27th September 2012; By KnucklesSonic8
here), here's a batch of pointers to help with that very preparation as you try to wrangle your troops to greatness.
Over the course of the game, players will find parts to be used in the construction of new areas or the expansion of existing ones. Two landmarks in particular that the following tips touch on are the Shop and the Spirit Shrine. First, the Spirit Shrine. The rule you need to remember is this: the higher the level of the creature you wish to bring back, the more offerings will be required of you. Therefore, it's in your best interests to bring back lost party members early on before you get far enough in the game that they become useless. If you think you can hold out long enough, offering requirements will reduced by half after clearing the Oasis World. But even then, it's often better to relocate Denpa Men the old-fashioned way -- through the Antenna Tower -- because if you do manage to find your lost friend once more, they will have increased in level since the last time you saw 'em and perhaps even saw an upgrade in their main skill.
Sometimes you just can't be bothered to deal with certain enemies, so it can be helpful to know that you can make certain enemies tire out if you can keep running. On the other hand, others will chase you with such unavoidable speed that you might as well run into them, so while traversing the different dungeons, it can be helpful to know which enemies you can pass by and which ones you'll just have to bear up against.
It can similarly be useful to observe the approach that some enemies take when they're chasing you. More specifically, Furs and Oink Rabbits will approach in a straight line and occasionally get redirected when they collide with a wall, so you can use this knowledge to get out of the way, as you might need to do if you're rushing to get to a restoration point.
Be aware, too, that some enemies like Gold Flappers can float over the paths your team is confined to, or even pass through dungeon walls, as in the case of Dark Mists. In other words, if these enemies catch sight of you, there's no getting out of it. Well, unless you take the cowardly approach and transport yourself away from the situation, but you won't always have that luxury. Additionally, the idea of hunting for treasures may be very alluring, but it is advisable to save rooms endowed with poison traps for later on; and by "later," I'm suggesting that you save them until after you've defeated the world boss. That way, enemies will pose less of a threat and you won't be as panicky over lost health. Mind you, if you have lots of HP to throw around, then by all means, take advantage of the situation when it presents itself.
THE "DENPA" MEN has some pretty strange enemies in the later levels, but Molar has got to be the strangest. Normal attacks that you perform on this innocent-looking tooth will do either 1 point in damage or none at all. Before you even get into battle with them, it'll run away if it sees you on the map! And yet, its attacks can deal over 100 points in damage. Hey, if I had powers like his, I certainly wouldn't be taking the path of avoidance. Anyway, just because he's not an offensive type, that doesn't mean you'll be left off the hook, as he can still appear in a group with another enemy. So the question remains: How do you beat this guy? Well, to be honest, I hardly know myself! The best thing to do, I found, was to keep withstanding his attacks for as long as possible because eventually he does decide to run away from battle on his own. It's very possible that there's a simple strategy to vanquishing this little pest, and if it does exist, you'll have to find that out for yourself.
This last tip is relevant to any battle where you have Mists and/or Ghosts to deal with. There are three strategies that you can use for dealing with these entities, with the first being to use someone who can perform light attacks; the second, to equip either Holy Talisman or the Skulls garment; and the third, to bring the Holy Water item with you into dungeons where you know these enemies will be found. Of the three, the last one is the most effective because it allows everyone the temporary ability to land attacks on these enemies, regardless of whether or not they are equipped to do light damage. When there's only one of these foes to deal with, it may not be worth your while and you may be better off saving this for battles where you have at least two to contend with.
I'll leave tips for defeating the final boss out of here, but I was able to pick up on a few tricks in my encounters with three bosses in particular that I know will be of great benefit to other players. First, when fighting against the boss of Scorch Volcano...actually, before you even go into battle, it is of paramount importance that you bring with you someone who can do water damage or has been equipped with a Water Bracelet. If you have multiple characters who can channel this element, then great! But make sure you have at least one person who can do that. Otherwise, the boss will be near-invulnerable. One more thing: If, after being weakened, he performs two attacks in a row instead of using his second move to return to normal status, treat that as an opening to deliver another series of blows.
The second strategy is a much simpler one, and it surrounds the boss of the level directly after the last. Whenever this brute falls asleep, use that window, not to attack, but to revive and recover where needed. If you choose to attack, you'll cut his nap short and miss out on this opportunity to restore health.
Last of all, when going up against the boss of the Ice Island world, bring with you an antenna character who knows the Hot Blanket move, and also be sure to equip them with a Volcano Ring. The freeze effect from the boss' Ice Breath attack can be brutal if you're completely locked out from attacking, but the Volcano Ring will ensure that you never succumb to this status effect, thus giving you the opportunity to save all your other friends -- provided you're not wiped out before your next turn hits. You can also try to pre-empt this attack by selecting this move even when no one is frozen, and if the move is triggered before the turn of a character that's been immobilized, they'll still get to follow through on the attack you assigned.
The Denpa Men are a submissive bunch, so despite knowing what they need to do to survive, they still need you to guide them as they push past their infantile state. Plus, the less you have to run around and try to regroup from failures, the better. The knowledge these tips will arm you with will minimize said periods of weakness and leave you better equipped to overcome the various challenges that come up in your quest. Of course, this is just scratching the surface, so hopefully you'll discover your own strategies as you go along at your own pace.