

The numbers are in your favor, but their Tenasauras is a painful customer. (After finishing this student off, head right through the next door to find a guy with a Map.)

Wipe these two out first with electric or plant attacks. They have an annoying propensity for healing and doing a lot of damage. Student (top-right)Īs a new arrival, the Foramare may be a tempting target, but the Sealos are the greatest threat. Bonus Stage One Studentįire does fairly well here. The rest can fall in order.Ĭompleting 2-2 unlocks the bonus map in section one. The Volcanoad is pretty tough, so take it out next with fire attacks. I found it easiest to kill the Kittyvile first, which will deflect damage over to the Tremole but still take out the cat. Not a tough fight, but it can be a bit tricky to get three stars.

The Tadcoa and Betehorn can go first to cut down on offensive power. Past this student, you'll find a sage with a Map. You probably won't have holy attacks at this point, so focus on water and normal attacks to bring these creatures down. Teammates with lots of HP are preferable if you want to max out your stars. This round introduces background spells that will hurt your team occasionally, and here they wreak havoc with your team. Take out the Cubbles first and foremost, then the Octagrass, then the super-slow Cubble. Stage 2-2 Studentīeating this student isn't that difficult. Wipe them out before taking on anything else. The only new entry is the Cubble, and it's not quite dangerous enough to overshadow those Vudus. Ahead and to the right of this final student is the Map-bearer. Octaleafs are dangerous, but they don't seem to do as much as the other two types of Minions.

The Vudus take precedence, with the Betehorn coming in second. The Wormifs will go under with plant or water. The Octaleaf and Octagrass are both plants, and should be eliminated post-haste. Take out the Vudus first, Tatails second, and the Octaleaf last. You've entered a land of fire, though there's still a fair mix of baddies in this one. The Elecat is the greatest threat, and can be wiped out relatively easy with ground moves. On the left of this room is a path to a Map-bearing monk. Electric and plant attacks will save the day. This fight serves as an intro to water Minions. The journey continues! Nothing has changed, aside from the levels and the Minions. Past here is another hub, and after that the end of the level. Beyond here is another Hatchery one of these lucky eggs will fork over a Tremole. Beat this guy for the second hunk of the Sage Seal of Courage. Not much else to say, really, if you're keeping up with your levels. Use the three keys to get at the next Minor Sage battle beyond the locked door. By now you should also have enough gold stars to afford skill points for your character choose as you wish. Beating the Minor Sage will earn you a piece of the Sage Seal of Courage, a Key and some gold. Focus your strongest non-elemental attacks on it first. Your first major battle is a bit tougher than the students you faced before, since the Sage's Betehorn isn't weak to the elements of your existing Minions. You'll find the Minor Sage waiting inside. That collected, head for the door with the three locks. In the adjacent room, you'll find a hooded man who will give you a Map of the current floor. The door you need to unlock is back the way you came, but before you head there, continue west through the next door. Beating her earns you some money and the last Key. Chirpla's a speedy little devil and will probably go first, but it will go down rather easily to a physical attack or one of Zapig's electrical attacks.
