumipon +08%, Kibapon +08%
Armour vs Lnc. Tatepon +06%, Yaripon +10%, Yumipon +10%, Kibapon +06%
Crit Chance +10%
KB Chance +10%
Cnc Chance +10%
Resist vs Crit. +10%
Resist vs KB. +10%
Resist vs Cnc. +10%
Giant Helm "Turtle"
HP +200
Speed +0.20 sec (10% faster)
Armour vs Inf. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
Armour vs Arw. Tatepon +20%, Yaripon +12%, Yumipon +16%, Kibapon +16%
Armour vs Spr. Tatepon +20%, Yaripon +16%, Yumipon +16%, Kibapon +16%
Armour vs Lnc. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
KB Chance +20%
Cnc Chance +20%
Resist vs KB. +20%
Resist vs Cnc. +20%
Divine Helm
HP +150
Damage +5 / +10
Speed -1.00 sec (100% faster)
Armour vs Inf. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
Armour vs Arw. Tatepon +20%, Yaripon +12%, Yumipon +16%, Kibapon +16%
Armour vs Spr. Tatepon +20%, Yaripon +16%, Yumipon +16%, Kibapon +16%
Armour vs Lnc. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
Crit Chance +60%
KB Chance +60%
Cnc Chance +60%
Resist vs Crit. +10%
Resist vs KB. +10%
Resist vs Cnc. +10%
Bunny Head
HP +80
Damage +0 / +20
Speed -0.40 sec
Crit Chance +30%
Gong’s Helm
HP +30
Damage +1 / +2
Speed -0.20 sec (10% faster)
Armour vs Inf. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
Armour vs Arw. Tatepon +20%, Yaripon +12%, Yumipon +16%, Kibapon +16%
Armour vs Spr. Tatepon +20%, Yaripon +16%, Yumipon +16%, Kibapon +16%
Armour vs Lnc. Tatepon +12%, Yaripon +20%, Yumipon +20%, Kibapon +13%
Crit Chance +20%
KB Chance +20%
Cnc Chance +20%
Scorpiton Helm
HP +50
Damage +5 / +5
Adds Sleep-Inducing effect to attacks
Spiderton Helm
HP +80
Crit Chance +50%
Beetleton Helm
HP +200
Speed +0.40 sec (20% slower)
(Is supposed to add to strength too, but I guess they meant HP)
2 - SHIELDS
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Wood Shield
(You begin with this.)
Iron Shield
HP +10
Resist vs Crit. +10%
Resist vs KB. +10%
Resist vs Cnc. +10%
Steel Shield
HP +20
Resist vs Crit. +20%
Resist vs KB. +20%
Resist vs Cnc. +20%
Helps prevent status inflictions too.
Ice Shield
HP +30
Resist vs Crit. +30%
Resist vs KB. +30%
Resist vs Cnc. +30%
Counteracts flame attacks.
Ultra Heavy Shield
HP +50
Speed +0.20 sec (10% slower)
Resist vs Crit. +40%
Resist vs KB. +200%
Resist vs Cnc. +40%
Slows down your speed.
Ancient Shield
HP +100
Speed -0.20 sec (10% faster)
Resist vs Crit. +50%
Resist vs KB. +50%
Resist vs Cnc. +50%
Giant Shield "Octagon"
HP +60
Armour vs Inf. +30%
Armour vs Arw. +50%
Armour vs Spr. +50%
Armour vs Lnc. +30%
Resist vs Crit. +10%
Resist vs KB. +10%
Resist vs Cnc. +10%
Supposedly neutralizes most damage.
Divine Shield
HP +80
Speed -0.20 sec (10% faster)
Armour vs Inf. +06%
Armour vs Arw. +10%
Armour vs Spr. +10%
Armour vs Lnc. +06%
Resist vs Crit. +60%
Resist vs KB. +200%
Resist vs Cnc. +60%
Neutralizes Fire-Based attacks as well
3 - YARIPON WEAPONS: SPEARS
--------------------------
Wooden Spear
(You begin with this.)
Iron Spear
Damage +2 / +3
KB Chance +20%
Steel Spear
Damage +3 / +4
Crit Chance +10%
KB Chance +20%
Cnc Chance +10%
Supposedly attacks faster, not verified.
Scorching Spear
Damage +4 / +5
Crit Chance +20%
KB Chance +40%
Adds flame to your attacks, sets enemies on fire.
Dokaknel’s Fang
Damage +2 / +3
Crit Chance +50%
KB Chance +20%
Cnc Chance +20%
Makes your attacks piercing as well.
Ancient Spear
Damage +5 / +10
Speed -1.60 sec (80% faster)
Crit Chance +20%
KB Chance +50%
Cnc Chance +20%
Supposedly launches a 2nd Spear even before the 1st hits.
Giant Spear "Bullet"
Damage +20 / +40
Speed +2.00 sec
Crit Chance +10%
KB Chance +80%
Cnc Chance +50%
Divine Spear
Damage +5 / +10
Speed -1.60 sec (80% faster)
Crit Chance +20%
KB Chance +50%
Cnc Chance +20%
Supposedly launches a 2nd Spear even before the 1st hits.
Adds flame to your attacks, sets your enemies on fire.
Spear of Protection (From Demo only)
HP +120
Damage +2 / +5
Armour vs Inf. +20%
Armour vs Arw. +12%
Armour vs Spr. +16%
Armour vs Lnc. +20%
Crit Chance +10%
KB Chance +40%
Cnc Chance +10%
Resist vs Crit.+10%
Resist vs KB. +10%
Resist vs Cnc. +10%
4 - TATEPON WEAPONS: AXES / SWORDS
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Tin Axe
(You begin with this.)
Iron sword
Damage +0/ +5
Cnc Chance +20%
Steel Axe
Damage +0 / +10
Speed -0.20 sec (10% faster)
Crit Chance +30%
KB Chance +10%
Cnc Chance +10%
Sleep Sword
Damage +00 / +15
KB Chance +20%
Puts your enemies to sleep.
Flame Sword
Damage +0 / +20
Crit Chance +20%
KB Chance +20%
Adds flame to your attacks, sets your enemies on fire.
Ancient Axe
Damage +5 / +5
Speed -1.60 sec (80% faster)
Crit Chance +50%
KB Chance +20%
Cnc Chance +20%
Giant Sword "The Butcher"
Damage +0 / +100
Speed +4.00 sec (200% slower)
Crit Chance +10%
KB Chance +80%
Cnc Chance +50%
Divine Sword
Damage +20 / +20
Speed -1.00 sec (50% faster)
Crit Chance +100%
KB Chance +100%
Cnc Chance +100%
Adds flame to your attacks, sets your enemies on fire.
Gong’s Scythe
Damage +0 / +30
Crit Chance +250%
5 - YUMIPON WEAPONS: BOWS
-------------------------
Wooden Bow
(You begin with this.)
Steel Bow
Damage +2 / +5
Crit Chance +20%
Flame Bow
Damage +3 / +6
Crit Chance +30%
Adds flame to your attacks, sets your enemies on fire.
Piercing Bow
Damage +4 / +7
Crit Chance +40%
Adds Piercing to your attacks.
Ancient Bow
Damage +5 / +10
Speed -1.20 sec (60% faster)
Crit Chance +100%
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...
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PATAPON MISSION 24: MEDEN KIDNAPPED - Walk Through by YeeStyla
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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.
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Well that’s about all the advice I can provide. I hope this guide is really helpful. All the best!
YeeStyla