Because there are several existing FAQs on the Monsterseed game, I'll only point out stuff that is wrong or missing in the others: - Maximum 20 seeds shown on screen; scroll to see others. - Maximum 20 solutions shown on screen; scroll to see others. Any number can be used on one seed when hatching it. Press the Square button to add/remove one, X button to finish. You can also press the Circle button, even though it isn't shown, to remind you what any solution does. - There are supposed to be 97 monsters in the game, according to the back of the case. So far, I've only found 96; I suggest you follow the link from www.gamefaqs.com to the codes site for two really useful button combinations. One of them lets you buy "all" monsters at the store. Unless they count people, I see only 96. - Has anyone gotten the "all items" code to work? I've tried it in both stores and in combats and nothing happens! - When Daniel walks into the Town Square, he may manage to step on a pigeon! - You can sometimes trap rats in the corners of rooms, where they will squeak away at you. They will also try to run away. - Monsters will do their Ultimate Magic during any battle where they get a chance to act before their time (Life Span) runs out. Can happen against just monsters - there doesn't have to be another Ruler in the fight. Had one monster that appeared when called, then said that time was up and vanished. May have been because it had no magic attacks though. - Acorn (Johnny) and his bunny buddy tell you something about Ultimate Magic and Life Span. They say using Monster Items will decrease Life Span. This happened (for me) just after giving the Blue Necklace to the girl. They also mention a Status Break if you use too many items on a monster, but I haven't seen that. - You can attack enemy (and friendly!) monsters while they are still in the "ball of light" stage, but you have to kill them to prevent appearance. Your monsters and enemy monsters seem to ignore these, since all it does is waste time attacking. Only do this if you have nothing better to do, or if you suspect the enemy Ruler will run out of monsters. - I have an Excel 97 spreadsheet for the eggs & temperatures, and a list of all the known monsters. There was some conflict between the other FAQs, but so far I've tested eggs 1 through 7, 9 through 11, and 44 very thoroughly: - Solutions don't seem to alter what type of monster is hatched. - Solutions can make a lot of difference on the stats of the monster that does hatch. - Haven't yet seen a egg that didn't hatch. - Egg #4, temperature 5 is Pire, NOT Bablow. - Stats for hatched monsters are random, as much as 50% range between low and high values (see below). - I therefore can't tell you anything about what the Solutions do, but I try to use them anyway, assuming that they do good things for what they have in their description. - Have seen instances where a Call didn't work; the monster just flickered and disappeared, although nobody attacked it! - Sunsoft is out of business and their website has gone away. There was nothing useful there anyway. - The early (#1 to 6) seeds sell for 10, hatched monsters for 1270, so ALWAYS hatch an egg and sell the monster if you want to make money. Monsters bought at the store will sell for 1/2 price. - The 8 elements are: Fire Water Ice Electric Gas Sound Light Acid. - There is a bug in the display of range for an attack or spell while showing status for a monster that has multiple attacks. The range shown will not change on the screen, even if it should, when you use the left/right buttons on the D-pad, unless you move down and back up as well. - A "Fin Resua" item will remove the "apparent death" condition by restoring your "downed" monster to at least 1 HP and MP. To restore it to prime condition, use a Fenix Wing item. - If Daniel gets the Madness condition during combat, and you have no monsters that can cure him, he runs around out of your control until the combat ends. - The "Count" column on the saved game list is apparently related to how many fights you've had at the ring in the town. It's not an exact count, but I got it up to 12. - I saw nothing special happen after defeating all the Rulers listed for the "Monster Fighting Ring", except that the "Beast Fighting Arena" is now closed. Bad continuity in the translation, guys! - When the Town Chief gives you the key to the warehouse, you also get 8,000 as a down payment on the reward. Around this time, the Department Store will expand their list of items sold. - Names of hatched monsters are random, and include famous people, French names, and some strange ones. I haven't yet seen the same name on different monsters, but you can randomly get the same name for the same type of monster (although the stats will be different). - Call speed seems to be: Quite Slow, Normal, Quite Fast, Fast. I haven't seen "Slow" yet. - Character seems to be: Cowardly, Lazy, Selfish, Normal, Unforgiving, Determined. This affects how quickly the monster will give up following your initial instructions and do nothing, or even run back to you and ask to be recovered. Doing "Instructions" during your turn should keep problem monsters on track. - Based on trying seed #6 at temperatures 1, 2 and 9 (Agroo) many times, the various stats are very random. A monster that you buy has "normal" stats. For example: - Life Force (LF): (monster's HP) 23 to 43, normal 22 - Spiritual Strength (SS): (monster's MP) 18 to 43, normal 18 - Battling Defense (BD): (strike defense) 9 to 25, normal 6 - Spiritual Defense (SD): (magic defense) 19 to 41, normal 17 - Agility (AG): (?dodging?) 8 to 24, normal 5 - Power of Action (PA): (?movement?) 22 to 41, normal 21 - 8 elemental resistances, from 5 to 36, normal 5 to 14 - attacks don't change name, or # frames used, but Battling Strength does change, probably adjusted by AG or PA? - spells don't change name, MP used, or # frames used, but Spiritual Strength (?) does change, probably adjusted by SS or PA or some elemental modifier - In general, stats are really high or really low together, except for Call and Character. For instance, all the high stat values above came from one case which was Normal/Normal, while the one with all the low values was Fast/Determined, and all the others were Quite Fast/(Lazy, Normal or Determined). - So, it seems ANY monster you hatch will be better than one that you buy. Except for possibly Call and Character. - Monsters bought at the store give you no information in the Monster or Seed books. If you use the "all monsters" code, you can even see the Rulers you fight in the Arena and dungeons! (They're all 9000, regular monsters are 100 to 5800.) - Because you (Daniel) don't get any better as the game progresses, it's all in what Eggs you have and the solutions you throw at what you hatch. And a little bit in how much money you have, and are willing to throw into battle as items for healing & status recovery. - Get Eggs #1 through 6 from exploring the Len Bal Castle (first dungeon) and grade E through C combats at the Arena in town. - Get one each of Eggs #44 and 49 as a reward for completing the first dungeon (rescuing Mao). - Get Eggs #7, 9, 10 & 11 & ??? from exploring the Jedes Mine (second dungeon), before you cross the bridge. - Get Eggs #19 & ??? from exploring Jedes Mine beyond the bridge. I got #20 from a Class A fight at the Ring, but it says Jedes Mine. - Don't quote me on this, but if somebody gets all 96 monsters, see if that bird on the counter in the shop still shakes head "no"? And I don't mean by just buying them - hatch them all! - The text on the back of the game case says there are 97 monsters and over 50 seeds, so far I can see only 96 and 50. It also says something about "set of 5 different characteristics" for each monster, but that makes no sense. Pete Karsanow - p.karsanow[AT}sbcglobal{DOT)net http://www.geocities.com/hentaihelper/p_rpgame.htm