FAQ - Guide for Monster Rancher Battle Card: Episode 2

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Monster Rancher Battle Cards Ep:II FAQ V1.1.5  8/12/00
FAQ written by NeoY2J (z310514@aol.com)

TABLE OF CONTENTS

I. Intro to FAQ
II. Tips and Strategy
III. Cards
IV. Gameshark Codes
V. Next Update
VI. Update History
VII. Credits
VIII.Contact me

I. Intro to FAQ and game

This FAQ is about the PSX game, Monster Rancher Battle Cards Ep:II(hereforth 
called MRBC, cuz that is one looong name). I will provide general info, such 
as card data, tips, secrets, etc. I will not provide a walkthru or how to play 
the game. The game is fairly linear, so a walkthru shouldn't be needed, and 
the in-game tutorials should be enough to learn the game.

This game starts out with the characters having a b-day party for everyone's 
favorite(or loathed) MR2 assistant, Colt. Pabs (everyone's favorite dirty old 
man) gives Colt a special card holding tablet for her birthday, and you give 
her the one card she doesn't have, the Phoenix (why the hell you would do 
something like that is beyond me). Suddenly, after Colt places the Phoenix 
card in the slot, she is sucked away to the Paradise of Monsters(which really 
doesn't sound like a bad place). So, it's up to you, Pabs, and Cue, Colt's 
childhood friend, to re-collect all the cards and save Colt.

The game itself is fairly simple: You fight battles, get cards, work on your 
deck, and fight in the occasional tourney. The battles themselves are the hard 
part. Some trainers are fairly easy, while others have actual strategy in 
their decks. 

II. Tips and Strategy

1. Know each monster's strengths and weaknesses. This will not only help you 
use them, but it helps when you fight your opponent's monsters as well. For 
example, if you have a Pixie, with Bolt(2damage 1guts) and Kick(2d 1g) in your 
hand, and you're fighting a Golem, which do you use? You would use the Bolt, 
because if you know Golems, you know they have no defense cards that stop Int 
attacks. If you used Kick, he may use a Defense card, which would negate the 
Kick attack.

2. Have a well-rounded deck. It's best to have a quick monster(Tiger, Pixie), 
a strong monster(Golem, Zilla), and an average monster(Dino, Gali) in your 
deck, at least early in the game. Later on, when you have more and better 
cards, you can make decks that have special focus, such as gut-draining or 
defense/dodging.

3. Choose fights wisely. The best way to get better in this game is to get 
more Monster cards, which widens the range of decks you can make. If you go to 
the BC Center and can only fight practice matches, but trying the Live House 
reveals you may be able to get a Dino card, go for the Live House. A good way 
of doing this is to save at the Farm, then try the other places, and load til 
you find a Monster Card battle.

4. Fight lots of Tourneys. Tourneys always give you Monster Cards. You can 
tell which by the name of the tourney (A classes give you 2). As I said 
before, the more Monster cards you have, the better your decks can be.

More to be added later...

III. Cards

All right, now to the main part of the FAQ. I will list each card, its 
power/guts cost, any special abilities of it, and my personal opinion of it. 
This could take a while to finish, as I am still playing thru the game and I 
don't have all the cards yet.

Monster cards will be set up like this:

Name: The name.
Main: The main type. Purebred cards have the same main and sub. Mixedbred 
monster's attack cards are determined by the main type.
Sub: The sub type.Purebred cards have the same main and sub. Mixedbred 
monster's defence cards are determined by the sub type
Life: The monster's HP.
Stance: Air or Ground.
Comments: My comments.

Attack cards will be like this:

Name: Name of card.
Type: Int, Pow, or Spec.
Damage: Damage done by card.
Guts: Guts used by card.
Special: Special abilites of the card.
Comments. My comments.

Defense cards:

Name: Name of card.
Type: Blk(Block) or Dge(Dodge).
Guts: Guts used.
Effects: What it does.
Comments: My comments.

A question mark means I don't have the card yet.

TIGER

Name: Tiger 
Main: Tiger
Sub: Tiger
Life: 6
Stance: G 
Comments: Tiger is good for beginners, as he is very easy to use. He has a 
good variety of power and intelligence cards, as well as some good defense 
cards. He is a quick fighter, meaning he does lots of damage quick. His best 
attacks are his combo-able Right Claw, Left Claw, and Horn. He does have kind 
of low HP, and CPU Opponents tend to target him often. Best paired with 
someone like Golem or Naga, due to his lack of high damage cards(His highest 
is 5 damage, unless you link his all three of his claw and horn attacks to do 
7).

Attacks:

Name: Right Claw
Type: Pow
Damage: 1
Guts: 0
Special: Can link with Left Claw and/or Horn. 2 cards do 3d, 3 do 7d.
Comments: Good, very good. I recommend 2 or 3 of each of these three in your 
deck. Nothing like 7 damage for 0 guts. Can also use just one to finish off an 
opponent at one life instead of wasting a stronger attack.

Name: Left Claw
Type: Pow
Damage: 1
Guts: 0
Special: Can link with Right Claw and/or Horn. 2 do 3d, 3 do 7d.
Comments: See Right Claw.

Name: Horn
Type: Pow
Damage: 1
Guts: 0
Special: Can link with Left Claw and/or Right Claw. 2 do 3, 3 do 7. 
Comments: See Left or Right Claw.

Name: Charge
Type: Pow
Damage: 4
Guts: 2
Special: Tiger takes 1 damage if it hits.
Comments: Not bad, if you don't mind taking the damage.

Name: Stab
Type: Pow
Damage: 4
Guts: 3
Special: None.
Comments: Decent, I don't use it much though.

Name: Ice Bomb
Type: Int
Damage: 2
Guts: 2
Special: The monster hit by this cannot attack the next turn.
Comments: Very good, especially if your opponent has only one monster left.

Name: Bolt
Type: Int
Damage: 3
Guts: 2
Special: None.
Comments: Good, quick damage. I recommend one or two in your deck.

Name: Lightning
Type: Int
Damage: 5
Guts: 4
Special: None.
Comments: Tiger's most damaging attack(besides the combo). Pretty good, though 
kind of costly.

Name: Sonic Move
Type: Special
Damage: 0
Guts: 0
Special: Makes a power move undodgeable. 
Comments: Pretty good if you really need a hit. They can still guard it 
though, so know which monsters block often and which dodge often.

Name: Roar
Type: Special
Damage: 0
Guts: 3
Special: All monsters on opponents team can't attack next turn.
Comments: Good for stall decks, or if your opponent is gearing up for a huge 
attack.


Defense:

Name: Back Roll
Type: Dge
Guts: 1
Effects: Dodges pow or int move.
Comments: Always have some of these if you use defense cards. 

Name: Jump
Type: Dge
Guts: 2
Effects: Dodges pow move. Doubles monster's attack damage for pow moves next 
turn. Monster becomes Aerial till next turn.
Comments: Pretty good, especially if you use lots of pow moves for Tiger. 
Can't dodge int though, unlike Back Roll.


GALI

Name: Gali  
Main: Gali
Sub: Gali
Life: 7
Stance: A
Comments: Gali is pretty good, with a wide selection of power and intelligence 
moves. Some are costly, however, and he's not too good at dodging. He does 
have some high damaging cards and all enemy monster cards as well.

Attack:

Name: Scratch 
Type: Pow
Damage: 1
Guts: 1
Special: None. 
Comments: Not too bad, though some monsters have attacks that do 1d for 0g.

Name: Kick 
Type: Pow
Damage: 2
Guts: 2
Special: None. 
Comments: Decent, though kind of expensive for the damage.

Name: Spin Cut 
Type: Pow
Damage: 8
Guts: 5
Special: None. 
Comments: Very good, though you'll need to save up some guts to use it.

Name: Evil Dance 
Type: Pow
Damage: 10
Guts: 7
Special: If this is dodged, it will still do half damage. 
Comments: One of Gali's best, though it's expensive.

Name: Holy Ray
Type: Int
Damage: 2
Guts: 3
Special: This cannot be dodged.
Comments: Very good. Great for finishing off annoying mosters who dodge a lot, 
such as Tiger or Mocchi.

Name: Thunder
Type: Int
Damage: 4
Guts: 3
Special: None. 
Comments: Average int attack.

Name: Flame Wall
Type: Int
Damage: 2
Guts: 4
Special: Damages all the opponent's monsters.
Comments: Good, as you can hit all enemies with it. Always have one or two.

Name: Evil Blow 
Type: Int
Damage: 6
Guts: 4
Special: None. 
Comments: Pretty good, does well against monsters like Golem.

?

Name: Tactics 
Type: Special
Damage: 0
Guts: 3
Special: Pick one card from your discard, and add it to your hand. 
Comments: Good if you need a certain card you've used already.

Defense:

Name: Deflect
Type: Blk
Guts: 3
Effects: Deflects damage done by Int attacks. 
Comments: Good, especially if your opponent uses a big int attack, so that it 
goes back and smacks them.

Name: Lie Down 
Type: Dge
Guts: 3
Effects: Dodges pow or int moves. 
Comments: Good as it can dodge all pow and int, but it is fairly costly for a 
dodge move.


GOLEM

Name: Golem  
Main: Golem
Sub: Golem
Life: 9
Stance: G
Comments: Golem is very good. He has high damage attacks, high HP, and even 
some damage all attacks. However, his attacks are expensive, and his defense 
stinks, as he only has blk moves, and he cannot defend from Int attacks. 
Still, he is good to have around, as his attacks can decide the match at 
times.

Attacks

Name: Clutch
Type: Pow
Damage: 3
Guts: 3
Special: Monster hit by this cannot attack next turn.
Comments: Good, especially if your opponent only has one monster left.

Name: Brow Hit
Type: Pow
Damage: 5
Guts: 3
Special: None.
Comments: Golem's most effective attack, in my opinion. 5 damage can weaken 
most monsters, and, when coupled with a 1d 0g move that most quick monsters 
have, you have take out the several 6 HP monsters quickly.

Name: Kick
Type: Pow
Damage: 7
Guts: 4
Special: None.
Comments: Also very good. 7 damage for 4 guts is a very good deal, and most 
monsters can be downed by just one of these.

?

Name: Chop
Type: Pow
Damage: 8
Guts: 5
Special: None.
Comments: Good, though you may not use it as much as Kick or Brow Hit.

Name: W Chop
Type: Pow
Damage: 10
Guts: 6
Special: None.
Comments: Powerful attack. It's good to stick one of these in your deck in 
case you fight a Zilla or Plant.

Name: Roller
Type: Pow
Damage: 12
Guts: 7
Special: None.
Comments: This one's kind of overdoing it. No monster has higher than 10 HP, 
so you would only need the extra 2 damage if your opponent guarded it. You're 
better off using Chop or W Chop.

Name: Cyclone
Type: Pow
Damage: 4
Guts: 8
Special: Damages all of opponent's monsters.
Comments: Very good, though the cost is very high.

Name: Quake
Type: Int
Damage: 3
Guts: 6
Special: Damages all monsters on the ground except the user.
Comments: Watch out, this hurts your ground monsters too. If your other two 
monsters fly though, this one's great.

Name: Recharge
Type: Special
Damage: 0
Guts: 2
Special: Makes power moves twice as strong next turn. Ends if monster is 
damaged.
Comments: Not too good, as Golem is already strong, and your opponent will 
likely hit you and end the effect before you can use it.

Defense

Name: Defense
Type: Blk
Guts: 2
Effects: Takes away 5d from power move.
Comments: Good, although it doesn't work on Int moves.

Name: Protect
Type: Blk
Guts: 1
Effects: Monster using card takes damage for another.
Comments: Good if your opponent is about to finish off another of your 
monsters, though I wouldn't use it to take a large hit for another one of your 
monsters.

SUEZO

Name: Suezo 
Main: Suezo
Sub: Suezo
Life: 7
Stance: G
Comments: Suezo is very good, as he is one of the best guts draining monsters. 
Also, his 7 HP is pretty good for a monster like him. He has several quick 
attacks, as well as some strong ones. His defense is good too. Suezo is a good 
all-around monster.

Attacks

Name: Spit
Type: Pow
Damage: 2
Guts: 1
Special: None.
Comments: Good, quick attack. Use two or three of them in your deck.

Name: Teleport
Type: Pow
Damage: 2
Guts: 2
Special: Cannot be dodged.
Comments: Good for those pesky often dodging monsters.

Name: Tail Slap
Type: Pow
Damage: 2
Guts: 2
Special: Opponent loses 1 guts if this hits.
Comments: Good, the first of Suezo's draining attacks.

Name: Bite
Type: Pow
Damage: 6
Guts: 4
Special: None.
Comments: Good high powered move. 

Name: Tongue
Type: Pow
Damage: 6
Guts: 5
Special: Opponent loses 3 guts if this hits.
Comments: Better than Bite if you have the extra guts. 3 guts down can hurt 
your opponent if you use it well.

?

Name: Lick
Type: Int
Damage: 2
Guts: 4
Special: Opponent loses all guts if hit by this.
Comments: Very good for screwing over your opponent. One of Suezo's best.

Name: Eye Beam
Type: Int
Damage: 5
Guts: 4
Special: None.
Comments: A good int move, fairly powerful.

Name: Scouting
Type: Special
Damage: 0
Guts: 1
Special: Look at opponent's hand. Draw a card afterward.
Comments: Good if you want to know whether your opponent has dodge cards or 
not.

Name: Provoke
Type: Special
Damage: 0
Guts: 0
Special: Opponent's monsters can only attack Suezo next turn. 
Comments: I guess it's good if your other two monsters are hurt or need to be 
alive for some reason. I don't use it, personally.

Name: Yodel
Type: Special
Damage: 0
Guts: 4
Special: Skip opponent's next turn.
Comments: Pretty good, though your card stack will get lower than theirs.

Defense

Name: Side Roll
Type: Dge
Guts: 1
Effects: Dodges pow or int moves that use more than 2 guts.
Comments: Suezo's only defense card, though it's probably all you'll need. It 
can't block all attacks though. Watch out for things like a Tiger's Claw/Horn 
combo.

PIXIE

Name: Pixie 
Main: Pixie
Sub: Pixie
Life: 6
Stance: A
Comments: Pixie, like Tiger, is a monster with quick, low powered attacks. 
She can do a good amount of damage quite quickly. Unlike Tiger, however, most 
of her attacks are Int. based. She is a good alternative to Tiger, and her quick Int.
attacks are murder on monsters with poor Int. defense like Golem and Naga.

Attack

Name: Scratch 
Type: Pow
Damage: 1
Guts: 0
Special: None. 
Comments: Good, quick damamge, but Thunder is better since it can be used with Bolt.

Name: Kick
Type: Pow
Damage: 2
Guts: 1
Special: None.
Comments: A basic quick Power move.

Name: Charge
Type: Pow
Damage: 4
Guts: 2
Special: Pixie takes 1 damage if move hits.
Comments: Good if you don't mind the damage.

Name: Thunder
Type: Int
Damage: 1
Guts: 0
Special: Thunder and Bolt may be used multiple times in the same turn.
Comments: This, along with Bolt, is one of Pixie's most effective moves. With just a few
guts, you can use several of these at once and put the hurt on an opponent's monster. I 
reccommend several of this and Bolt in your Pixie decks.

Name: Bolt 
Type: Int
Damage: 2
Guts: 1
Special: Thunder and Bolt may be used multiple times in the same turn. 
Comments: See Thunder.

Name: Shotgun 
Type: Int
Damage: 3
Guts: 3
Special: You may distribute the damage from this to any of the enemy's monsters. 
Comments: Good if two or three of the opponent's monsters are near death. You could take out
several monsters at once with this.

Name: Lightning 
Type: Int
Damage: 4
Guts: 4
Special: This cannot be dodged. 
Comments: Great for taking out monsters who dodge a lot. 4 damage can hurt most monsters pretty
bad as well.

Name: Kiss 
Type: Int
Damage: 1
Guts: 4
Special: Opponent loses all guts if this hits. 
Comments: A very effective move. Also, if the opponent has a monster like Golem or Naga who
can't dodge Int moves, this will hit them every time.

Name: Enchant 
Type: Special
Damage: 0
Guts: 1
Special: Next turn, opponent can't use moves that damage this monster. 
Comments: Good if Pixie's about to be KO'ed. I personally don't see much use for it.

Name: Recover 
Type: Special
Damage: 0
Guts: 2
Special: Heals 3 HP of a monster on your team. 
Comments: Very good. Use this often, it can save you if one of your monsters is about to
be KO'ed.

Defense

Name: Step
Type: Dge
Guts: 0
Effects: Dodges Pow and Int moves that use more than 1 guts.
Comments: Very good, although it can't dodge things like Tiger's combo attacks. 

Name: Soar
Type: Dge
Guts: 1
Effects: Dodges Pow move. This monster's Pow moves damage is doubled next turn. Monster
becomes Aerial until next turn.
Comments: Pretty good, although most people probably won't be using many power attacks 
for Pixie.

DINO

Name: Dino  
Main: Dino
Sub: Dino
Life: 8
Stance: G
Comments: Dino is very well-rounded. He has several good power attacks as well as several
good int attacks. He also has both a block defence move and a dodge defense move. He has
some quick moves as well as some powerful moves. Dino has few weaknesses other than that
his block move isn't too good. A good monster to use, especially early in the game.

Attack

Name: Punch 
Type: Pow
Damage: 3
Guts: 2
Special: None. 
Comments: Good, quick damage. Comboing this with Leap Kick is a good way to finish an opponent's
weakened monster off.

Name: Charge  
Type: Pow
Damage: 4
Guts: 2
Special: Dino takes 1 damage if this hits. 
Comments: Good if you don't mind the damage.

Name: Tail Slap 
Type: Pow
Damage: 5
Guts: 3
Special: This cannot damage monsters in the air. 
Comments: Good, though you will need to watch for flying monsters.

Name: Bite 
Type: Pow
Damage: 6
Guts: 4
Special: None. 
Comments: Good, high powered attack.

Name: Throw Away 
Type: Pow
Damage: 6
Guts: 5
Special: Monsters hit by this cannot attack next turn. 
Comments: Good, especially if your opponent only has one monster left.

Name: Knee Kick 
Type: Pow
Damage: 8
Guts: 5
Special: None. 
Comments: Very powerful attack. 

Name: Fire Dash 
Type: Pow
Damage: 11
Guts: 6
Special: Dino takes 3 damage if this hits. 
Comments: I prefer Knee Kick to this. No monster has more than 10 HP, so you'd only need
this if they blocked.

Name: Dust Kick 
Type: Int
Damage: 3
Guts: 3
Special: Monsters damaged by this cannot attack next turn. 
Comments: Good, and fairly cheap for this type of move.

Name: Flame 
Type: Int
Damage: 4
Guts: 3
Special: None. 
Comments: Decent powered Int attack.

Name: Leap Kick 
Type: Special
Damage: 0
Guts: 1
Special: Use this with power moves to make them undodgeable. 
Comments: Very good, especially if you're fighting a dodging monster(Henger, Mocchi).

Defense

Name: Endure
Type: Blk
Guts: 1
Effects: Takes away 2 damage done by a power move.
Comments: Kinda weak, but still useful at times.

Name: Jump Aside
Type: Dge
Guts: 2
Effects: Dodges power and int moves.
Comments: Good, though a bit expensive.

NAGA

Name: Naga 
Main: Naga
Sub: Naga
Life: 8
Stance: G
Comments: Naga has quite a few good attacks, both power based and int based. However, his 
defense is somewhat weak. Dino's probably better if you have him, as the two are somewhat similar, 
but Dino has better defense.

Attack

Name: Belly Blow 
Type: Pow
Damage: 2
Guts: 2
Special: Damage from this cannot be reduced by block moves. 
Comments: Good against monsters who block a lot.

Name: Stab 
Type: Pow
Damage: 3
Guts: 2
Special: None. 
Comments: Good, quick damage.

?

Name: Thwack 
Type: Pow
Damage: 4
Guts: 3
Special: None. 
Comments: Good, though moves like Brow Hit and V-Slash are better.

?

Name: Poison Gas 
Type: Int
Damage: 4
Guts: 4
Special: Monsters damaged by this cannot attack next turn. 
Comments: Pretty useful at times.

Name: Evil Shot 
Type: Int
Damage: 5
Guts: 4
Special: None. 
Comments: Fairly powerful Int attack.

Name: Life Steal 
Type: Int
Damage: 4
Guts: 6
Special: Naga gains life equal to the amount of damage done.
Comments: Good if Naga needs a little life restored.

Name: Evil Shots 
Type: Int
Damage: 8
Guts: 6
Special: If this is dodged, it does half damage. 
Comments: Very useful on monsters who dodge a lot.

Name: Glare 
Type: Special
Damage: 0
Guts: 3
Special: Opponent's monsters cannot dodge this turn. 
Comments: Good, though you'll need a lot of guts to use this and an attack in the same turn.

?

Defense

Name: Counter
Type: Blk
Guts: 3
Effects: Deflects half the damage done by a power move.
Comments: A normal dodge move would be better, but this can still come in handy sometimes.

HARE

Name: Hare 
Main: Hare
Sub: Hare
Life: 6
Stance: G
Comments: Hare is pretty good. However, he tends to self-destruct often, as most of his moves 
hurt him nearly as much as they hurt your opponent. His 6 HP don't help the matter, either. 
Still, he has some cheap and powerful moves to use, as well as some decent special cards, too.

Attack

Name: Head Butt 
Type: Pow
Damage: 4
Guts: 1
Special: Hare takes 2 damage if this hits. 
Comments: Very good, but it hurts him pretty bad too.

Name: Sobat 
Type: Pow
Damage: 3
Guts: 2
Special: None. 
Comments: A good quick damage card that doesn't hurt Hare.

Name: 1-2 Punch 
Type: Pow
Damage: 4
Guts: 3
Special: If this is dodged, it will still do half damage. 
Comments: Good, especially against dodging monsters.

Name: Super Head 
Type: Pow
Damage: 6
Guts: 3
Special: Hare takes 2 damage if this hits. 
Comments: Also good, but be sure to watch your health.

Name: Windmill 
Type: Pow
Damage: 5
Guts: 4
Special: Monsters hit by this cannot attack next turn. 
Comments: Fairly useful.

Name: Spin Fist 
Type: Pow
Damage: 6
Guts: 4
Special: None. 
Comments: Good, and it doesn't hurt Hare.

Name: Charge 
Type: Pow
Damage: 8
Guts: 4
Special: Hare takes 2 damage if this hits. 
Comments: Good, but watch your health.

Name: Rush Punch 
Type: Pow
Damage: 10
Guts: 6
Special: None. 
Comments: Good for monsters with high HP like Plant and Zilla.

Name: Gas 
Type: Int
Damage: 2
Guts: 3
Special: This damages all of opponent's monsters. 
Comments: Hare's only Int attack is a good one. It's hard for an opponent to dodge
all of an attack like this.

Name: Computing 
Type: Special
Damage: 0
Guts: 0
Special: Discard one card from your hand, and draw two cards. 
Comments: Good if you have a bad hand.

Name: Loud Voice 
Type: Special
Damage: 0
Guts: 0
Special: Makes the opponent choose and discard one of his cards. 
Comments: Good when your opponent only has one card, and you think it's a dodge card.

Defense

Name: Footwork
Type: Dge
Guts: 0
Effects: Dodges power and int moves that use more than 2 guts.
Comments: Good, though it can't dodge everything.

MOCCHI

PHOENIX

JELL

MONOL

GHOST

HENGER

MEW

PLANT

WORM

DRAGON

DURAHAN

ZILLA

MIXED BREEDS

ANY MONSTER CARDS

BREEDER CARDS

IV. GameShark Codes

I personally don't use GS, I like to play a game normally. Still, some people prefer GS, and
www.cheatcc.com has offered me their GS codes, so they are here for those of you who like to
use them.

Infinite Guts P1 	        801199C2 0063
No Guts P1 		        801199C2 0000
Infinite Cards P1 	        801199C0 0063
No Cards P1                     801199C0 0000
Infinite HP All 3 Cards P1      801199DE 0063
			        80119A1E 0063
			        80119A5E 0063
Press L1 For Quick Win P1       D0083472 FEFF
			        80119C30 0000
			        D0083472 FEFF
			        80119C70 0000
			        D0083472 FEFF
			        80119CB0 0000
Infinite Guts P2 	        80119C14 0063
No Guts P2 		        80119C14 0000
Infinite Cards P2 	        80119C12 0063
No Cards P2 		        80119C12 0000
Infinite HP All 3 Cards P2      80119CB0 0063
			        80119C30 0063
			        80119C70 0063

V. Next Update

V1.2- 
Finish Mocchi, Jell, Monol, and Ghost.
Fill in ?s.
Finish more monsters if I have time.
More tips.
Add a deck section.
Anything else I think of.

Future-
Finish all monsters.
Finish Breeder and All monster cards.
Find some secrets.
Maybe a CD list.

VI. Update history

V1.0- 8/5/00
Started FAQ. 
Added tips.
Added Tiger, Gali, Golem, and Suezo.

V1.1- 8/8/00
Filled in some of the ? cards.
Added Pixie, Dino, Naga, and Hare.

V1.15- 8/12/00
This wasn't a full update, just a quick update with a few GS codes. Next update will
have the next cards, tips, etc.
Added GS codes.
Other revisions.

VII. Credits

Me- For writing the FAQ.

CJayC and GameFAQs.com- For being the best game info site out there.

Tecmo- For making this game, as well as the whole MR series.

The people at the monster-rancher.com message board- Fade, Ninja Kato(read 
this til you get the game in jolly ol' England), 2cool2live(check out his MR2 
FAQ), Sonnerat(or whatever the heck you're callin' youself now :), Ryley, 
Guyman, Farmer Jimbo, Blue Dragon, Demonknight, Stinger, Chibi, Mysto, Silver 
Henger(Darksteel Saga=good), Zalf, SRK, Mr.ManX, Angetiger, Dark Jester, Robopuffy, TBDT, 
PCD, and anyone else of the 100 or so regulars that I've forgotten.

Kevin Smith- For making great movies (Mallrats ruled!).

And anyone who reads this.

VIII. Contact me

My e-mail is z310514@aol.com. If you want to contribute, look at the 
following:
1. Don't send me the descriptions of the ? cards (ones I don't have). I'll get 
these eventually, don't worry.
2. I will take contributions for tips, strategys, or deck ideas.
3. If you want to send me your CD list, go ahead, although I'm not sure if I 
will do one yet.
I will give credit for all contributions that make it in the FAQ.

Questions? If you have one, ask away. Although, look thru the FAQ first, I 
won't answer things in the FAQ already. Also, don't e-mail asking when the 
next update is. I'll do it when I feel like it.

I also hang out at the monster-rancher.com message board quite frequently. I 
am known as Y2J there.

If you want this FAQ on your site, contact me. Although I probably won't let 
this on any sites other than GameFAQs, I may make an exception.
This FAQ can be found at:
www.gamefaqs.com
www.gameadvice.com
www.cheatcc.com

NeoY2J
z310514@aol.com

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