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I. Introduction
II. Updates/Revisions
III. Game Basics
   A. Game Menu
   B. Game Controls
   C. Monsters
   D. Traits
   E. Battle Systems
IV. Walkthrough
Event 1-5, 6-1213-2223-29
V. Raising Guide  1, 2, 3, 4
VI. Story Events Event 1-8,   9-1718-30
VIII. Credits

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Monster Rancher Advance 2 FAQ/Walkthrough.

By: Mad Monarch Gyl

Raising Guide

This raising guide will be focused to get as much stats as you can for the entirity of your monster's career. Anywa the raising guide is divided into the state of monsters so here we go:

I suggest you try out your own method first as for this parts it's solely for beginners and newbies. I'll write a very separate. The whole plan may change if you're owning a Gem/Cup since they may relieve/take away stress and fatigue automatically.

NOTE # 2:
Battling or entering Tourneys as well as paying for a Sparring Match is up to you. Just do this for sequence if you'll be doing any of the two then just try to adjust to the training method:

Battling: Rest-Enter Tourney-Rest
+ Resting Before a tourney is necesary to avoid getting a ????? or a Foolery when battling. Battling gives you a fairly decent amount of stats, money and fame as well and it's your call on when would it be. Also, a tourney is much like a hard drill and one light drill so it means a lot of fatigue and stress in there so rest up the following week.

Sparring: Spar-Rest
+ Sparring should always be taken during the first week. This is to not avoid the feeding time. Feeding your monster greatly adds points on its reliance and to it's build. This also has a little addition to it's fatigue or stress recovery. Resting the following week is a must. Take a Stress or Fatigue reliever if necessary.

NOTE 3: Having a certain Cup/Pot/Gem makes the items optional so I suggest aiming for them first and once you've got them all you can train your monster a lot easier without using any more items.

LD/Light Drills - Those who don't need monster coaches
HD/Hard Drills - Those who requires monster coaches.
Rest - Rest for the whole week you can use anything if there isn't anything specified like a starprun or something.
# to # - They are the supposedly result of your monster training and the Great stat acquisition not included.

* - Using any Gems/Cups that relieves stress and fatigue is not included in the plan. They may be specified if it's necessary.

Baby Monster (Just regenerated)
Scoring: 4 to 5 on Light Drills

A baby monster would mostly fail on most drills so during this time you should be saving often as you should be regularly. During this stage you should follow this uh... diet plan >.<

Food to be taken - Anything your monster likes. This should be a great way to start scoring on the loyalty/reliance of your monster this also allows your monster to go through drills on a higher success rate. All of this should simply be light drills.

1st week - Light Drill (Oily Oil if necessary)
2nd week - Light Drill
3rd week - Rest
4th week - Light Drill

Explanation: This is merely a patern of Drill-Drill-Rest-Drill and could be taken not necessarily like the week suggestion. I purposely put the 'Rest' Week on the third to not wast a week of Rest if you'll be competing on the Official Cup though it's your call. Light Drill should be the only option when they're still young. Just keep in mind that during this Light Drills you should be scoring 4 or 5 points (Great! score not included) The 'Oily Oil' usage at the middle of 3 drills in succession is optional. Just refer to what Holly would say. An Oily Oil is much like a 1/6 Rest so it's a great way to not put your monster into stress early on.

  Monster Rancher Advance 2


Monster Rancher Advance 2

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