Puyo Puyo Fever 2
|Puyo Puyo Fever 2|
Puyo Puyo Fever 2 Box Art (PlayStation 2)
|Platforms||Nintendo DS, PlayStation 2, PlayStation Portable|
|Release date||Nintendo DS
PlayStation 2 &
Puyo Puyo Fever 2 (ぷよぷよフィーバー ２【チュー！】, Puyo Puyo Fība 2 (Chū!)) is the sequel to Puyo Puyo Fever. It is set in Primp Town, the home of the previous game's magic school. The game utilizes a town map that allows you to access various areas that perform certain functions. The game's now 9 courses are accessed through the school. It also contains a tower (for Endless Puyo modes), a shop (to buy items), a town hall (to change options and save), a museum (for viewing unlocked music, cutscenes, etc.), and a playground (for multiplayer and free battle). You can explore these areas and talk to the people there, who may also give you items.
This game is followed by Puyo Puyo 7.
The game boasts nine courses, three times of that from the original Puyo Puyo Fever. Each of the three main characters (Amitie, Raffina, and Sig) has three courses, each with a different story. In general, the main plot of the WakuWaku course involves meeting Lemres, a wizard from the neighboring town who is visiting Primp Magic School, and the plot of the HaraHara course involves stopping Klug, who has become possessed by his book. Each character sets off to do these things in their own way, and usually those things not being their initial intentions.
The RunRun (るんるん, runrun) course in Puyo Puyo Fever 2 is similar to the original RunRun course in that it's designed to get the player started. It starts at a dialog with Ms. Accord. Each player faces three others: 2 classmates and then a final test by Ms. Accord.
The WakuWaku (わくわく, wakuwaku) course is also similar to the original course in a similar manner.
In the opening scene, Raffina meets Butler, who is searching for the Ocean Prince. Butler makes a deal with Raffina in order to convince her to help. Throughout the rest of the course, Raffina is basically shown pushing other characters out of the way as she attempts to find Ocean Prince (who she plans to turn back into a human in order to make him her "prince").
The final dialog shows Lemres turning Ocean Prince into his human form, Prince Salde, as Butler tries to catch up with him, who struggles away from Lemres and Raffina. Raffina then looks at the item she gets from Butler, the Shellfish of Thinking, in disgust. The screen fades and the credits roll.
Amitie begins her course at Primp Magic School, where Accord asks her to meet up with a visitor (Lemres) since she cannot do so personally due to something coming up. However, Accord neglects to tell Amitie who the visitor is, so Amitie sets off rather aimlessly, encountering and challenging random characters.
As the course ends, Amitie seems to be embarrassed for beating up Lemres, the visitor whom she was supposed to meet up with. Amitie is then shown apologizing to Accord while holding a coughing Lemres.
Sig's course begins on a dialog with Accord. Apparently, Amitie forgot the observation data notebook for the flower she was supposed to be watching, so he plans to give it to her. However, at this point Accord has already sent Amitie off to meet Lemres. Since Accord forgot to give Amitie a description of Lemres, she gives Sig a note to give to Amitie along with the notebook.
This course ends with Sig reading the letter that he was supposed to give to Amitie, the letter consisting of a picture of Lemres, the person Amitie was supposed to meet. Realizing this, Sig picks Lemres off the ground and shakes him, which heals him, and then leaves.
The HaraHara (はらはら, harahara) course is similar as well.
The course begins with Lemres informing Raffina that his purpose for coming to Primp Town was to deliver the "Stone of Moon," but lost it on the way. He convinces her to help him find it by inserting the fact that it is said to improve one's complexion, thoroughly exciting Raffina.
The course ends with Raffina taking the Stone of Moon from Possessed Klug, with the latter asking if she's concerned about Klug, whom he's currently possessing. Raffina says that she really doesn't mind him being in Klug's body, seeing as she only came for the Stone. She heads back to Lemres, and says she got the stone, but that it's broken. Lemres actually explains that it has to be broken in order to use it. Raffina rejoices as Lemres heads back to Feli and Balanders, revealing to Feli that he didn't tell Raffina that the stone's effects only last for 3 days before it's put back together.
The course begins with the spotlight focused on Klug, who plans to increase his magic power by unsealing his book through the use of three magic items, although he still needs the Stone of Moon that Raffina was looking for. Amitie runs into Klug and defeats him. Annoyed by his defeat, Klug threatens Amitie to meet him in the ruins and fight him in his unleashed form.
The story - and the game itself - ends with Amitie rejoicing that she won against Possessed Klug, while he begs her not to take the bookmark inside the Tome of Sealing. Amitie slips it out of the book and asks if this is the one he means, with Possessed Klug screaming as he's sealed back into Klug's book and Klug gets his body back. The latter tells Amitie that it was just an experiment on what happens if someone is possessed. Lemres joins in on the conversation and the three decide to go back to the school, having a good laugh while doing so.
Possibly taking place after the events of Raffina's WakuWaku course, Sig meets Prince Salde - Ocean Prince in his human form. Wanting to return to his fish form in order to deceive his Butler (known in this story as "a pursuer"), Salde bribes Sig with free meals and naps in order to have him help find the Lantern of Star, which is necessary to transform him into a fish again.
The course ends with Prince Salde reaching for the Lantern slowly as Possessed Klug laments that he lost. While he's distracted, Salde grabs the lantern, turning back into the Ocean Prince. He and Sig head back to the ocean and say their goodbyes... only for the Ocean Prince to be eaten by a whale.
- See also: Items in Puyo Puyo Fever 2
The main difference between the two Fever games is in the main menu. Rather than simply having everything confined to a singular menu, in Fever 2 the various locales throughout Primp Town serve as a "hub"-esque main menu. Pressing the pause button brings up a menu to save and view progress.
- Town Hall: The location of the rankings, minigames, mail, and options. Rei is the host of this area.
- Magic School: The location of all three by three story modes. Accord is the host of this area.
- Dapper's Shop: The area where you can buy all renewable items, and obtain one of the permanent six. Dapper Bones runs the store.
- Museum: The area where you can examine what the items do, read books in the library that provide lore, and listen to music, re-watch manzais, and except on the DS view replays. Akuma is the curator of the museum.
- Tower: The location of single-player challenge modes, including Endless Fever, Endless Chu Panic, Endless Mission, Endless Classic, and the Fever 2 equivalent to Puyo Puyo Box's Scramble mode and later games' Endless Battle. Hoho tends to this area.
- Playground: The spot for Free Battle (Fever only except on DS) matches, and all multiplayer related content. Arle and Carbuncle are the characters you encounter here.
Fever mode, the core gameplay mode, remained relatively unchanged from Puyo Puyo Fever. By offsetting nuisance Puyo in one's nuisance tray, a player can add points to their Fever gauge. When the gauge is completely filled, the player then enters a timed Fever mode in which they temporarily play on another field. The player must then correctly set-off the preset chains that are dropped onto the field.
An addition to the gameplay is the items system. Before a match, one is allowed to choose an item that can affect the gameplay of the match. Some items allow you to play as another character (something that was not possible in the previous game without a button combination, and even then only in certain versions). The majority do helpful things such as dumping Nuisance Puyo on an opponent at the beginning, making attacks more powerful, setting up a chain for you to start with, or starting you with a couple points on your fever counter. Common items can be bought at Dapper Bones' shop using points which are earned through beating characters in the courses.
A pink variation of the Nuisance Puyo, known as Chu Puyo, were introduced in this game and do not appear in any other game to date. However these only appear in Endless Chu Panic where they replace Nuisance Puyo, though an item can be used to achieve the same effect in story mode and the Endless Battle mode. Chu Puyo have no effect on gameplay and are a purely graphical and audio modification.
Three save files are allowed, as if to track progress for multiple players.
Listed in order of voice clips in the museum, which is also their indexing order.
- Dapper Bones
- Donguri Gaeru
- Onion Pixie
- Ocean Prince
- Yu and Rei
- Accord and Popoi
- Arle and Carbuncle
- Lemres, unlocked by completing one of the WakuWaku courses.
- Possessed Klug, unlocked by completing one of the HaraHara courses.
- Possessed Klug uses a unique voice pattern.
- In terms of character strength, Baldanders is the weakest character in the game, both inside and outside of Fever.
- Except for the Wii version of Puyo Puyo! 15th Anniversary, this is the only Puyo Puyo game to feature multiple save files.
- Arle mentions the spell that makes Puyo battles possible, "Owanimo", in one of the library books called "Arle's Memories 2".
- Puyo Puyo Fever 2 was internally known as Puyo Puyo 6 during development.
- Each version's boxart corresponds to a different protagonist.
- The DS boxart focuses on Amitie.
- The PSP boxart focuses on Raffina.
- The PS2 boxart focuses on Sig.