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If you'll recall Hidden Moves ('HMs') from older Pokemon games, you won't be stunned to know that Cassette Beasts, the monster-catching RPG from Bytten Studio, employs a similar mechanic. However, it's practically Cassette Beasts' mission statement to make old concepts vibrant again - and in the case of overworld traversal abilities, they've done so by making you, the player, feel like a bigger part of the gig.

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This guide's purpose is a simple one - we're going to tell you the location of each monster that'll net you a brand-new ability designed to make travel through New Wirral a far easier ordeal.

What Are Overworld Abilities?

Cassette Beasts Directory Feature Image

In Pokemon Red & Blue, one couldn't progress past a certain point without having a captured creature learn 'Cut', which strikes down troublesome trees and allows further passage. In Cassette Beasts, simply capturing (or in precise parliance, 'recording') specific monsters imbues the player with the ability to perform their actions, so you don't have to worry about taking up a sticker (move slot) to make the magic happen.

There are six overworld abilities in Cassette Beasts. Some are mandatory for completing the game. All are convenient as heck. We'll go over each in turn, roughly in order of earliest probable acquisition.

Dominoth: Mothwing Glide

Cassette Beasts Kayleigh Tutorial

Mothwing Glide is automatically obtained whilst engaging in Kayleigh's tutorial on how to record monsters. In other words, you're going to learn Mothwing Glide whether you like it or not - and you should probably like it, because slowly gliding between cliff spots can get you places that simple hopping cannot.

To learn Mothwing Glide, you'll need to record a Dominoth. But again, this will happen as part of the main story, so don't worry about finding one on your own. (They're all over the place, though, so that's hardly an issue, either.) The cool thing about Mothwing Glide is that you'll gain the ability to glide farther distances as you defeat Archangels, making it an all the more evergreen ability.

Boltam: Electromagnetism

Cassette Beasts Near An Electricity Line

The starter areas won't have these, but venture much further across the island, and you'll begin to see bluish squares that look a bit like buttons. You'll also find stacks of bluish squares that appear to fit on top of those button-like contraptions. And you'll be correct for thinking so. These squares and slots are related to Electromagnetism, an overworld ability learned by Boltam.

You can find Boltams aplenty in the Eastham Woods, toward the central-northern section of New Wirral, though they may appear in forest-like spots closer to home.

Bulletino: Bulletino Dash

Cassette Beasts Bulletino

Note that you may bump into Bulletinos before Boltams, depending on which paths you take while exploring the land. You won't have trouble distinguishing them from other monsters - Bulletinos speed around like rockets, and when they notice the player, they blast off toward them. There's just nothing else like it in the game.

Bulletinos populate not only Autumn Hill, on the far eastern side of the island, but various places en route to Autumn Hill. You may well record one before getting there. If you haven't, you'll have a heck of a good chance to do so when the Ranger Captain in Autumn Hill asks you to get rid of five before he'll battle you!

Bulletino Dash can smash boulders, getting you through new places but also crafting ace shortcuts to make general traversal a simpler affair. You'll also be able to blitz past those annoying wind walls.

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Diveal: Diveal Swim

Cassette Beasts Kayleigh Beach

Diveals are those fast-swimming folk with the sponge diver helmets. They, well, they look like seals. For all intents and purposes, they're seals. Not only will you find them in the water in multiple locations, especially Thirstaton Lake, but they also tend to populate shorelines beside water.

Recording a Diveal nets you Diveal Swim, which draws from your stamina bar to let you swim across bodies of water. This is vital to completing the story, as there are plenty of places (mainly toward the west) that can't be accessed without swimming.

Before you learn Diveal Swim, going into the water automatically teleports you back to dry land, so it's utterly impossible to cross water.

Jumpkin: Pumpkin Vine Ball

Cassette Beasts Jumpkin Patch

This one's pretty cool. You'll rely upon a pumpkin to roll vertically up cliffs and mountains, because that's totally how physics works. To unlock Pumpkin Vine Ball, journey to the Piper Farm, due west of Harbourtown. Don't try to do so right off the bat when you start your Cassette Beasts file, though, since you'll need to have acquired other abilities before you can reach it. It's so close, yet so far.

Once you're there, investigate the bridge, which is notably raised rather than in service - you'll enter a fight with Jellyton. After the fight, use the Skelly Jelly you've been given on one of the pumpkins in the farm's patch. A Jumpkin emerges! Record it, and let the good times roll.

Averevoir: Averevoir Flight

Cassette Beasts Barkley

You will need Pumpkin Vine Ball before you can obtain this last overworld ability. Head to the bottom of Mount Wirral in the northwest section of the map. Search the area, and you'll stumble upon Barkley, a dog who is in fact also a party member. Go figure!

Barkley wants someone to head up the mountain with him. To do so, activate Pumpkin Vine Ball and ascend to the area he has in mind. Enter the cave, and you'll battle a powerful Averevoir. (We recommend a minimum of level 40 for this fight.) Record Averevoir, and its nifty bounce-like travel tactic is all yours.

Next: Cassette Beasts: Complete Guide