Ambition of the SLIMES

Ambition of the SLIMES

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Ambition of the Slimes - Strategy Guide
By dalehoffman74
This is an expert level strategy guide for Ambition of the Slimes including: Overviews for scenarios and challenges. Detailed descriptions and strategies for all slimes and enemies. Page after page of battle tactics. Steam achievements overview and a guide to all endings. Also there are many pieces of trivia for slimes fans to enjoy. Spoilers!
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Scope
This document is intended to be a strategy guide for Ambition of the Slimes on Steam. It is primarily designed for people who may be struggling to complete the game. A secondary purpose is to be a quick reference for tactics and strategies. Finally, this document is intended for slimes fans of all skill levels to learn more about the game.

This is not a walkthrough. The walkthrough on the GameFAQs site for the 3DS and Switch versions is more than 97% useful for the Steam version. If you need a walkthrough, I recommend referring to the 3DS and Switch walkthrough on the GameFAQs site for some map-specific strategies.

This guide provides expert level detail about all aspects of Ambition of the Slimes. If you do not like spoilers, I recommend trying to complete everything yourself before consulting this guide.
About Ambition of the Slimes
Ambition of the Slimes is a turn-based strategy adventure of high difficulty, with old-school graphics, mild RPG elements, and a somewhat grotesque story progression.

This game was first introduced for Android and iOS with somewhat complex RPG elements, and a gem application system which affected character stats and game progression. The software fell into obsolescence with the continuous updating of Google and Mac operating systems, and is no longer available for those platforms. I have not been able to find any information around why Ambition of the Slimes is no longer available on Playstation Vita.

Ambition of the Slimes was later reworked for the Nintendo 3DS along with some major changes. Some RPG elements and other game features were simplified. Graphics and other aspects also were modified. Selectable difficulties were added. This redesign of Ambition of the Slimes allowed it to be marketed to a wider audience, not only to various countries around the world, but to people of different skill levels, and even to younger players.

It was later made for Nintendo Switch and Steam with some minor changes. The most obvious change on the Switch version was the addition of a bonus area. The Switch version is not as polished as the 3DS and Steam versions, with some minor glitches and errors, but these anomalies on Switch do not reduce the enjoyment and overall game experience.

There is another Altairworks game available on Switch called Slime Tactics which features themes, elements, and characters similar to Ambition of the Slimes--the greatest difference being that tactical approach takes place in real-time as opposed to the turn-based strategy in Ambition of the Slimes. Although it is another excellent slimes game, Slime Tactics is not a direct sequel to Ambition of the Slimes.

Altairworks is has a direct sequel to Ambition of the Slimes in development at the time I am writing this (January 2022). Plans could change, but the game developer's Twitter profile @Altairworks says they plan to release the sequel in 2022.
Special Thanks
Much thanks to Anthony Nelson (GameFAQs user name ANelson). Anthony was the first person on GameFAQs to share an in-depth study (mini-guide) for Ambition of the Slimes. You can find this guide on the GameFAQs board archives for the 3DS version. I was frustrated and stuck, and Anthony's mini-guide was useful for me to know which rare slimes to grind for. That mini-guide got me back into the game. After many months, I completed all 275 events. Most information in this document is from my own original research, and the sections taken from Anthony's mini-guide will be credited to Anthony. Anthony's mini-guide needs to be recognized, as it was influential in my approach to mastering this game. Thank you, Anthony, for taking the time to write that mini-guide.
Game Progression Overview
Each area in Ambition of the Slimes includes multiple events. Each event initially includes 1 scenario. The scenario is the "main quest" and may be completed on any of 3 difficulties: easy, normal, or hard. Upon completing the scenario on any difficulty, you will attract 1 of multiple slimes according to the percentage table on the intro card. The scenario difficulty has no effect on the type of slime you may attract. Also, the story is the same regardless of difficulty selected.

The only difference with the difficulty is the amount of experience earned upon winning the battle. Clearing scenario easy earns 1x experience, scenario normal 2x experience, and scenario hard 3x experience. There is no penalty for losing a battle.

The amount of experience earned for victory depends on many elements including the number of enemies, enemy levels, and the level of the deployed slime that is earning the experience. Maximum experience earned for any 1 slime per battle is 500. Slimes increase by 1 level every 100 experience points earned. All slimes receive a 5 HP bonus for each level up, and also may receive various other bonuses according to the specific type of slime and according to the level number achieved. See Slimes section for more information.

Clearing the scenario on any difficulty generally unlocks 1 or 2 new events, and also unlocks a series of special challenges for that event.

The scenario and challenge overviews are a quick reference for the slimes you may attract for clearing each battle, as well as what changes with the difficulty selection. For a walkthrough which is better than 97% useful for the Steam version of Ambition of the Slimes, refer to the 3DS and Switch guide posted on the GameFAQs site.
Tutorial
You begin the game with 1 Little Slime. A single slime will not be strong enough for a successful start to your adventure. Before you can begin the main adventure, you must first complete the tutorial. This is played in 3 parts, each with advancing lessons. Each lesson completed will allow you to add 1 slime to your party.
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>>>>>Tutorial Level 1
Tutorial clear: Little Slime 100%

The tutorial is thorough and will explain every concept necessary to win this battle. It is a simple battle, because your goal here is to learn the most basic aspects of the game:

1. Basic controls
2. Movement range and strategic unit placement
3. The claim command and its necessity
4. The attack command
5. How to win a battle (claim or eliminate all enemy units)

You can replay Level 1 until you feel comfortable with the disciplines listed above.

After clearing Level 1, you will receive a Little Slime and unlock tutorial level 2.
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>>>>>Tutorial Level 2
Tutorial clear: Carrot 100% on first clear. Little Slime 100% on revisit.

Follow the tutorial to learn some intermediate strategies.

1. Elemental attack strategies in battle
2. Elemental affinity claim bonus
3. Significance of unit elevation on the map
4. Move mode in the settings menu (Normal and Fast)

There are many different types of slimes and enemies in level 2. Replay this level until you have an understanding of how water/fire/grass elements can affect strategies.

After clearing Level 2, you will receive Carrot and unlock tutorial Level 3.
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>>>>>Tutorial Level 3
Tutorial clear: Speed Slime 100% on first clear. Little Slime 100% on revisit.

The final lesson will explain the more advanced features necessary to start your adventure.

1. Enemy resistance to claiming
2. Slime (and enemy) special abilities
3. Higher strength enemies
4. Recovery flags
5. Camera controls

The main goal here is to sticky the heavy infantry and claim him. With the heavy infantry as your ally, you can easily eliminate all your enemies. After clearing Level 3, you will receive a Speed Slime and unlock Baleares Kingdom.

You can repeat the tutorials until you have an understanding of how the game plays, or to earn multiple Little Slimes. There is no penalty for losing a battle, so you may want to jump in and begin the adventure!
Scenarios 1 - Baleares Kingdom
>>>>>Baleares Kingdom: Nameless Hill
Scenario clears: Little Slime 095%, Attack Slime 005%
Easy: A farmer replaces a miner for less difficulty.
Hard: A farmer is added for more difficulty.

>>>>>Baleares Kingdom: Theives' Fort
Scenario clears: Little Slime 090%, Teleport Slime 010%
(Warp Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 4 slimes instead of 3 for less difficulty.
Hard: A male thief is added for more difficulty.

>>>>>Baleares Kingdom: Road to the Castle
Scenario clears: Little Slime 070%, Carrot 015%, Guard Slime 015%
Easy: A swordswoman is removed for less difficulty.
Hard: A miner is added for more difficulty.

>>>>>Baleares Kingdom: Baleares Castle
Scenario clears: Little Slime 075%, Carrot 020%, Winged Slime 005%
(Winged Slime 100% on first visit or if you don't have one.)
Easy: A swordsman replaces a heavy infantry for less difficulty.
Hard: An archer is added for more difficulty.
Scenarios 2 - Church Territory
>>>>>Church Territory: Border Checkpoint
Scenario clears: Little Slime 065%, Melty 025%, Attack Slime 010%
(Melty 100% on first visit or if you don't have one.)
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: An archer is added for more difficulty.

>>>>>Church Territory: Forest of Ghosts
Scenario clears: Little Slime 045%, Carrot 045%, Teleport Slime 010%
(Teleport Slime 100% on first visit or if you don't have one.)
Easy: A miner is removed for less difficulty.
Hard: A male thief is added for more difficulty.

>>>>>Church Territory: Trial Mountain
Scenario clears: Carrot 040%, Little Slime 040%, Anti-Magic Slime 020%
(Anti-Magic Slime 100% on first visit or if you don't have one.)
Easy: A thief replaces a martial artist for less difficulty.
Hard: A miner is added for more difficulty.

>>>>>Church Territory: Girl's Village
Scenario clears: Little Slime 040%, Magic Slime 040%, Anti-Magic Slime 020%
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A miner is added for more difficulty.

>>>>>Church Territory: Magic City Mallorca
Scenario clears: Little Slime 040%, Magic Slime 030%, Hermes 030%
(Hermes 100% on first visit or if you don't have one)
Easy: You can deploy 6 slimes instead of 5 for less difficulty.
Hard: A swordsman is added for more difficulty.

>>>>>Church Territory: Tower of Ordeal
Scenario clears: Anti-Magic Slime 035%, Magic Slime 035%, Teleport Slime 030%
(Metal Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 6 slimes instead of 5 for less difficulty.
Hard: A golem is added for more difficulty.
Scenarios 3 - Galicia Republic
>>>>>Galicia Republic: Cliff Road
Scenario clears: Speed Slime 050%, Little Slime 048%, Metal Slime 002%
(Divide Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A sniper is added for more difficulty.

>>>>>Galicia Republic: Twin Bridges
Scenario clears: Little Slime 070%, Peavy Slime 028%, Metal Slime 002%
(Peavy Slime 100% on first visit or if you don't have one.)
Easy: The female martial artist is removed for less difficulty.
Hard: A kunoichi is added for more difficulty.

>>>>>Galicia Republic: Mine
Scenario clears: Little Slime 070%, Teleport Slime 028%, Metal Slime 002%
(Guts Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A miner is added for more difficulty.

>>>>>Galicia Republic: Trading City Vigo
Scenario clears: Little Slime 070%, Peavy Slime 028%, Metal Slime 002%
(Reach Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A heavy infantry is added for more difficulty.

>>>>>Galicia Republic: Galicia Fortress
Scenario clears: Attack Slime 035%, Guard Slime 030%, Magic Slime 035%
Easy: A swordswoman replaces a heavy infantry, and you can deploy 7 slimes instead of 6 for less difficulty.
Hard: 2 artillery units are added and a sniper replaces a gunman for more difficulty.

>>>>>Galicia Republic: Republic Capital
Scenario clears: Attack Slime 040%, Guard Slime 040%, Reach Slime 020%
(Sticky 100% on first visit or if you don't have one.)
Easy: A swordswoman replaces a panzer, a kunoichi is removed, and you can deploy 7 slimes instead of 6 for less difficulty.
Hard: A panzer is added and a ninja replaces a swordsman for more difficulty.
Scenarios 4 - Canarias Islands
>>>>>Canarias Islands: Battle on the Sea
Scenario clears: Warp Slime 060%, Little Slime 020%, Speed Slime 020%
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A swordsman is added for more difficulty.

>>>>>Canarias Islands: Canarias Harbor
Scenario clears: Melty 040%, Winged Slime 030%, Carrot 030%
(Sun Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 5 slimes instead of 4 for less difficulty.
Hard: A gunman is added for more difficulty.

>>>>>Canarias Islands: Road to the Volcano
Scenario clears: Teleport Slime 050%, Carrot 025%, Guard Slime 025%
Easy: You can deploy 6 slimes instead of 5 for less difficulty.
Hard: A kunoichi replaces a swordswoman for more difficulty.

>>>>>Canarias Islands: Fort of Canarias
Scenario clears: Melty 050%, Divide Slime 040%, Sun Slime 010%
Easy: The panzer is removed for less difficulty.
Hard: A female martial artist is added for more difficulty.

>>>>>Canarias Islands: Cave of Lava
Scenario clears: Little Slime 050%, Peavy Slime 040%, Heavy Peavy 010%
(Neo Teleporter 100% on first visit or if you don't have one.)
Easy: A gunman replaces a green monster, and you can deploy 7 slimes instead of 6 for less difficulty.
Hard: A sniper is added and a panzer replaces a swordsman for more difficulty.
Scenarios 5 - New Continent
>>>>>New Continent: Port Town of Valoi
Scenario clears: Magic Slime 050%, Anti-Magic Slime 035%, Wizard Slime 015%
Easy: The thief is removed for less difficulty.
Hard: A swordsman is added for more difficulty.

>>>>>New Continent: Europa Desert
Scenario clears: Little Slime 050%, Attack Slime 025%, Guard Slime 025%
(Irregular 100% on first visit or if you don't have one.)
Easy: You can deploy 6 slimes instead of 5 for less difficulty.
Hard: A male martial artist is added for more difficulty.

>>>>>New Continent: Oasis
Scenario clears: Anti-Magic Slime 050%, Magic Slime 040%, Metal Slime 010%
Easy: You can deploy 7 slimes instead of 6 for less difficulty.
Hard: A swordswoman is replaced with a martial artist, and a male thief is replaced with a swordsman for more difficulty.

>>>>>New Continent: Castle Gate
Scenario clears: Guard Slime 050%, Defender 025%, Peavy Slime 025%
Easy: A swordswoman replaces a Valoi guard, and a swordsman is removed for less difficulty.
Hard: A swordsman is replaced with a heavy infantry, and a swordswoman is replaced with a female martial artist for more difficulty.

>>>>>New Continent: Valoi Castle
Scenario clears: Attack Slime 050%, Attacker 025%, Sun Slime 025%
Easy: you can deploy 7 slimes instead of 6 for less difficulty.
Hard: A heavy infantry is added for more difficulty.
Scenarios 6 - Lancaster Region
>>>>>Lancaster Region: River on the Border
Scenario clears: Carrot 040%, Winged Slime 020%, Metal Slime 20%
(Invisible 100% on first visit or if you don't have one.)
Easy: A gunman is removed for less difficulty.
Hard: A swordsman is replaced with a heavy infantry for more difficulty.

>>>>>Lancaster Region: Lancaster Forest
Scenario clears: Magic Slime 050%, Wiz Slime 025%, Sun Slime 025%
Easy: A swordswoman replaces the female sage for less difficulty.
Hard: You can deploy 6 slimes instead of 7 for more difficulty.

>>>>>Lancaster Region: Snowy Road
Scenario clears: Teleport Slime 050%, Warp Slime 035%, Winged Slime 015%
Easy: You can deploy 7 slimes instead of 6 for less difficulty.
Hard: A thief is replaced with a swordswoman for more difficulty.

>>>>>Lancaster Region: Lancaster City
Scenario clears: Metal Slime 050%, Wiz Slime 025%, Defender 025%
Easy: You can deploy 8 slimes instead of 7 for less difficulty.
Hard: A knight is replaced with a sage for more difficulty.
Scenarios 7 - Witch Forest
>>>>>Witch Forest: Tower of Sages
Scenario clears: Anti-Magic Slime 050%, Magic Slime 030%, Wiz Slime 20%
(Invalidation 100% on first visit or if you don't have one.)
Easy: You can deploy 7 slimes instead of 6 for less difficulty.
Hard: A swordsman is replaced with a golem for more difficulty.

>>>>>Witch Forest: Deep Into Forest
Scenario clears: Anti-Magic Slime 060%, Sticky 020%, Melty 20%
(Anti-Magic Slime 100% on first visit or if you don't have one.)
Easy: You can deploy 7 slimes instead of 6 for less difficulty.
Hard: A female martial artist is added for more difficulty.

>>>>>Witch Forest: Grand Hall in Cave
Scenario clears: Divide Slime 060%, Winged Slime 020%, Metal Slime 20%
(Goddess' Hand 100% on first visit or if you don't have one.)
Easy: You can deploy 7 slimes instead of 6 for less difficulty.
Hard: A heavy infantry is added for more difficulty.

>>>>>Witch Forest: Queen of Witches
Scenario clears: Wizard Slime 040%, Speed Slime 030%, Carrot 30%
Easy: The queen, witch, dragon knight, green monster, and 3 hollow slimes are 1 or 2 levels lower in strength for less difficulty.
Hard: A blue asmodian is added for more difficulty.
Challenges 1 - Baleares Kingdom
>>>>>Baleares Kingdom: Theives' Fort
Challenge Level 1 clear: Little Slime 50% Guard Slime 40%, Reach Slime 10%
Challenge Level 2 clear: Little Slime 20% Guard Slime 50%, Reach Slime 20%
Challenge Level 3 clear: Little Slime 20% Guard Slime 40%, Reach Slime 40%
Challenge Level 4 clear: Hermes 20%, Guard Slime 40%, Reach Slime 40%
Challenge Level 5 clear: Neo Teleporter 20%, Hermes 40%, Reach Slime 40%

Theives' Fort: Challenge Level 1
Isabella the boss thief has returned, and she brought her kunoichi friend with her.

Theives' Fort: Challenge Level 2
An archer is added for more difficulty.

Theives' Fort: Challenge Level 3
A ninja is added for more difficulty.

Theives' Fort: Challenge Level 4
The archer and ninja are removed, but you may deploy only 2 slimes instead of 3.

Theives' Fort: Challenge Level 5
The archer and ninja are added again, and you still may only deploy 2 slimes.

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>>>>>Baleares Kingdom: Road to the Castle
Challenge Level 1 clear: Little Slime 40%, Guard Slime 30%, Speed Slime 30%
Challenge Level 2 clear: Little Slime 20%, Guard Slime 40%, Speed Slime 40%
Challenge Level 3 clear: Guard Slime 40%, Speed Slime 40%, Divide Slime 20%
Challenge Level 4 clear: Divide Slime 35%, Guard Slime 35%, Speed Slime 30%
Challenge Level 5 clear: Goddess' Hand 25%, Guard Slime 40%, Guard Slime 35%

Road to the Castle: Challenge Level 1
Farmers and miners are no longer using the road because of the slimes. Only strong travelers use the road now. Instead of the heavy infantry being at the rear, they are now situated on the front line for battle.

Road to the Castle: Challenge Level 2
A heavy infantry is added for more difficulty.

Road to the Castle: Challenge Level 3
An archer is added for more difficulty.

Road to the Castle: Challenge Level 4
A sorceress is added for more difficulty.

Road to the Castle: Challenge Level 5
The enemy number and types are the same, but you may deploy only 3 slimes instead of 4.

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>>>>>Baleares Kingdom: Baleares Castle
Challenge Level 1 clear: Melty 30%, Warp Slime 50%, Carrot 20%
Challenge Level 2 clear: Super Melty 20%, Warp Slime 70%, Carrot 10%
Challenge Level 3 clear: Super Melty 40%, Carrot 40%, Peavy Slime 20%
Challenge Level 4 clear: Super Melty 50%, Carrot 20%, Peavy Slime 30%
Challenge Level 5 clear: Super Melty 60%, Carrot 20%, Peavy Slime 20%

Baleares Castle: Challenge Level 1
King Baleares has returned to the castle and has brought strong allies with him.

Baleares Castle: Challenge Level 2
There are no easily claimable enemies in this challenge-- only Baleares and 1 heavy infantry.

Baleares Castle: Challenge Level 3
For more difficulty, the enemies from challenge level 1 have returned, and 4 archers are added and are perched on the walls.

Baleares Castle: Challenge Level 4
The 4 archers on the walls are removed, but you may deploy only 5 slimes instead of 6.

Baleares Castle: Challenge Level 5
The 4 archers on the walls are added again, and you still may only deploy 5 slimes.
Challenges 2 - Church Territory
>>>>>Church Territory: Border Checkpoint
Challenge Level 1 clear: Little Slime, 25%, Winged Slime 45%, Magic Slime, 30%
Challenge Level 2 clear: Little Slime, 10%, Winged Slime 65%, Magic Slime, 25%
Challenge Level 3 clear: Teleport Slime 30%, Winged Slime 30%, Magic Slime, 40%
Challenge Level 4 clear: Teleport Slime 40%, Winged Slime 50%, Neo Teleporter, 10%
Challenge Level 5 clear: Teleport Slime 50%, Winged Slime 50%, Neo Teleporter, 20%

Border Checkpoint: Challenge Level 1
After the slimes broke through the checkpoint, the church sent stronger soldiers and magicians.

Border Checkpoint: Challenge Level 2
2 priestesses are added for more difficulty.

Border Checkpoint: Challenge Level 3
The 2 priestesses are removed, but you may deploy only 4 slimes instead of 5.

Border Checkpoint: Challenge Level 4
You still may deploy only 4 slimes, but the 2 priestesses have returned.

Border Checkpoint: Challenge Level 5
2 knights are added, and you can now deploy 5 slimes instead of 4.
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>>>>>Church Territory: Trial Mountain
Challenge Level 1 clear: Little Slime 40%, Carrot, 20%, Anti-Magic Slime 40%
Challenge Level 2 clear: Little Slime 20%, Carrot, 25%, Anti-Magic Slime 55%
Challenge Level 3 clear: Guts Slime 35%, Anti-Magic Slime 55%, Rider 10%
Challenge Level 4 clear: Guts Slime 50%, Anti-Magic Slime 25%, Rider 25%
Challenge Level 5 clear: Guts Slime 50%, Anti-Magic Slime 10%, Rider 40%

Trial Mountain: Challenge Level 1
More and more agile, cocky fighters are congregating on this mountain.

Trial Mountain: Challenge Level 2
A ninja and a golem are added for more difficulty.

Trial Mountain: Challenge Level 3
A kunoichi is added for more difficulty.

Trial Mountain: Challenge Level 4
A kunoichi is removed, but you may deploy only 4 slimes instead of 5.

Trial Mountain: Challenge Level 5
You still may deploy only 4 slimes, but the kunoichi has returned.
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>>>>>Church Territory: Forest of Ghosts
Challenge Level 1 clear: Teleport Slime 35%, Speed Slime 35%, Little Slime 30%
Challenge Level 2 clear: Teleport Slime 55%, Speed Slime 30%, Little Slime 15%
Challenge Level 3 clear: Teleport Slime 45%, Speed Slime 35%, Hermes 20%
Challenge Level 4 clear: Teleport Slime 30%, Speed Slime 30%, Hermes 40%
Challenge Level 5 clear: Super Hermes 20%, Hermes 50%, Teleport Slime 30%

Forest of Ghosts: Challenge Level 1
Now there are even more powerful and more numerous people hiding in the forest,
plotting against the evil church and blaming them for all the world's problems.

Forest of Ghosts: Challenge Level 2
A heavy infantry is added for more difficulty.

Forest of Ghosts: Challenge Level 3
A ninja is added for more difficulty.

Forest of Ghosts: Challenge Level 4
A kunoichi is added for more difficulty.

Forest of Ghosts: Challenge Level 5
Enemies are the same, but you may deploy only 4 slimes instead of 5.
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>>>>>Church Territory: Girl's Village
Challenge Level 1 clear: Magic Slime 45%, Anti-Magic Slime 45%, Wizard Slime 10%
Challenge Level 2 clear: Magic Slime 35%, Anti-Magic Slime 35%, Wizard Slime 30%
Challenge Level 3 clear: Magic Slime 25%, Anti-Magic Slime 25%, Wizard Slime 50%
Challenge Level 4 clear: Magic Slime 15%, Anti-Magic Slime 15%, Wizard Slime 70%
Challenge Level 5 clear: Magic Slime 5%, Anti-Magic Slime 5%, Wizard Slime 90%

Girl's Village: Challenge Level 1
Sayaka refuses to fix the bridge. Regardless, more and more of her friends are arriving to help her.

Girl's Village: Challenge Level 2

Girl's Village: Challenge Level 3
A priestess is added for more difficulty.

Girl's Village: Challenge Level 4
A high sorceress is added for more difficulty.

Girl's Village: Challenge Level 5
The priestess and high sorceress are removed, but you may deploy only 4 slimes instead of 5.
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>>>>>Church Territory: Magic City Mallorca
Challenge Level 1 clear: Hermes 40%, Anti-Magic Slime 30%, Speed Slime 30%
Challenge Level 2 clear: Hermes 70%, Anti-Magic Slime 20%, Sticky 10%
Challenge Level 3 clear: Super Hermes 10%, Hermes 55%, Sticky 35%
Challenge Level 4 clear: Super Hermes 30%, Hermes 25%, Sticky 45%
Challenge Level 5 clear: Super Hermes 50%, Hermes 5%, Sticky 45%

Magic City Mallorca: Challenge Level 1
The sorceresses are all gone. Only the most advanced magicians are here now.

Magic City Mallorca: Challenge Level 2
A high sorceress is added for more difficulty.

Magic City Mallorca: Challenge Level 3
A golem is added for more difficulty.

Magic City Mallorca: Challenge Level 4
The high sorceress and golem are removed, but you may deploy only 4 slimes instead of 5.

Magic City Mallorca: Challenge Level 5.
You still may deploy only 4 slimes, but the extra high sorceress and golem have returned.
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>>>>>Church Territory: Tower of Ordeal
Challenge Level 1 clear: Super Hermes 3%, Hermes 35%, Speed Slime 62%
Challenge Level 2 clear: Super Hermes 10%, Hermes 35%, Carrot 55%
Challenge Level 3 clear: Super Hermes 20%, Hermes 35%, Divide Slime 45%
Challenge Level 4 clear: Super Hermes 35%, Hermes 35%, Winged Slime 30%
Challenge Level 5 clear: Super Hermes 50%, Hermes 35%, Guts Slime 15%

Tower of Ordeal: Challenge Level 1
The number of golems is increasing and they are much stronger.

Tower of Ordeal: Challenge Level 2
A golem is added for more difficulty.

Tower of Ordeal: Challenge Level 3
A golem is added for more difficulty.

Tower of Ordeal: Challenge Level 4
A golem is added for more difficulty.

Tower of Ordeal: Challenge Level 5
A golem is added for more difficulty.
Challenges 3 - Galicia Republic
>>>>>Galicia Republic: Cliff Road
Challenge Level 1 clear: Reach Slime 30%, Peavy Slime 30%, Divide Slime 40%
Challenge Level 2 clear: Reach Slime 45%, Peavy Slime 45%, Goddess' Hand 10%
Challenge Level 3 clear: Reach Slime 40%, Peavy Slime 35%, Goddess' Hand 25%
Challenge Level 4 clear: Reach Slime 30%, Peavy Slime 30%, Goddess' Hand 40%
Challenge Level 5 clear: Reach Slime 20%, Peavy Slime 25%, Goddess' Hand 55%

Cliff Road: Challenge Level 1
Now there are stronger enemies compared to the scenario events.

Cliff Road: Challenge Level 2
A heavy infantry is added for more difficulty.

Cliff Road: Challenge Level 3
A female marital artist is added for more difficulty.

Cliff Road: Challenge Level 4
Another female martial artist is added for more difficulty.

Cliff Road: Challenge Level 5
2 sorceresses are added for more difficulty.
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>>>>>Galicia Republic: Twin Bridges
Challenge Level 1 clear: Carrot 85%, Heavy Peavy 5%, Metal Slime 10%
Challenge Level 2 clear: Guts Slime 50%, Heavy Peavy 20%, Metal Slime 30%
Challenge Level 3 clear: Heavy Peavy 35%, Guts Slime 35%, Metal Slime 30%
Challenge Level 4 clear: Heavy Peavy 50%, Guts Slime 20%, Metal Slime 30%
Challenge Level 5 clear: Heavy Peavy 65%, Guts Slime 5%, Metal Slime 30%

Twin Bridges: Challenge Level 1
The republic has sent more artillery units along with other strong forces.

Twin Bridges: Challenge Level 2
A gunman is added for more difficulty.

Twin Bridges: Challenge Level 3
A knight is added for more difficulty.

Twin Bridges: Challenge Level 4
A ninja is added for more difficulty.

Twin Bridges: Challenge Level 5
A panzer is added for more difficulty.
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>>>>>Galicia Republic: Mine
Challenge Level 1 clear: Super Melty 10%, Divide Slime 70%, Metal Slime 20%
Challenge Level 2 clear: Super Melty 25%, Divide Slime 55%, Metal Slime 20%
Challenge Level 3 clear: Super Melty 40%, Guard Slime 40%, Metal Slime 20%
Challenge Level 4 clear: Super Melty 55%, Guard Slime 25%, Metal Slime 20%
Challenge Level 5 clear: Super Melty 70%, Guard Slime 10%, Metal Slime 20%

Mine: Challenge Level 1
The republic has sent a kunoichi guard to protect the miners.

Mine: Challenge Level 2
A heavy infantry is added for more difficulty.

Mine: Challenge Level 3
A high sorceress is added for more difficulty.

Mine: Challenge Level 4
A golem is added for more difficulty.

Mine: Challenge Level 5
A panzer is added for more difficulty.
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>>>>>Galicia Republic: Trading City Vigo
Challenge Level 1 clear: Phoenix 5%, Melty 65%, Metal Slime 30%
Challenge Level 2 clear: Phoenix 15%, Melty 55%, Metal Slime 30%
Challenge Level 3 clear: Phoenix 40%, Melty 30%, Metal Slime 30%
Challenge Level 4 clear: Phoenix 50%, Melty 20%, Metal Slime 30%
Challenge Level 5 clear: Phoenix 65%, Melty 5%, Metal Slime 30%

Trading City Vigo: Challenge Level 1
The marketplace is packed full of merchants and shop girls, but the military has abandoned them.

Trading City Vigo: Challenge Level 2
The enemy number and types are the same, but you may deploy only 3 slimes
instead of 4.

Trading City Vigo: Challenge Level 3
A golem is added, and you can now deploy 4 slimes instead of 3.

Trading City Vigo: Challenge Level 4
A golem is added for more difficulty.

Trading City Vigo: Challenge Level 5
A panzer is added for more difficulty.
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>>>>>Galicia Republic: Galicia Fortress
Challenge Level 1 clear: Neo Teleporter 3%, Heavy Peavy 47%, Melty 50%
Challenge Level 2 clear: Neo Teleporter 10%, Teleport Slime 70%, Sticky 20%
Challenge Level 3 clear: Neo Teleporter 30%, Sticky 30%, Teleport Slime 40%
Challenge Level 4 clear: Neo Teleporter 45%, Sticky 45%, Teleport Slime 10%
Challenge Level 5 clear: Neo Teleporter 60%, Sticky 30%, Teleport Slime 10%

Galicia Fortress: Challenge Level 1
The fort is populated with enemies again. Now there are fewer sluggish artillery units, and agile fighters are more numerous.

Galicia Fortress: Challenge Level 2
A sniper is added for more difficulty.

Galicia Fortress: Challenge Level 3
An artillery unit is added for more difficulty.

Galicia Fortress: Challenge Level 4
A kunoichi is added for more difficulty.

Galicia Fortress: Challenge Level 5
A panzer is added for more difficulty.
------------------------------------------------------------

>>>>>Galicia Republic: Republic Capital
Challenge Level 1 clear: Rider 5%, Wizard Slime 50%, Metal Slime 40%
Challenge Level 2 clear: Rider 10%, Wizard Slime 45%, Metal Slime 45%
Challenge Level 3 clear: Rider 20%, Wizard Slime 40%, Metal Slime 40%
Challenge Level 4 clear: Rider 30%, Wizard Slime 35%, Metal Slime 35%
Challenge Level 5 clear: Rider 50%, Wizard Slime 25%, Metal Slime 25%

Republic Capital: Challenge Level 1
There are more enemies in the challenge levels, and more of the armored enemies have moved to the roof.

Republic Capital: Challenge Level 2
A panzer is added for more difficulty.

Republic Capital: Challenge Level 3
A sniper is added for more difficulty.

Republic Capital: Challenge Level 4
A heavy infantry is added for more difficulty.

Republic Capital: Challenge Level 5
A heavy infantry is added for more difficulty.
Challenges 4 - Canarias Islands
>>>>>Canarias Islands: Battle on the Sea
Challenge Level 1 clear: Little Slime 40%, Carrot 50%, Heavy Peavy 10%
Challenge Level 2 clear: Carrot 45%, Wizard Slime 30%, Heavy Peavy 25%
Challenge Level 3 clear: Carrot 40%, Wizard Slime 20%, Heavy Peavy 40%
Challenge Level 4 clear: Wizard Slime 25%, Super Melty 25%, Heavy Peavy 50%
Challenge Level 5 clear: Hermes 10%, Super Melty 30%, Heavy Peavy 60%

Battle on the Sea: Challenge Level 1
Not only is there an artillery unit on this ship, but now they have employed a magician.

Battle on the Sea: Challenge Level 2
A swordsman is added for more difficulty.

Battle on the Sea: Challenge Level 3
A knight is added for more difficulty.

Battle on the Sea: Challenge Level 4
A priestess is added for more difficulty.

Battle on the Sea: Challenge Level 5
A sniper is added for more difficulty.
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>>>>>Canarias Islands: Canarias Harbor
Challenge Level 1 clear: Guts Slime 65%, Sun Slime 30%, Phoenix 5%
Challenge Level 2 clear: Guts Slime 55%, Sun Slime 30%, Phoenix 15%
Challenge Level 3 clear: Guts Slime 40%, Sun Slime 30%, Phoenix 30%
Challenge Level 4 clear: Guts Slime 25%, Sun Slime 30%, Phoenix 45%
Challenge Level 5 clear: Guts Slime 10%, Sun Slime 30%, Phoenix 60%

Canarias Harbor: Challenge Level 1
After the slimes cleared the harbor town, more humans landed. The position of the slimes and enemies is now reversed, with the slimes on the buildings, and the humans by the docks.

Canarias Harbor: Challenge Level 2
A ninja is added for more difficulty, but you may deploy 5 slimes instead of 4.

Canarias Harbor: Challenge Level 3
The enemy number and types are the same, but you may deploy only 4 slimes instead of 5.

Canarias Harbor: Challenge Level 4
A knight is added for more difficulty, but you may deploy 5 slimes instead of 4.

Canarias Harbor: Challenge Level 5
A high sorceress is added for more difficulty.
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>>>>>Canarias Islands: Road to the Volcano
Challenge Level 1 clear: Divide Slime 45%, Speed Slime 50%, Goddess' Hand 5%
Challenge Level 2 clear: Divide Slime 30%, Speed Slime 50%, Goddess' Hand 20%
Challenge Level 3 clear: Divide Slime 35%, Winged Slime 30%, Goddess' Hand 35%
Challenge Level 4 clear: Divide Slime 20%, Winged Slime 30%, Goddess' Hand 50%
Challenge Level 5 clear: Divide Slime 10%, Winged Slime 30%, Goddess' Hand 60%

Road to the Volcano: Challenge Level 1
Again, after the slimes cleared the area of humans, more humans rushed in behind them. Now the slimes are trapped between the humans and the monsters.

Road to the Volcano: Challenge Level 2
A panzer is added for more difficulty.

Road to the Volcano: Challenge Level 3
A high sorceress is added for more difficulty.

Road to the Volcano: Challenge Level 4
The high sorceress is removed, but you may deploy only 5 slimes instead of 6.

Road to the Volcano: Challenge Level 5
You still may deploy only 5 slimes, but the high sorceress has returned.
------------------------------------------------------------

>>>>>Canarias Islands: Fort of Canarias
Challenge Level 1 clear: Magic Slime 65%, Hermes 30%, Super Hermes 5%
Challenge Level 2 clear: Attack Slime 60%, Hermes 30%, Super Hermes 10%
Challenge Level 3 clear: Guard Slime 60%, Rider 15%, Super Hermes 25%
Challenge Level 4 clear: Reach Slime 35%, Rider 25%, Super Hermes 40%
Challenge Level 5 clear: Metal Slime 15%, Rider 35%, Super Hermes 50%

Fort of Canarias: Challenge Level 1
Humans continue to chase the slimes up the mountain, but now the humans are contemplating life choices, and are ready to flee. Two Asmodians have claimed humans. If the other humans run away, the slimes will have no way to fight the Asmodians.

Fort of Canarias: Challenge Level 2
An artillery man is added for more difficulty.

Fort of Canarias: Challenge Level 3
A green lower asmodian is added for more difficulty.

Fort of Canarias: Challenge Level 4
A panzer is added for more difficulty.

Fort of Canarias: Challenge Level 5
A blue lower asmodian is added for more difficulty.
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>>>>>Canarias Islands: Cave of Lava
Challenge Level 1 clear: Carrot 50%, Melty 45%, Rider 5%
Challenge Level 2 clear: Carrot 40%, Melty 45%, Rider 15%
Challenge Level 3 clear: Carrot 40%, Super Melty 30%, Rider 30%
Challenge Level 4 clear: Carrot 20%, Super Melty 35%, Rider 45%
Challenge Level 5 clear: Carrot 10%, Super Melty 30%, Rider 60%

Cave of Lava: Challenge Level 1
The slimes enter the volcano. Inside are a large group of humans ready for battle and a small group of Asmodians plotting revenge.

Cave of Lava: Challenge Level 2
A knight is added for more difficulty.

Cave of Lava: Challenge Level 3
A green lower asmodian is added for more difficulty.

Cave of Lava: Challenge Level 4
A Canarias Asmodian is added for more difficulty.

Cave of Lava: Challenge Level 5
A blue lower asmodian is added for more difficulty.
Challenges 5 - New Continent
>>>>>New Continent: Port Town of Valoi
Challenge Level 1 clear: Teleport Slime 50%, Carrot 40%, Sun Slime 10%
Challenge Level 2 clear: Teleport Slime 40%, Carrot 35%, Sun Slime 25%
Challenge Level 3 clear: Teleport Slime 40%, Hermes 20%, Sun Slime 40%
Challenge Level 4 clear: Teleport Slime 25%, Hermes 25%, Sun Slime 50%
Challenge Level 5 clear: Teleport Slime 20%, Hermes 20%, Sun Slime 60%

Port Town of Valoi : Challenge Level 1
The first time the slimes landed here, nobody had yet heard of the ambition of the slimes. Now they are prepared, with stronger forces and greater numbers, and all in elevated positions.

Port Town of Valoi : Challenge Level 2
A sniper and a priest are added for more difficulty.

Port Town of Valoi : Challenge Level 3
A gunman and spearwoman are added for more difficulty.

Port Town of Valoi : Challenge Level 4
A Valoi guard is added for more difficulty.

Port Town of Valoi : Challenge Level 5
A Europa Asmodian is added for more difficulty.
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>>>>>New Continent: Europa Desert
Challenge Level 1 clear: Anti-Magic Slime 50%, Winged Slime 25%, Wizard Slime 25%
Challenge Level 2 clear: Anti-Magic Slime 40%, Winged Slime 30%, Wizard Slime 30%
Challenge Level 3 clear: Anti-Magic Slime 20%, Winged Slime 40%, Wizard Slime 40%
Challenge Level 4 clear: Anti-Magic Slime 30%, Super Hermes 20%, Wizard Slime 50%
Challenge Level 5 clear: Anti-Magic Slime 10%, Super Hermes 40%, Wizard Slime 50%

Europa Desert: Challenge Level 1
Positions are reversed, as a group of merchants catch up to the slimes. Strong soldiers guard this caravan, including many members of the Valoi royal guard.

Europa Desert: Challenge Level 2
A Valoi guard is added for more difficulty.

Europa Desert: Challenge Level 3
A knight is added for more difficulty.

Europa Desert: Challenge Level 4
A spearman is added for more difficulty.

Europa Desert: Challenge Level 5
A Valoi guard is added for more difficulty.
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>>>>>New Continent: Oasis
Challenge Level 1 clear: Melty 50%, Guts Slime 45%, Phoenix 5%
Challenge Level 2 clear: Melty 45%, Guts Slime 45%, Phoenix 10%
Challenge Level 3 clear: Melty 40%, Guts Slime 40%, Phoenix 20%
Challenge Level 4 clear: Melty 30%, Guts Slime 35%, Phoenix 35%
Challenge Level 5 clear: Melty 25%, Guts Slime 25%, Phoenix 50%

Oasis: Challenge Level 1
On our previous visit to water our slimes, the Europa Asmodians appeared separately from the group of humans. Now they stand amongst the humans, and are poised to claim the most powerful units.

Oasis: Challenge Level 2
A heavy infantry is added for more difficulty.

Oasis: Challenge Level 3
The enemy number and types are the same, but you may deploy only 6 slimes instead of 7.

Oasis: Challenge Level 4
A Europa Asmodian is added for more difficulty.

Oasis: Challenge Level 5
A Europa Asmodian is added for more difficulty.
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>>>>>New Continent: Castle Gate
Challenge Level 1 clear: Guard Slime 50%, Warp Slime 30%, Defender 20%
Challenge Level 2 clear: Guard Slime 30%, Warp Slime 40%, Defender 30%
Challenge Level 3 clear: Guard Slime 55%, Irregular 5%, Defender 40%
Challenge Level 4 clear: Guard Slime 30%, Irregular 20%, Defender 50%
Challenge Level 5 clear: Super Melty 20%, Irregular 35%, Defender 45%

Castle Gate: Challenge Level 1
The magicians and archers failed, so the king has now deployed the big guns. All units perched on the walls are artillery men.

Castle Gate: Challenge Level 2
A ninja is added for more difficulty.

Castle Gate: Challenge Level 3
A kunoichi is added for more difficulty.

Castle Gate: Challenge Level 4
A Valoi guard is added for more difficulty.

Castle Gate: Challenge Level 5
The enemy number and types are the same, but you may deploy only 5 slimes instead of 6.
------------------------------------------------------------

>>>>>New Continent: Valoi Castle
Challenge Level 1 clear: Attack Slime 40%, Speed slime 40%, Attacker 20%
Challenge Level 2 clear: Attack Slime 35%, Speed slime 35%, Attacker 30%
Challenge Level 3 clear: Attack Slime 55%, Irregular 5%, Attacker 40%
Challenge Level 4 clear: Attack Slime 30%, Irregular 20%, Attacker 50%
Challenge Level 5 clear: Rider 20%, Irregular 35%, Attacker 45%

Valoi Castle: Challenge Level 1
As Slimes and Asmodians invade the castle, the Valoi king has surrounded himself with more of his elite royal guards.

Valoi Castle: Challenge Level 2
A Europa Asmodian is added for more difficulty.

Valoi Castle: Challenge Level 3
A Valoi guard is added for more difficulty.

Valoi Castle: Challenge Level 4
A Europa Asmodian is added for more difficulty.

Valoi Castle: Challenge Level 5
The enemy number and types are the same, but you may deploy only 5 slimes instead of 6.
Challenges 6 - Lancaster Region
>>>>>Lancaster Region: River on the Border
Challenge Level 1 clear: Magic Slime 60%, Wiz Slime 30%, Wizard Slime 10%
Challenge Level 2 clear: Magic Slime 50%, Wiz Slime 30%, Wizard Slime 20%
Challenge Level 3 clear: Magic Slime 30%, Wiz Slime 40%, Wizard Slime 30%
Challenge Level 4 clear: Magic Slime 60%, Wiz Slime 30%, Wizard Slime 10%
Challenge Level 5 clear: Magic Slime 5%, Wiz Slime 60%, Wizard Slime 35%

River on the Border: Challenge Level 1
The slimes now have control of the elevated position, but with no claimed allies, the slimes still have no advantage. The humans approach from the other side of the river.

River on the Border: Challenge Level 2
A swordswoman is added for more difficulty.

River on the Border: Challenge Level 3
An artillery unit is added for more difficulty.

River on the Border: Challenge Level 4
A kunoichi is added for more difficulty.

River on the Border: Challenge Level 5
A Valoi guard is added for more difficulty.
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>>>>>Lancaster Region: Lancaster Forest
Challenge Level 1 clear: Speed Slime 60%, Peavy Slime 35%, Irregular 5%
Challenge Level 2 clear: Speed Slime 50%, Peavy Slime 30%, Irregular 20%
Challenge Level 3 clear: Speed Slime 30%, Hermes 35%, Irregular 35%
Challenge Level 4 clear: Speed Slime 25%, Hermes 25%, Irregular 50%
Challenge Level 5 clear: Speed Slime 20%, Hermes 20%, Irregular 60%

Lancaster Forest: Challenge Level 1
The sages of Lancaster move out ahead of the soldiers to take an offensive position against the slimes.

Lancaster Forest: Challenge Level 2
A sorceress is added for more difficulty.

Lancaster Forest: Challenge Level 3
A sage is added for more difficulty.

Lancaster Forest: Challenge Level 4
A knight is added for more difficulty.

Lancaster Forest: Challenge Level 5
A sage is added for more difficulty.
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>>>>>Lancaster Region: Snowy Road
Challenge Level 1 clear: Divide Slime 50%, Reach Slime 40%, Invisible 10%
Challenge Level 2 clear: Divide Slime 40%, Reach Slime 40%, Invisible 20%
Challenge Level 3 clear: Divide Slime 40%, Heavy Peavy 30%, Invisible 30%
Challenge Level 4 clear: Goddess' Hand 10%, Heavy Peavy 40%, Invisible 50%
Challenge Level 5 clear: Goddess' Hand 20%, Heavy Peavy 20%, Invisible 60%

Snowy Road: Challenge Level 1
On a snowy road, a sage has joined other humans in the fight, and a large group of Europa Asmodian survivors are running down the hill to claim them.

Snowy Road: Challenge Level 2
A heavy infantry is added for more difficulty.

Snowy Road: Challenge Level 3
A Europa Asmodian is added for more difficulty.

Snowy Road: Challenge Level 4
A sage is added for more difficulty, and you can deploy 6 slimes instead of 5.

Snowy Road: Challenge Level 5
A Europa Asmodian is added for more difficulty.
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>>>>>Lancaster Region: Lancaster City
Challenge Level 1 clear: Winged Slime 50%, Hermes 45%, Super Hermes 5%
Challenge Level 2 clear: Melty 40%, Hermes 50%, Super Hermes 10%
Challenge Level 3 clear: Warp Slime 40%, Hermes 40%, Super Hermes 20%
Challenge Level 4 clear: Carrot 40%, Hermes 20%, Super Hermes 40%
Challenge Level 5 clear: Sticky 30%, Hermes 10%, Super Hermes 60%

Lancaster City: Challenge Level 1
The witches have moved off to other concerns-- but they left behind more of those horrible, unclaimable monstrosities!

Lancaster City: Challenge Level 2
A sage is added for more difficulty.

Lancaster City: Challenge Level 3
A dragon knight is added for more difficulty.

Lancaster City: Challenge Level 4
A dragon knight is removed, but you may deploy only 6 slimes instead of 7.

Lancaster City: Challenge Level 5
You still may deploy only 6 slimes, but the dragon knight has returned.
Challenges 7 - Witch Forest
>>>>>Witch Forest: Tower of Sages
Challenge Level 1 clear: Guts Slime 60%, Sun Slime 30%, Phoenix 10%
Challenge Level 2 clear: Guts Slime 50%, Sun Slime 30%, Phoenix 20%
Challenge Level 3 clear: Guts Slime 30%, Sun Slime 30%, Phoenix 40%
Challenge Level 4 clear: Guts Slime 15%, Sun Slime 30%, Phoenix 55%
Challenge Level 5 clear: Guts Slime 5%, Sun Slime 25%, Phoenix 70%

Tower of Sages: Challenge Level 1
A few citizens have taken refuge in the tower. Sages and soldiers have resolved to protect the citizens, and are descending the tower to resist the ambition of the slimes.

Tower of Sages: Challenge Level 2
A kunoichi is added for more difficulty.

Tower of Sages: Challenge Level 3
A sage is added for more difficulty, and you can deploy 6 slimes instead of 5.

Tower of Sages: Challenge Level 4
A swordswoman is added for more difficulty.

Tower of Sages: Challenge Level 5
An artillery unit is added for more difficulty.
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>>>>>Witch Forest: Deep Into Forest
Challenge Level 1 clear: Warp Slime 10%, Hermes 40%, Super Hermes 50%
Challenge Level 2 clear: Warp Slime 10%, Hermes 30%, Super Hermes 60%
Challenge Level 3 clear: Warp Slime 10%, Hermes 20%, Super Hermes 70%
Challenge Level 4 clear: Rider 10%, Hermes 10%, Super Hermes 80%
Challenge Level 5 clear: Rider 5%, Hermes 5%, Super Hermes 90%

Deep Into Forest: Challenge Level 1
Traveling through the dark forest, the slimes find themselves completely surrounded by more soulless humans.

Deep Into Forest: Challenge Level 2
A knight is added for more difficulty.

Deep Into Forest: Challenge Level 3
A sage is added for more difficulty, and you can deploy 4 slimes instead of 3.

Deep Into Forest: Challenge Level 4
A martial artist is added for more difficulty.

Deep Into Forest: Challenge Level 5
The martial artist is removed, but you may deploy only 3 slimes instead of 4.
------------------------------------------------------------

>>>>>Witch Forest: Grand Hall in Cave
Challenge Level 1 clear: Attacker 45%, Defender 45%, Super Melty 10%
Challenge Level 2 clear: Attacker 35%, Defender 35%, Super Melty 30%
Challenge Level 3 clear: Attacker 25%, Defender 25%, Super Melty 50%
Challenge Level 4 clear: Attacker 20%, Defender 20%, Super Melty 60%
Challenge Level 5 clear: Attacker 15%, Defender 15%, Super Melty 70%

Grand Hall in Cave: Challenge Level 1
To reach the queen's slimy impostors, the group of authentic slimes must pass through a dangerous cave where the low order asmodians dwell-- but now there are no easily claimable humans.

Grand Hall in Cave: Challenge Level 2
A green lower asmodian is added for more difficulty.

Grand Hall in Cave: Challenge Level 3
A witch is added for more difficulty.

Grand Hall in Cave: Challenge Level 4
A green lower asmodian is added for more difficulty.

Grand Hall in Cave: Challenge Level 5
A dragon knight is added for more difficulty.
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>>>>>Witch Forest: Queen of Witches

Challenge Level 1 clear: Invisible 60%, Heavy Peavy 30%, Rider 10%
Challenge Level 2 clear: Invisible 35%, Heavy Peavy 40%, Rider 25%
Challenge Level 3 clear: Invisible 25%, Heavy Peavy 35%, Rider 40%
Challenge Level 4 clear: Invisible 10%, Heavy Peavy 30%, Rider 60%
Challenge Level 5 clear: Invisible 5%, Heavy Peavy 20%, Rider 75%

(For the Steam and Switch versions, there seems to be no way to attract a second Invalidation. In the 3DS version you can attract Invalidation here in the Queen of Witches challenge levels. I do not know if this was intentional or an error. If I find any new information about Invalidation, I will update this section.)

Queen of Witches: Challenge Level 1
Though the queen has abandoned them among mindless humans, the mindless hollow slimes innately continue with the objectives they were created for.

Queen of Witches: Challenge Level 2
A male martial artist is added for more difficulty, and he can be claimed by a hollow slime on the first enemy turn.

Queen of Witches: Challenge Level 3
A knight is added for more difficulty, and he can be claimed by a hollow slime on the first enemy turn.

Queen of Witches: Challenge Level 4
A hollow slime is added for more difficulty, and you can deploy 7 slimes instead of 6.

Queen of Witches: Challenge Level 5
The enemy number and types are the same, but you may deploy only 6 slimes instead of 7.
Endings & Images - 100% Completion
Spoilers ahead...
To achieve 100% completion for Ambition of the Slimes, you must clear all challenge levels and unlock all images in the collection screen. The path to 100% completion is paved with cutscenes for you to enjoy.

Cutscenes
--------------------
There are 4 cutscenes to view in Ambition of the Slimes.
1. Halfway- Clear the Cave of Lava scenario on any difficulty.
2. Main quest- Clear the final scenario on any difficulty.
3. Challenge Level 1- Clear all challenge level 1s.
4. Challenge Level 5- Clear all challenge level 5s.
------------------------------------------------------------

>>>>>Halfway
Clear the Cave of Lava scenario to view a mid-story cutscene which will whet your appetite for the advanced scenarios ahead. Was the unprecedented ability of the slimes to claim enemies given to them by the witches? Regardless of who ignited the ambition of the slimes-- the slimes seem to have their own objective.
------------------------------------------------------------

>>>>>Main Quest
Clear the Queen of Witches scenario to view a conclusion to the epic story of Ambition of the Slimes. After betraying the witches, the slimes soon lose their ability to claim enemies and are nearly eradicated. However, after a century of being beat down as the weakest of all monsters-- history repeats itself. The slimes regain their claim ability and we see that the mystery of Ambition of the Slimes has only just begun. How did the slimes recover that ghastly ability to claim enemies? Was it by normal process of evolution? Or are there other asmodians on the warpath? TO BE CONTINUED....
------------------------------------------------------------

>>>>>Challenge Level 1
If you have cleared at least 1 challenge level from each event in the entire game, you will see an interesting cutscene featuring a level 1 male asmodian unit, but with 999 HP. He looks like a Canarias asmodian, but his title is ???. This asmodian has noticed your skill with slimes, and he is trying contact you through your game device to recruit you to help him with some mysterious plan after a century has passed. Are those guys hatching some nevarious plot? Here are the asmodian's words:

". . . Wonderful! You've cleared the challenge level! Great!! Me? As you can
see, I'm an Asmodian in this world. I mean the game world? Ha-haha, negative.
It's not. I live here truly. I am connecting this world to your world now by
your device that you have. I need the man that can control the slimes. And you
lived up to my expectations. Thank you. Your help will be need in 100 years
time. 100 years here will pass much faster in your world. It will be time
soon... probably. Let's see again at that time, my friend! Bye!"

It looks like this game was first published in early 2015, and the sequel, if finished on schedule, will be published in 2022. That means about 7 years to us is 100 years to asmodians. The century has nearly passed, I will be there to see the unfolding mystery, and I hope all my fellow slimes fans will be there too! I assume this is referring to the Ambition of the Slimes sequel, which Altairworks is working very hard to develop at the time I am writing this guide. Note that 2 of these ??? asmodians appeared in the extra area exclusive to the Switch version....

If you ever want to see this cutscene again, you can just clear any challenge level 1 in any area.
------------------------------------------------------------

>>>>>Challenge Level 5
Clear all challenges to see one final cutscene. The same mysterious ??? asmodian again engages you. Here are his final words to you:

"You cleared all level 5s!? Are you a monster or something? Is such a thing
possible for the human intellect? No, it's impossible... I see! You are an
Asmodian too! It must be so. I was nearly deceived. My friend, how about your
world? Are you going well? You know humans are easily spoiled. You should let
them know their stupidity and weakness the same as my world.
...I think it's unnecessary worry. Because shrewd man like you are living in
your world. Then see each other again, my friend... 100 years later!"

Having watched you clear all the toughest challenges in the entire game, this time he is convinced that you are far more intelligent than a human. He has mistaken you for an arrogant asmodian, and is speaking to you as if you are an equal. Remember that asmodians do not fight each other, but that they manipulate lower races (humans and monsters) to destroy other asmodians. Are you pleased to have this asmodian speaking to you with respect? I don't know how to answer that question! Asmodians are overall too high-minded with regard to themselves. I believe that it will lead to their undoing, but maybe we will know more in the sequel. Let's keep our distance from these guys for now.

As with the challenge level 1 cutscene, you can watch the challenge level 5 cutscene again by clearing any challenge level 5 in any area.
------------------------------------------------------------

>>>>>Images
After you have cleared all scenarios and challenges, if you want to 100% complete Ambition of the Slimes, you will need to unlock all images on the collection screens.

To unlock all the slime images, simply add one of each type of slime to your party at least once.

If you have completed all scenarios and at least 1 challenge on the "Thieves' Fort", you will have unlocked all normal images for each enemy. However, every meltable unit has 3 images to
unlock-- normal, underwear, and naked.

Here is a checklist of all enemies with alternate images:

Farmer
Miner
Thief (male)
Thief (female)
Isabella
Merchant
Girl
Swordsman
Swordswoman
Knight
Heavy Infantry
Sorceress
High Sorceress
Priest
Priestess
Ninja
Kunoichi
Martial Artist (male)
Martial Artist (female)
Archer
Gunman
Sniper
Artillery
Galicia Panzer
Spearman
Spearwoman
Valoi Guard
Valoi King
Sage (male)
Sage (female)

The Galicia Panzer and Valoi Guard are immune to melt. On Steam, to 100% unlock all images, you will need to capture Isabella with a carryover type slime and steal equipment to unlock the underwear images for these 2 powerful enemies.

You do not have to complete an area to unlock and save an image. Simply deploy the necessary ally (Melty/Super Melty/Heavy Peavy/Isabella) along with a teleporting slime. Teleport the ally to the enemy targeted, use the melt or steal, immediately return to the main menu, and save your game. Use this method until you have unlocked the 2 alternate images for all meltable units, and you have completed your enemy collection screen.
------------------------------------------------------------

If you can clear all 5 challenges on all maps, and unlock all images, you can say you are an expert at Ambition of the Slimes-- however, you cannot say that you have mastered the game. We are allowed to have a maximum of 30 slimes, and there are 33 slimes in the game. Also you will likely carry double of your favorite slimes. Now that you have opened and cleared all events, there is even more fun to find. Now you can save your game onto all 3 save files, and keep a different mix of slimes on each save file. Go back through and attract some slimes that you did not use often, or did not use at all. After becoming familiar with all slimes, and skilled in all their abilities and uses, you can honestly say that you are the master of Ambition of the Slimes.
Slime Rarity
Slime rarity is classed from very common to very rare.

Class C: Very Common
These are easy to find, but not necessarily less useful. In general, they are found early in the adventure and might mature sooner than the less-common slimes. If these slimes are used effectively, their early maturity and special abilities can compete with the rarest slimes for usefulness.

Class B: Common
Class B slimes are are somewhat harder to meet than Class C slimes. Also, you will notice that they are generally more specialized. Most of the B class slimes have a more powerful cousin waiting to be found. Read on....

Class A: Rare
To attract the rare slimes, you will have to endure some difficult battles. Their abilities are of high value, and they will be carried into battle many times through your adventure.

Class S: Very Rare
These slimes are the elites. Not only will you need to win some tough battles to find them, you may even need to grind the same area over and over. The effort will be worth it, as the rarest slimes have highly focused abilities, and are devastating to enemies.
Slime Color & Affinity
A slime's color is generally an indicator of its elemental affinity. Purple can indicate multiple elements, but most colors are exclusive to an element.

Water- Blue, white, and purple.
Fire- Red, orange, pink, and purple.
Grass- Green, gray, brown, and yellow.
Sun- Purple
Slimes 1 - Small Slimes
Although these slimes are tiny, they should not be judged by their size. They
have special abilities that can be leveraged for a great tactical advantage in
battle.
------------------------------------------------------------

>>>>>Little Slime
Rarity Class: C
Element: Water
Level Up Bonus: Slow ability increases from 1 to 2 uses around level 10.

Strategies:

Once upon a slime- You begin the story with a Little Slime, and gain a second
Little Slime during the tutorial. Learn how to make this little slime's
abilities useful, as you will deploy it many times before you acquire the bigger
slimes.

Water those?- Though it has slow movement, Little Slime is useful early in the
adventure for stat boosts when claiming enemies with water affinity.

Ability to drop agility- Little Slime can use Slow once when young, and twice at
full maturity. This special ability acts as a drug that will hinder movement of
any enemy. When used on an enemy, their movement speed reduces to 1 for 3 turns.
Also it increases claim probability by 5 times. Enemies with claim probability
of 0% or x will slow to a speed of 1 as usual, but claim will not be affected (0
x 5 = 0). Claim probability of 1% will multiply to 5%, and 20% will become 100%
claimable. Note that empty shells under the influence of Slow behave exactly the
same as enemies with souls.

On with the slow- As Little Slime's special ability suggests, this is the one of
the slowest slimes at a sluggish speed of 2-- and its speed does not increase
with growth.

Teamwreck- Little Slimes slow ability and Sticky's sticky ability do not mix.
The slime that uses its ability second will cancel the malady of the first. In
other words, you cannot sticky a 000% enemy for a 001% claim and expect to slow
the enemy to multiply to 005%. The slow cancels the sticky, and the claimability
returns to 000%.

Universal dispersal- You may use Little Slime to slow any enemy, including
dragon knight and queen, even though these two are invulnerable to sticky.
------------------------------------------------------------

>>>>>Carrot
Rarity Class: C
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:

Fire fighter- Early in the game you will need this slime for stat boosts on
enemies with fire affinity.

Mighty feisty- Carrot is very agile and 5 times more likely to claim a resistant
enemy than most slimes. Enemies with claim probability of 000% or x will not be
affected. Claim probability of 1% will multiply to 5%, and 20% enemies will
become 100% claimable.

Wuzzup doc?- Consider slowing a resistant enemy with Little Slime, then claiming
with Carrot. This would bring a 001% claim to 005% to 025%. That's 1 chance in 4
to claim a highly resistant enemy.
------------------------------------------------------------

>>>>>Metal Slime
Rarity Class: A
Element: Grass
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:

Everyone's favorite punching bag- This slime develops an unusual high defense
stat. Use it as a distraction. It can take many hits-- especially in the first
half of the game. In more advanced areas, Metal Slime begins to lose its
effectiveness.

Block like a restriction- Use Metal Slime to block enemy paths in strategic
ways.

The idle idol- Monsters and humans alike are attracted to Metal Slime. Enemies
will ignore all other targets and strike the Metal Slime if they can reach it.

Camp champ- Consider teleporting Metal Slime to a flag, and just hold the
position. Enemies will crowd around it like ravenous animals for any chance to
strike it. The flag will regenerate Metal Slime's HP after every turn, making it
invincible (depending on its HP level). This is an excellent distraction, as you
may attack enemies around it, and only have to worry about counterstrikes.
While camping on a flag, try to claim resistant enemies. You will have as many
claim attempts as you need to be successful. Also use this strategy to simply
keep many enemies distracted while you are interacting with fewer enemies
elsewhere. And finally, if your Metal Slime has enough HP, you could
theoretically take down an entire army with only Metal Slime's weak counter
attacks-- though it might take a long time! Consider boosting Metal Slimes
attack/defense stats with Attacker or Defender before teleporting Metal Slime to
a flag.

Two shiny- Note that you can bring up to 2 Metal Slimes into a battle. Consider
growing 2 Metal Slimes to double the benefits of all the above mentioned
tactics.
Slimes 2A - Specialized Slimes
These slimes are all shapes and sizes. Each one has a special ability that, if
applied strategically, can pull a variety of advantages against the enemy.
------------------------------------------------------------

>>>>>Speed Slime
Rarity Class: C
Element: Grass
Level Up Bonus: Speed ability increases from 1 to 2 uses around level 10.

Strategies:

Grassroots movement- Speed Slime is acquired before the adventure starts. Use
this slime early in the game for stat boosts on enemies with elemental affinity
for grass.

Fast friends- Boost an ally's speed by 1 once, or twice when fully mature. The 2
boosts can be split between 2 allies or stacked onto one ally.

Rapid I movement- The speed boost ability can not only be used on allies, but
also on itself.

Fleet Feet Feat- Bring 2 mature Speed Slimes into battle. Your best marchers,
like Knight or Invisible, can become untouchable if you boost their speed 4
times.

The run around- Use Speed Slime's abilities to move around to the side or behind
a group of enemies for tactical flanking.

Coax folks- Use Speed Slime's abilities to lure enemies into desired locations,
or away from favored allies. You may also lure enemies around to separate them,
allowing other allies to engage fewer enemies at a time. You may also lure an
enemy away from a group of enemies, then claim the enemy so you will not be
immediately attacked by the rest of the enemy group.

Hurry down- If you boost a slime's speed, that speed boost will not carry over
to a claimed enemy.
------------------------------------------------------------

>>>>>Winged Slime
Rarity Class: C
Element: Water
Level Up Bonus: Movement speed increases from 4 to 5 around level 15.

Strategies:

Early bird- Winged Slime can overcome any terrain. It is found early in the
adventure, and will be a valuable slime for crossing water and reaching high
places.

Total Warp- Put Winged Slime to work alongside Warp Slime to overwhelm
out-of-reach enemy groups, as these 2 slimes can reach many of the same
places.

Claim-plimentary features- Not only can this slime fly, it is also relatively
fast. These 2 features can work together to ease some otherwise difficult
claims.
------------------------------------------------------------

>>>>>Sticky
Rarity Class: A
Element: Grass
Level Up Bonus: Sticky ability increases from 1 to 2 uses around level 20.

Strategies:

Step into a Slime Jam- Sticky can sticky most enemies to render them immobile
for 3 turns. In addition to common enemies, you can sticky enemy characters,
late-game enemies, and other specialized enemies including the following:
witches, hollow slimes, empty shells, Isabella, Kings, mages, all Asmodians, and
enemies claimed by other enemies. Only Dragon Knight and Queen are immune to
sticky.

Good muck charm- Enemies under the influence of sticky will become less
resistant to claiming. Enemies 000% resistant to claim will become possible to
claim at 001%. Also, you may sticky enemies with any % claimability to make them
100% claimable. This includes the heavy infantry that are only 001% claimable--
under sticky, heavy infantry will become 100% claimable! (Claimability of x will
not be affected, although they will be rendered immobile for 3 turns.)

Stick and stack- Sticky a resistant enemy, and attempt the claim with agile
slimes like Carrot and Rider. Sticky a 000% resistant enemy to open claimability
to 001%... now apply Carrot for a 5% claim, or force a 100% claim with Rider.

Claim Chowder- Sticky's tackiness is both a strength and a weakness. It can drag
down enemies, but also renders itself awkward and slow at an inexorable speed of
2.

Social dissonance- Sticky and Little Slime may appear to have similar abilities
and characteristics, but they do not coordinate. If one uses its ability on an
enemy, then the other uses its ability, the second will nullify the first. As
noted in the Little Slime section, "you cannot sticky a 000% enemy for a 001%
claim and expect to slow the enemy to multiply to 005%. The slow cancels the
sticky, and the claimability returns to 000%".

Other notes:
An enemy parasite will claim an enemy under the influence of sticky, and will
cancel the malady just as if one of your ally slimes made the claim.
Slimes 2B - Specialized Slimes
Specialized Slimes, Continued:

>>>>>Wizard Slime
Rarity Class: B
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:

Hocus Focus- Claim a magic user, including healers, and you will be able to
attack enemies or heal allies continuously without recharging. Your magic uses
are infinite.

Spell I-M-P-U-N-I-T-Y- This slime is especially effective if you can claim then
teleport the magic ally to an unreachable location. Unleash destruction on your
enemies heads and never have need to get into harms way to find a recovery flag.
Note that some enemies like ninjas and kunoichis can climb anything and walk
across water. Nimble enemies will need to be removed first.
------------------------------------------------------------

>>>>>Sun Slime
Rarity Class: A
Element: Sun
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:
Sunny side up- Sun element is superior to all others. Sun Slime is the only
slime that has affinity for all other elements. You will gain an attack and
defense boost regardless of the elemental affinity of the enemy claimed. This is
the usual 25% attack and 25% defense boost on any claim.

Partly cloudy- This slime is rarely valuable. There are some situations where
enemy movement is very random, and you don't know for sure which enemy will be
claimed until you are ready to make a claim. This is a rare scenario where Sun
Slime is useful.

Up with the rosters- Sun Slime is valuable if you are starting a new stage, and
are not sure of enemy elements. When you have learned the enemy affinities, you
will likely deploy a slime which has both the desired element as well as another
special ability.
------------------------------------------------------------

>>>>>Invisible
Rarity Class: A
Element: Water
Level Up Bonus: Movement speed increases from 4 to 5 around level 25.

Strategies:

Now you see it- This is the fastest slime, with a starting speed of 4, and a very
speedy 5 when fully mature.

Reject your elders- Invisible is especially useful in taking down sages. Become
invisible for 3 turns. Wear a sage's HP down with no risk of being attacked by
powerful magic or other surrounding enemies. Note that while Invisible is
invisible, it will receive no counterstrikes.

Trick or Treat- Become invisible and skulk through a large group of enemies
flawlessly to claim a specific enemy target within 3 turns.

Lucky Duppy- For enemies that are resistant, turn invisible, and you will have 3
chances to attempt a claim with no recourse.

Ghost and jam- If you want to delay an enemy by a tile or two, or block an enemy
altogether depending on terrain, turn invisible and park this slime in the
enemy's path. On the same strategy, you can also camp out on a flag to prevent
enemy units from recovering. Also stand on an elevated tile to prevent enemies
from attacking an ally with a height advantage.

Grave creeper- On your final turn with invisibility, you may choose to move out
of enemy range, claim an enemy, or make a final attack and possibly sacrifice
the slime.

Collateral Damage- If Invisible is positioned in the pattern of an enemy's area
attack on another ally, Invisible will take damage even though the enemy cannot
see it.

Brush up on your vanish, amigo- Any enemy that is a temporary friend under the
influence of charm, tempt, bribe, honeytrap, or order-- Even if Invisible is invisible,
if it attacks the betrayer, the betrayal will immediately end just as if a visible ally
attacked them.
------------------------------------------------------------

>>>>>Rider
Rarity Class: S
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 20.

Strategies:

Service ace- Rider multiplies the claim percentage stat for that enemy by 100.
If an enemy is even remotely claimable, Rider will wriggle down their throat in
an instant for a guaranteed claim.

Best the beasts- With the help of Sticky's special ability, Rider can claim
brutes like low order asmodians. Although the most resistant enemies may require
the help of Sticky, any unclaimed unit that does not show a claimability of x is
Rider's prey.

Hen's teeth: Rider is so very rare and special, you may bring only 1 of this
plucky piece of guck into a battle.

Speed and feed- At full maturity, Rider can move at a respectable speed of 4 for
a quick 100% claim.
Slimes 3 - Average Slimes
These slimes are somewhat common, have a very plain appearance compared to other
slimes, and each have a moderately useful specialty in battle.
------------------------------------------------------------

>>>>>Magic Slime
Rarity Class: C
Element: Water
Level Up Bonus: Movement speed increases from 2 to 3 around level 10.

Strategies:

Nothing up my sleeve- Claim an enemy of fire or grass element for a 25% magic
attack or heal bonus. Claim an enemy with the same water affinity for a 40%
magic attack or heal bonus (and the usual 25% defense bonus).

The claim before the storm- Bring Magic Slime into battle when you will be using
magic attacks on your enemies.
------------------------------------------------------------

>>>>>Attack Slime
Rarity Class: C
Element: Fire
Level Up Bonus: Movement speed increases from 2 to 3 around level 10.

Strategies:

Exalt and battery- Claim an enemy of water or grass element for a 25% attack
bonus. Claim an enemy with the same fire affinity for a 40% attack bonus (and
the usual 25% defense bonus).

Spurn the witches- Attack Slime's extra claim attack bonus does not apply to
magic attacks (or healing).

Brute punch- Bring Attack Slime into battle where enemies have high HP.
------------------------------------------------------------

>>>>>Guard Slime
Rarity Class: C
Element: Water
Level Up Bonus: Movement speed increases from 2 to 3 around level 10.

Strategies:

Ride defense- Claim an enemy of fire or grass element for a 25% defense bonus.
Claim an enemy with the same water affinity for a 40% defense bonus (and the
usual 25% attack bonus).

House of guards- Bring Guard Slime into battle where enemies have high attack
stats.
------------------------------------------------------------

>>>>>Reach Slime
Rarity Class: B
Element: Grass
Level Up Bonus: Movement speed increases from 2 to 3 around level 10.

Strategies:

Distance earning- Any distance attacker claimed, including magicians, will be
able to reach 1 extra tile. For example, a sorceress with normal attack range of
2 will increase to 3, and a sniper with an already long reach of 4 will increase
to 5.

Long mower- Try to claim enemies with grass affinity to add an extra hard punch
to the extended attack range.

Tile that extension- In addition to elemental boosts, add a boost or two from
Attacker to non-magic users to slam enemies from a distance.
Slimes 4 - Instant Travel Slimes
These slimes can eliminate the limitations of movement speed and impassable
terrain.
------------------------------------------------------------

>>>>>Warp Slime
Rarity Class: B
Element: Grass
Level Up Bonus: HP increases 50 extra points at level 16.

Strategies:

Endurance claim- This is the only slime that has infinite speed because it does
not march. Also it has no special abilities to use on its allies. Since speed
and ability cannot be increased like other slimes, Warp Slime earns a great HP
increase at level 16. Normally, slimes receive a 5 HP increase on each level up.
However, at level 16 Warp Slime receives an extra 50 HP on top of the normal 5
HP.

Alone ranger- Warp slime can apply the instant travel to only itself. It does
not apply to any other unit, friend or foe.

Thick and claimy- This slime can take a beating. Keep this in mind when you want
to warp it into a group of enemies as a distraction. Warp Slime is a tough pile
of goo, and may be able to survive a few hits depending on the attacker's
strength and elemental affinity.

Wild goop chase- Possibly the most valuable use for Warp Slime in the late game:
move this slime around the map to lure enemies where you want them to go. Count
tiles to keep your warp slimes out of reach of enemy attack. This strategy is
especially necessary for endgame challenges, and for areas where you have only
one or two attackers available like the Tower of Ordeal and the Grand Hall in
Cave.
------------------------------------------------------------

>>>>>Teleport Slime
Rarity Class: B
Element: Water
Level Up Bonus:Teleport ability increases from 1 to 2 uses around level 20.

Strategies:

Travel agent- Teleport Slime can teleport any ally or enemy to any open tile on
the map. This becomes one of the most important abilities later in the game when
your teleporting slimes mature, and you bring multiple teleporters with multiple
uses into battle.

Claim-ikaze- Consider teleporting a slime into a group of enemies early in a
battle to attack, melt, claim, or otherwise use an ability on strong enemies
before they can begin attacking. In some cases you will sacrifice the slime, but
this can often be an effective strategy.

Abduction and subtraction- You may take up to 2 Teleport Slimes into battle.
Teleport a teleporter to a desired enemy, teleport that enemy back to your group
of slimes, and immediately claim, melt/claim, or otherwise do as you please with
no immediate recourse from other enemies. The second teleporter will likely get
squished on the next turn, but, if executed correctly, you will have performed a
perfect separation in an instant.

Slug trails- The teleport ability is one of the heaviest advantages of any slime.
However, it does come with serious limitations. Teleporters cannot use the
teleporting ability on themselves. And what's worse? It has a very stable speed
of 2, and will not gain any speed upon maturity.
------------------------------------------------------------

>>>>>Neo Teleporter
Rarity Class: S
Element: Grass
Level Up Bonus:Teleport ability increases from 3 to 4 uses around level 25.

Strategies:

Frequent flyer- You may bring only 1 Neo Teleporter into a battle, but it begins
with an awesome 3 teleports, maturing at a maximum of 4--making this one of the
most useful slimes in the game. Note that this level up bonus takes much longer
to gain than most other slimes, but is certainly worth the wait.

You're grounded- Just like its Teleport Slime cousin, Neo Teleporter may not use
the teleport ability on itself. It is very slow, with no chance of gaining any
speed. Neo Teleporter can move any units at will, for as many uses as it is
able, but will have to walk at a sluggish pace to reach any destination itself.
However, consider using multiple teleporters to overcome this mobility limitation.
Read on....

Connecting fight- Bringing 1 Neo Teleporter and 2 Teleport Slimes into a battle
will maximize unit mobility options, allowing for nearly limitless combinations
of tactical application throughout the entire adventure.
Slimes 5 - Acidic & Gender Affinity Slimes
Some slimes can melt the equipment of enemies, leaving them nearly useless in
battle. Another type of slime is unique in its specific gender affinity. This is
a dual class of slimes which find its confluence in the Heavy Peavy.
------------------------------------------------------------

>>>>>Peavy Slime
Rarity Class: C
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:

Female account- Where all units have a specific elemental affinity, Peavy slimes
also have specific gender affinity. If a Peavy slime claims a female enemy of a
different element, she will receive a 25% bonus for attack and defense. If she
is of the same element, she will receive a 40% bonus for attack and defense. If
the Peavy slime claims a male enemy, it is the same as any other slime's claim--
there is only the usual 25% bonus for the same element, and no bonus for a
different element.

Winning streak- If Peavy Slime claims a melted female enemy, she will gain a
large defense bonus and even larger attack bonus. See Melted Units section for
more information.
------------------------------------------------------------

>>>>>Melty
Rarity Class: B
Element: Grass
Level Up Bonus: Melt ability increases from 1 to 2 uses around level 20.

Strategies:

The bigger they are- The first advantage you will notice after bringing a melty
into your slime party is that you can now more easily claim the knight, heavy
infantry, and other resistant enemies by first melting them.

Heavy wait- If you melt an enemy for an easier claim, remember that the unit
will remain in underwear and vulnerable to severe damage for 3 turns. You may
claim the melted unit sooner and attempt to avoid attacks, or you may want to
wait until the closer to the turn that the unit will gain their equipment before claiming.

Lethal exposure- Melting an enemy helps with claiming, but it might be a better
strategy to simply attack and eliminate the exposed enemy while they have low
defense. Melted enemies become meek and confused, will stand in one place,
and will make no attempt to evade attack.

Silver Tongues- Underwear units under the influence of melt may use the Charm
ability once, causing a susceptible unit of the opposite gender to betray for 3 turns.
Seek out a powerful enemy to charm for heavy damage to your enemies.
------------------------------------------------------------

>>>>>Super Melty
Rarity Class: A
Element: Fire
Level Up Bonus: Melt ability increases from 1 to 2 uses around level 25.

Strategies:

Having a meltdown- Mid-game you will find enemies with equipment too tough for
Melty's acidic attack. Super Melty is the solution. Super Melty can remove even
the advanced equipment of Galicia Panzers and Valoi Guards. For all enemies that
are susceptible to super melt, this ability not only melts equipment, but also
underwear-- leaving this unit completely naked for 3 turns.

Going Ga Ga- Naked units under the influence of super melt may use the Tempt
ability 1 time on any susceptible unit of the opposite gender. Betraying enemies
under the influence of Tempt will betray for 5 turns. Sometimes using Tempt on a
powerful enemy can be a better strategy than trying to claim that powerful enemy.
------------------------------------------------------------

>>>>>Heavy Peavy
Rarity Class: A
Element: Water
Level Up Bonus: Melt ability increases from 1 to 2 uses around level 25.

Strategies:

Catcher's mix- Heavy Peavy has the same female affinity as its Peavy cousin, but
also has the ability to melt enemies. This is a perfect blend of abilities, as
a melted female claimed by either type of Peavy slime will gain a huge attack
and defense bonus.

Slime and punishment- If a Heavy Peavy claims a female enemy of a different
element, she will receive a 25% bonus for attack and defense. If she is of the
same element, she will receive a 40% bonus for attack and defense. If the Heavy
Peavy claims a male enemy, it is the same as any other slime's claim-- there is
only the usual 25% bonus for the same element, and no bonus for a different
element.

Elementary, my dear toxin - Heavy Peavy, having the melty ability and also the
water element, brings the melty family full circle. Its cousin Melty has the
grass element, and other cousin Super Melty has the fire element. With Heavy
Peavy's water element, we have all the elements covered in this acidic family.
You will find this useful in battle strategy, particularly when fighting
multiple sages at the same time.

Other notes:

Go into your collection screen after you have unlocked Heavy Peavy, highlight
the Heavy Peavy, and press the action button. You will see that it is spelled
"Peavy" in the description. For this strategy guide, both types of Peavy slimes
will go by that name, as the other name is considered vulgar in some nations. A
peavey is a type of hooking tool, which does apply to Heavy Peavy's unique
characteristic. Note that in another slimes game, Slime Tactics, these slimes are
called Casanova.
Slimes 6 - Splitting Slimes
These slimes will frustrate enemies by splitting into multiple, fully functional
pieces when attacked.
------------------------------------------------------------

>>>>>Divide Slime
Rarity Class: B
Element: Water
Level Up Bonus: Movement speed increases from 3 to 4 around level 15.

Strategies:

Tentacle twins- When attacked, Divide Slime will spawn 1 slime, resulting in 2
identical slimes. If these 2 slimes can survive until the next turn, you may be
able to claim 2 units with what you brought into battle as only 1 slime.
------------------------------------------------------------

>>>>>Goddess' Hand
Rarity Class: S
Element: Fire
Level Up Bonus: Movement speed increases from 2 to 3 around level 20.

Strategies:

Quadruple drool pool- This slime is very rare, and may be the most useful slime
of them all. Goddess' Hand will split like Divide Slime, and those 2 slimes will
each split once again for a total of 4 slimes.

General notes on splitting slimes:

2 steps forward and 1 step back- When a slime splits, its HP splits between the
2 resulting slimes. This means both slimes are twice as vulnerable to
elimination compared to the parent slime. Furthermore, when Goddess' Hand splits
a second time, the resulting slimes will each have a mere quarter of the HP than
when you first brought the Goddess' Hand into battle.

Fraternal twins- Consider splitting on or near a flag, so one of the 2 slimes
will recover HP on the next turn.

Striking resemblance- Divide slime is basically invincible for 1 turn, absorbing
1 strike regardless of the severity of the attack. Goddess' Hand will perfectly
absorb 3 strikes. Multiple splitting slimes can effectively absorb damage from
cannons or magic attacks which cover multiple tiles over a wide field. Consider
using these wide field attackers to split your slimes twice in one turn.

Separation anxiety- If you apply a speed, attack, or defense boost from Speed
Slime, Attacker, or Defender before a dividing slime has split, the boost will
remain with only 1 of the resulting 2 slimes upon splitting.

North south east and pressed- Splitting slimes tend to split to 1 of 4
directions. If these 4 directions are blocked, the slime will split diagonally. If all 8 surrounding tiles are blocked, the slimes will cram onto the same
tile-- which is the only time 2 units can occupy the same tile. Note that 2
slimes occupying the same tile will cause you to lose some interaction with 1 of
them.

Divide and Conquer- Refer to the Multiple Targets section under General
Strategies. Making multiple targets available to a group of enemies is often a
highly successful strategy, and divide slimes, especially Goddess' Hand, if
split effectively, can completely overwhelm the enemy with targets.

Drain surgery- Use the early invincibility of splitting slimes to wear down
enemies like artillery and magic users, which have a finite number of attacks,
forcing them to find a flag to recover.

Calling in six- You may bring only 1 of each of the 2 splitting slimes into a
battle. The author of this guide highly recommends growing 1 Divide Slime and 1
Goddess' Hand. This can effectively turn 2 allies into 6 for an overwhelming
victory if applied skillfully. If you bring them both into battle with the
intention to sacrifice them, you are absorbing 10 hits, and possibly more if the
splitting slimes have grown to have high HP.
Slimes 7 - Reviving Slimes
Whether by conscious tenacity or by brute instinct, these slimes will revive
after their host has been eliminated.
------------------------------------------------------------

>>>>>Guts Slime
Rarity Class: B
Element: Water
Level Up Bonus: Revival ability increases from 1 revival to 2 revivals
around level 20.

Strategies:

Intestinal fortitude- Guts Slime will revive when its host is eliminated. If
played correctly, this ability can neutralize 2 enemies, or 3 at full maturity.

Survive to survive- Before claiming an enemy, try to gauge the enemy's strength
against the enemies surrounding them. Your goal is for your claimed enemy to
have enough HP to last to the end of a turn so your Guts Slime does not get
squished before it can claim another victim.
------------------------------------------------------------

>>>>>Phoenix
Rarity Class: A
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 20.

Strategies:

Rise from the gashes- Phoenix revives infinitely as long as the slime survives.
Try to gauge the HP level and element of the enemy you are going to claim so
they can be eliminated by other enemies at the very end of the enemy turn. This
way Phoenix will take less damage and survive to claim a multiple chain of
enemies. With luck, and if executed skillfully, Phoenix can turn the entire
battle, and possibly take down an entire army.

Pepto abysmal- You can take 2 Phoenix into one battle. It may be worth your time
to raise 2 of these tough slimes to clean out enemy ranks.

General notes on reviving slimes:

I repuke thee- If you have perfected a battle to where you don't expect to lose
any allies, the ability to revive becomes useless. In those cases, consider
deploying a different slime with an ability that will bring more value to the
campaign.
Slimes 8 - Magic Resistant Slimes
These 2 slimes have a substantial resistance to magic attack.
------------------------------------------------------------

>>>>>Anti-Magic Slime
Rarity Class: C
Element: Grass
Level Up Bonus: Movement speed increases from 2 to 3 around level 15.

Strategies:

Magic Show- As its name suggests, enemy magic attacks on Anti-Magic Slime will
do less than half the damage as it would to another slime of same defense and
element.

Drain the wizard- Units claimed by Anti-Magic Slime will have about 2/3 or 67%
reduction in damage on average from magic attacks. Note that magic defense will
be boosted, but attack and defense stats otherwise remain unchanged.

Spelldown- Anti-Magic Slime is very slow, but does get a small speed boost at
maturity.

Now you see it...- Obviously, this is the slime you want to bring into areas
with strong magic attackers.
------------------------------------------------------------

>>>>>Invalidation
Rarity Class: A
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 25.

Strategies:
Disappearing act- This slime cannot be damaged by magic, nor can its host. The
strongest magicians will be frustrated by this special defense.

Ignorance is bliss- Each magician will attempt only one attack on the
Invalidation or its host, and thereafter will not attempt to waste magic on it
again. Note that if an enemy magician is ignoring Invalidation, and Invalidation
claims an enemy, the enemy magician will also ignore your ally which was claimed
by Invalidation.

Cats Claim- If Invalidation or its host is the last ally standing-- The final
magic attacker will stop moving after one attempted attack on your unit. If that
enemy is standing on a flag, they will continuously recover on each turn. If
your attacks are not strong enough, it will result in a stalemate and you will
have to restart the battle.
Slimes 9 - Boost Slimes
These rare slimes can apply combat boosts directly to themselves or an ally at
will.
------------------------------------------------------------

>>>>>Attacker
Rarity Class: A
Element: Fire
Level Up Bonus: ATK+ ability increases from 1 to 2 uses around level 20.

Strategies:

Seeing Red- This slime is similar to Attack Slime except that it has an extra
special ability to boost an ally's attack by 20% once, or twice when fully
mature. The 2 boosts can be split between 2 allies or stacked onto one ally.

All fired up- Like Attack Slime, claim an enemy of water or grass element for a
25% attack bonus. Claim an enemy with the same fire affinity for a 40% attack
bonus (and the usual 25% defense bonus).

A pair of army boost- Bring in 2 mature Attackers. An ally with high attack like
Valoi guard can be made completely overpowered if you boost their attack 4 times
for an 80% augmentation. In addition to this, if an ally has the 25% elemental
bonus, your ally's attack bonus will have more than doubled at a maximum bonus
of 105%.

Swallow your pride- If you boost a slime's attack, that attack boost will not
carry over to a claimed enemy.

Sit for a spell- Attacker's attack benefits do not apply to magic attacks (or
healing).
------------------------------------------------------------

>>>>>Defender
Rarity Class: A
Element: Water
Level Up Bonus: DEF+ ability increases from 1 to 2 uses around level 20.

Strategies:

Changing of the guard- This slime is similar to Guard Slime except that it has
an extra special ability to boost an ally's defense by 20% once, or twice when
fully mature. The 2 boosts can be split between 2 allies or stacked onto one
ally.

Water balloon- Like Guard Slime, claim an enemy of fire or grass element for a
25% defense bonus. Claim an enemy with the same water affinity for a 40%
defense bonus (and the usual 25% attack bonus).

Hermetically shield- Bring in 2 mature Defenders. An ally with high defense like
Metal Slime or Galicia Panzer can be turned into a moving fortress if you boost
their defense 4 times for an 80% augmentation. In addition to this, if an ally
has the 25% elemental bonus, your ally's defense will have more than doubled at
a maximum bonus of 105%.

Guard doody- If you boost a slime's defense, that defense boost will not carry
over to a claimed enemy.
------------------------------------------------------------

>>>>>Wiz Slime
Rarity Class: A
Element: Water
Level Up Bonus: MP+ ability increases from 1 to 2 uses around level 20.

Strategies:

My lovely assistant- This slime is similar to Magic Slime except that it has an
extra special ability to boost a magic ally's attack or heal by 20% once, or
twice when fully mature. The 2 boosts can be split between 2 allies or stacked
onto one ally.

H2Grow- Claim an enemy of fire or grass element for a 25% magic attack or heal
bonus. Claim an enemy with the same water affinity for a 40% magic attack or
heal bonus (and the usual 25% defense bonus).

2, 4, 6, 8, who do we obliterate?- Bring in 2 mature Wiz Slimes. An ally with
high magic attack like High Sorceress can unleash great destruction if you boost
her magic attack 4 times for an 80% augmentation. In addition to this, if an
ally has the 25% elemental bonus, your ally's magic attack bonus will have more
than doubled at a maximum bonus of 105%!

MP bottle- MP in RPGs generally refers to the number of magic uses. However, in
this game MP it refers to the damage or healing delivered by the magic attack.
Slimes 10 - Carryover Slimes
Carryover slimes can stay inside the host and carry that unit into the next
battle.
------------------------------------------------------------

>>>>>Hermes
Rarity Class: A
Element: Grass
Level Up Bonus: Claimed enemy carryover limit of 1 battle increases to 2
battles around level 20.

Strategies:

Turn over a new thief- Hermes slimes allow you to bring the claimed ally
survivor into the next battle. Hermes is rare, but can be found relatively early
in the adventure for an early advantage in battle.
------------------------------------------------------------

>>>>>Super Hermes
Rarity Class: S
Element: Grass
Level Up Bonus: Claimed enemy carryover limit of 3 battles increases to 4
battles around level 25.

Strategies:

Claim Jumper- Super Hermes doubles the carryover of its Hermes cousin, but
matures later. This is one of the rarest slimes, but worth the search if you
want to clear all of the challenges in areas where there are no claimable
enemies, or only difficult-to-claim enemies.
------------------------------------------------------------

General notes on carryover slimes:

Grass station- All carryover slimes have the grass affinity. Try to focus claims
on grass elemental enemies to benefit from the 25% elemental attack and defense
boost in the next battle or battles.

Abduction Reduction- If you use a special stat boost on an ally claimed by a
carryover slime (for example from Attacker or Speed Slime) that boost will not
carry over into the next battle. The only stat boosts that carry over are from
elemental affinity noted above.

Quantity over equality- You can see the number of battles left for that unit while
choosing slimes for battle. If the slime matures inside an enemy, the number of
carryovers will apply only to the next carryover unit, and will not apply to the current
unit.

Early retirement- You may dismiss the claimed ally without releasing the slime.
From the main menu, go to the Unit Information screen, select the claimed unit,
which will appear at the top of the list, then choose dismiss. Don't worry, you
will not release the carryover slime. (Side note: If you accidentally dismiss
any ally or release a slime you wanted to keep, don't save the game. Simply
close and relaunch the software.)

Unmentionables- If you melted an enemy, then claimed them with a carryover
slime, make sure that ally regains their equipment before the end of the battle.
If the battle ends while they are in a melted state, they will remain in
underwear or naked through every battle you carry them into, never regaining
their equipment. This may be used to your advantage if you plan to use the
charm or tempt abilities.

Other notes:

Group claim-formity- The level of the unit you carry over will adjust to a level
similar to the other units in that level or scenario. For the later areas, the
carryover unit's level will increase, and for earlier areas, the carryover
unit's level will decrease.

Demanding a recount- The number of carryover slimes you can deploy in a
battledoes not relate to the number of carryover units you can deploy. If you try
to deploy too many carryover units, you will see this message:

Capacity of carryover units: One at
normal level, Two at challenge Lv1.
*No limit beyond challenge Lv2.

The general rule is that you may bring a maximum of 1 carryover unit into
scenarios, a maximum of 2 carryover units into challenge level 1s, and no
limit for challenge levels 2 through 5. Having trouble clearing all challenge
level 5s? Bring in a few Valoi guards and/or artillery cannons and apply
some attack power. Read on....

Conceal and carry- There's more, and it's very important: The carryover unit
maximums noted above are strict on the 3DS version, but not so strict on the
Steam and Switch versions. On Steam and Switch you may take more units
into the scenarios and challenge levels depending on difficulty level, even
though it specifies otherwise. For scenario easy you may bring 1 carryover
unit. For scenario normal, you may bring in 2 carryover units. For scenario
hard and all 5 challenge levels, there is no limit to the number of carryover units
deployed.

This was a secret, but now the secret is out!
Slimes 11 - Double Action Slime
Irregular is an arid, double action slime that has its own class. It will take
action immediately after claiming an enemy. It cannot be grouped with any other
slime, but is just as ambitious as the others.
------------------------------------------------------------

>>>>>Irregular
Rarity Class: S
Element: Fire
Level Up Bonus: Movement speed increases from 3 to 4 around level 20.

Strategies:
Pivotal moment- Aside from its appearance being more solid and less slimy than
all the other slimes--and that it does not have a mouth with green mucus running
out of it--Irregular has another special feature that makes it unique: Like the
Europa Asmodian, after making a claim, Irregular can immediately take action.

Stomping traffic- Irregular can claim a strong enemy and immediately attack to
lower the risk of being eliminated by the rest of the enemy group on the next
enemy turn.

Goop hug- Another strategy might be to use Irregular to claim a strong attacker
(for example, and artillery unit with a wide area attack), immediately attack to
weaken or reduce the number of units in the enemy group, knowing that the
claimed unit will be eliminated by the other enemies. This type of sacrifice
strategy can be effective in making it easier for the rest of the slime party to
win the battle.

Stick and move- Claim a fast enemy with Irregular and immediately run out of
attack range of most or all of the enemies in the group. If performed
skillfully, this will allow the claimed unit to survive until the next turn when
your allies can take action and assist.

A second helping- Possibly the most useful aspect of Irregular's double action
is that it can move a claimed unit out of the way so an ally slime can claim an
enemy behind it on the same turn.

Rolling doubles- For Irregular's double action feature to be of much value over
other slimes, it will have to make a claim with few enemies near. For this
reason, consider deploying 2 Irregulars and make their claims on the same turn.
With this tactic, Irregular's special ability will be far more valuable.
Enemy Units
Enemy units carry any level between 1 to 46 which increases gradually as you progress the story. Each has different strengths, weaknesses, and abilities according to their titles. Some have gender and some do not.

Following are descriptions of each enemy type. You will need to learn each enemy's attack patterns, characteristics, and behaviors. With practice, you will know which enemies to claim, how to claim them, and when to claim them for a victory in battle.
Enemies 1A - Direct Fighters
These enemies have an attack range of 1, and will inflict direct damage on the
enemy. As such, they will be subject to a direct counterstrike from other fighters.
------------------------------------------------------------

>>>>>Farmer (male) and Miner (male)
Claimability 100%
Moving Force 2
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

Farmers and miners are the most basic enemies, with miners having slightly
higher attack, defense, and HP than farmers of the same level. Early in the
game, these fighters are generally weak and simple to overthrow. However, later
in the adventure, they become tough little combatants even though they move
slowly and have no special abilities.
------------------------------------------------------------

>>>>>Thief (male and female)
Claimability 100%
Moving Force 3
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (male only), charm, tempt, order.
Immune to: None.

Thieves are not much stronger than farmers and miners. They have less HP, but
they are faster. That extra tile of moving force raises the difficulty in
fighting these enemies.

For combat ability, farmers and miners are generally better than thieves.
Thieves should be claimed over farmers and miners only if you need the extra
speed.
------------------------------------------------------------

>>>>>Merchant (male) and Girl (female)
Claimability 100%
Moving Force 3
Attack Range 1
Special Ability: Bribe and Honeytrap respectively.
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (merchant only), charm, tempt, order.
Immune to: None.

Merchants and shop girls also have the moving force of 3. Their defense is
comparable to farmers and miners of the same level, but their attack is about
40% less, and they have much less HP. The merchant carries money, and the
ability to bribe another unit of either gender to rebel for 3 turns. The shop
girl has the honeytrap ability, where she will use her feminine charms to cause
male units to defect for 3 turns. The merchant's ability is more valuable,
because he can turn units of any gender, where the shop girl may only turn
males. Also, merchants have more HP than shop girls.

After claiming a merchant or shop girl, it may be easy to bribe or honeytrap
another merchant or shop girl because they are usually in close proximity.
However, these abilities are far greater in value if used on stronger enemies.
The stronger the enemy, the more damage they will do to your enemies in 3 turns.
In general, you may have to go out of your way, and through more danger to reach
stronger enemies, but the benefits may outweigh the risks.

Study the enemies in the area and look for 2 strong enemies that are about the
same strength and located close together. If you can claim 2 merchants, or 2
shop girls, or 1 merchant and 1 shop girl, try to bribe/honeytrap both of the
strong enemies on the same turn. They will proceed to wear down each other's HP
bars. Perhaps one will even be eliminated. Whether there is a survivor or not,
the HP bar(s) will be very low. Even merchants and shop girls with their low
attack stats may able to eliminate them. Watch elemental affinities when
finishing them off for maximum damage.

If you see one enemy that completely outclasses all other enemies for
HP/attack/defense, try to find a way through to bribe or honeytrap them.
They may be able to severely weaken or even eliminate multiple enemies
before the 3 turns have ended.
------------------------------------------------------------

>>>>>Swordsman (male) and Swordswoman (female)
Claimability 100%
Moving Force 3
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (swordsman only), charm, tempt, order.
Immune to: None.

Swordfighters have no special abilities, but have much higher attack, defense,
and HP than any of the enemies described above-- and they are still 100%
claimable. Usually you will have to weave your slimes around other enemies to
reach them. If you can find a way through to the swordfighters and claim them,
they will prove to be strong allies and worth the effort of reaching them.
Enemies 1B - Direct Fighters
Direct Fighters, Continued:

>>>>>Martial Artist (male and female)
Claimability 020%
Moving Force 3
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, bribe,
honeytrap (male only), charm, tempt, order, steal.
Immune to: None.

Martial artist agility, attack, defense, and HP are all much higher than the
sword fighters. High agility enemies are resistant and cannot be claimed easily
like enemies described earlier. Their agility reduces claimability to 20%. Only
1 in 5 claim attempts on average will succeed.

Martial artists are difficult to claim, but the higher combat skill might make
it worth the trouble.
------------------------------------------------------------

>>>>>Knight (male)
Claimability 020%
Moving Force 4
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

Although knights are trained soldiers like the swordfighters, they cannot be
compared to for combat and speed. Their HP, attack, and defense levels are far
higher than most other enemies, and their speed of 4 matches the fastest
enemies. Knights are also very resistant to claiming, with a 20% success rate
like the martial artists.

Because of their speed, knights are very difficult for a slime to safely
approach, and dangerous to attempt a claim-- as a failure would nearly assure
the slime will be squished on the next turn. However, as always, the stronger
the enemy, the stronger the benefits as an ally.
------------------------------------------------------------

>>>>>Ninja (male) and Kunoichi (female)
Claimability 001%
Moving Force 4
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (ninja only), charm, tempt, order.
Immune to: None.

Here are some fast-moving fighters that are not hindered by difficult terrain.
Ninjas and kunoichis can walk across water and climb the highest buildings and
cliffs. They have attack and defense stats similar to martial artists, but much
less HP. These skilled assassins are extremely resistant and nearly unclaimable.

Claimed ninjas and kunoichis can stand on water and attack one enemy in a large
group to void being surrounded by enemies. If your ninja or kunoichi unit is
injured, or otherwise needs to avoid combat, stand in the middle of a lake or on
a high structure until an escape path opens.
------------------------------------------------------------

>>>>>Heavy Infantry (male)
Claimability 001%
Moving Force 2
Attack Range 1
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

The heavy infantry has slightly lower attack than the knight, but much higher
defense. Also, compared to the knight, the heavy infantry has much less HP, but
his high defense level compensates. He is a slow mover, but can take a serious
beating, especially from inferior elemental units. The greatest difficulty with
the heavy infantry is that his helmet creates a nearly impenetrable barrier to
slimes for claiming.

Consider using Melty or Super Melty to remove his armor and subdue him.

Bribe or otherwise coerce the heavy infantry to rebel for some serious damage to
your enemies.
------------------------------------------------------------

>>>>>Galicia Panzer (male)
Claimability 000%
Moving Force 2
Attack Range 1
Vulnerable to: Slow, sticky, super melt, steal, bribe, honeytrap, charm,
tempt, order.
Immune to: Melt.

Panzers have a nearly 25% greater attack and defense than the heavy infantry,
and slightly higher HP. They have technologically advanced armor issued by the
Galicia Republic, impervious to a normal melt, and sealed so tightly that a
slime cannot penetrate it for claiming.

Sticky is not a common slime, but its sticky ability can open a slim 1% chance
of successful claim on a panzer. Break this claim percentage open slightly wider
with the common Carrot slime, or lay him 100% open to claim with the ultra-rare
Rider slime.

Consider finding Super Melty in the mine's challenge levels, or other places.
Super Melty can melt the Galicia panzer's tough armor. Claim the naked panzer
and try to keep him safe until he regains his equipment after 3 turns. He is
slow with his heavy armor, but can take many hits and can inflict heavy damage
on your enemies. Also, Isabella is an expert thief, and, as a carryover unit, can
swipe even the Galicia panzer's massive armor!

Panzers are also vulnerable to bribes and female charms-- doing some serious
damage in those 3 turns.
------------------------------------------------------------

>>>>>Valoi Guard (female)
Claimability 000%
Moving Force 3
Attack Range 1
Vulnerable to: Slow, sticky, super melt, steal, bribe, charm, tempt, order.
Immune to: Melt, honeytrap.

Like the panzer, the Valoi guard has a special upper armor which cannot be
removed with a normal melt, and completely prevents any slime from entering for
a claim.

The Valoi guard is known for her high attack, which is about 15% higher than
the panzer. Though she has excellent attack, her defense is comparatively low--
about 25% less than the panzer. Her HP is also a moderate level relative to her defense.

She can be melted by Super Melty, then claimed by any slime-- the same method as
the panzer. You may also use Sticky then Rider for a sure claim. She is
vulnerable to bribes and the charms of melted male enemies.

Still comparing to the panzer-- she has only upper armor, so her speed is much
better at 3 tiles per turn.
Enemies 2 - Ranged Fighters
These units have ranged attack of 2 or 4 tiles. They may attack from 1 tile away
if necessary, however, by attacking at least 2 tiles away they can avoid a
counterstrike from direct fighters or ranged fighters that have less range than
them.

If enemies see you across a body of water, they tend to pace back and forth,
rather than try to find a way around to reach you. If you have a ranged attacker
with a far enough reach, you should be able to apply multiple attacks without
recourse. If this is part of your strategy on a specific area, you might want to
deploy Reach Slime.
------------------------------------------------------------

>>>>>Archer (female)
Claimability 100%
Moving Force 3
Attack Range 2
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

Archer attack is slightly higher than swordfighters, but defense is slightly
less than swordfighters-- and HP is much lower. All archers are female, and are
one of the first enemies you encounter that have a ranged attack. They can
attack one tile away to avoid a counterstrike.
------------------------------------------------------------

>>>>>Gunman (male)
Claimability 100%
Moving Force 2
Attack Range 2
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

Gunmen are all male, and also have the ability to attack from one tile away.
Like the archer, they can avoid a counterstrike if they attack from a distance,
but attack is much stronger than an archer, while defense, HP, and speed are
much less than an archer.
------------------------------------------------------------

>>>>>Sniper (female)
Claimability 100%
Moving Force 2
Attack Range 4
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

Sniper attack strength is much less than the gunman, but she has a much farther
range of 4. Her defense is slightly higher than the gunman, and HP about the
same. Snipers are all female.

This ranged attack enemy can be a difficult adversary, but a valuable asset
when claimed. Her greatest drawback is the slow moving force.
------------------------------------------------------------

>>>>>Spearman (male) and Spearwoman (female)
Claimability 100%
Moving Force 3
Attack Range 2
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (spearman only), charm, tempt, order.
Immune to: None.

Spear fighters can attack much like archers, from 1 tile away, to avoid the
counterstrike. However, the spear fighter's attack is slightly stronger than the
archer's. Also, compared to archers, spear fighters have far higher defense and
HP. In a group of 100% claimable enemies, the spear fighter usually is the best
unit to claim.
------------------------------------------------------------

>>>>>Artillery (male)
Claimability 100%
Moving Force 2
Attack Range 3 (5-tile pattern)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

Artillery units are all male. Attack, defense, and HP are all higher than even
the gunman, so they are not easily comparable. Artillery units use
technologically advanced Galicia cannons which bombards a 5-tile field in the
shape of a plus sign. They have a long range of 3, but actually 4, as the
attack field stretches to the extra tile.

Artillery units, and any units that can bombard multiple tiles on one attack,
may not target the lowest elevation. If they are able to strike multiple units
on one attack, they will ignore elevation advantage on a single unit.

These units move slowly, but can be of great advantage if you are able to claim
them away from other enemies, and especially from an elevated position to
maximize damage to multiple units standing together.

Note: Artillery units are not actually "fighters". They do not counterstrike, and
are not vulnerable to counterstrikes.
Enemies 3 - Magicians
Magicians attack supernaturally, not physically. For this reason, even though
attack range for distance is limited, the attack range for elevation has no limit.
Magicians do not counterstrike and do not suffer counterstrikes.
------------------------------------------------------------

>>>>>Sorceress (female)
Claimability 100%
Moving Force 2
Attack Range 2 (5-tile pattern)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

The sorceress has a high attack, but she only may attack twice before she must
reach a flag to recover. Also, she is slow and has low defense, making it easy
to be eliminated while trying to reach a flag.

What makes the sorceress a formidable opponent is her ability to attack multiple
units in a plus-shaped, 5-tile field. Her range is only 2, but actually 3 with
the extension of the attack field.

If you are going to claim a sorceress, consider her a very temporary help. Or,
you might just claim her so she can be destroyed by your enemies-- just to get
rid of her.

With only 2 attacks, consider placing an ally with high defense and HP at the
lowest point in her attack range. Let her empty her magic into that unit, then
eliminate her when she breaks for a flag.

If you have Wizard Slime, which provides the claimed enemy unlimited magic, the
sorceress could become one of your most valuable units-- if you are able to keep
her out of reach of enemies.
------------------------------------------------------------

>>>>>High Sorceress (female)
Claimability 001%
Moving Force 2
Attack Range 2 (5-tile pattern)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

The high sorceress units are also all female. They have slightly higher attack
and defense than the sorceress, but HP is basically the same. What makes the
sorceress a formidable opponent is that she can attack 3 times before she needs
to find a flag to recover.

Compared to the standard sorceress, the high sorceress has far more value as an
ally for claiming, but she is only 1% claimable. Try to determine if you can
melt and claim her, then wait a few turns for her to recover her powers. Or use
the abilities of Sticky or Rider.
------------------------------------------------------------

>>>>>Sage (male and female)
Claimability x
Moving Force 2
Attack Range 5 (1-tile)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe,
honeytrap (male only), charm, tempt, order.
Immune to: None.

The sages are not necessarily resistant to claiming. They are physically
incapable of swallowing a slime, so their claimability is x. They are, however,
subject to claiming by Asmodians who claim their prey by melting over them.

Sages are powerful magicians with an extremely high attack strength. They have
a slow moving force, but are formidable enemies with an unmatched attacking
range of 5 tiles.

These elders are different from all other enemies in the unfolding story. They
have generations of wisdom. While the youth they travel with are blind to what
is happening, the sages are fully aware that they are being manipulated by
unseen powers. Sages also have a partial insight into the ambition of the slimes,
and actually revere the slimes to some extent.

Sages may attack only 1 unit at a time. Lower elevation generally determines the
Sage's target. However, sages also prefer to attack from a long distance. Where
elevation is the same, expect sages to choose a more distant target rather than
a target that is close to them.

Sages have only 10 HP regardless of their level, are completely immune to magic
attacks, and nearly immune to all other attacks. Their only weakness is their
own elemental affinities. Regardless of the attacker's ATK stat, superior
elements inflict 3 damage, same elements inflict 2 damage, and inferior elements
inflict 1 damage. This means that each sage will take at least 4 strikes to
eliminate them.
------------------------------------------------------------

>>>>>Witch (female)
Claimability x
Moving Force 2
Attack Range 3 (5-tile pattern)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

Witches are very arrogant and powerful Asmodian magicians. They do not claim
lower life forms as other Asmodians do (at least not that we have seen). Witches
can compare to the high sorceress for moving force and attack range, but have
much stronger attack and defense. That is where the comparisons stop. Witches
have nearly 2.5 times the HP of the high sorceress, and have no limit to magic use.

Although witches are vulnerable to slow or sticky, there is no way for your
slimes to claim them.

With such high HP bars, you need to strike witches many times to eliminate them.
Special magic-resistance slimes like Anti-Magic Slime and Invalidation are
highly recommended with exterminating witches. These 2 special slimes will want
to join your party as a matter of course, so you don't have to spend any time
searching or grinding for them.
Enemies 4 - Healers
The priests and priestesses are all female, can heal their allies, and are
unable to attack or inflict damage in any way. In heavy combat, it is possible
to accidentally forget about healers until they heal the enemies after you spent
many resources to cause damage. Healers are basically walking HP bars, and
usually need to be eliminated before getting into heavy combat.

Healers are not resistant, and can be claimed easily. Consider teleporting 1
slime just to immediately claim a healer. She will be removed by the other
enemies, but this sacrifice will be a good strategy at times.

In the right scenario, a healer will make a good ally-- so long as you can keep
her safe from attack. She has no offensive power, and relies on your allies to
protect her.
------------------------------------------------------------

>>>>>Priest (female)
Claimability 100%
Moving Force 3
Heal Range 2 (1-tile)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

The priest can heal one ally at a time, and has 5 healing uses until she needs
to recover at a flag.
------------------------------------------------------------

>>>>>Priestess (female)
Claimability 100%
Moving Force 3
Heal Range 2 (5-tile pattern)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, charm, tempt,
order.
Immune to: Honeytrap.

Stats of the priestess are the same as the priest for attack, defense, HP, and
moving force. The main difference is that the priestess is able to heal multiple
allies within a plus-shaped, 5-tile field. She has the same 2-tile heal range
stat as the priest, but effectively a range of 3 with the extension of her field
pattern.
Enemies 5 - Monsters
There are monsters in the world that are even uglier than slimes!

Monsters are created or summoned by higher powers such as humans or Asmodians.
They generally have strong attacks, and usually high defense. These units are
not human, have no gender, and are not subject to human vices through bribery
and charmery. Although most are 0% claimable initially, a 0% claimable monster
can be claimed if you have the Sticky and Rider slimes working together.
------------------------------------------------------------

>>>>>Golem
Claimability 000%
Moving Force 2
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

By comparison to a Galicia panzer, the golem's attack is about 10% higher, and
defense about 10% lower. However the golem's HP cannot be compared to the
panzer, because the golem's HP is about 45% higher than a panzer! Golems are
slow, but tough.

If you can manage to claim one with Sticky and Rider, you can expect to deliver
some severe damage. Consider increasing the golem's value in battle with Speed
Slime's speed ability, or Attacker's and Defender's abilities.

Golems almost always have the grass affinity. There is 1 special golem in Magic
City Mallorca challenge levels with a fire affinity, and there are none with a
water affinity. Rider and Carrot have the fire affinity, so the only way to get
the elemental attack and defense boost on the grass golems is to keep attempting
to claim them with a grass affinity slime. If you are planning to go through
that many restarts, I recommend using a mature Super Hermes so you can bring the
golem into many more battles.

If you are in the magic city of Mallorca challenge levels, Sticky along with
Carrot or Rider will serve you well for that rare fire golem.
------------------------------------------------------------

>>>>>Lower Asmodian (green)
Claimability 000%
Moving Force 2
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

Green asmodians have a much lower attack, defense, and HP than the golem,
however, the green asmodian's stats are still high. This is a strong monster
that can be treated much like the golem, and it has only grass affinity.

The Sticky and Rider strategy along with grass affinity advice in the golem
description also applies. However, if you are planning to carryover a monster
with Super Hermes, spend your time on the golem, as the golem is much stronger
than the green asmodian in every way.
------------------------------------------------------------

>>>>>Lower Asmodian (blue)
Claimability 000%
Moving Force 2
Attack Range 2 (magic) (5-tile pattern)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

The blue asmodian has much lower attack and HP than the green asmodian, but it
can attack with magic in a 5-tile pattern. It's attack range of 2 is realized at
3 with the multi-tiled pattern. Where the blue asmodian's attack strength is
much lower than the green asmodian, its defense is only moderately lower.

Blue asmodians have the water element almost exclusively. There are rare
blue lower asmodians with fire affinity around the Canarias island volcano,
but all other blue asmodians in this game have the water affinity. Again, Rider
and Carrot may be used in conjunction with Sticky to claim one of these beasts,
but if you want the water elemental stat boost for attack and defense, you
will have to claim with a water slime. This method is not recommended as it
will take a long time for the slim 1% claim success rate. If you plan to claim
a blue asmodian, it is best to sticky it, then use Rider for the instant claim.
The next best method would be to claim with Super Hermes, which takes a
long time, but you can carryover to more battles. If you are determined to
claim the blue asmodian with a water slime for the attack and defense boost,
then you should use Guard Slime or Defender, so you can get a 40% defense
increase rather than 25%.
------------------------------------------------------------

>>>>>Dragon Knight
Claimability x
Moving Force 3
Attack Range 1 (direct)
Vulnerable to: Slow.
Immune to: Sticky, melt, super melt, steal, bribe, honeytrap, charm,
tempt, order.

The dragon knights are an utter abomination summoned by witches. Their
defense is a little better than the golem, but their attack and HP levels severely
outclass any other monster. They are faster than the other monsters at 3 tiles
per turn, and they can overcome any heights.

Unlike other monsters which are (mostly) partial to one element, the dragon
knight may have any of the 3 elemental affinities, and there is absolutely no
way for your slimes to claim it.

The dragon knight's HP level is the same as the witch, so you will need to
surround it with multiple allies to eliminate it before it can eliminate too
many of your allies. Always attack up close with allies that have superior
elemental affinity, and from a distance with inferior affinities. If your allies
are on a building or otherwise have the height advantage, try to line your
allies along the edge so the dragon knight cannot climb up. It can attack to any
height, but it will lose some attack strength if it is forced to stay at a lower
position.

Slow will work on the dragon knight, but sticky will not. So you will not be
able to prevent dragon knight from attacking unless you teleport it away.
Consider cutting down the dragon knight's HP somewhat, then teleporting it to a
far tile. Try to use a recovery flag while it is running back to your allies.

When you are surrounding the dragon knight with multiple enemies, it attacks
hard, but, obviously, it can attack only once per turn. With that in mind, try
to position the ally you want to take the strike on the lowest position within
the dragon knights attack range. This may be an ally with elemental superiority,
that still has enough HP to withstand the strike, has a defense boost-- or it
could be an ally or slime that you are willing to sacrifice. The dragon knight
hits hard, but it will usually strike with the best elevation advantage.
Enemies 6 - Parasites
Some enemies can claim other enemies. Enemies claimed by these parasites gain a
significant attack and defense boost. After the claimed enemy is eliminated, the
parasite unit survives to either flee or seek out a new host. Without a host,
they are capable of direct attacks, although they have relatively weak attack
compared to many other enemies. Try to eliminate them before they can make a
claim or before they can claim again.

These enemies cannot be claimed in any way. You will need to eliminate them
when they are not inside another enemy. First eliminate the enemy claimed, and
then attempt to eliminate the parasite. If you cannot eliminate the parasite
before it reaches another enemy, it will claim another enemy, boost its attack
and defense, and you will be obliged to eliminate that enemy before you can try
to eliminate the parasite again. Note that any HP reduction you have inflicted
on the parasite will carry forward from claim to claim. In other words, they
will not regain any HP while inside another host.
------------------------------------------------------------

>>>>>Canarias Asmodian (male)
Claimability x
Moving Force 3
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

Canarias Asmodians frequent the Canarias islands, and are able to claim enemies
by melting over them. They feel that their claiming method is superior to the
slime's method of oral entry. They are arrogant, and it makes them all the more
fun to fight and win against. When a Canarias Asmodian's claim is eliminated,
depending on the situation (storyline), the Canarias Asmodian will either flee
the area or it will fight.

These sea Asmodians bring a 33% attack and defense boost to claimed enemies
regardless of elemental affinity, and usually work in groups to claim multiple
enemies at the same time. This makes them difficult opponents.
------------------------------------------------------------

>>>>>Europa Asmodian (male)
Claimability x
Moving Force 3
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

Europa Asmodians are mostly found on the new continent of Europa, and also work
in groups. They also claim enemies by melting over them. This mainland Asmodian
has about the same attack strength as the sea Asmodian, but has much higher
defense and HP.

Enemies claimed by Europa Asmodians will gain a 40% attack and defense boost
regardless of element-- making them tougher opponents compared to the 33% boost
from the Canarias Asmodians.

Not only does the Europa Asmodian bring a better stat boost, they also have a
double action ability where they can take action immediately after the claim.
This will change your strategy somewhat, especially at the beginning of some
battles.

After the mainland Asmodian's host is eliminated, it will always stay and fight
or seek a new host. This Asmodian must be eliminated in the same way as the
Canarias Asmodians-- by damaging them while they are not inside another enemy.
------------------------------------------------------------

>>>>>Hollow Slime (no gender)
Claimability x
Moving Force 2
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

The hollow slime was created by the queen in response to the ambition of the
slimes. Our ally slimes were able to rebel against both humans and Asmodians
because they have a soul. The queen made this enemy slime with no soul-- so it
would always obey her.

The hollow slimes are much different from Asmodian parasites. The other
parasites cannot claim an enemy that is already claimed. The hollow slime can
claim an enemy you have claimed and eject your slime! They can also claim
Asmodians-- though the attack and defense boost is not as much as for claiming
lower life forms. Normal enemy claims result in a 30% boost for attack and
defense regardless of element-- except for the Asmodian witch, who receives only
a 10% attack and defense boost.

This 10% boost can also be understood in a different way. It seems that the game
developers wanted Hollow Slime to offer a 10% boost overall. Hollow slime simply
gives the witch a 10% boost. Empty shells already have the 20% boost, and the
hollow slime adds 10% for a total of 30%. So the overall boost is really 10% universally.

Hollow slimes are an endgame enemy, requiring a well-planned attack strategy to
eliminate them. Not only do you need to eliminate the hollow slime's host, you
need to also eliminate the hollow slime on that turn. If you are not able to
defeat it on that turn, it will claim one of your allies and force your slime
out. Then you will need to eliminate your previous ally, and attempt to
eliminate the hollow slime again. As with other parasites, the damage you have
done to the hollow slime will carry over between claims.

Hollow slimes always have the fire affinity of their creator, so allies of water
affinity will be able to inflict the most damage on them. Try to bring the
hollow slime's claimed unit's HP as close to zero as possible on one turn. On
the following turn, surround that unit with allies, eliminate that unit with an
ally of grass affinity, then proceed to eliminate the hollow slime with allies
of fire and water affinity for maximum damage.
Enemies 7 - Special Characters
There are some enemies who have a story-specific personality. They usually have
special abilities and are difficult or impossible to claim.

Note: Characters that are claimable may be claimed by Hermes or Super Hermes
and brought into another battle in the same area to fight against themselves!
------------------------------------------------------------

>>>>>Isabella (female)
Claimability 001%
Moving Force 3
Attack Range 1 (direct)
Vulnerable to: Slow, sticky, melt, super melt, steal.
Immune to: Bribe, honeytrap, charm, tempt, order.

The band of thieves in Baleares Kingdom tremble in fear before Isabella.
Although she is a poor speller, she is an expert among "theives", and can steal
the equipment off many types of units in battle.

She has very high agility, and is nearly impossible to claim without special
slimes. If you are able to claim her, you will be able to use her steal ability
up to 3 times in 1 battle, similar to melt.
------------------------------------------------------------

>>>>>Baleares (male)
Claimability 000%
Moving Force 2
Attack Range 1 (direct)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

King Baleares, once a renowned warrior, is now a silly old veteran. Though he
refuses to take a grave situation seriously, he is a tough fighter, and cannot
be claimed without special slimes.

In order to claim him without frustration, you will need Sticky and Rider. With
Rider, his already high attack and defense stats will be increased by 25% for
the fire affinity match.
------------------------------------------------------------

>>>>>Sayaka (female)
Claimability 000%
Moving Force 2
Attack Range 3 (magic) (5-tile pattern)
Vulnerable to: Slow, sticky.
Immune to: Melt, super melt, steal, bribe, honeytrap, charm, tempt,
order.

Sayaka was a child prodigy for skill in the magic arts, and has now attracted
the attention of the fallen church. She is always seeking excitement, and
refuses to let the leaders of the church take her to Mallorca and force her into
endless disciplines.

Her magic abilities are formidable. Use Anti-Magic slime to cushion her blows.
Later in the game when you have Sticky and Rider, claim her for some wonderful
fun. She is the greatest magician seen in at least a decade, and can teleport
endlessly. Claim her and tear the place up! As with teleporting slimes, she
cannot use the teleport ability on herself.
------------------------------------------------------------

>>>>>Valoi King (male)
Claimability 100%
Moving Force 2
Attack Range 1 (direct)
Vulnerable to: Slow, sticky, melt, super melt, steal, bribe, honeytrap,
charm, tempt, order.
Immune to: None.

This king is a complete pushover. His fist attacks are pathetic. His defense and
HP are laughable. When the Valoi King is in danger, though surrounded by the
mighty and loyal Valoi Guard, he still cries out for his mommy. The mainland
Asmodians have overthrown him so easily, one wonders how he could ever have
gained so much power among men.

Claim him easily with any slime. Claim him with Hermes or Super Hermes to bring
him into other battles. Though he is a wuss, he does have the royal order
ability to use up to 5 times, and many types of units will obey him for one turn.
------------------------------------------------------------

>>>>>Queen (female)
Claimability x
Moving Force 2
Attack Range 3 (magic) (5-tile pattern)
Vulnerable to: Slow.
Immune to: Sticky, melt, super melt, steal, bribe, honeytrap, charm,
tempt, order.

The queen of witches is known for being quick to anger. She is beautiful, yet
snooty, and treats her most loyal witches worse than the lowest of slimes. You
will immediately desire to overthrow her, but she is a powerful magician and
will not be taken down easily.

If you thought the witches were tough-- the queen of witches boasts far greater
attack and defense than any witch, and more HP on top of that. Do not fear her.
The slimes got your back. As you work your way through the dark forest, you will
meet Invalidation , Anti-Magic Slime, and Goddess' Hand if you do not have one
of each already.

Invalidation should be brought into any battle with the queen. Any unit claimed
by Invalidation will invalidate magic attacks. Therefore, that unit will take
absolutely no damage from the queen.

Anti-Magic Slime cuts magic attack damage by about 2/3 on average. You should
be able to muster 2 of these by the time you reach the queen. Although you might
attract more than 2 of them, you can only bring 2 Anti-Magic Slimes into any
battle. Don't waste any resources on a third-- just dismiss or release it back
into the wild.

Goddess' Hand allows you to deploy the one slime, and if split correctly, claim
up to 4 units with that 1 deployment. The queen, her witch lackey, her pet
dragon knight, and her mindless hollow slimes will all require concentrated
attacks from multiple allies. Goddess' Hand's special ability will fit this
scenario.

...That was using many words. In a few words, all the key slimes you need to
finish the game are supplied as a matter of course.
Enemy Resistance
Resistant enemies can be 20%, 1%, and 0% claimable. If the initial claimability rating is not x, there is a way to claim them, even if claimability is 0%.

20% claimability: These enemies can be successfully claimed 1 in 5 attempts on average. Carrot is a common slime that is acquired during the tutorial and counteracts the resistance of these moderately resistant enemies. Carrot multiplies any claim percentage by 5, allowing 100% success. Rider is a rare slime which multiplies the claim percentage by 100, allowing it to claim anything except x and 0% resistant enemies.

1% claimability: These enemies can be successfully claimed 1 in 100 attempts on average. Carrot will multiply this by 5 for a 5% claim success rate, or 1 in 20 attempts on average. This still is not a practicable success rate in most cases. Rider will multiply the 1% by 100, making these enemies 100% claimable. Rider is a valuable slime, but one of the hardest to attract.

0% claimability: These enemies cannot be claimed unless they are compromised by special abilities of your slimes.

Little Slime's slow ability can reduce an enemy unit's speed to 1 for 3 turns, and also increase claimability by 5 times. This makes 20% claimable enemies 100% claimable, and 1% enemies 5% claimable. Claim a slow 5% enemy with Carrot for a 25% success rate, or an average of 1 success in 4 attempts-- which brings the odds up to something that can have value in battle.

Sticky's sticky ability can completely immobilize an enemy for 3 turns. The sticky ability also increases 1% claimability to 100%, and 0% claimability to 1%. Little Slime's slow will cancel Sticky's sticky, and vice-versa-- you cannot blend their abilities in attempt to further increase claimability. However, using sticky on a 0% resistant enemy to open claimability to 1%, then claiming with rider, which multiplies any claim percentage by 100, will make the enemy 100% claimable. This is not only effective for panzers and Valoi Guards, but also with many types of monsters. For more information on mixing the abilities of Sticky and Rider, refer to the enemy unit section, especially under monsters.

Melty and Super Melty can melt enemy equipment for 3 turns, making that enemy 100% vulnerable to claiming. Some enemies are immune to melt. Some of those enemies that are immune to melt may be melted with Super Melty's melt ability (refer to the enemies section for more information). Although claiming is 100% open on melted enemies, after you claim them, your new ally will be more vulnerable for 3 turns before they can regain their equipment. Try to use sticky and both types of melt in different battles to learn how each of these abilities can be more useful depending on the situation. Take into account that melted allies are more vulnerable to heavy damage, but also have the ability charm or tempt strong enemies of the opposite gender, causing them to betray for 3 or 5 turns.

Note: The melt abilities of both Melty and Heavy Peavy have exactly the same effect.

If you claim Isabella the boss thief, you may use her steal ability, which works similar to Melty's melt, reducing the victim to underwear, except that steal is effective against enemies who are otherwise immune to Melty's melt ability. Consider claiming Isabella with Hermes or Super Hermes to bring her into another battle. She can use steal on any enemies that are vulnerable to melt and super melt. Another important note: Isabella has 3 steal uses per battle. Compare to Melty and Super melty who each have 1 use per battle while young, and 2 uses at maturity.

Resistant enemies are generally much stronger than easily claimable enemies, so the value of that unit in battle makes it worth the extra effort. Furthermore, always attempt to claim a resistant enemy with an elemental match for an even stronger ally.

Here is a tactic for claiming 20% claimable enemies: If the resistant enemy has the fire element, you can simply use Carrot for the affinity boost. However, if the enemy has grass or water, Carrot is not the ideal slime to use to maximize combat stats. In this case, consider attempting to claim the 20% claimable unit early in the battle with a slime of matching element. If the claim fails, simply restart over and over until the resistant enemy is claimed-- then continue the battle. On average, it will take up to 5 restarts. Sometimes you will get the claim quickly. Other times it will take longer and become frustrating. On many battles with this strategy, I had to restart over 10 times. This method requires patience. Also, it should not be considered cheating. The restart feature is an important part of the game design, and the tutorial even encourages restarting if the battle has a bad start. In this case you can choose your poison: frustration and a stronger start, or instant satisfaction and a weaker start. All's fair in love and war.

Regarding the restart tactic described above-- claiming the knight's strength and speed makes the frustration of many restarts far more worthwhile than for claiming a martial artist.

On average, claim on a 1% claimable enemy will only be successful on 1 in 100 attempts. However, if a slime is in a position of being squished on the next turn, with no way to avoid the loss-- I encourage you to always attempt the claim on that slim 1% chance. 99 in 100 attempts on average will fail. However, if you play hundreds of battles (like me), you will certainly be successful on extreme rare occasion. This has succeeded for me a handful of times. Whether you have a 20% chance or a 1% chance, as a last resort you should always try the claim regardless. That rare 1% success is exhilarating when it finally happens!
Predicting Enemy Attacks
In almost all scenarios and challenges, it is of great value to skillfully predict where your enemies will strike on the next turn. When multiple allies are within striking range, enemies are most likely to choose the target where they will have the greatest elevation advantage. Following are some situations that override this:

1. A distance attacker will ignore elevation if they can avoid a counterstrike. In that case they will choose the enemy of lowest elevation that cannot reach them for a counterstrike.

2. Some enemies will prefer to attack your fully equipped allies over immobile/naked allies, treating them as a temporary non-threat.

3. Enemies with a wide attack field might ignore elevation advantage if they can strike multiple allies on one attack.

4. With multiple targets on level ground, sages are more likely to attack a more distant target.

5. Universally, enemies will ignore all of the above advantages if they can strike the Metal Slime.
Melted Units
Melty, Super Melty, and Heavy Peavy can melt the equipment of many enemy units. Isabella can use her steal ability for similar effect.

Melted units are left in their underwear or naked for a set number of turns. Melted enemies will not move or betray during this time, even if they are bribed, honeytrapped, charmed, tempted or ordered. A betrayal term will expire when the melt expires, even if there were more turns left on the betrayal.

Underwear units have greatly reduced defense, and severely reduced attack. Naked units have slightly lower defense than underwear units, but naked units have the same severely reduced attack as underwear units.

If a melted enemy unit has been claimed by an ally slime, you may then move that unit.

All melted units have a static moving force of 3, regardless of moving force while fully equipped.

The actual stats of the melted unit depend on the base level of that unit. In general, HP is unchanged, defense is greatly reduced, and attack is severely reduced.

Consider a unit's HP level before melting and claiming them. The higher the HP, the more attacks they can survive before they regain their equipment.

A Peavy or Heavy Peavy claim on a melted female will severely increase attack and greatly increase defense. The actual increase in these stats depends on that units base level. Add a matched elemental affinity for an underwear or naked bonus that will turn this melted female into a powerhouse until she regains her equipment.

Peavy or Heavy Peavy claiming a melted male unit of the same elemental affinity will grant the normal 25% elemental boost, but otherwise will not grant any further bonus.
Attack Elevation
All units may attack downward from any elevation. However, they may not attack higher than they can normally step-- except for magicians who may attack to any height.

Attacks from a higher elevation result in significant damage increase, and attacks from a lower elevation result in a significant damage decrease.

Terrain overcomers like the ninja, kunoichi, dragon knight and Winged Slime may attack from a low position to any height. Also, Winged Slime may attempt a claim on a unit at any height.

Where enemies cannot overcome terrain-- If you are on a high area or building, enemies tend to pace back and forth, rather than go around to climb and attack you. Often you can continue to attack with no concern of being attacked in return. Even if the climb is only a few tiles away, they might still pace back and forth, waiting for you to jump down.
Betrayers
Many enemies may be coerced to betray their allies and attack your enemies for a set number of turns. This can be done through the special abilities of some enemies that have been claimed by slimes. A symbol will appear over their head for the set number of turns, and the symbol will disappear when that betrayal period has expired.

Bribe: Yellow money symbol
Once per battle, a claimed merchant can bribe many types of enemy units of
either gender to betray. Bribe lasts for 3 turns.

Honeytrap: Pink heart symbol
Once per battle, a claimed shop girl, or simply "Girl", can sweet talk many
types of male enemy to units to betray. Honeytrap lasts for 3 turns.

Charm: Pink heart symbol
Once per battle, claimed units of either gender in underwear can charm
many types of enemy units of the opposite gender to betray. Charm lasts for
3 turns.

Tempt: Pink heart symbol
Once per battle, claimed units of either gender "in naked" can tempt
many types of enemy units of the opposite gender to betray. Tempt lasts for
5 turns.

Order: White hand symbol
5 times per battle, a claimed Valoi King can order many types of enemy
units of any gender to betray. Order lasts for only 1 turn.

Betrayers will stop betraying if they are attacked by any of your allies. As noted earlier, the symbol above their head will disappear when they are no longer friendly.
Empty Shells
Soulless enemies appear ashen, and cannot be coerced into betrayal by any means. These enemies have a 20% attack and 20% defense bonus. You will lose this bonus if you claim the soulless enemy with a slime of a different element. Contrarily, you will enhance the bonus to the normal 25% for attack and defense by claiming with a slime of the same element.
Combat Damage & Recovery
Attacking a superior element results in, on average, a 50% damage decrease.
Attacking an inferior element results in, on average, a 50% damage increase.

Counterstrike damage is, on average, about 50% of damage compared to the normal attack.

To keep battles interesting, attack and counterstrike damage can vary +/- 25% of a central value. Usually damage can swing around 15% higher or lower than average, but it can be as far as a 25% variance. In RPG gaming terms, we could call 20% to 25% higher than average damage a rare "critical hit". For that matter, there is just as much chance of an attack having 20% to 25% lower damage than average.

+/- 00 to 10% Very common
+/- 10 to 15% Common
+/- 15 to 20% Rare
+/- 20 to 25% Very Rare

Elevation has significant effect on attack damage:

Attacks upward from one step down result in about a 10% damage decrease.
Attacks downward from one step up result in about a 10% damage increase.
Counterstrikes upward from one step down result in about a 15% damage decrease.
Counterstrikes downward from one step up result in about a 15% damage increase.

Recovery flags restore, on average, about 30% of max health per turn. Recovery amount is 20% to 40% of that unit's max HP, granted in increments of 4%.

20% of max HP
24% of max HP
28% of max HP
32% of max HP
36% of max HP
40% of max HP

There is a 1 in 6 chance for any of the 6 recovery percentages. In other words, there is an equal chance of any of the 4% increments on one turn. For a unit that has only 1 HP left, it will take an average of 4 turns on the recovery flag to regain max HP.
Attacking Strategies (Anthony Nelson)
This section is taken directly from Anthony Nelson's mini-guide on the 3DS boards for Ambition of the Slimes on the GameFAQs site, and used with permission. Visit the GameFAQs board archives where there is far more information in the mini-guide.

Attacking Strategies – Slimes may be weak, but by far their worst characteristic
is that Claiming enemies leaves them vulnerable for a turn, and considering
enemies tend to cluster together, this means that Claiming can easily be a death
sentence, even for stronger units. Thus, you’ll have to try different strategies
to overcome this, and it will vary greatly depending on the battle. Here are
some strategies to consider as you progress through the game:

“Swarming” – That is, if four enemies are in a cluster, don’t take one, and
don’t take two of them, take three, or even all four if possible on the same
turn. Few matchups lead to one-hit KOs, so preventing multiple attacks is the
surest way to keep a team alive. The biggest threat to this strategy is ranged
attackers, who may not give your slimes room to move in close enough to take
multiple units.

“Isolating” – That is, if a unit is significantly separated from other units,
then you can take it without being retaliated. This is where units like
Teleport/Warp Slimes become crucial. The biggest threat to this strategy is
numbers – enemies will take notice, so your lone Sniper will still fall pretty
quickly if three units close in on her.

“Targeting” – That is, using one or more Slimes to quickly claim the strongest
available unit(s), and use him/her/them to progress through the stage. This is a
good idea, but keep in mind, the game designer wasn’t stupid… many stages are
deliberately designed such that the strongest unit is surrounded by other units.
And because your unit’s element is bound to come up against units strong to
them, one bruiser alone will never be able to wipe out all the enemies alone,
barring some backup or huge defense coupled with a flag location. However, since
it’s easy to restart battles, you can repeatedly try using a Warp slime to take
a 20% Knight/Martial Artist as your first move to give you an early edge.

“Disabling” – That is, use Melty, Sticky, Super Melty, and Heavy [Peavy] slimes’
abilities not only to aid in capturing units, but to shut down other ones.
Melted & Sticky’d units will just stand there uselessly for multiple turns,
completing shutting down their offense, and potentially even being “walls” for
you, as they can prevent short-range attackers from reaching you. Charm from
naked units/Merchants/Girls is especially potent, since it doesn’t just shut
them down, but has them attacking your enemies for a few turns. Again, ranged
attackers are your biggest threat since they may pick off your disabling slimes
before they can finish the job.

“[Peaving]” – That is, making use of the large stat boost given to Melted
(naked) units from [Peavy] & Heavy [Peavy] slimes. This makes them temporarily
very powerful units, and also gives access to Charm for the duration of the
Melt, which helps even more. This strategy is a bit dubious, because the stats
are very good, but not overwhelming, the duration is limited, and it either
takes multiple turns or multiple Slimes to pull off.

“Baiting” – That is, using Slimes or claimed units to make an enemy move from
its spot into claimable range for you. The vast majority of enemies can’t help
attacking once a target is in range, so you can, for instance, put an
advantage-element slime in range of a Knight, but have a Carrot just out of
range ready to take it when it arrives. Divide Slimes & Goddess’ Hand are
amazing for this, since they take no damage from the first baited hit, but Warp
Slimes are also quite useful since they can go anywhere at will. The biggest
threat to this strategy is other units swarming into the area alongside the
baited unit.

“Warpeporting” – That is, using a combination of Warp Slimes and Teleport Slimes
to send a team of slimes to a far group of enemies to claim/disable them,
regardless of how far away they are. This is one of the most important
strategies I came across, because a team of four slimes (2 Warp, 1 Teleport, 1
Misc.) can take three far-away enemies in a single turn, and a team of six
slimes (2 Warp, 2 Teleport, 2 Misc.) can take four far-away enemies in a single
turn. Teleporter when ranked up, and Neo-Teleporter also let you teleport fellow
Teleporters after this! The biggest threat to this strategy is overly clustered
enemies, and an abundance of units with <100% claim rates, since those require
special slimes to claim/disable (and are strong enough to seriously damage your
100% units).

“Ejecting” – That is, using Teleporters for the opposite goal… once a powerful
enemy gets in range, use Teleport to send them all the way across the map to
avoid them for while/let you heal up at a flag. This works quite well, just keep
in mind, both Teleporting slimes have 2 movement and average HP, so as usual,
they’re quite vulnerable to attack. Similarly, you can use them to “Eject” your
own unit into a powerful position to attack dangerous units, or have a
Teleporter send an enemy back into your own territory for claim. Not terribly
practical since it “sacrifices” a slime, but it can be worth it if you’re safely
grabbing a powerful unit.

“Irregular” – That is, using Irregular’s ability to instantly act to accomplish
a specific goal. Irregular’s ability can help you do some cool things like
immediately charming another enemy with a Melted unit, grabbing a unit and
“running away” to avoid an attack or quickly claim a flag, or just helping to
get an immediate KO via a stronger unit. The biggest problem with this strategy
is it only matters for one turn, most units are clustered/won’t let you escape,
and few units can get one-hit KOs… so it’s not too often that Irregular alone
can be a game-changer.

“Guts/Phoenix” – That is, using a Guts or Phoenix Slime to intentionally lose a
unit, respawn, and Claim the unit that took it. Like Divide Slime/Goddess’ Hand,
this is one of the few ways that a Slime can “take” more than one unit in a
battle. It’s pretty challenging to specifically set up scenarios in which a
specific unit will get a KO, he/she has 100% claim rate, and no other units can
pick off the exposed Guts/Phoenix Slime. So, it’s nice when it happens, but this
is tough to set up.

“Divide and Conquer” – That is, using Divide Slime and/or Goddess’ Hand to
increase your amount of slimes to win by sheer numbers alone. Because the
‘division-hits’ make these slimes invincible, this is a perfectly viable
strategy to increase your numbers when 100% units abound. However, Divided
Slimes are easy picking by enemies, so this only works if you can carefully
ensure that only one unit hits them at a time.
How To Win (Anthony Nelson)
This section is also taken directly from Anthony Nelson's mini-guide on the 3DS boards for Ambition of the Slimes on the GameFAQs site, and used with permission. Visit the GameFAQs board archives where there is far more information in the mini-guide.

How to Win specific stages – There are far too many stages with different
difficulties, Challenge stages, and potential outliers for me to write up guides
for each. Also, the game is quite challenging, so trial and error is important,
and simple changes can make enormous differences in outcomes. Thus, outside of
those strategies listed above, I’ll leave a few more considerations:

How do the enemies advance?
In certain stages, the enemies will come after you immediately. Others will move
once certain allies move. Others still may not move at all until attacked. Test
the waters of the battles first.. if no one moves, what happens when you put a
warp slime in range of someone?

What’s the biggest threat?
Is there a powerful enemy that’s taking you out every time, or are you being
overwhelmed by numbers? If capturing a bunch of 100% enemies isn’t cutting it,
try disabling/capturing the strongest ones instead, and vice versa. If you claim
a good squad of units and still lose, try capturing a different squad.

Can a flag save the day?
Although crucial for recharging Magic & Artillery attacks, flags can also be
extremely helpful for recovering damaged units, or auto-healing you so you can
win a fight against a tougher enemy. If you can lure certain enemies without
luring others, you may have the chance to fully heal your team before advancing
on the remaining enemies.

Can I get the first hit?
You’ll notice pretty quickly that counter-attacks do far less damage than
attacks you initiate, so you’re a lot better off if you can initiate combat,
rather than just respond to attacks. If you’re having trouble with a tough
enemy, consider if there’s any way you can lure them to advantageous area, or if
you can approach them before they approach you. Similarly, if a really weak
enemy is pestering you, maybe let them get counter-attacked to death, while
focusing your attacks on a stronger foe.

Can the Asmodians take something else?
Naturally, when Asmodians claim units, it’s a lot better for you if they do it
to weaker units, or not at all. Certain battles might give you the option of
claiming a unit before they do, luring units away from them prior to claim, or
just blatantly interfering with Warps & Teleports, so see if you can manipulate
them into taking a weaker unit or disrupt them, because like any other AI,
they’ll just go for what’s available nearby, or attack you.

Am I just short of something?
If a strategy just barely fails, consider if it would’ve worked if your unit had
a few more stat points, or could have reach/moved a bit further. If so, consider
stat-boosting slimes like Attack, Guard, [Peavy], Magic, or distance-boosting
slimes like Speed and Reach to accomplish what you need.

Would Hermes help?
Hermes is an odd inclusion, since every battle (sans the Tower of Ordeal) can be
beaten with the units available to you, and Hermes instead lets you bring in any
claimable unit into the fight ready to go. If you just can’t seem to win a tough
challenge, it’s not particularly elegant or convenient, but grabbing a strong
unit like the Plant Artillery unit from the Twin Bridges fight might be enough
to help you out. Plant Snipers, Valoi Guards, and the boss Isabella are all
additional options that may help. It also can combine with Irregulars to give
you first-round attacks, so that’s a unique option too.

and finally…

Should I come back later?!
This is more appropriate for Hard mode and Challenges than regular stages, but
it’s still something to consider. You can absolutely win with level 1 slimes,
but the game is a lot more forgiving if your slime can take a hit. Further,
amazing utility slimes like Teleport and Sticky become even better when they can
use their ability more than once. And heck, some slimes like Carrot, Warp and
Teleport are just so frequently useful that I was using multiple copies of them,
so it might help to redo stages to get multiple slime units of a certain type.
Anyway, you should be able to beat regular stages with the slimes you’re given,
but eventually, you might want a few more of your favorites, or a level or two
to give you the freedom to make a mistake/take a hit.

Challenges, by the way, vary wildly in difficulty. Some seemingly require you to
come back later in the game with stronger slimes, and others are just
interesting variations that can be beaten with different strategies. Have fun
with them, but if something seems impossible, you may need to wait until later
to really have a chance.

I hope this helped… Enjoy! =)
Personal Achievements on Steam
There are 13 achievements to unlock for your Steam profile. These achievements are useful for many reasons including the following:
  • Document personal progress-- Each achievement stamps the date and time that you unlocked it.
  • Challenge yourself-- Playing toward the next achievement can guide you through the game. Locked achievements are grayscale and may show how much progress you've made toward unlocking that achievement. When you have unlocked all achievements, you are an expert.
  • Steam community interaction-- Check the achievements on friend profiles to spark communication and competition. Also you will know who to contact if you need help to unlock a specific achievement.
Following is a list of the 13 Steam achievements for Ambition of the Slimes. Note that you can unlock the 7 Map Clear achievements by clearing each scenario on that map once on any difficulty (easy, normal, or hard). Challenge achievements are unlocked by clearing every challenge of that number on all maps. Unlocking the challenge levels 4 and 5 achievements is extremely difficult!

# Achievement----------------Description
------------------------------------------------------------
1. Tutorial --------------------- Clear Tutorial
2. Baleares Kingdom ------- Baleares Kingdom Full Map Clear
3. Church Territory ---------- Church Territory Full Map Clear
4. Galicia Republic ---------- Galicia Republic Full Map Clear
5. Canarias Islands --------- Canarias Islands Full Map Clear
6. New Continent ------------ New Continent Full Map Clear
7. Lancaster Region -------- Lancaster Region Full Map Clear
8. Witch Forest --------------- Witch Forest Full Map Clear
9. Challenge Level 1 -------- Full Clear
10. Challenge Level 2 -------- Full Clear
11. Challenge Level 3 -------- Full Clear
12. Challenge Level 4 -------- Full Clear
13. Challenge Level 5 -------- Full Clear
Music
In this game, there are 9 tunes described as follows.

1. Title: Heard on the title screen and menus. (There is also a 4 note confirmation after "TOUCH TO START" from the title screen.)
2. Expedition: Heard in forests, hills, and fields.
3. Village: Heard in areas of close human dwelling.
4. Cavern: Heard in caves and other dismal sites.
5. Stronghold: Heard around fortresses, castles, and other heavily guarded structures.
6. You Win!: Heard when you win a battle.
7. Game Over: Heard when you lose a battle.
8. Level up bonus: Heard when a slime receives a level up bonus.
9. Turnabout: Heard in cutscenes at the middle and end of the story.

Bonus Music on 3DS only--
Embark: If you have the 3DS version, a special 8-note bonus ditty is heard when you choose Ambition of the Slimes thumbnail on the 3DS home screen.
Differences Between Steam & Switch
The Steam and Nintendo Switch versions of Ambition of the Slimes appear nearly identical at first glance. However, there are many minor differences. Following are listed the most obvious:

Underwear on Steam is called swimsuit on the Switch, although both images appear the same.

On Steam, Super Melty's super melt ability causes units to be naked for 3 turns. On Switch, Super Melty's super melt ability causes units to be in underwear (swimsuit) for 5 turns. Read on...

Naked units and the Tempt ability are only on the Steam version and do not exist on the Switch version. On Switch, melted units can only be reduced to underwear. On Steam, melted units can be reduced to underwear with melt or steal abilities, or rendered naked with the super melt ability. Underwear units on both Switch and Steam can cause most enemies of the opposite gender to betray for 3 turns with the Charm ability. Units rendered naked by the tempt ability on Steam can cause most enemies of the opposite gender to betray for 5 turns.

On the enemy collection screen for Switch, meltable units have 2 images to unlock-- normal and underwear. On the enemy collection screen for Steam, meltable units have 3 images to unlock-- normal, underwear, and naked.

Invisible slime's special ability is labeled "Possession" on the Switch version.
This is correctly labeled "Invisible" on the Steam version.

Irregular slime's special ability is labeled "Invisible" on the Switch version.
This is correctly labeled "Double Action" on the Steam version.

Attacker slime's special ability is labeled "Double Action" on the Switch version.
This is correctly labeled "ATK+" on the Steam version.

Defender slime's special ability is labeled "ATK+" on the Switch version.
This is correctly labeled "DEF+" on the Steam version.

Wiz Slime's special ability is labeled "DEF+" on the Switch version.
This is correctly labeled "MP+" on the Steam version.

Valoi King's special ability says "MP+" on the Switch.
This is correctly labeled "Order" on the Steam version.

Rumble feature on the Switch allows you to feel the slime being swallowed. Altairworks really knows how to make it fun and gross at the same time. An excellent use of the rumble feature! Sadly, this is absent on the Steam version.

Obviously, on the Switch you have the option to switch between console style (game controller only) or mobile style (touch screen and controller mix). With Steam you have a similar option in that you may download the Steam mobile app for phones and other screens for touch controls. Furthermore, on Steam, Ambition of the Slimes is designed to be played exclusively with the computer mouse, exclusively with the keyboard, or a combination of both.

On the Switch version, Altairworks delivered a beautiful manual that can be accessed from the main menu (the 3DS also has a colorful manual that is different from the Switch). On the Steam version, if you click on "Instructions" in the settings, you will only find the control schemes. Note that the mandatory tutorial section explains everything you need to know, regardless if an actual game manual is available or not.

On the Switch, if you clear the final scenario on any difficulty, you will unlock an extra area where you play as the humans trying to destroy the slimes. Thank you, Altairworks, it was so much fun to have the tables turned. The Steam version does not have this bonus area.
Glitches
This section is not intended to be critical of Altairworks and their partners. They have created one of the best games ever made. This game is packed full of content, and I can think of no other game with more replay value. I have put over 1000 hours into it between 3DS, Switch, and Steam, trying new ways to tackle scenarios and challenges by using different combinations of slimes. That being said, this is not a complaint section. The purpose of this section is to bring attention to interesting or entertaining parts of the game experience. Also, note that the Steam version has very few problems, as it was polished nicely after the Switch version (which had many glitches).

The angle setting (ZL or ZR) resets after every slime turn and must be continually reset. The 3DS version holds your angle setting throughout the entire battle. It is inconvenient to continually reset it, so I am hoping Altairworks will go back and patch this after they have finished developing the sequel.

In Mallorca, when the high sorceress next to the golem is betraying, she can sometimes catch herself in her own attack pattern and damage herself. The animation shows a high sorceress attacking a high sorceress, as if they are 2 different units.
Legal
The author, Dale Hoffman, had no part in the development or distribution of Ambition of the Slimes.

This document may not be reproduced except for private use, and may not be posted on any websites without permission from the author.