Jade Cocoon 2
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Walkthrough And FAQ
Jade Cocoon 2
Walkthrough and FAQ(Well... mostly) This guide is not completely spoiler free. I will mark them, though. I. Contents:- ~Legal Junk ~Revision History ~About JC2 ~Parameters and stuff ~Tiny strategy hints on going up BH level ~Hints and Misc. Info -Small things on merges -Small things on Genuses ~FAQ ~Credits II. Legal Junk ----------------------------------------- This document was created by Rocky Valkryie and Copyright of him. I think so. If you're going to use it, or plagarize from it, well... at least do it right. Okay? Contact information: RockytheHercules@yahoo.com Please don't flood my mailbox, or I might get mad and send you a crapoload of stuff back. If you have questions, suggestions, or corrections, send them there. Otherwise, just leave me alone. Please? ;_; GameFAQs is copyright of Jeff "CJayC" and Jade Cocoon 2 belongs to Genki/Ubi Soft and I do not claim it for my greedy paws. I think that's all. (All rights reserved.) ----------------------------------------- III. Revision History -Today. 01/28/02 Started. Okay then. -Today. 02/02/02 Update #2. IV. About JC2 ---------------------------------------- I've heard people complain about this game without knowing what it is. Meaning, they complain that Jade Cocoon 2 is not the traditional RPG they expected. Meh. Jade Cocoon 2 is, in my opinion, part of the Monster-Raising sub-breed of the RPG genre. Jade Cocoon was the great RPG back in the day, for the PSX that was compared to Pokémon excessively. But so what? It was a good game, and so is this. JC and JC2 are close to being incomparable, though, because they're so different; I think this game is most comparable to Digimon World 2. (opinion, don't stone me to death) Easy solution: Don't like Monster-raising, don't buy JC2. Enough rambling. ---------------------------------------- V. Parameters and stuff This part is pretty XDable, since it seems so simple. Meh, but I'll explain anyways. Here goes: -Skill(SK) are physical attacks like Shockwave and Life Blast. -Magic(MG) are magical attacks like soldote and vahludide -Hit Points(HP) are how much your overall endurance is. It's factored with the VIT and SPR to calculate how many hits you can take. -Mana Points(MP) are the points you use to use abilities. If you run out of these, you'll stop using abilities and start using your beasts' normal attacks. -Strength(STR) how much damage your beast can deal with SK type attacks. -Wisdom(WIS) is how much damage your beast can deal with MG type attacks. -Vitality(VIT) physical defense; defense against SK attacks. -Spirit(SPR) magical defense; defense against MG attacks. -Speed(SPD) these measure a few things. 1)The average of all the beasts on one side of the formation decides who goes first. 2)This measures your accuracy and evasiveness. 3)This also seems to(I'm not 100% sure) measure the chance for you hitting critically. ~Poison- Deals either 20 or 30 damage per post-turn. ~Stun- This beast is temporarily immobilized. ~Sleep- This beast is temporarily useless. Until it wakes by itself or it is hit. ~Confusion- There is a chance that this beast will hit itself or one of its teammates. ~Dark- Your beast suffers from lowered accuracy. ~KO- Your beast is knocked out. ~Stone- Your beast is turned to stone and is useless till the stoning is removed. VI. Tiny strategy hints on going up BH level Level 1- I don't think there IS one. But if there is, it should've been easy. Level 2- At this point, you should be able to manage for your 1st merges. So, my advice is that since you have 3 beasts anyways, give them all fire-type moves and kick their butts in 1 turn each. It should work well. Level 3- 4 on 4. I think it should go a bit like this: Wind side should have a sleep- inducing move, and one beast to attack. Then pummel away with the fire side. Level 4- Same as level 3, but possibly with support on the Earth or Water side. Level 5- Tough. I'd fill up the whole of the fire and earth row. Try to get that one snake- like gara's move, the one that raises power every turn, on 2 beasts, and get a barrier move on another one. Think that's all. VII. Hints and Misc. Info +++++++++++++++++++++++++++++++++++++++++++ | Small things on Merges | +++++++++++++++++++++++++++++++++++++++++++ Lesson 1: Evolution On the status screens of the divine beasts, there is an evolution bar at the top right corner. The two red spaces are the goals that need to be reached in order to reach the next step of evolution. If you've passed or are on the first red space, you'll be able to evolve into the 3rd form, and if you reach the final space, the red one, you'll be able to fully evolve you beast. This is how the evolution bar change is determined: First, take the evolution power of the seed beast. Then if the original monster and seed beast genus is the same, add 1 to that, if it is also the same species, add another 1 to that. That is the number of bars the evolution bar goes up. The only other modifier is if you merge a beast with a beast other than the original beasts elemental type. In this case, subtract 1 from the evolution power number to get the points gained. When exactly you merge is determined by your exp. level and how many turns the beast was used in the battle. Lesson 2: Modifiers and Moves First up, modifiers. There are positive ones, like water power, strength up 3 and others, and negative ones, like stun x, late bloomer and etc. They disappear 4 merges after they are created. You cannot have more than one of the same modifier, but you can have more than one of the same type. Ex: You can't have 2 Strength up 3s, but you can have Strength up 1, Strength up 2, and Strength up 3. Next, moves. You can have a total of 2 moves, in 2 different formations. You cannot get a move of the complete opposite element of the beast's own natural element. You also cannot have 2 moves of the same element. You cannot have 2 moves of different elements. Ex: If you have a fire-type mau, you cannot have a water move, and you can't have an earth move and wind move at the same time. If you have an earth move and merge the fire mau with a wind beast, you lose the earth move and gain the wind one. Lesson 3: Control There are 2 modifiers that completely control the evolution of a beast. Larvalize, which leaves your beast in its larval stage till 4 merges later, and imago, which leaves your beast in its latest possible adult form till 4 merges later. That means, if it is possible for the beast to go to it's final form, it will put it in its final form to stay. I have not tested what happens when both are put on the same beast, so if someone can tell me, please do. Lesson 4: Chromes I don't exactly know what causes this and etc. I DO know, though, that there is some randomness to it. I've only experienced 1, and here's what I observed: Its speed went up from 48 to 265 Its HP went down from 358 to 186 (obviously) it changed from green to chrome Magic attacks did not affect it(it makes the GUARD thing) Hit-all magic spells did, though No status ailments affected it It didn't get hit very much It guards against its own spell(Mitrea) I'm not sure this is all or if any of this makes any sense, but that's what I got. Lesson 5: Power I repeatedly misunderstood this part, so I redid it based on what I know. That isn't much, but it's what I know. =/ Merging at level 20 will result in a specimen with higher stats. No argument there. But, if you merge at level 20, you wasted time to get those higher stats because you could have taken a quicker time to gain small levels at the next merge. For example, if you had 2 identical beasts, and they reached level 15 at the same time, if you merged one and didn't merge the other, what you'd have gained in merging at level 20 would be wasted, because all levels up are the same and you just used more time to level up in a higher level. Meaning if the level 15 one level to level 20, the merged one might have gained enough to get to level 13 or 14. So, you should merge at level 15. I believe that that is Svenn's theory. Goryus' theory, I think, is that you should level to level 20, because it makes you have higher stats altogether, just until the point where the difference is insignificant and you can freely merge at level 15. My theory is the opposite: Merge at level 15 till you can evolve into the 4th form, giving it ONLY good modifiers, then only merging it at level 20 for power. Whichever method you choose, more power to you. +++++++++++++++++++++++++++++++++++++++++++ | Small things on Genuses | +++++++++++++++++++++++++++++++++++++++++++ Alcos are fast, most have medium-high strength and/or wisdom. But they run out of MP fast, and and die pretty quickly too. You can use these well in the corners, since you can use their speed well in speeding up more than one formation. I prefer keeping them in the Water/Wind corner, since the water beasts tend to be slow, and give them samaklina and Vahludide. Good modifiers are MP up 3, Mp up 2, Hp up 3 and Str up 3. Bugs are great. They're strong, fast... and when used properly can Stun their way to a quick victory. But they die quicker than a dying horse on PCP. I tend to use 2 of the mosquito ones to stun punch(or something like that) to death. The other varieties are mediocre, but do well to do status-ailment inflicting moves. Good modifiers include Str up 3, Str up 2, Spd up 3, and Spd up 2. If I'm not mistaken, Speed up your evasion, so... Nas have ultimo-high wisdom, making them probably the greatest MGers, and they can take magic attacks well, too. But when hit with physical blows, they can be pretty crappy. Give it Vit up 3, Hp up 3, Wis up 3 and Spd up 3. They also can be great in the corners with Vahludide and Ulvilude. Strong. Slimies... I don't know. I don't like these. At all. But they tend to have pretty high HPs and MPs. I'm give them recovery stuff, like that reviving move, medinite, sehlamite, tishalite or any others like those. Give them Mp up 3, Hp up 3, Spr up 3, Vit up 3 so they'll last long in battle. Garas are very physical. They're like the physical version of Nas, but without the ultimate power. Good HP, as well. They can be either the physical power in the water rows or simply the support platform you need in the earth row. I like to give them Mitrea and sit them right in the middle of the earth row, with things like HP up 3, Vit up 3, Spr up 3 and MP up 3 to make its stay a memorable one. Leifs have good power and spirit, and when used properly, you may actually be able to use tackle and all those moves. With boosts on its Vit and maybe speed or attack, they can be some of the more useful beasts you can get. They're good for middles of rows... maybe the middle of the earth row, or even the fire row. I tend not to put them in the water row because They don't really fit in there. They're very good at absorbing blows if given the proper modifiers. Kus are very versatile. They're fast and strong. The little ones with the spikes are very good MG users, the boar ones are very strong, and the dog-looking ones are sort of good with both. Very very good. Kus should be given Spd up 3, Spd up 2, Str/Wis up 3 and Str/Wis up 2. I like to give Kus Berserker, as well. They're very good, and especially useful in the middles of the rows. Ogs are strong and have high HP. They can kill a lot of things in very short times. I tend to give them the Fire/Earth corner to make full use of their great HP and Strength. Give them strength modifiers and maybe speed modifiers. Then give them very strong hits, and if you have one of the kus in the middle of your fire row, you should be dealing major damage very quickly. Maus are well-balanced. And look weird. They're good in a lot of situations. I find that they are useful in almost any situation. You can put them in corners as well as middles. Depending on where you want to use them, use modifiers to match the positions. And the moves, too. Dracs are my favorites. Strong, good MG power, high HP and MP, actually my 3 highest HP beasts are Dracs. Dracs are somewhat slow, though, if you have to nitpick, but the Wind type Drac is quite fast, and if you give it HP up 3, Str/Wis up 3, Speed up 3 and Speed up 2, it'll be near-perfect. The earth-type Drac is also very good. Give it 2 HP modifiers and 2 Str modifiers and stick it in the middle of the earth formation with a strong hit, and if you have mitrea, it will be over faster than I can sing yakee doodle. VIII. Frequently Asked Questions 1. Is there an 'Eternal Corridor' like in Jade Cocoon 1? A) Well, not exactly, no. After finishing the game and getting the ending, etc. you will gain acess to 4 new forests, and 4 forests after those. But that's about it. 2. What is the most powerful monster/best species? A) There is none. You can certainly choose favorites, but they are all pretty good. If you're still looking for the ultimate monster, chances are you've already found yours and you're just still looking. 3. How come when you merge, you don't change the appearance like in JC1? A) Well, with the number of beasts and the alternate colored ones, and all those names, it's quite possible that the makers ran out of memory space. There are a lot of great-looking graphics as is, and of course, there's the voice acting thing, which takes up a world of memory. I'm just speculating, though. 4. My main character(Kahu) evolved into a kalma and kicked some beast arse. Should I be worried? A) Not that I know. When you lose your middle-beasts, opponent beasts attack you and this _may_ trigger you to evolve temporarily and kick the carp out of the opponent beast. It misses a lot, at least for me. I have not had an experience where this is negative, but if it ever does turn out that way, tell me. 5. How do the characters in the game know about stuff outside the game? A) Like when Choco mentions you using game enchancers? Or when Nico says you looked stuff up in the internet? Well... they must be psychic or something. 6. Is there anything to do after beating the game? A) Indeed. There's plenty to do. I'm not going to spoil it for anyone, though. Just you wait and see. There's plenty more. 7. How does the battle system work? A) Well... you have up to 3 beasts on each 'side' and they each have up to 2 moves. They can use one move per turn/per side. It is turn based, and you attack by sides. Depending on the side, the move used will be different. You can NOT choose who you will attack and you can't use normal, plain attack-like moves. You just keep using up all your MP, till it's gone, then you attack with the normal attack. 8. So can I make my beasts just attack with their normal attacks? A) Well, actually, you can. Just waste their MPs, or use either: a)Man 2 Man book or b)Battle Tiara. I believe both work. They can be used up, though. I'm not sure if I got the names right, and I'll correct myself if they aren't. EXTRA! BECAUSE OF A LOT OF PEOPLE ASKING THIS QUESTION, I'VE DECIDED TO GIVE A COMPREHENSIVE SECTION ABOUT THE FINAL BOSS. *SPOILER WARNING* TURN BACK NOW!!! FINAL BOSS- PART 1(LEVANT & WATER DRAC) Levant turns evil when he summons the evil in you, and so you must beat him to the crapper. First comes a Levant/Water Drac combination. Very evil. I would alternate using the fire side(on the Drac) and either the wind side or the earth side, depending on which side you have stronger attacks on(on Levant) and use the water side to heal when neccessary. Try not to use your books yet. It's not as bad as the impending battle, though. These two alternate, so it is very bad. When you hurt the drac suficciently, it'll alternate back to Levant and when it changes back to Levant, a great deal of its HP comes back.(not all) When you're done, there's no resting period, and there's no chance to give the beasts any HP or MP replenishing items in between. FINAL BOSS- PART 2(Lillith Kalma +Mini Kalmas) What comes out is a FULLY-EVOLVED kalma. Pure evil. And it summons 2 kalma which will evolve in a matter of turns and so if you don't kill it in the first turn, you'll have plenty of trouble. They'll keep evolving, getting healed, getting stronger. And if they're the earth ones, ouch. Every time you kill the smaller kalma, they'll be summoned again. The larger one is even tougher, and it changes color every now and then. Suggested tactic: Hopefully you brought plenty of attack up and inciting books and it should end well. Also, make sure that one of your fire beasts has an all-hitting move like soldote. Inciting book+Strong MG user+Inciting book= First turn smaller-kalma kill. That will leave your 2 other strong attackers a chance to hit the bigger kalma. Do this till you run out of MP. Hopefully you still have some books left, too. Now switch to the water side and stall out. Tishalite is useful to have. Switch back when the MP is up again and repeat the Inciting book+Fire formation thing. When you run out of books or one or two of your fire formation beasts die, switch to the wind side. If you have good strong attackers here, that's really good. When they run out, turn to the earth side. When all else fails, stall out with the water side to replenish your attackers. That's all my advice. IX. Credits Svenn(firstname.lastname@example.org) For dedicating so much of his valuable time to JC2, for helping me and correcting my mistakes. Also, he provided a good part of knowledge of the misc. stuff I have on here. Thank you. Goryus(Goryus@hotmail.com) He's the best. And he provided me with a couple thousand answers on the JC2 boards which helped me get at least slightly enlightened. GameFAQs(www.gamefaqs.com) If this is on there, then CJayC deserves 00ber thanks. Genki and/or Ubi Soft(www.jadecocoon2.com) They made the game, so they deserve like 70% of the thanks. ;p