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DQM: Caravan Heart

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Guest Plattym3

OK, so as I'm playing I'm going to try to keep a big set of lists here for reference for myself and others. Woodus, feel free to import these to the Caravan Heart section on the Den. Maybe I should have thought about playing this on the computer instead of my G6 so I could get some screenshots, but I can always transfer back and forth, so maybe in a bit.

 

Guard Monsters (name, type, weight, abilities)

Venasu, Eggplaton, 2, Fireball

Slalon, Slime, 1, Sap

Carol, Baby Panther, 2, Speed

Zugats (Stone Kid) Pay 10,000 at Bellanoul

 

Human Caravan Members (name, gender, type, weight, ability, where to find)

Zenon, M, Mage, 3, Spell, Moon Tower

Machua, F, Tamer, 3, Soothe, Lighthouse

Irene, F, Knight, 2, Knight's Shield, North Dragon Horn

Morris, F, Medic, 1, Treatment, Lupghana Tool Shop

Getz, M, Thief, 2, Steal, Lupghana Inn

Garth, M, Fisher, 2, Bait, Bellanoul Inn

Daniel, M, Bard, 1, Song, Pellpoi Inn

Oast, M, Seer, 2, Foretell, Pellpoi Church

Gilme, M, Metal Hunter, 3, MetalBeat, Pellpoi Jail

Homey, M, Merchant, 2, PennyPinch, Tepah Tool Shop

Ricardo, M, Chef, 2, Magic Soup, Tepah Inn

Ryuga, M, Fighter, 4, Critical, Shrine south of Moonbara

Raider, M, Merchant, 3, PennyPinch (Find Treasure), in 1st town of 2nd continent after you get Last Steak

Kachua, F, Merchant, 2, PennyPinch (Find Treasure), in 2nd town of 2nd continent at the Inn

Deckson, M, Cleric, 3, Prayer (heals), you begin the game with him

Ann, F, Fighter, 3, Critical (does damage), ???????

Ripple, F, Dancer, 1, Dance (MP drain), at Luin's hometown

Alissa, F, Mage, 2, Spell (does damage, blaze I think), joins automatically as you travel to 2nd continent

Randol, M, Mapper, 1, CheckMap (footwork better, also allows you to see the map on the world screen), begin game with him

Vandol, M, Mapper, 1, CheckMap (footwork better, also allows you to see the map on the world screen), on 2nd continent

Nana, F, Fisher, 2, Bait (enemy loses turn), at the port on 2nd continent

Leela, F, Seer, 1, Foretell (shows enemy HP), at Samaltoria Inn

Ixas, M, Medic, 1, Treatment (wake up ally), at Samaltoria Castle

Renda, M, Fisher, 1, Bait(enemy loses turn), Moonpeta Church

Ronmil, F, Mapper, 1, CheckMap (footwork better, also allows you to see the map on the world screen), Moonpeta Tool Shop

Clast, M, Warrior, 2, AxeBlow, Cavern of the Lake

Gordon, M, Knight, 2, KnightsShield, Cavern of the Lake

Jula, F, Fencer, 4, DoubleCut, Cavern of the Lake

Seska, F, Warrior, 3, Axeblow, Wind Tower

Tasha, F, Cleric, 2, Prayer (heal), Wind Tower

Boldo, M, Bard, 2, Song, Wind Tower

 

Monster Hearts (name, abilities)

SLIME Family

 

#001 - Slime: Save Power, Sap, Mimic

#002 - Bubble Slime: Mist, Weird Light, Poison Hit

#003 - Aqua Slime: Water Spout, Antidote, Speed

#004 - Magma Slime: Blaze, Sap, Fireball

#005 – Confetti: Slow, Dance Seal, Upper

#006 - Metal Slime: Blaze, Icebolt, Beat

#007 - Healer: Heal, Heal Us, Upper

#008 - Snaily: Icebolt, Numb Off, Upper

#009 – Reefer: Sleep, Heal, Weird Dance

#010 - Snome: Icebolt, Sleep, Beat

#011 - King Slime: Heal Us, Thermostat, Vivify

#012 - Metabble: Fire Ball, Bang, Defeat All

#013 - Dark Slime: Seal Magic, Soak Magic, Sleep Hit

#014 - Slime Knight: Heal, Upper, Elude

#015 - Bubble King: Mist, Magic Barrier, Poison Breath

#016 - Metal King: Bolt, Beat, Swap

#017 - Crystal Slime: Icebolt, Speed, Upper

#018 - Dark Knight: Fireball, Elude, Fang Block

#019 - Halo Slime: Sleep, Vivify, Battle Song

#020 - Mage Slime: Blaze, Fireball, Bang

#021 - Gold Slime: Light Wave, High Defense, Body Slam

#022 – Dark King: Bolt, Dark Wave, Soak Magic

#023 - Master Slime: Vivify, Lightning, Icebolt

#024 - Spin Slime: Panic Dance, Hustle Dance, Upper

#025 – Gran Slime: United Soul, Life Dance, Bolt

 

ANIMAL Family

 

#026 - Baby Panther: Wind Beast, Speed, Save Power

#027 - Mommonja: Lure Dance, Ice Bolt, Slow

#028 – Stonehopper: Infernos, Panic, Lure Dance

#029 - Mad Gopher: Body Slam, Dust Cloud, Save Power

#030 - Ghostar Fish: Water Spout, Poison Hit, Weird Dance

#031 - Rush Fish: Water Spout, Specialty, Upper

#032 - Cat Mage: Blaze, Mist, Mimic

#033 - Tonguella: Sleep Hit, Sweet Breath, Lush Licks

#034 - Army Crab: Save Power, High Defense, Upper

#035 - Almiraj: Sleep, Save Power, All-Out

#036 - Nocto King: Wind Beast, Mist, Sweet Breath

#037 - Bull Bird: Body Slam, Save Power, Specialty

#038 - Unicorn: Heal, Vivify, Beat

#039 - Mad Condor: Eagles Eyes, Fireball, Heal Us

#040 - Iron Turtle: Magic Barrier, High Defense, Swap

#041 - Grizzly: Save Power, Icebolt, All-Out

#042 - Wild Ape: All-Out, High Defense, Glance Kick

#043 - Goategon: Firebolt, Slow, Sweet Breath

#044 - King Squid: Vivify, Water Spout, Save Power

#045 - Big Mommonja: Hustle Dance, Panic Dance, Icebolt

#046 - Dark Horn: Sleep, Seal Magic, Save Power

#047 - Iron Hawk: Heat Breath, Eagle Eyes, Bolt

#048 - Walrus Man: Water Spout, High Defense, Antidote

#049 – Triwinder: Fire Breath, Poison Hit, Numb Hit

#050 - King Leo: Fireball, Cold Breath, Save Power

#051 - Grand Shark: Water Spout, Slow, Save Power

#052 – Mad Cat: Infernos, Vacuum Cut, Speed

#053 - Trumpeter: All-Out, High Defense, Body Slam

#054 – Muscle Kong: Save Power, United Soul, Soak Magic

#055 – Infergon: Bolt, Cold Breath, Beat

 

BEAST Family

 

#056 - Dragon Kid: Fire Breath, Sweet Breath, Elude

#057 – Drakee: Antidote, Sleep, Soak Magic

#058 – Dradon: Blaze, Lure Dance, Take Magic

#059 – Demighoul: Icebolt, Mist, Upper

#060 – Droll: Slow, Step Guard, Sleep Hit

#061 – Lipsy: Lush Licks, Mimic, Sap

#062 – Dragon: Fire Breath, Blaze, Hold Breath

#063 – Wyvern: Heal, Cold Breath, Sleep

#064 - Mad Dragon: Poison Breath, All-out, Panic Dance

#065 - Big Eye: Icebolt, Cold Breath, Magic Barrier

#066 - War Lizard: Sap, Save Power, Twin Hits

#067 – Orc: Vivify, Sap, Save Power

#068 – Phoenix: Fire Breath, Blaze, Fair Wind

#069 – Blizzardy: Cold Breath, Beat, Blizzard Cut

#070 - Gulp Beast: All-Out, Body Slam, Tender Cut

#071 – Swordgon: Fang Block, Elude, Bolt

#072 – Boohbah: Thermostat, Sleep Hit, Panic Dance

#073 – Gargoyle: Lightning Cut, Weird Light, Save Power

#074 – Orochi: Fire Breath, Beat, Blaze Cut

#075 – Skullgon: Cold Breath, Blizzard Cut, Tender Cut

#076 – Andreal: Infernos, Mist, Poison Breath

#077 - Battle Rex: Fire Breath, Save Power, Blaze Cut

#078 – Amorpion: Poison Hit, Numb Bit, Upper

#079 - Great Dragon: Cold Breath, Swallow All, Lightning

#080 - Rain Hawk: Light Wave, Infernos, Heal Us

#081 - Chaos Drake: Heat Breath, High Defense, Specialty

#082 – Cergainas: Blizzard Cut, Cold Breath, Beat

#083 - Giga Draco: Fire Breath, Blaze Cut, Body Slam

#084 – Jenodark: Dark Wave, Fire Breath, Curse Words

#085 – Divinegon: United Soul, Fire Breath, Bolt

 

NATURE Family

 

#086 – Eggplaton: Dust Cloud, Fireball, Lure Dance

#087 – Gophecada: Reflect, Dechaos, Beat

#088 - Giant Worm: Weird Dance, Step Guard, Panic Dance

#089 - Cacti Ball: Numb Hit, Dust Cloud, Weird Dance

#090 - Giant Slug: Lush Licks, Elude, Whistle

#091 - Flower Beat: Upper, Panic Dance, Lush Licks

#092 – Toadstool: Sleep Hit, Sweet Breath, Poison Breath

#093 – Opabi: Soak Magic, Lush Licks, Sweet Breath

#094 – Minon: Upper, Save Power, Heat Breath

#095 - Mad Plant: Numb Off, Sap, Slow

#096 - Chestnut Man: Save Power, Elude, Speed

#097 – Florajay: Wind Beast, Curse Words, Fair Wind

#098 – Snapper: Seal Magic, Save Power, Sleep Hit

#099 – Armorpede: Upper, Twin Hits, Tender Cuts

#100 - Hammer Man: Save Power, Specialty, Twin Hits

#101 - Dance Vegi: Lure Dance, Sacrifice Dance, Glance Kick

#102 - Onion Master: Soak Magic, Bang, Save Power

#103 – Stubsuck: Sleep, Save Power, Step Guard

#104 - Face Tree: Seal Magic, Curse Words, Weird Dance

#105 - Mad Hornet: Fair Wind, Poison Hit, Numb Hit

#106 - Pumpk'night: Save Power, Elude, Blaze Cut

#107 - Pod Hero: Bolt, Heal, Lightning Cut

#108 – Belzebub: Fireball, Body Slam, Poison Hit

#109 - Big Scorpion: Poison Hit, Sleep Hit, Step Guard

#110 – Rosevine: Hustle Dance, Dark Wave, Twin Hits

#111 – Drollerium: Curse Words, Dark Wave, Outside

#112 - Death Sizer: Bang, Heal Us, Twin Hits

#113 - Wing Tree: Step Guard, Sleep Hit, Life Dance

#114 – Scarabator: Bolt, Heal Us, Save Power

 

MATERIAL Family

 

#115 – Goopi: Elude, Dance Seal, Slow

#116 - Spiky Boy: Defeat All, Fang Block, Specialty

#117 - Mad Candle: Blaze, Save Power, Whistle

#118 - Stone Kid: Specialty, Heal, Save Power

#119 - Totem Killer: Infernos, Defeat All, Battle Song

#120 - Puppet Man: Weird Dance, Glance Kick, Hustle Dance

#121 – Mimic: Blaze, Step Guard, Beat

#122 - Clay Man: Mimic, Save Power, Vivify

#123 - Phantom Glass: Fire Breath, Lure Dance, Curse Words

#124 - Jewel Bag: Fireball, Seal Magic, Panic

#125 - Sabre Man: Soak Magic, Twin Hits, Elude

#126 - Wicked Axe: Swap, Numb Hit, Fang Block

#127 – Golem: Save Power, United Soul, Body Slam

#128 - Bomb Crag: Defeat All, Life Dance, High Defense

#129 - Stone Spider: All-Out, Defeat All, Poison Hit

#130 - Rogue Knight: Heal, Save Power, Blaze Cut

#131 - Proto Mech: TenderCut, Save Power, Body Slam

#132 - Wander Monk: Infernos, Heal, Vivify

#133 - Stone Man: High Defense, Swap, Swallow All

#134 - Ice Djinn: Icebolt, Cold Breath, High Defense

#135 - Lava Djinn: Blaze, Fire Breath, Swap

#136 - Dead Masker: Weird Light, Dark Wave, Beat

#137 – Roboster: Save Power, Fang Block, Numb Hit

#138 - Mad Mirror: Mimic, Reflect, Outside

#139 – Gryphynx: Fire Breath, Bolt, Thermostat

#140 - Dark Crystal: Cold Breath, Bolt, Dark Wave

#141 - Roboster 2: Blaze Cut, Lightning Cut, Numb Hit

#142 – DrakMachine: Fire Breath, Lighting Cut, Blaze Cut

 

DEMON Family

 

#143 – Demonite: Blaze, Fire Breath, Cold Breath

#144 - Death God: Curse Words, Weird Light, Beat

#145 – Spooky: Outside, Step Guard, Soak Magic

#146 – Hork: Poison Breath, Weird Light, Lush Licks

#147 – Merman: Vivify, Sap, Sweet Breath

#148 - Vampire Rat: Poison Hit, Sleep Hit, Beat

#149 - Putre Pup: Sap, Slow, Reflect

#150 - Pompom Bomb: Beat, Sacrifice Dance, Weird Light

#151 – Mummy: Numb Hit, Sleep Hit, Mist

#152 - Dead Knight: Heal, Dechaos, Uncurse

#153 – Shadow: Cold Breath, Beat, Curse Words

#154 - Dead Father: Infernos, Numb Off, Vivify

#155 - Arch Demon: Bang, Vacuum Cut, Lightning Cut

#156 - Evil Armor: Blaze Cut, Lightning Cut, Twin Hits

#157 – Gigantes: Save Power, Body Slam, Tender Cut

#158 – Berserker: Sleep Hit, Glance Kick, Tender Cut

#159 – Gateguard: Blaze, Weird Light, Soak Magic

#160 - Ag Devil: Fireball, Defeat All, Sweet Breath

#161 – Jamirus: Blaze, Fair Wind, Eagle Eyes

#162 – Skeletor: Sap, Blizzard Cut, Numb Hit

#163 - Boss Troll: All-Out, Body Slam, Swap

#164 - Lamp Genie: Heal, Sleep, Fire Breath

#165 - Dragon Rider: Mist, Sweet Breath, Blaze Cut

#166 - Demon Monk: Infernos, Heal, Uncurse

#167 - White King: Infernos, Bolt, Soak Magic

#168 - Grand Satan: Blaze, Fire Breath, Cold Breath

#169 – Grakos: Water Spout, Icebolt, Twin Hits

#170 - Chain Djinn: Take Magic, High Defense, Save Power

#171 - High Wizard: Dark Wave, Bolt, Blaze

#172 - Night Lich: Bolt, United Soul, Beat

 

ELEMENTAL Family

 

#173 – Gizmo: Fire Breath, Cold Breath, Hold Breath

#174 - Wind Beast: Infernos, Icebolt, Wind Beast

#175 - Killer Wave: Water Spout, Poison Breath, Weird Dance

#176 - Cloud King: Infernos, Thermostat, Light Wave

#177 – Flame: Fire Breath, Blaze, Panic Dance

#178 – Blizzard: Sap, Icebolt, Beat

#179 - Earth Spirit: Twin Hits, Upper, United Soul

#180 - Water Spirit: Heal Us, Icebolt, Water Spout

#181 - Fire Spirit: Fire Breath, Blaze, Blaze Cut

#182 - Wind Spirit: Vacuum Cut, Infernos, Speed

#183 - Light Spirit: Bolt, Bang, Light Wave

#184 - Dark Spirit: Beat, United Soul, Dark Wave

#185 - Iiro: Lightning, Hustle Dance, Weird Dance

#186 – Pimo: Sleep Hit, Hustle Dance, Weird Dance

#187 – Kakalon: Upper, Cold Breath, Battle Song

#188 – Kushalami: Sweet Breath, Hustle Dance, Infernos

#189 – Barbaru: Save Power, Blaze Cut, Lightning Cut

#190 – Domedy: Infernos, Sap, United Soul

#191 - Dragon Lord: Dark Wave, Hold Breath, Fire Breath

#192 – Durran: Wind Beast, Vacuum Cut, Save Power

#193 – Alue: Icebolt, Hustle Dance, Weird Dance

#194 – Dreen: Poison Hit, Hustle Dance, Weird Dance

#195 – Watabou: Map Magic, Mimic, Whistle

#196 – Warubou: Map Magic, Lush Licks, Mimic

#197 - Celestial Beast: Bolt, Infernos, Light Wave

#198 – Gisvarg: Beat, Dark Wave, Bolt

#199 – Pural: Mist, Sacrifice Dance, Weird Dance

#200 - Master Dragon: Light Wave, Dark Wave, Bolt

 

 

 

Human Hearts (from departing caravan members)

Merchant:Raises max HP slightly

Fencer : Raises attack slightly

Fisher : Raise Max HP substantially

Knight : Raises defense slightly

King Merchant: Raise Max HP Drastically

Metalhunter: Raise defense substantially

Warrior: Raises ATK slightly

Metal Master: DEF will increase ridiculously

 

Wagons (name, max weight, max members, how to obtain)

Eagle, 10, 4, begin the game with this

Kakalon, 10, 4, get after delivering Last Steak to Kakalon

Great, 10, 4, Cavern of the Lake

 

Items (name, cost, effect)

Herb, 8G, restores 30-40 HP

Love Water, 50G, restores 60-70 HP

Magic Water, 100G, restores 20-30 MP

Antidote, 12G, cures poison

Full Moon Grass, 30G, cure paralysis

Laurel, 50G, removes curse

Wyvern Wing, 50G, return to caravan base

Wake Powder, 30G, wake up ally

Memory Bell, 75G, return to dungeon's entrance

Apple, 20G, supplies 20 rations

Big Apple, 55G, supplies 50 rations

Lunchbox, 120G, supplies 100 rations

Steak, 300G, supplies 200 rations

World Dew, 1200G, restore all HP

World Leaf, 1000G, revive

Gold Coins, 500G, increases random events (temporary)

Charm Ring, 500G, decreases random events (temporary)

Call Wing, 100G, calls base camp to your location

Stepguard Staff, 200G, avoid damage from ground

 

Random Encounters in the World Map

Travelling merchant : can restock your rations, and sells some items at good prices. (encountered in deserts and plains)

Rations stealing Wild Apes. They steal A LOT of rations. (encountered in forest)

A thief that steals money from you (hills, forests)

The creepy shadow, you have to guess what monster it is by looking at a shadow. If you get it right, you have a free monster heart.

I've seen the Healing from God. (plains)

Rations stealing Madgophers. (everywhere?)

The Dancer that resplenishes MP for a fee. (in the desert)

The tree with the apples. (forest and plains(?))

Boulder dodging (hills)

The nobleman that wants you to "perform" (plains?)

The mage that ask if you want to be sent back at your camp (don't know where I met her)

God's blessing, you get less random battles (plains)

Forest spring : throw an item and receive a better one for it. (forests)

Another spring : drink the water. It reduced the random battles amouns, but it probably can do other things. (forests)

A jar : you get the choice of opening it or not. Opening it made me fight an Ag Devil. Other things probably happens too

Jester : plays poker with you. Winning 2001 coins give you a Gold Pass, which reduces items' costs

Bunnygirl : she puffes you >_> haven't seen any effect

The oasis/mirage : In the desert, you will sometimes come across an oasis, or at least a mirage, You'll get the option of going forward in it's direction, or not. Each time you try to reach it, you might fail an waste rations. Getting to it resplenishes your rations completely I think.

Specific encounters with hunter(?) : Since I've had a hunter in my party, some things popped up : some monsters being trapped, you can free them or leave. Freeing them didn't seem to do anything. The hunter will sometimes brings food. It will detect traps also.

 

Magic Spells (name lvl desc mp cost)

Bang : lvl 10, Explosive attack (all), 5

Slow : lvl 3

Soak Magic : lvl 7, Steal some MP, 0

Swap : lvl 5, Covers an ally, 2

Save Power : lvl 9, Next hit is critical, 0

Glance Kick : lvl 9, Becomes light on it's feet, 1

Fireball : lvl 6, Flame attack (group), 4

Lure Dance : lvl 11, Entices a group to dance,2

Lightning Cut : lvl 11, Lightning blade skill, 3

Blaze Cut : lvl 11, Fiery blade skill, 3

Blizzard Cut : lvl 11, Freezing(?) blade skill3

Sap : lvl 9, Enemy's defense down, 3

Bolt : lvl 12, Lightning Bolt Attack, 5

Numb Off : lvl 14, Cures all of numb and sleep, 2

Heal : lvl 10, restores 30-40 hp, 2

HealMore : lvl 14, restores 75-90 hp, 5

Upper : lvl 7, Ally's defense up, 2

Poison Hit : lvl 7, Poisons the target, 2

Sleep Hit : lvl 7, Puts the target to sleep, 2

Mist : lvl 10, Fog covers a group,3

Cold Breath: Lv 9 (Spits cold air (group)) MP: 2

Slow -> Slow Down: Lv 10 (Group's SPD down) MP: 4

StepGuard: Lv 11(avoid ground damage) MP: 2

Beat: Lv 16 (stops life instantly) MP: 4

Sap -> Defense Sap: Lv 17 (Group's DEF down)

Twin Hits: Lv 19 (doubles the damage) MP: 6

Cold Breath -> Icy Breath: Lv 23 (Spits ice (group)) MP: 4

Bang -> Boom: Lv 18 MP: 8 -> Explodet: Lv 32 MP: 15

Blaze: Lv 5 MP: 2

Fire Breath: Lv 8 MP: 2

Thermostat: Lv 13 MP: 3 (Damaging breath (group))

Upper -> Increase: Lv 14 MP: 3

Hold Breath: Lv 17 (High damage next turn) [probably means high damage for breath attacks]

Elude: Lv 18 MP: 4

Healmore -> Healall: Lv 20 MP: 7

Panic Dance: Lv 29 MP: 4 (Confuses enemies (group))

Weird Light: Lv 14 MP: 2 (Weakens a group's spells)

Poison Breath -> Venom Breath: Lv 20 MP: 4 (Venom hits a group)

HealUs: Lv 24 MP: 18

Light Wave: Lv 30 (Cures any status (all)) MP: 7 (can anyone get their monster to actually use this without using the Follow Orders strategy?)

High Defense: Lv 14 (Prepare for any attack) MP: 3

Heat Breath: Lv 18 (Numbs enemy (group)) MP: 4

Specialty: Lv 18 (Attacks self and enemy) MP: 1

United Soul: Lv 18 (Acts twice the next turn) MP: 0

Bolt -> Zap: Lv 17 MP: 10

Dark Wave: Lv 28 MP: 7 (Really weakens a group)

Hustle Dance (Restores 70-80hp (all)) MP: 12, Lv 23

Heal Us -> Heal Us All: Lv 50 MP: 36

Zap -> Thordian: Lv 36 MP: 15

Infernos: Lv 6 MP: 2

Ice Bolt: Lv 10 MP: 3

Lightning: Lv 14 MP: 3

Vivify: Lv 18 MP: 10 -> Revive: Lv 35 MP: 20

Vacuum Cut: Lv 11 MP: 3

Edited by Plattym3

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Guest Plattym3

Thanks to RogerHuxley, Demonwing13 & others over at GameFAQs. They're helping compile these lists.

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I put this Events list together a week or so ago with plans to make a guide on GameFaqs, but i've never made a guide before so its more or less just a list. Put in spoiler tags cause it gives a lot away. Whats missing is mostly the points in the game where the events start appearing, and which characters can give solutions to certain events.

 

 

 

Multiple Locations

__________________

 

Diet - Caravan members go on a diet for a while, reducing ration consumption.

 

Famine - Caravan members are hungrier than normal, eating more rations than normal for a while.

 

Creepy Shadow - Appears after the start of Chapter 3. A shadowy spirit materializes, asking what it was when alive. Answer correctly to recieve its heart, answer wrong and you face it in battle. The monster will be one of any type of monster available in the current area and terrain type.

 

Merchant - Appears after the start of Chapter 3, but not in Swamps or Forests. A wandering Merchant appears to peddle his wares:

Love Water 35G

World Leaf 700G

Wyvern Wing 35G

Memory Bell 70G

 

Vindictive Merchant - Appears if you have a Player class character in one of your wagons. Demands 1/10th of your gold in replayment of the debts of your Player. Does not appear in Swamps or Forests. Encountering him when you have no gold gives a message where he says how much money the player still owes before he lets you go, saying you'll see him again.

 

Suspicious Jar - If you choose to open it, you may face a strong monster, generally from an area of the game farther than you are currently at, or not widely available elsewhere. Has a chance of being empty.

 

Strange Scientist - Appears after defeating Magarugi, but not in Swamps. Offers to feed the guard monster of your choice a potion that may increase or decrease a random stat by 1-10 points.

 

Gopher Trap - Does not appear in Deserts or Swamps. Starts appearing after the start of Chapter 2. A group of 1-5 Mad Gophers ambushes you and steals some rations. The more that show, the more they take. Hunter class character can help you avoid their traps.

 

Ape Trap - Does not appear in Deserts or Swamps. A band of four Killer Apes arrives and makes off with a large chunk of your rations.

 

Collapsed Person - Appears in Deserts or Plains " ". A person collapsed in the road. You can attempt to return them to health, and if successful you gain their heart.

 

Fallen Person - Same as Collapsed Person, except they will automatically be revived by a Chef class character without giving you a choice.

 

Apple Tree - Appears in Forests or Plains, after the start of Chapter 2. You can choose to pick an apple, and may recieve 1-3 to take with you on your journey. A Chef class character will look the tree over more thouroughly and bring back Big Apples instead.

 

Cleric - Does not appear in Deserts or Swamps. Offers to restore your MP for " " of your gold.

 

False Cleric - Same as Cleric, except he runs off without actually doing so. He can be unmasked by either a Thief or Cleric class character. Can also be avoided by realizing the options the False Cleric gives you are "I'll Donate" and "I Won't", whereas a true Cleric asks for a simple "Yes" or "No".

 

Rusty Monster - Appears after the start of Chapter 2. A material type monster appears needing to be oiled. A Tamer class character can give it the maintenance it needs in return for its heart.

 

Thieves - Does not appear in Deserts or Swamps. A gang of thieves ambushes you and steals " " of your gold. A Thief class character can avoid their ambush.

 

Bunny Girl - Appears " ". Gives you a Puff-Puff massage, which apparently does nothing.

 

Wandering Mage - Does not appear in Deserts or Swamps. Starts appearing after the start of Chapter 2. A wandering mage appears, offering to return you to your caravan base camp if you so choose.

 

 

 

Plains

______

 

Wandering Gambler - Offers a Poker minigame with the odds stacked against you, with various rewards if you do win. Quitting with 2001 coins or more earned nets you a Gold Pass. This game is the same as the one that appears in your camp if you have a Gambler class character.

 

God's Blessing - Appears if you have a Cleric or Sage class character in one of your wagons, after the start of Chapter 2. The light of god shines down, restoring the HP and MP of your guard monsters.

 

Spirit's Protection - Appears if you have a Cleric or Sage class character in one of your wagons, after the start of Chapter 3. The spirits grant you a blessing, warding off monsters for a while.

 

Bored Noble - Appears after the start of Chapter 3. Asks if you'll perform for him, and rewards you with gold if he considers your act worthy of it. Having a Dancer class character increases your chances of success.

 

 

 

Forest

______

 

Sparkling Pond - Let your horse stop and drink to deter monsters for a while.

Mysterious Pond - A spirit appears, offering a better item in return for anything you throw in its pond.

 

Seed Scouting - Appears if you have a Chef class character in one of your wagons. Your chef runs off into the forest and may return with a random stat increase seed.

 

Hunting - Appears if you have a Hunter class character in one of your wagons. Your hunter senses prey and runs off. When he returns he may bring back food to add to your rations.

 

Trapped Monster. A forest monster appears in a trap. A Hunter or Tamer class character can free it and recieve its heart.

 

 

 

Swamp

_____

 

Mysterious Cloud - A mist of poisonous gas drifts through the caravan and may poison your guard monsters.

 

 

 

Mountains

_________

 

Rock Slide - Appears after the start of Chapter 2. A boulder falls from above. You can choose to dodge Left or Right, or to not move, but if you choose wrong one of your monsters takes damage protecting you from the impact.

 

Cursed Monster - A Demon type monster immobilized by a curse appears. A Cleric or Sage class character can remove the curse and recieve its heart.

 

 

 

Desert

______

 

Dancer - Offers to dance for you to restore everyone's MP at a cost of 1/10th of your current gold.

 

Oasis - You see a distant oasis and can try to move toward it. Reaching it refills your rations, HP, and MP, but it may also be an unreachable mirage. Mapper class characters can point out the mirages.

 

Thirsty Monster - Appears after chapter 1. An ocean monster appears dying of dehydration. A Tamer class character can give it the seawater it needs in return for its heart.

 

 

Snowy Terrain

____________

 

*Snow covered terrain types contain all the events of their normal counterparts

 

Snome Ambush - A line of snowmen blocks your path. A Tamer can reveal them to be Snomes to recieve their heart.

 

 

 

Can supply sprites for each of the events too, if needed and where applicable.

 

*Edited to add a missing event

*Edited again to add a few minor details to some events

Edited by Crysta

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Thanks to RogerHuxley, Demonwing13 & others over at GameFAQs. They're helping compile these lists.

 

Do you have excel by chance?

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Thanks to RogerHuxley, Demonwing13 & others over at GameFAQs. They're helping compile these lists.

Hehe yay, mentioned before I even joined

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Guest Plattym3
Thanks to RogerHuxley, Demonwing13 & others over at GameFAQs. They're helping compile these lists.

 

Do you have excel by chance?

Yes. I know what you're thinking. Can we wait a few weeks to get a few big lists here before converting?

 

Thanks to RogerHuxley, Demonwing13 & others over at GameFAQs. They're helping compile these lists.

Hehe yay, mentioned before I even joined

Well, you're helping out. Glad you joined here!

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Guest Plattym3

Tons more added to the lists. Thanks to everyone over at GameFAQs again!

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Guest Plattym3

Added a bunch (20+) new monster heart info to the list. Got over half the monsters covered now.

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A few additions, mostly elemental monster hearts.

 

Hearts:

Wind Spirit (Vacuum Cut, Infernos, Speed)

Light Spirit (Bolt, Bang, Light Wave)

Kakalon (Upper, Cold Breath, Battle Song)

Kushalami (Sweet Breath, Hustle Dance, Infernos)

Barbaru (Save Power, Blaze Cut, Lightning Cut)

Domedy (Infernos, Sap, United Soul)

Dragon Lord (Dark Wave, Hold Breath, Fire Breath)

Durran (Wind Beast, Vacuum Cut, Save Power)

Watabou (Map Magic, Mimic, Whistle)

Warubou (Map Magic, Lush Licks, Mimic)

Celestial Beast (Bolt, Infernos, Light Wave)

Master Dragon (Light Wave, Dark Wave, Bolt)

 

Monsters:

Smith (Hork) - Post game, visit his tower with Machua the tamer again.

Weber (Killer Wave) - Post game, at the end of the cave on Slimeland

Druba (Dragon) - Post-post game, at Dragon Lord's castle after beating Dragon Lord, talk to him a few times.

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Guest Plattym3

Thank you so much! I submitted an FAQ with 120/200 monsters & their heart abilities this morning. I think I need to resubmit because I already found 15 more playing today plus yours.

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Guest Plattym3

Well, I think I'm pretty much done with Caravan Hearts for now. I completed the Monster Hearts Skills (see 1st post). I've written it up as my very first FAQ and submitted it to GameFAQs. I hope to see it up there later this week. I beat the post-post game, got the 7 total guard monsters (beat Dragon Lord). There's not much left to do except collect more moster hearts & make better monsters. I think I'm done for now. What a great month with this game!

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Does your guide include help with the post and post-post game? The other guide on GameFAQs didn't have those. I'll be willing to help you out if it does.

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Guest Plattym3
Does your guide include help with the post and post-post game? The other guide on GameFAQs didn't have those. I'll be willing to help you out if it does.

Sadly, no. I only did a guide about the monster hearts, not a complete walkthru (not a FAQ either as I incorrectly stated). I'm going to do another guide about the stat increases of each monster once I get a little present in the mail. Other than that, I think I'm done with Caravan Heart, unless you have any further suggestions...

 

I don't think I'm very good at walkthrus, but my goal is to complete one for Swords for the Wii soon. I'm going to start tonight.

Edited by Plattym3

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Sadly, no. I only did a guide about the monster hearts, not a complete walkthru (not a FAQ either as I incorrectly stated). I'm going to do another guide about the stat increases of each monster once I get a little present in the mail. Other than that, I think I'm done with Caravan Heart, unless you have any further suggestions...

 

I don't think I'm very good at walkthrus, but my goal is to complete one for Swords for the Wii soon. I'm going to start tonight.

 

Hmm, what about the types of dungeons that different special colour orbs unlock?

Edited by Sendoh

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Guest Plattym3

Well, got ahold of the Caravan Heart guidebook, so I didn't restart Swords, I'm typing in monster stat gains, but there are about 20 not in the guide, so I'll have to play around with them to figure it out. About those orb dungeons, I don't know if you saw this graphic over on GameFAQs.

 

chart_visual.gif

 

Here's some info on them

 

Holy Beast Orb (Fire Spirit):

Master Dragon at 15th level. Gives you his heart after beating him in a certain amount of turns (I took 27). Be prepared though, his HP is at 40k+. Don't worry when he starts using Heal All as it doesn't heal all of his HP. He starts using it at around 10k HP.

 

Great Log Orb (Water Spirit):

Watabou at 7th level. Gives you his heart after beating him in a certain amount of turns.

 

Wagon Orb (Earth Spirit)

Wagon man at 7th level. Upgrades one of your caravan's weight capacity by one.

 

Great Tree Orb (Wind Spirit)

Warabou at 7th level. Gives you his heart after beating him in a certain amount of turns.

 

Evil God Orb (Dark Spirit)

Durran at 15th level. Gives you his heart after beating him in a certain amount of turns

 

Light Orb (Light Spirit)

Celestial Beast at 15th level. Gives you his heart after beating him in a certain amount of turns.

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Well, got ahold of the Caravan Heart guidebook, so I didn't restart Swords, I'm typing in monster stat gains, but there are about 20 not in the guide, so I'll have to play around with them to figure it out. About those orb dungeons, I don't know if you saw this graphic over on GameFAQs.

 

chart_visual.gif

 

Here's some info on them

 

Holy Beast Orb (Fire Spirit):

Master Dragon at 15th level. Gives you his heart after beating him in a certain amount of turns (I took 27). Be prepared though, his HP is at 40k+. Don't worry when he starts using Heal All as it doesn't heal all of his HP. He starts using it at around 10k HP.

 

Great Log Orb (Water Spirit):

Watabou at 7th level. Gives you his heart after beating him in a certain amount of turns.

 

Wagon Orb (Earth Spirit)

Wagon man at 7th level. Upgrades one of your caravan's weight capacity by one.

 

Great Tree Orb (Wind Spirit)

Warabou at 7th level. Gives you his heart after beating him in a certain amount of turns.

 

Evil God Orb (Dark Spirit)

Durran at 15th level. Gives you his heart after beating him in a certain amount of turns

 

Light Orb (Light Spirit)

Celestial Beast at 15th level. Gives you his heart after beating him in a certain amount of turns.

 

Ah. I was the one who posted the Orb Dungeon info on GameFaqs. I didn't try out the four elemental orbs individually though.

 

Anyways, just curious, how would you go about doing the stat increase guide? As far as I know, stat gains are erratic and follow patterns according to certain level ranges (e.g. Dark Crystal has pretty crappy HP gains and good Atk gains in the beginning, but they switch after leveling a bit). Does your guidebook say anything about that?

 

Also, if I have access to one of the 20 monsters, maybe I can help you with those.

Edited by Sendoh

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Guest Plattym3
Ah. I was the one who posted the Orb Dungeon info on GameFaqs. I didn't try out the four elemental orbs individually though.

 

Anyways, just curious, how would you go about doing the stat increase guide? As far as I know, stat gains are erratic and follow patterns according to certain level ranges (e.g. Dark Crystal has pretty crappy HP gains and good Atk gains in the beginning, but they switch after leveling a bit). Does your guidebook say anything about that?

 

Also, if I have access to one of the 20 monsters, maybe I can help you with those.

D'OH, well thanks for the orb dungeon info. I tried one of the elemental orbs but the guy told me they only work with all four. I don't know what the guide says, as it's in Japanese, all I can understand are the pictures. Apparently, the guide book ranks each monster on a scale of 1 to 10 for each stat. The English DWM2 guide did this in a similar fashion. Here's one picture I scanned from the Japanse guidebook.

 

73334377zi1.jpg

 

So, for this monster, I'd give it the following ranks

Level: 8 (translates to really leveling up quickly, 1 is dead slow)

HP: 7

MP: 2

ATK: 7

DEF: 7

SPD: 2

WIS: 5

 

I finally finished writing down all the information today, now I just need to type it in. The guidebook provides information for all monsters up to #178. I'm missing info. on #179-200 with the exception of the Dragon Lord & Durran (they're in the guide). I'm going to write a little intro. and submit it as version 0.9 on Sunday.

 

Next, I'm going to try out with a ton of monsters to see exactly what an HP rank of 7 means (does it increase ~14 each level or what) and so on. That'll probably take quite a while. After that I'll breed myself those last 19 or so monsters and try to come up with some approximate numbers for their stat increases. The breeding of the monsters actually may not be that bad. I got codes for Caravan Heart here and used a bunch of hex numbers to finally get all the hearts I needed for my other guide (see the codes for monster heart positions). I should have taken the time back then to write down which hex code goes with which monster. I'll have to do that so I can get the specific hearts I'll need to breed those 19 or so monsters.

 

Do you know if GameFAQs will let me put specific code information as the hex number for each monster in one of my guides? If I'm going to write it all down for my own benefit, I might as well put it in one of my guides.

Edited by Plattym3

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Wah, those are the harder to reform monsters. Like I said, even the stat ranks are ambiguous because stats increases may be godly for earlier levels, but pathetic in the later levels, and vice-versa. At any rate, I think I'll be able to help you with Master Dragon (reforming a +99 Celestial Beast takes quite some time). Stats increase are in order of LV/HP/MP/ATK/DEF/SPD/WIS

 

2/14/18/12/18/5/13

3/14/18/12/18/4/14

4-5/14/19/12/19/4/14

6/14/19/12/19/3/14

7/14/18/12/18/3/13

8-9/14/18/12/18/2/13

10/14/18/11/18/2/13

11-13/13/18/11/18/1/12

14-15/13/18/11/18/1/11

For the levels after that, it is quite safe to assume that they only undergo minor decreases. Leveling is quite slow. Tell me if you need levels after that.

 

Also, both Dragon Orb and Metal Orb unlocks 7 floor dungeons that have Dragon Lord and Gold Slime at the end respectively, as bosses. They drop their hearts after defeat. Metal Orb is special. It only lasts for the period of time when you are in the dungeon (meaning if you exit, it will disappear) and if I remember correctly, it is full of metal monsters.

 

Anyways, regarding the hex, it's probably used for cheat codes so maybe it should be submitted in the cheat codes section. But

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Thanks for the info on Master Dragon. I'll have to play around with monsters to see who has similar stats so I can rate it. Most of the rest of the monsters won't be hard to reform once I can plug in any heart at will.

 

I read today that GameFAQs doesn't accept game cheat codes to their "cheats" sections as they're copyrighted by Action Replay, Game Shark, or whoever. But, I think I'll submit the hex keys because they're just a memory location inside the game itself, probably not specific to the codes I'm using. I can tell that Chroma must have used them to some degree when making his reformation guide (that's only up to Slimes so far) because his list of monsters 1-200 is the exact order of the hex codes (there are some blanks along the way though), not the order I've taken which is from the monster book in-game.

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Guest Plattym3

Uh, I kinda just did random reforming or went for a specific one that I wanted at the end without bothing to worry about the ones along the way. It's really hard to pick a HORRIBLE monster. Just keep trying to get their rank up (D, C, B, A, S) each time (d'oh, am I thinking Joker here or did CH have it too?)

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Wow. I was looking online for Caravan Heart info and this topic came up. I have almost zero memory of doing this hahaha. I'll have to search around on my computer and see if I even have this information still.

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Here we are 5 years later... WHAT THE HELL, I had a Caravan Heart guide book!?  Maybe Guest Plattym3 & I are two different people?

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6 hours ago, Plattym3 said:

Here we are 5 years later... WHAT THE HELL, I had a Caravan Heart guide book!?  Maybe Guest Plattym3 & I are two different people?

I see the ol' memory hole had a cave-in. Nice find!

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