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Walkthrough

by Devhatesyou

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             The Dark Spire (Nintendo DS) - FAQ/Walkthrough
                            v1.0 - May 16 2009
                  by Dev [devhatesyou(at)gmail(dot)com]

                                   ---

                        Game Developer: Success
                        Game Publisher: ATLUS
                        Platform(s)   : Nintendo DS


_______________________________________________________________________________
�������������������������������������������������������������������������������
                        Table of Contents :: [TDS_TOC]
_______________________________________________________________________________
�������������������������������������������������������������������������������

This guide uses a section code search system so you can easily find what part
you're looking for without scrolling through a massive document. If one wanted
to jump to the table of contents, they would search for [TDS_TOC] using their
web browser or word processing program, for example. All of the individual
section codes are listed below.


[TDS_TOC] - Table of Contents.
-
[TDS_FAQ] - Frequently Asked Questions.
-
[TDS_RACES]  - Information on the game's Races and Alignments.
[TDS_CLASS]  - Information on the game's Classes.
[TDS_SPLSKL] - Information the game's Spells and Skills.
-
[TDS_WINTRO] - Walkthrough: Introduction.
[TDS_FLR1P1] - Walkthrough: First Floor. Part 1.
[TDS_FLR2P1] - Walkthrough: Second Floor. Part 1.
[TDS_FLR1P2] - Walkthrough: First Floor. Part 2.
[TDS_FLR2P2] - Walkthrough: Second Floor. Part 2.
[TDS_FLR1P3] - Walkthrough: First Floor. Part 3.
[TDS_FLR2P3] - Walkthrough: Second Floor. Part 2.
[TDS_FLOOR3] - Walkthrough: Third Floor.
[TDS_FLR4P1] - Walkthrough: Fourth Floor. Part 1.
[TDS_BMENTW] - Walkthrough: Basement. West Section.
[TDS_FLR4P2] - Walkthrough: Fourth Floor, Part 2.
[TDS_BMNTE1] - Walkthrough: Basement, East Section. Part 1.
[TDS_FLR5P1] - Walkthrough: Fifth Floor. Part 1.
[TDS_BMNTE2] - Walkthrough: Basement, East Section. Part 2.
[TDS_FLR5P2] - Walkthrough: Fifth Floor. Part 2.
[TDS_FLOOR6] - Walkthrough: Sixth Floor.
[TDS_FLOOR7] - Walkthrough: Seventh Floor.
[TDS_RTURN7] - Walkthrough: Return to the Seventh Floor.
[TDS_FL????] - Walkthrough: Floor ????
[TDS_CP????] - Walkthrough: Completing Floor ????
-
[TDS_QUESTS] - Quests.
-
[TDS_ENMYDRP] - Enemies and Enemy Item Drop List.
-
[TDS_ITMEQP] - Items and Equipment.
-
[TDS_VERUPD] - Version History and Updates.
-
[TDS_CREDIT] - Credits for information used in this guide.
-
[TDS_CPYRGT] - Copyright / Legal Info.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                   Frequently Asked Questions :: [TDS_FAQ]
_______________________________________________________________________________
�������������������������������������������������������������������������������

Q: How do I level up?

A: The only place you can level up is in town, at the Guild. All level-ups,
   stat-ups and learning of skills are done in the Guild under the "Learn"
   menu, and they cost EP (Experience Points).

���
Q: I can't cast spells! Help?

A: Mages and Priests are very restricted in what they can equip while
   maintaining the ability to cast spells. If an item you equip makes a class
   level number go red in the status screen, it means you won't be able to
   cast spells. Remove that piece of equipment. Thieves work similarly.
   If you equip an item that makes your Thief level go red in the status
   screen, it pretty much disables your Thief skills. Pay attention to that.
   When you get advanced classes, this becomes less of a problem as an
   advanced class can equip anything both of its parent classes can with no
   penalty.
___

Q: I can cast spells, but the number of some spell levels is red while others
   are green, what does that mean?

A: It means your chance of casting that spell successfully in combat is lower
   than average. Always use "Cast Carefully" while using a spell of a level
   that is red or it will most surely fail. Increasing your IN stat and/or
   class level will eventually make them easier to cast and the number will
   turn green.
___

Q: How do I get High Elves and Dark Elves?

A: See the Races and Alignment section for details.
___

Q: How do I fix the elevator?

A: This isn't an actual quest in the game, but it is outlined in the
   walkthrough and pretty vital for travel once you start getting up there in
   the floors. Here is a brief list of what you need to do.

   - Get Empty Bottle in the generator room on 1F at 6N,13. Fill that bottle
     up at the water spring at 17N,13E on 1F to get Crisp Soda Water.

   - Get the Rum-Pickled Nuts on 2F at 7N,14E on 2F.

   - Get the Sunflower Seeds on 3F at 9N,11E.

   - Get the Gourd at 1N,18E on 3F.

   - On 4F, examine the Puppet at 5N,16E to make a "form" run out. At 6N,16E
     on 4F, use the Rum-Pickled Nuts and Gourd to capture the Yggdra Squirrel.

   - Go to the generator room on 1F at 6N,13 and use the Crisp Soda Water,
     Sunflower Seeds and Yggdra Squirrel to activate the elevator.

   - If you have the Checklist item, like you should if you're following my
     Walkthrough, now is a good time time to use it in order to fill it out
     for a quest you'll run into later.
___

Q: How do I get advanced classes?

A: Check the Classes section for the stats/skills requirements and the Quests
   section for the quests needed to unlock the classes.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                           Races and Alignment :: [TDS_RACES]
_______________________________________________________________________________
�������������������������������������������������������������������������������

In The Dark Spire, there are six races. Four available at the beginning, and
then two more, each of which are exclusive to an alignment and are exactly the
same as the Elf race in everything but name.


_____
Human
�����
Hey, you know these guys! You're probably one in real life. As is standard in
role playing games with races, they have middle of the road stats. Jack of all
trades kind of deal. It is therefore not difficult to roll stats for one to
become just about any class.

Best Initial Stat Rolls
�����������������������
14 ST, 14 IN, 14 VT, 14 DX, 14 CH

Maximum Stats
�������������
18 ST, 18 IN, 18 VT, 18 DX, 18 CH

_____
Dwarf
�����
Small, tubby people who love gold and gems and things like that. Well, maybe
not in the lore of this world. Who knows, though. They have great strength and
vitality, but aren't as quick or intelligent as other races.

Best Initial Stat Rolls
�����������������������
16 ST, 13 IN, 16 VT, 11 DX, 12 CH

Maximum Stats
�������������
20 ST, 17 IN, 20 VT, 15 DX, 17 CH

________
Halfling
��������
The other small people. These small people are less strong, but quicker on
their feet. Good for thieves and ninjas.

Best Initial Stat Rolls
�����������������������
11 ST, 13 IN, 14 VT, 16 DX, 15 CH

Maximum Stats
�������������
15 ST, 17 IN, 18 VT, 20 DX, 19 CH

___
Elf
���
(and High Elf, Dark Elf)

Every D&D nerd's fantasy come true. Beautiful, thin, smart folk. They have the
best IN and CH rolls and potential along with very high DX, but their ST and
their VT is somewhat lacking. Given that in this game, magic is what it's all
about, that's no problem. Elves are a good race to pick.

See the Alignment section just below on how to unlock High Elf or Dark Elf,
though there are no differences aside from starting alignment and the ability
to begin as a Priest.

Best Initial Stat Rolls
�����������������������
13 ST, 16 IN, 13 VT, 15 DX, 16 CH

Maximum Stats
�������������
17 ST, 20 IN, 16 VT, 19 DX, 20 CH


���

The Alignment system in this game is based on Order and Chaos. They are not
actually good and evil in this game. Order stands more for stability, while
Chaos stands for bringing change. What alignment does is determine who a
character can be in a party with, and later on access to alignment-specific
spells and equipment.

A Lawful character cannot be in the same in the same party as a Chaotic.

A Neutral character can be in a party with anyone.

A Chaotic character cannot be in the party as a Lawful.

A character's faith is on a scale like this, based on the in-game "Faith
Levels" which represent about 9-10 points of alignment.


9   8   7   6   5   4   3   2  1  0  1  2  3  4  5  6  7  8  9
������������������������������/�������\�����������������������
                             /    |    \
                            /  Neutral  \
                           /             \
                    Chaotic               Lawful


The highest number of alignment points you can have is 99. A way to gauge this
is to pay attention to when a character gains a "Faith level". A Neutral
character has between 0 and 9 points in either Lawful or Chaotic.

Any character can become any Alignment they wish with enough work. If you wish
to change a Lawful to Chaotic or Chaotic to Lawful, you must first put them in
a party by themselves, then visit the opposing temple. You must then pray.

After each time you pray, you must enter the tower and then exit it in order
to reset the ability to gain faith points.

Praying at a temple of your alignment gives +1 towards your current alignment.

Praying at a temple of an alignment which opposes yours gives 2 away from your
current alignment faith.

This means it is possible to have a Chaotic Dwarf even though they are always
created as Lawful. This also means it is possible to have a Chaotic High Elf,
or a Lawful Dark Elf.

Later in the game you will find alignment specific equipments and unlock the
8th and 9th Domain spells. 8th Domain is Chaotic only while 9th Domain is for
Lawful only.


Unlocking High Elf / Dark Elf
�����������������������������
In order to unlock the High Elf or Dark Elf races, you must have a positive
total of 200 alignment points in Order on Lawful alignment characters for High
Elf, or 200 alignment points in Chaos on Chaotic alignment characters for
Dark Elf. This is a cumulative total of every character you have.

Because each point in Order will cancel out a point in Chaos (the reverse is
also true,) you must either delete or convert characters that are of the
Alignment you do not want.

For example, if you wanted to unlock Dark Elf and had the following:

Chaotic Dwarf (Faith Level 6)
Chaotic Elf (Faith Level 5)
Chaotic Human (Faith Level 5)
Chaotic Halfling (Faith Level 6)
Lawful Human (Faith Level 5)

You would have around 200-220 points in Chaos, but also around 50 points in
Order, which would leave you below the 200 mark of total Chaos alignment
points. You would need to either delete the Lawful Human or make it pray on
its own until it became Neutral or Chaotic.

Neutral characters themselves do not contribute to this total, so the bare
minimum amount of characters you could use to unlock one of these races is 3
characters, two with maxed out Level 9 Faith and one with at least level 1
faith. At the beginning of the game, using 4 characters to pray and enter/exit
the tower up to faith level 6 or so should do it, though, and won't take more
than 15-20 minutes to do.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                           Classes :: [TDS_CLASS]
_______________________________________________________________________________
�������������������������������������������������������������������������������

This section will offer up descriptions of classes, stats, and so on.

First, an explanation on Stats and what they do

ST            - Every point above 13 adds one damage to every hit made by
(Strength)      weapon attacks. For example, with 20 ST (the max a Dwarf can
                get) you get 7 bonus damage per hit. At 10 hits, that is 70
                bonus damage.

IN             - Lowers failure rate on spellcasting and at 14 or higher
(Intelligence)   gives 1 more spell to distribute.

VT         - Helps determine total Hit Points. 7 VT gives a 3HP penalty per
(Vitality)   level. 8 VT gives a 2HP penalty per level. 9 VT gives a 1HP
             penalty per level. 10 to 14 VT has no penalty. 15 to 17 VT gives
             a 1 HP bonus per level. 18 to 19 VT gives a 2HP bonus per level.
             20VT or higher gives a 3 HP bonus per level.

DX          - Dexterity helps determine acting order in a combat turn, and
(Dexterity)   also seems to help determine accuracy and success/failure with
              Thief skills, though the Thief's class level in thief and
              whether or not they have the Disarmament and Lock Picking
              skills weighs heavier.

CH          - A minor statistic that is required to learn a skill or two, in
(Charisma)    particular a character that wishes to become a Paladin must have
              at least 10 CH. It also affects some minor events such as the
              Apple tree on 5F. You can pick more apples without being killed
              with a higher CH stat.


Hit Points: This is determined by class and VT stat. It is re-rolled every
            time a character gains a level based on their VT stat and their
            current class. So don't worry too much about 1 HP gains on level
            up, except early in the game when you really need good gains to
            survive. The game simulates a die roll for each level of your
            current class or highest class and modifies it by your VT stat.

            That means if you were to become a higher level Warrior than
            Mage, or change into an advanced class, your next level's HP
            roll would be based on the Warrior or Advanced class rather
            than mage and you would have the same potential HP gain as
            someone who leveled as a warrior or advanced class the whole
            way, assuming you have the same VT stat range.

            Here is an example. A warrior is level 5. Let's say he has has
            23 HP and his VT stat is 17. The warrior formula for HP
            is 1-10 * LVL + VT bonus. Let's assume we get the highest roll
            when leveling up to level 6.

            10*6 + 1*6 = 66. His new HP is 66, a gain of 43 HP.

            You cannot gain less than 1 HP on a level up, and Advanced
            classes only gain HP when the advanced class itself levels
            up as a result of the average of their parent classes increases.
            This happens with every 2 levels put into any combination of their
            parent classes.

            Hit Points are re-rolled only every time you level-up, so if you
            increase your VT to a point where it gives a higher bonus you
            will need to level up to see any potential increased based on that
            new bonus.


Spell Levels: As you gain level in caster classes, you gain both new spell
              levels (Domains) and more spells charges in spell levels that
              you already know. The max number of charges for any Domain is
              9 charges. Note that you cannot use level 8 or 9 spells without
              both doing the quests to unlock them and meeting the
              requirements of level and Faith.

              As for the number of spells you can learn, this goes up at a
              rate of 1 per level. Having 14+ IN seems to give one bonus
              spell to assign per school.


Hits: The number of hits you do with a weapon. This is capped to a max of 10
      hits and is determined both by your class (and its level) along with
      the weapon you are using. Some weapons add bonus hits, and thus require
      a lower level to reach that 10 hit cap.

      When using an advanced class, the level displayed of your advanced class
      is what determines hits. If you are a level 30 Ninja, for example, it
      does not matter whether 50 of those levels are Warrior and 10 are Thief
      or if 50 are Thief and 10 are Warrior. You will still be getting 7 bonus
      hits from the Ninja's hit formula of [Level / 4].

      Note that these formulas represent the base number of hits, which
      presented alone will tell you how many hits a class of a certain
      level will get with a weapon that grants no bonus hits. With a
      weapon that gives bonus hits, you require less levels to reach the
      cap of 10 hits. Most good weapons have bonus hits on them.


Accuracy: Your chance to land hits with your weapon attacks. This is
          determined by class, and, again like with Hits, advanced class
          formula is all that matters for an advanced class.


Read the individual class description and stats for individual formulas for
HP, Hits, and Accuracy.

First, the four Base classes.

_______
Warrior
�������

Able to equip almost any weapon or armor, this character is the ideal choice
for the front row and front slot of your party when you are just beginning to
play the game. A warrior's HP gain is the best among base classes and his
physical damage capability is the best of any base class.

Requirements: 11 ST.

HP Formula: [1-10 * Level] + [VT Bonus * Level].
Hits: Level / 5
Accuracy: [Level/5] + 4

Oaths: Warrior and any class that uses warrior as one of its parent have
Oaths. If broken, they increase the amount of EP required for the next level.
The arrow next to one indicates the easiest ones to uphold. When using an
advanced class, the level you take an oath is based on your warrior level
only.

Level 6
�������
Thou shalt not grab the tail of a cat. <-
Thou shalt not eat the meat of a dog. <-
Thou shalt not eat fruit.
Thou shalt not climb trees.

Note: I haven't found any way to break either of those two.

Level 12
��������
Thou shalt not use items during battle.
Thou wilt always pray before entering the Tower.
Thou shalt not abort any quests. <-
Thou shalt not change equipment in the tower.

Note: If you remove the warrior from the active party you can break this
      Oath with no ill effects.

Level 24
��������
Thou shalt not attack unidentified enemies. <-
Thou shalt not run from unidentified enemies. <-
Thou shalt not ambush enemies.
Thou shalt not defend.

Note: Keeping the mage spell Visio Vigilantis up every time you enter the
      tower makes the selected oaths impossible to break.

Level 48
��������
Thou shalt not cast spells during battle.
Thou shalt not cast spells while moving in the dungeon.
Thou shalt not run from any battles.
Thou shalt not use spells to return to town. <-

Note: You can still use Return Rings or have someone else can Angel Wing.

Level 96
��������
Thou shalt not let any enemies escape. <-
Thou shalt not kill any Dragons.
Thou shalt not kill any Demons.
Thou shalt not kill any Giants.

Note: These all suck but you don't need to be above level 30 to finish the
      game, so no big deal really.

_____
Thief
�����

Able to equip more than a Priest or Mage, but not enough to guarantee any
kind of survival in the front row. The Thief is essential for lock picking
open locked doors, and disarming trapped chests. You will need a Thief of
some sort to get through the game. They are not very adept at physical
damage dealing, however in the earlier parts of the game they can do enough
of it to be of value, until you can change them into an advanced class where
they'll either also be a warrior or a spell caster of sorts.

Requirements: 11 DX.

HP Formula: [1-8 * Level] + [VT Bonus * Level]
Hits: Level / 10
Accuracy: [Level / 4] + 2

____
Mage
����
Able to wield the most powerful weapon in the game, multiple target damage
spells. Starts off very weak, unable to do much of anything but put enemies
to sleep to make them easier targets for fighters. Later on however, magic
becomes vastly superior to all else. You will want at least two characters
who are advanced class mages later in the game.

Requirements: 11 IN.

HP Formula: [1-6 * Level] + [VT Bonus * Level]
Hits: Level / 15
Accuracy: Level / 6

______
Priest
������

The ubiquitous healer. Not able to equip much and still retain their ability
to cast spells. You will want one for any prolonged visit to the tower, and
having two of the advanced class priests will help prevent being wiped out
late in the game.

Requirements: 11 IN and Lawful or Chaotic Alignment.

HP Formula: [1-8 * Level] + [VT Bonus * Level]
Hits: Level / 15
Accuracy: Level / 6


���

Now, the six Advanced classes. An advanced class' level is determined by the
average level of its two parent classes. For example, a Samurai with level 40
in Mage but only level 10 in Warrior is a Level 25 Samurai.

_______
Paladin
�������

A priest and warrior in one, the Paladin can cast any priest spell while
wearing any weapon or armor a warrior can wear. They get AC bonuses from most
shields and some specific armors, making them the absolute best character to
stick in the front of a group.

Requirements: Warrior Level 10. Priest Level 10.
              13 ST, 13 IN, 13 VT.
              Military Strategy Skill (Requires Warrior L5, 13 IN, 10 CH)
              Paladin Training quest completed.

HP Formula: [1-10 * Level] + [VT Bonus * Level]
Hits: Level / 5
Accuracy: Level / 3

_______
Samurai
�������

A warrior and mage in one. The Samurai can cast any mage spell while wearing
any weapon or armor a warrior can wear. They get bonuses while using certain
Katana type weapons and can randomly perform critical strikes that instantly
kill enemies while using such a weapon. Definitely one of the greatest
classes in the game, though its AC is not the best.

Requirements: Warrior Level 10. Mage Level 10.
              13 ST, 13 VT.
              Healthy Lifestyle Skill (Requires 13 VT)
              Samurai Training quest completed.

HP Formula: [1-10 * Level] + [VT Bonus * Level]
Hits: Level / 5
Accuracy: Level / 2

_____
Ninja
�����

A warrior and thief in one. Their AC is similar to the Samurai but they make
the absolute best physical damage dealers. Unfortunately, physical damage
becomes less relevant towards the end of the game and beyond. They can perform
instant kill critical strikes more often than the Samurai and get similar
bonuses from using Katana type weapons.

Requirements: Warrior Level 10. Thief Level 10.
              13 ST, 13 IN, 13 DX.
              Tree Climbing Skill (Requires 13 DX)
              Ninja Training quest completed.

HP Formula: [1-10 * Level] + [VT Bonus * Level]
Hits: Level / 4
Accuracy: Level / 2

______
Wizard
������

A mage and thief in one. Can use many weapons, though lacks in AC so is better
off in the back row with a good bow. It is easily the best thief character to
have tag along due to the fact it is a mage and mages are the ones who will
get you through the toughest battles with the least danger.

Requirements: Thief Level 10. Mage Level 13.
              13 ST, 13 IN.
              Astrology Skill (Requires Mage Level 13, 13 IN)
              Wizard Training quest completed.

HP Formula: [1-8 * Level] + [VT Bonus * Level]
Hits: Level / 8
Accuracy: Level / 4

______
Ranger
������

The combination of Priest and Thief. Not a bad class. If you value Priest's
Holy spells over Mage's Arcane spells, you might consider this class.
Personally, I prefer the Wizard as my thief. Much like the Wizard, it lacks AC
and is better off in the back row with the best bow you have.

Requirements: Thief Level 10. Priest Level 10.
              13 VT, 13 DX.
              Acrobatics Skill (Requires 13 DX and Tree Climbing Skill)
              Ranger Training quest completed.

HP Formula: [1-8 * Level] + [VT Bonus * Level]
Hits: Level / 6
Accuracy: Level / 4

_____
Druid
�����

The combination of Mage and Priest. A very well-rounded class, that due to
late-game equipment can also make for a surprisingly powerful front-liner as
well. Can cast every spell available to its alignment. I highly recommend at
least one Druid in your group.

Requirements: Mage Level 10. Priest Level 10.
              13 IN.
              Ancient Languages Skill (Requires 13 IN)
              Druid Training quest completed.

HP Formula: [1-8 * Level] + [VT Bonus * Level]
Hits: Level / 10
Accuracy: Level / 5


_______________________________________________________________________________
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                      Spells and Skills :: [TDS_SPLSKL]
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A list of the Spells and Skills in this game, and requirements if applicable.

Spells are learned by Learning them in the Guild and can be unlearned to
refund the point you spent on it in order to spend it on an upgraded, higher
level version of the spell or a completely different spell. You are not stuck
with bad spells in this game. Points to spend on learning spells increase as
your level with the class that uses a specific spell of magic increases.

Spell Levels (Domains) available increase as your Priest or Mage levels
increase, as do the number of charges you get and the success rate of casting
during combat.

Many of the Alignment-specific spells slightly reduce your alignment when used
in battle, so don't forget to pray between trips into the tower.

__________
����������
Holy Magic
__________
����������
Holy magic is the Priest's school of magic.

______________________
Holy Magic: 1st Domain
����������������������

Healing Touch
�������������
"Restore one ally's HP slightly."

Heals 2-8 HP on a single party member.


Holy Bolts
����������
"Shoot Holy Bolts to deal damage to one enemy."

Deals 1-6 damage to one enemy.


Heavenly Armor
��������������
"Reduces all allies' AC by 1."

Reduces all allies AC by 1, as the spell says. Only castable during combat and
only lasts until the end of battle.


Divine Armor
������������
"Reduces the caster's AC by 4."

Reduces the caster's AC by 4, just like the spell says. Combat only and wears
off after the end of battle.

______________________
Holy Magic: 2nd Domain
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Divine Shield
�������������
"Reduce one ally's AC by 5."

Another combat only armor boost. Wears off at the end of battle.
Can be used on any ally.


Devout Silence
��������������
"Seal the spells of an enemy group."

Renders those it lands on unable to cast any spells. Very effective on
caster monsters as they will still try to cast even though their spells have
been sealed.


Tranquility
�����������
"Cure one ally's paralysis, sickness, and sleep."

A vital spell to remove paralysis and sickness, though some higher level
priest spells combine this effect into HP healing spells as well.

______________________
Holy Magic: 3rd Domain
����������������������

Divine Fortress
���������������
"Reduces all allies' AC by 4."

The upgrade to Heavenly Armor.


Holy Bullets
������������
"Deal damage to one enemy by hitting it with a volley of Holy energy."

2-12 damage to a single enemy.


Healing Force
�������������
"Restore one ally's HP moderately."

Heal one party member for 4-24 HP.


Holy Asylum
�����������
"Increase all allies' spell resistance."

Lawful Alignment only.

Combat only. Increases resistance to spells until the end of battle.

______________________
Holy Magic: 4th Domain
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Absolution
����������
"Cures one ally of poison."

As the spell says, removes poison from a single ally. Very useful.


Holy Guardian
�������������
"Reduces all allies' AC by 3. This lasts until the dungeon is exited."

An "enhancement" type spell. It lasts until you leave the tower or until you
get hit by a trap that removes all enhancement type spells. Extremely useful
spell, as are all enhancement type spells.


Virtue
������
"Increase caster's Stat Points slightly."

Combat only. +2 to all stats until the end of battle.


Holy Protection
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"Reduces one ally's AC by 10."

Upgrade to Divine Shield.


Divine Touch
������������
"Cure one ally of any status ailment except petrification or death."

Chaotic Alignment only.

It's Absolution and Tranquility in one. If you're Chaotic, get this.

______________________
Holy Magic: 5th Domain
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Resurrection
������������
"Revive one ally."

Revives a dead ally with one hit point. Cannot be used in combat.


Divine Hand
�����������
"Partially restore one ally's HP, and cure all status ailments except
 petrification and death."

Heals for 17 to 53 HP and removes all status ailments except petrification
and death.


Sacred Silence
��������������
"Seals the spells of all enemies."

Like Devout Silence, but on every enemy in battle.


Smite
�����
"Cause instant death to one enemy."

Attempts to instantly kill a single enemy. Fairly good chance against those
who are not resistant to spells.

______________________
Holy Magic: 6th Domain
����������������������

Divine Gift
�����������
"Fully restore one ally's HP, and cure all status ailments except death."

A full-heal spell for a single living target. Quite useful.


Angel Wing
����������
"Warp the party back to town."

Warp straight to town from anywhere in the tower, except the very few areas
where there is an anti-magic field. One of the best spells you can learn in
the entire game.


Holy Barrage
������������
"Damage an enemy group by generating multiple pulses of Holy energy."

10-60 damage on every enemy in a single enemy group.


Divine Homily
�������������
"Restore all allies' HP somewhat and cure all status ailments except
 petrification and death."

Heal everyone in the party for 24-66 damage and remove all status ailments
except for petrification and death. Great spell.


Benediction
�����������
"Increase all allies resistance to status ailments."

Combat only. Temporary boost to status ailment resistance. Wears off at the
end of combat like every other spell of this type.

______________________
Holy Magic: 7th Domain
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Deliverance
�����������
"Revive one ally and fully replenish HP."

Revives and fully heals a dead party member. Worth learning.


Punishment
����������
"Cause instant death an enemy group."

The group version of Smite. Very good spell.


Righteousness
�������������
"Increase all allies' Stat Points."

Combat only. +3 to all stats for every party member until end of battle.


Divine Blessing
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"Increases all allies' spell and status ailment resistance. Lasts until the
 dungeon is exited."

The second Priest enhancement spell. A must have.


Miracle Prayer
��������������
"Pray for a miracle."

Can cause one of several very good and beneficial effects including the
complete restoration of your entire party's spell points. This spell is
unlearned and the point used to learn it refunded when it is used. Can be
learned again at the guild.

______________________
Holy Magic: 8th Domain
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All 8th Domain spells are usable only by Chaotic alignment characters.


Vow of Chaos
������������
"Increases all allies' spell resistance. Lasts until exiting the dungeon.
 Only those with Chaotic alignment can cast this."

Enhancement type spell. Large boost to spell resist. Very good spell.
This spell is unlearned and the point used to learn it refunded when it is
used. Can be learned again at the guild.

Holy Bombardment
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"Cause damage to all enemies with a hail of Holy projectiles."

The Priest version of Extinctio, though not quite as powerful.


Divine Sermon
�������������
"Fully restore all allies' HP and cure all status ailments except death."

Very powerful spell. Divine Gift on the entire party for one spell point.

______________________
Holy Magic: 9th Domain
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All 9th Domain spells are usable only by Lawful alignment characters.


Vow of Order
������������
"Increases all allies' resistance to status ailments. Lasts until dungeon is
 exited. Only the Lawful can use this."

Enhancement spell. Large boost to status ailment resist. Great spell.
This spell is unlearned and the point used to learn it refunded when it is
used. Can be learned again at the guild.


Salvation
���������
"Revive all allies and restore them to full HP."

Just as the spell says, revives all dead allies and restores them to full
health. Also restores living allies to full. Does not remove any status
ailments. Cannot be used in combat.


Angel of Death
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"Instantly kill all enemies."

The most powerful instant death spell. Very useful on Floor ????

____________
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Arcane Magic
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Arcane magic is the Mage's school of magic.

________________________
Arcane Magic: 1st Domain
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Somnium Dulcis
��������������
"Put a group of enemies to sleep."

Does not work on Undead enemies and many higher level enemies will resist it,
but early in the game this is the mage's extent of usefulness.

A sleeping enemy is extremely easy to hit and has weakened defenses.
They become easy kills for fighters due to this.


Impetus Ardens
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"Damage one enemy."

2-8 damage to a single enemy.


Visum Situs
�����������
"Displays the current location."

Casting this brings up the map screen, showing where you are and what
direction you're facing on the map by default. If the option for Location is
set to Coord in the settings menu, it will instead give you your map
coordinates and current heading in text. A must-have spell.


Tegumen Larualis
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"Reduce the caster's AC by 2."

Combat only temporary boost, lasts until the end of a battle.

________________________
Arcane Magic: 2nd Domain
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Heros Temporalis
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"Increase one ally's ST by 2 and reduce AC by 1."

Combat only boost that does what the description says and wears off at the
end of combat.


Ventus Torvum
��������������
"Increase an enemy group's AC by 4."

Worsens an enemy group's AC. A decent spell against those well-armored
targets you may run into.


Armum Larualis
��������������
"Reduce the caster's AC by 4."

Upgrade to Tegumen Larualis.

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Arcane Magic: 3rd Domain
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Saltatus Ardens
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"Damage an enemy group with a powerful fire attack."

4-24 damage to every enemy in a single enemy group.


Visio Vigilantis
����������������
"Perceive the true names of enemies. Lasts until the dungeon is exited."

Enhancement type spell. Lasts untl you leave the tower or it is removed by
a trap which removes these types of spells. Very useful. All enemy names
will always be displayed as their real name rather than a generic name when
this spell is active.


Clustum Magicum
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"Increase all allies' spell resistance."

Combat-only temporary boost to spell resistance that lasts until the end of
the battle.


Vestis Plumarius
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"Increase the caster's DX by 3."

Lawful Alignment only.

Combat only. Does what the spell says, and only lasts until the end of battle.


Asta Antonita
�������������
"Damage one enemy with a direct hit of lightning."

Lawful Alignment only.

24-44 damage to a single enemy.

________________________
Arcane Magic: 4th Domain
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Lotus Puniceus
��������������
"Damage an enemy group with a fireball explosion."

6-36 damage to a group of enemies.


Fulmen Celer
������������
"Damage one enemy by unleashing the power of lightning."

26-56 damage to a single enemy.


Vestis Velox
������������
"Increase all allies' DX by 3."

Combat only. Increases every party member's DX by 3 until end of the combat.


Somnium Intentus
����������������
"Put all enemies to sleep."

Chaotic alignment only.

A version of Somnium Dulcis that hits all enemies in the battle.


Aura Aevitatis
��������������
"Deal damage to one enemy that is equivalent to half the caster's HP."

Chaotic alignment only.

Does exactly what the spell says. Damage is based on current HP, not on the
caster's maximum HP value. Due to the way the spell works it becomes more
powerful the higher the caster levels due to their HP becoming higher.
Hits a single enemy.

________________________
Arcane Magic: 5th Domain
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Mucro Glacialis
���������������
"Damage an enemy group with a raging blizzard and blade of ice."

8-64 damage to an enemy group.


Socius Bestialis
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"Summons one monster as an ally."

Summons a random monster to fight for your group until the end of battle.
You can get some powerful monsters as temporary allies using this spell.


Susurrus Fatalis
����������������
"Annihilate all enemies LV 8 or lower."

An instant death attack that attempts to instantly kill all enemies of level 8
or lower. A lot of stuff on 5F or below is eligible to be wiped out by a
single cast of this.


Clustum Magnus
��������������
"Increases all allies' AC by 4, and raise spell and status ailment
 resistance."

Combat only, temporary boost to these three stats.


Sagacitas Furax
���������������
"Increase Trap Evasion Rate. This lasts until the dungeon is exited."

Enhancement type spell. Always have this up once you get it. It lets you
outright avoid being hit by traps you trigger.

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Arcane Magic: 6th Domain
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Ulolo Fatalis
�������������
"Suffocate an enemy group."

Instant death to an enemy group. Very useful spell until the very end.


Procella Torva
��������������
"Increases all enemy AC by 5."

Not a huge improvement over Ventus Torvum, but will affect all enemies in the
battle.


Aura Venenata
�������������
"Deal damage equivalent to half the caster's HP to each enemy in one group."

Does exaclty what the spell says, and therefore its power is relative to how
much HP the caster has. Damage is based on current HP, not max HP. The power
of this spell goes up as the caster's HP goes up, obviously. It will be able
to do more reliable damage than Extinctio when you get high enough in level,
though it only hits one group rather than all enemies.

________________________
Arcane Magic: 7th Domain
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Sagitta Candida
���������������
"Deal a single, powerful blow to 1 Devil enemy."

Does 58-114 damage. More to a Demon type enemy.


Extinctio
���������
"Damage all enemies by unleashing pure destructive energy."

20 to 110 damage to every single enemy in the battle. One of the very best
spells in the game.


Gladius Candidus
����������������
"Summons the Sword of Light for the caster to use as a weapon."

Combat only. For this battle, it'll temporarily replace your weapon with the
Sword of Light, which is better than most every weapon you can find before
Floor 6.

________________________
Arcane Magic: 8th Domain
������������������������

All 8th Domain spells are usable by Chaotic alignment only.


Radio Insanus
�������������
"Afflict all enemies with various status ailments."

A very random spell. Can put some nasty status ailments on enemies, but I
wouldn't count on it if you really need results.


Extinctio Magnus
����������������
"Deal extremely high damage to all enemies by unleashing pure destructive
 energy."

An even more powerful version of Extinctio. 30-165 damage to all enemies.
I believe it slightly lowers your alignment, so use sparingly.


Socius Chai
�����������
"Summons a Chaos Knight as an ally."

Probably the best Summon spell. Chaos Knights are nasty, and having one as
an ally for a battle couldn't hurt.


Gladius Obscurus
����������������
"Summons the Sword of Shadows for the caster to use as a weapon."

Temporarily replaces the caster's weapon with the Sword of Shadows until the
end of the battle. It has a high critical rate which means it will likely
instantly kill whatever it is being swung at. It's also better than many
of the weapons you can obtain in the game otherwise.


Jurgium Gigantis
����������������
"Deals a single, powerful blow to one Giant enemy."

18-90 damage. More to a Giant type enemy.

________________________
Arcane Magic: 9th Domain
������������������������

All 9th Domain spells are usable by Lawful alignment only.


Lancea Fulminea
���������������
"Deal powerful damage to one enemy."

60-150 damage to a single target. I believe this one slightly lowers your
alignment points, so don't get too trigger happy with it.


Telum Sacrum
������������
"Summons the Holy Spear for the caster to use as a weapon."

It's about as good as the Dragon Lance weapon, but can be summoned by classes
that can normally not use spears. Spears can be used to attack from the back
row. Lasts until the end of a battle, and is obviously combat only.


Gigas Socius
������������
"Summons a Storm Giant as an ally."

Summons up a Storm Giant like the ones from 7F as a temporary party member
until the end of the battle.


Impetus Ultrix
��������������
"Deals a single, powerful blow to one Master enemy."

10-100 damage. More to a "Master" type enemy, those being Beastmaster,
Dragonmaster and Demonmaster.


______
������
Skills
______
������

Skills your character can learn. Many have no actual use.


__________
Acrobatics
����������
"Masters of this skill can evade traps and take less damage when falling
 into pits."

Requires: Level 5, Tree Climbing skill, 13 DX

Ups your treasure chest trap evasion rate and makes you take little to no
damage from the pit traps you'll find on various levels of the tower.
Also required for Ranger. Good skill to have on every character.

_________________
Ancient Languages
�����������������
"By learning the basics of ancient languages, one is able to interpret
archaic texts that the average person cannot read."

Requires: 13 IN, Mage Level 3.

Allows you to read a few things in the dungeon, and is a requirement for the
Druid class.

_____________
Art of Escape
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"This skill increases the success rate of running from battle."

Requires: Ranger class.

Does what the skill says.

_______________
Arts and Crafts
���������������
"Being able to create small trinkets may not be useful while adventuring, but
 could come in handy for earning some extra income."

Requires: 10 DX.

Used in an event on the ???? Floor.

_________
Astrology
���������
"Use this skill to read the stars and tell fortunes. Though not useful in the
 dungeon, it could make for a profitable job."

Requires: Mage Level 13, 13 IN.

Required for the Wizard class. May increase chance of success in an event on
the ???? Floor.

_______
Biology
�������
"With this skill, one can identify encountered enemies."

Requires: Druid class, 13 IN.

Probably works similarly to the mage spell Visio Vigilantis, though does not
display the enemy names 100% of the time like that spell does.

______
Botany
������
"This is the skill to identify the names of plants. It also encompasses other
 useful knowledge."

Requires: Level 3, 13 IN.

Useless as far as I know.

______
Comedy
������
"Master this skill to tell 100 of the guild's classic jokes, using proper
 timing and vocal delivery to enthrall listeners."

Requires: Level 5, 14 IN.

Useless as far as I know.

_______
Cooking
�������
"Master this skill to prepare delicious meals. This can come in handy at any
 point in an adventurer's career."

Requires: 10 IN, 10 DX.

Used in an event on the ???? Floor.

__________
Crocheting
����������
"Though it is not useful during adventures, being able to knit lace can be a
 rewarding hobby."

Requires: Level 15, 15 IN, 15 DX, Knitting skill.

_____
Dance
�����
"With this skill, one can perform all the latest dances that are in fashion at
 court, something that can always come in handy."

Requires: 10 DX.

Useless as far as I know.

___________
Disarmament
�����������
"Use this skill to disable any traps protecting treasure chests. It is a vital
 trick of the trade for adventurers."

Requires: Thief Level 1.

Increases the success rate of disarming trapped chests.

_____
Druid
�����
"Learn to control both Arcane and Holy magic. Masters of this class will gain
 increased spell resistance."

Requires: See Classes section.

Changes class to Druid.

__________
Equestrian
����������
"This skill is used to fight while on horseback. However, it would be
 difficult to ride a horse in the dungeon."

Requires: Level 5, 10 ST, 10 DX.

________
Gambling
��������
"Masters of this skill have increased success when gambling."

Requires: Level 3, 13 IN, 13 DX.

Makes your chance of winning a roll when gambling go from abysmal to only
really bad. Good skill for the Heirloom quest.

_________________
Healthy Lifestyle
�����������������
"With this skill, one will create a more resilient body that can better resist
 status ailments."

Requires: 13 VT.

Increases status ailment resist and is a requirement of the Samurai class.

________
Knitting
��������
"Though it is not useful during adventures, being able to make clothes and
 accessories from thread can be a fun hobby."

Requires: 10 DX.

Useless as far as I know.

____________
Lock Picking
������������
"Use this skill to open locked doors. It is a vital trick of the trade for
 adventurers."

Requires: Thief Level 1.

Increases success rate of picking locked doors open.

_________________
Military Strategy
�����������������
"Study the art of war and learn tactics like how to besiege a castle. These
 skills are too complex for simple adventurers."

Requires: Warrior Level 5, 13 IN, 10 CH.

Required for Paladin class and may increase chance of success in an event on
the ???? Floor.

_____
Music
�����
"Being able to play a musical instrument could come in handy as an
 adventurer."

Requires: Level 3, 10 VT, 10 DX, Singing skill.

__________
Navigation
����������
"With this skill, it is possible to calculate one's direction using the
 stars."

Requires: Level 5, 13 IN.

Useless as far as I know.

___________
Negotiation
�����������
"Masters of this skill can gain the upper hand in negotiations."

Requires: Level 5, 13 IN, 10 CH, Comedy skill.

Useless as far as I know.

_____
Ninja
�����
"Learn the assassination techniques of the East. Those who master this class
 can instantly kill an opponent."

Requires: See Classes section.

Changes class to Ninja.

________
Painting
��������
"The basic techniques of oil painting are not useful on adventures, but this
 skill can be a fun and satisfying hobby."

Requires: Nothing!

Used in an event on the ???? Floor.

_______
Paladin
�������
"Learn to righteously protect the powerless from evil. Those who master this
 class can wield a sword while casting Holy spells."

Requires: See Classes section.

Changes class to Paladin.

______
Ranger
������
"Become an expert at traversing dungeons. Master this class to acquire
 many useful techniques for adventuring."

Requires: See Classes section.

Changes class to Ranger.

_______
Samurai
�������
"Learn the sword techniques from the East. Whoever masters this class has
 the skill to wield swords from foreign countries."

Requires: See Classes section.

Changes class to Samurai.

_______
Singing
�������
"Being able to sing classic folk songs could come in handy as a retired
 adventurer."

Requires: 10 VT.

Useless as far as I know.

___________
Stage Magic
�����������
"Masters of this skill can use sleight of hand to create the illusion of
 magic, entertaining audiences for fun and profit."

Requires: 15 DX.

Useless as far as I know.

_____________
Tree Climbing
�������������
"This impressive skill is acquired through special one-on-one training from a
 tree climbing master."

Requires: Level 3, 13 DX.

Required to solve a few puzzles throughout the game. Required for Ninja.

_________
Vigilance
���������
"This skill decreases the chance of being ambushed."

Requires: Ranger class.

Does exactly what the skill says.

______
Wizard
������
"Learn combat techniques for Mages. Whoever masters this class will be able to
 wield a sword while using Arcane spells."

Requires: See Classes section.

Changes Class to Wizard.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                   Walkthrough: Introduction :: [TDS_WINTRO]
_______________________________________________________________________________
�������������������������������������������������������������������������������

Start a New Game and you'll be introduced to Eventail, the guildmaster.
You can ask him some questions about the basics of gameplay, so ask them if
you need to and then proceed with "No questions".

You'll be placed into the Guild menu.

Create - Make a new character. First you'll be prompted for a name. Then a
race. Each race has different statistic initial rolls and max stats, and
bonuses with certain pieces of equipment. For example, dwarves get a bonus
while using Axes, and halflings get an AC bonus while wearing leather-type
armor. There are 6 different races, but at the start of the game you will
only have access to 4. The races are: Human, Elf, Dwarf, Halfling, High Elf,
and Dark Elf.

Once a race is selected, you'll have to go select an alignment for Human or
Halfling, then through the random statistic rolls. Alignment doesn't matter
much and can be changed with little effort, though your initial stat rolls do
affect changing to advaned classes later in the game unless you pay a lot of
EP to raise those stats.

Looking at the requirements for them can save you a lot of trouble later.
Once you finish your stat rolls you'll be able to choose a class to start as
based on your stat rolls. You need 11 ST to begin as a warrior, 11 DX to begin
as a thief, 11 IN to begin as a mage, and 11 IN as well as a Lawful or Chaotic
alignment to begin as a priest.

Status - View the status of all characters in your guild. You can also equip
the ones currently in your party here in this menu as well as when you are in
the tower.

Party - Organize your party.
* Select - Select your current party, up to four party members
* Order - The order of your up to four party members from first slot to fourth
  slot. You'll generally want to put your highest AC & HP character in the
  very front as that slot receives the most physical attack attempts.
* Formation - Formation type. Heroic is one character in the front row,
  Tactical is the first two characters in your order in the front row,
  and Aggressive is the first three characters in your order in the front row.

Learn - This is where you level up class levels, stats, spells or learn
        secondary skills.
* Class Levels - Up your class levels. Costs EP.
* Skills - Secondary skills. Costs EP. Some have requirements such as stats,
           class levels, or both. The secondary skills that represent advanced
           classes also require those quests complete.
* Stats - You can raise every stat except for CH here. It costs a lot of EP.
          However, as you go up further in the tower you will earn enough EP
          from fights you'll be able to afford it.
* Spells - You can assign and re-assign spells here. The amount of points you
           get is based on your priest and mage class levels.

Info - Talk to the Eventail, the guildmaster. After training is complete, you
       get to the Training Grounds this way.

Leave - Leave the guild and go into town. You can only use this after you've
        completed the basic introduction training.


Right now you can either use the default party of four characters or create
your own. The rewards from the training here aren't that much, so it's no
problem to create your own characters after you're done it. You do however
need to select 4 characters to begin training. Once you've selected 4 members,
select "Info" and tell Eventail "Yes" when given the prompt.

You'll be introduced to Sir Garland inside the Training Grounds. He'll give
you some very basic gear you can equip in a minute. You can ask him some
questions and then begin. Being placed into the Training Grounds, meant to be
as Sir Garland said, a sort of simulation of the tower.

A button will move you through doors

B button will bring up the menu where you can equip your characters with
equipment, cast spells, look at your secondary skills, change your formation
details (Order, Formation), check your map and examine/use items.
While looking at the items list items, X will examine and Y will destroy.
Be careful with this. L & R buttons change the active character for using
items on or casting spells with.

X button searches. You need to use this to find secret doors, unlock locked
doors or examine things in certain rooms/areas.

Y button brings up the map screens. This is faster than going into the menu.
You will want to check the map often. You will be able to guess your heading
eventually without having to use Compass items or mage spells, firstly by
seeing what parts of the map your movement has uncovered and when revisiting
areas just by memory. You will also notice numbers along the left and bottom
edges of the map. These will be referenced later in the walkthrough to save
time.

The line on the left going up is the North line, while the line on the bottom
is the East line.

START opens up a menu where you can save your game, load your game, change the
settings or view your quest log.


Now, head forward (North from the starting position) then turn right at the
corner, and forward to the door. You can examine before going through the door
for a little humor about the "A" button. A lot of things can be examined in
this way in the game. Go through the door by pressing A, then again head
forward, right, and forward to another door. Another sign, one which tells you
that you need to equip armor and weapons to make use of them. If you haven't
done this yet, do so since you're going to fight soon.

With the default party of Warrior, Thief, Priest, Mage, simply equip like
this: Longsword/Leather armor on Warrior, Dagger/Leather Armor on Thief,
Quarterstaff/Robe on Priest, Dagger/Robe on Mage. Then go through the door.
In the next hall, there will be two doors. The one straight ahead of you to
the south is not accessible until much later, so you'll need to access the one
to your right. It is locked.

Examine it with the X button and you'll be given three options. Pick Lock, Use
Item, or Leave. The Use Item option is generally for locked doors which need a
special key to open. This is not one of those doors. You need to select pick
lock and then choose your thief. If you don't have a thief, it'll be unlocked
automatically for you if you fail twice... but in the tower you won't have
that option. Once it gets unlocked, go through the door to see Sir Garland
on the other side.

Now you learn about Combat. You can ask him whatever questions you want and
then begin.

* BOSS: Sir Garland

This is very straight-forward. It's an introductory battle that isn't much
tougher than an average battle you'll fight on the very first floor of the
tower. Pressing Right on the d-pad on menu selections that have an > arrow
next to them will usually give you sub-options for performing that action,
such as Swift Attack (perform faster with higher chance to miss) or
Precision Attack (perform slower with higher accuracy). Again, press the X
button to get a description.

All you need to do to win this battle is do about 25 damage to Sir Garland.
It's very easy to do if you put him to sleep with a mage. When you win, a
treasure chest appears. You get some options:

Inspect - Check it for traps.
Open - Open the chest.
Leave - Leave the chest behind (it disappears for good)

For this chest, any character can simply inspect it and disarm it. In the
tower, things are of course different and without a thief you will be unable
to open most chests without being damaged, afflicted with status ailments,
and later outright killed. After you get the treasure and are done reading
through the "scene" of sorts you will want to leave the training ground the
way you came in. Any other door is unimportant right now. The only time you'll
need to return to the training ground in the future is for quest-related
things.

At the exit, Sir Garland will award you with 500EP. In the Guild, talk to
Eventail with the "Info" option to learn more about your upcoming "quest" in
the tower. Once that's done, you're free to leave.

Now that you're free to do whatever you want, you can leave the guild.
This puts you in town where you have the options of visiting...

The Guild - The guild. You've been here before! You level up, create new
characters, accept & turn in quests here, or visit the training grounds from
here.

The Inn - You can rest here in various rooms to restore either spell points,
HP & spell points, or HP+spellpoints & removal of status ailments. Costs vary
accordingly. You can also buy minor items that may remove status ailments or
restore small amounts of hit points. The "Eat" option however seems completely
unnecessary and I never used it the entire game as using the Carnation Room
was cheaper for most of the game.

The Shop - Buy and sell items here. Just about any item item you sell here
will remain on the menu and you can buy it back at twice the price you sold it
for. Think of it is as a "Bank" of sorts as your carrying capacity of 64 items
is not much at all. Sell everything you aren't going to use here after your
trips to the tower.

Leave Town - Takes you to another menu, where you can select...

Tower - Go into the Dark Spire.

Hall of Order - Revive, Cure status ailments, or Pray to increase your Lawful
Alignment. A group of more than 1 character with a Chaotic party member will
not be allowed to enter. However, a Chaotic character can enter alone to pray
here if they wish to change their alignment.

Hall of Chaos - Same as Hall of Order, except for Chaotic alignment.
Similarly, a lone Lawful character can enter and Pray if they wish to begin
changing their alignment.

It is a good idea to pray at the temple of your chosen alignment before you
head into the tower after each trip, and keep your faith as high as possible
as there are many spells which rely on your alignment, including the level 8
and 9 Holy and Arcane spells. The prices of services in the temples and the
inn go up as your character's levels do, however the prices of goods never
change.

Before you begin, if you wish to have any High Elf or Dark Elf characters, you
will need to unlock the ability to create them and you will want to do it now
since catching up in levels later isn't something that games of this type
handle very well. Check the Races/Alignment section for the how to.

For reference, I began this playthrough I am using for this walkthrough with
the standard group of Warrior, Thief, Priest, Mage, though I made my own with
better stat rolls than the premade default group gives, and of different race.

High Elf - Lawful - Warrior Lv1
12 ST, 15 IN, 12 VT, 12 DX, 15 CH

High Elf - Lawful - Thief Lv1
12 ST, 16 IN, 12 VT, 15 DX, 14 CH

High Elf - Lawful - Priest Lv1
12 ST, 15 IN, 12 VT, 15 DX, 14 CH

High Elf - Lawful - Mage Lv1
12 ST, 15 IN, 12 VT, 14 DX, 14 CH

Tactical Formation.

With your meager starting gold of 256, I recommend the following items from
the Shop: Wooden Shield, Buckler, Quarterstaff. Once you're happy with your
starting party, enter the Tower to begin.


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                Walkthrough: First Floor, Part 1 :: [TDS_FLR1P1]
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I recommend that you save right now. Starting out is... not easy. If unlucky
you can run into a group of Thieves that can destroy your party. Equip your
party up. I put the Wooden Shield on my Warrior, the Buckler on my Thief, and
the Quarterstaff on my mage so he can use normal attacks from the back row
like the priest can with the quarterstaff given from starter equipment.

I will mostly be using Coordinates to tell you where to go except in the case
of secret doors that impede progress to explain where you need to go and what
to look out for from now. Check your MAP and use the Visim Situs mage spell as
needed. If you don't know how to use coordinates, I suggest you learn.
The line running up the left side is the NORTH coordinate line, and the line
running along the bottom is the EAST coordinate line.

Your first order of business is to fight some random fights with easy enemies
like Rhytismas (mushroom), Acolytes (Priest), Giant Bats (flying creatures
with yellow eyes) and Goblin Pvts (goblins that appear on 1F). You'll get EP
and some treasure. You will want to save up gold to buy the absolute best
equipment from the shop that is currently available. Save your game every few
battles. Don't go too far from the entrance. If you save and sell things you
get from enemy treasures like Healing potions, it'll quickly add up towards
equipping your party with the best in starter gear.

Run from any groups of enemies named "Scoundrel" or "Thief" for now, they will
annihilate you unless you can land Somnium Dulcis (Sleep) on them with your
mage before they kill anyone and they stay sleeping while you murder them.
You may be able to take a Killer Bat or two, though. They're the flying with
red eyes. If your HPs get low and your priest is out of spells to heal with,
go to town and rest in the Inn using the Carnation Room. If you get poisoned,
right now it is much cheaper to use the Cure services of a temple than to use
an antidote you could sell for much more at the Shop.

I realize this is sort of a grind, but doing this now makes things much easier
for quite some time. This game isn't going to hold your hand so you need every
advantage you can get to start off.

You'll want to buy up the following equipment.

For the warrior: Cutlass, Metal Shield, Steel Helm, Fine Platemail
For the thief: Longbow, Leather Helm
No change for the mage or priest since they can't really equip much and won't
be taking hits anyway.

Change the formation to Heroic when you've got the Longbow for the thief.
I had everyone to level 3 by the time I got this equipment. Now you're ready
to begin for real. Pickup the Graffiti quest. From now on, save your Antidotes
and Healing Potions you get as enemy drops to use in the dungeon as you need
them. Especially the antidotes, as you won't have access to any poison curing
spells for some time.


On 1F, here are some points of interest in the section of 1F you can access
right now.

6N,3E - Locked Door with Clover Design (Requires special key you get later)

11N,3E - Stairs to 2F.

6N,12E - Elevator Room. Does not work yet.

4N,7E - "Sir Emerald Lightning". Can buy the "Important Item" off of him, but
it's useless until much, much later in the game and permanently takes up an
inventory space until then.

1N,7E - Graffiti on walls. Erase Graffiti quest takes place here. Examine the
graffiti on the east wall to complete that quest.

2N,9E - Locked door. Behind this locked door at 0N, 10E is stairs down to the
Basement. The basement holds only death for you right now.

0N,6E & 0N,5E - Warnings about floor repair. If you step onto 0N,4E you will
fall into the basement at 0N, 4E. The basement is very dangerous at this point
in time. Don't do it!

0N,16E - Locked door. Can be lockpicked open.

2N,15E - Behind previously mentioned locked door, while facing west.
Secret door. Behind this secret door at 2N, 13E is a "Treasure room" you can
search for a Claymore.

4N,19E - Statue puzzle. We'll come back here later.

For now you will want to go up the stairs to 2F at 11N, 3E.


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                Walkthrough: Second Floor, Part 1 :: [TDS_FLR2P1]
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Enemies are tougher here but your group hiding behind your -3AC warrior in the
heroic formation will be generally very safe from harm and most hits from the
enemies on this floor won't even connect.

Here are the points of interest for this section of the floor.

14N,0E: Locked door. Can be picked open.

12N,1E: Facing east, a secret door. It's an entrance/exit to a dark area.

12N,3E: Exit to dark area into 1 tile dead end room.

12N,6E: Facing east, a secret door. Exit to the dark area, but another 1 tile
dead end room.

16N,3E: Facing south, a secret door. An entrance/exit to the dark area.

21N,4E: Facing east, secret door. Dead end.

19N,2E: "Group of adventurers". Can eavesdrop on them to learn a clue for
later on if you wish, though I outright tell you what to do in this guide.

18N,3E: Shady man. Can Gamble here. He is also part of several quests. Buy a
Parrot Doll from him for 500 gold. It's a -1AC accessory and will be needed
later on. Put it on your warrior to get -4AC.

17N,3E: Locked door. Pick it open.

17N,2E: Trash room behind lock door at 17N, 3E. Search here to get the
Skull Key, which will be needed later on.

Make sure you buy the Parrot Doll and get the Skull Key, then exit the tower.
Turn in the graffiti quest, and get the quests Crush Grave Robbers and
The Moonlight Jewel from the guild. Heal up in the inn, then go back into the
tower. Buy a leather helm or steel helm if you don't have a spare from enemy
drops.


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                Walkthrough: First Floor, Part 2 :: [TDS_FLR1P2]
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Go to 4N, 19E. The Statue. Use a leather or steel helm on the statue. Now
you've opened up a new section of 1F to explore.

5N,20E: Facing north, secret door to an empty 1 tile room.

6N,17E: Facing east, secret door to an empty 1 tile room.

19N,14E: Locked door. Pick it open.

Do the Moonlight Jewel quest in this area. Refer to Quests section.

19N,10E: Locked door. Pick it open.

17N,13E: A spring of water. Drinking here will restore 1 charge of spell level
1 and 2 spells. Good place to heal up. You will need to come back here later
so don't forget about this place.

17N,10E: Facing east, a secret door to empty 1 tile room.

16N,3E: A living door. Answer to it's riddle is "A sword".

15N,1E: Boss encounter.

* BOSS: Goblin Pvt. x3, Goblin Pvt. x3, Goblin Lt.

Use your mage to sleep the Goblin Lt. and hack away at the front rows of
Goblin Pvts. Kill the Goblin Lt. Once you've cleared out at least one group
of Goblin Pvts and the Goblin Lt. is in the front of the enemy row, kill him.
Make sure you keep the Goblin Lt. under control as he can also cast Somnium
Dulcis and therefore sleep your characters, which can be quite deadly as you
no doubt know if you've been using the spell yourself.

15N,3E: Stairs to 2F. Go up!


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                Walkthrough: Second Floor, Part 2 :: [TDS_FLR2P2]
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You'll emerge in another part of 2F you haven't been able to access until now,
at 15N,5E. If you get low on health and spell points on your priest, go back
to the spring on 1F and recharge your spell points on your priest to heal up.

18N,5E: Facing south, a secret door into an empty 4 tile room.

20N,5E: Facing west, a secret door into an empty 1 tile room.

20N,6E: Facing south, a secret door into an empty 1 tile room.

20N,8E: Facing west, a secret door into an empty 1 tile room.

19N,11E: Locked door. Pick it open.

11N,8E: Facing south, a secret door into a 1 tile room with another secret
door.

10N,8E: Facing east, a secret door into an empty 1 tile room.

13N,10E: Stairs back down to 1F.

The path to the stairs back down to 1F is fairly straightforward. Just pay
attention to your map. There's no puzzles in the way, just one-way doors that
will make you do a lot of back-tracking if you don't pay attention.


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                Walkthrough: First Floor, Part 3 :: [TDS_FLR1P3]
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You emerge at 11N,10E on 1F in a 1 tile room with one exit, a door to the south.

Exiting it puts you in a dark area. From here go 3S (forward 3 times) and turn
left, making your facing east. Enter the door. You're in a lighted area again.
Map out this area, with the following landmarks:

3N,12E: Locked door. Pick it open.

4N,13E: Facing east, a secret door. Inside is a 2 tile room. At 4N,15E is a
lever. Pull it.

6N,13E: Generator Room. Becomes important later. For now, search here,
examine the bottle and remove it to get the Empty Bottle.

Head back into the dark room once you've done all of this.

Now's the time to do the Crush Grave Robbers quest. See Quests section.

Exit the dark area at 12N,5E.

Head to 10N,0E and go west. You'll end up at 10N,21E. From here, explore the
linear, puzzle-less path until you reach 11N,2E1. Pick that door open to get
to 11N,0E. Search to get the Clover Key. Head back to 10N,0E. From here...

7N,8E: "Injured" woman. Give her a healing potion and she'll give you a
Golden Bracelet accessory and leave. Equip that to a character if you wish,
though it's no better than the Parrot on your warrior.

7N,3E: Facing south, the locked door with the clover design on it. Use the
clover key on it to unlock it, linking you to the very first part of 1F in
the tower.

Now is a good time to go to town, heal, sell your junk, turn in a couple
quests, and maybe level up. Buy a Tricorne Hat in the shop, you will need it
soon. Enter and exit the tower again to check up on the guild's quests.
Get the Vanquish Ghosts, The Flame Jewel, and Recover Heirloom quests.
Now's a good time to do the Heirloom quest. Check the quests section for info.

Back on 1F, behind the now-opened clover door...

9N,0E: Stairs to yet another part of 2F.


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               Walkthrough: Second Floor, Part 3 :: [TDS_FLR2P3]
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You'll come out at 7N,0E on 2F. At a previously inaccessible area of 2F.
At the fork in the road ahead, go north.

First, do the Vanquish Ghosts quest. Then, take the south fork in the road.

0N,5E: Locked door. Pick it open. Inside is a dark room.

2N,11E: At this location in the dark room, enter the door facing east.
This is a teleport puzzle to get the Flame Jewel for that quest.
Do that quest if you wish.

After those quests if you did them, it's a good time to go back down to 1F.
Head back down to 1F and fill the Empty Bottle up at the spring at 17N,13E to
get Crisp Soda Water, and turn in the Flame Jewel at Lucky Pair-a-dice on 2F
to complete that quest. Go back to town and turn in your quests.
Enter and exit the tower, and pickup the Shatter Gold Coins and
The River Jewel quests.

If your thief hasn't learned the Disarmament and Lockpicking skills yet,
now would be a great time. Traps get nastier soon and you want to be able to
disarm them with the highest success rate possible.

My entire party was level 6 at this time with a couple Skills learned a piece.
Make sure to learn the Spell Level 4 Holy spell Holy Guardian for your priest,
-3AC for your entire party until dungeon exit unless you get it dispelled by
a trap room or treasure chest trap, which won't happen very often. This type
of spell called "Enhancement Spell" is quite helpful as the effects last as
long as you stay in the dungeon, making them effective permanent boosts for 1
spell charge off your maximum for the domain it is in each time you enter the
tower to get things done.

Back on 2F via the entrance from 9N,0E on 1F, head back into the dark room.
In the dark room at 5N,21E head north through the door.

At 14N,17E you'll reach a locked door. Save your game. You must equip a
Cutlass, Tricorne Hat, and Parrot Doll on your character to fool the pirates
into unlocking the door. When you have them equipped, examine the door say
"It's the Captain" and select the character who has these items equipped.
You'll automatically go through the door and into a boss battle.

* BOSS: Buccaneer x3, Pirate x5, Pirate x6

Tough battle. The Buccaneers are the most dangerous, but with your warrior's
currently equipped armor and the -3AC from Holy Guardian, you should rarely be
hit by them. Utilize Somnium Dulcis and your mage's group damage spells to win
quickly.

Don't use up all of your group damage spells, though. There's more fighting to
come and you'll have to backtrack if you don't have the power to continue.

At 10N,17E you'll run into another battle with more pirates.

* BOSS: Buccaneer x3, Pirate x5, Pirate x6

Same fight. Same strategy. Use a couple group damage spells to blow up the
pirates and sleep the Buccaneers and murder them while their defenses are low.

At 9N,17E you will meet a pirate. He calls himself Whirlwind Willy McShane.
You can talk to him to hear about his Captain and their ship. When you leave
he tells you he really just wants the Captain's log. Remember this location
as you won't talk to him automatically when you return here. You will need to
return to here soon to give him what he wants so you can proceed.

Inside the pirate fort, here are some locations of note.

7N,14E: A bottle of nuts soaked in rum. You can take as many as you want.
They can be eaten to restore a small amount of HP, but they're not really
worth the storage space to carry many of them. Search, take one Rum-Pickled
Nuts and leave.

15N,14E: A tree with pieces of paper tied to it, which contain the wishes of
the pirates. If you get a Winning Ticket from the capsule machines, you can
use it here.

14N,16E: Gossiping pirates. You can eavesdrop on them.

7N,20E: Search to find marshmallows. Take them and get into a battle.

* BOSS: Buccaneer x3, Pirate x4, Pirate x4.

Does this seem familiar to you by now? Take them out just like you did before.

14N,18E: More gossiping pirates. Listen in if you want.

15N,20E: Search here to see a "Capsule machine". Pay 5 gold for a chance at a
random item. You can get compasses, fine compasses, but more importantly,
drinkable ink. Keep paying out until you get some Blue Ink. Don't use it.
You'll need it later and coming back here later takes time you could better
spend doing something else.

10N,20E: Docks where the pirate's ship is docked. You can't get on yet.

9N,20E: Locked door that needs a special key. However, you happen to have the
special key for this door already. Use the Skull Key on it and go inside.

9N,21E: Captain's office. Search here, read the appendix of the captain's log.
Then, take the diary to get Captain's Log.

Go to 9N,17E and search to talk to Whirlwind Willy again. Give him the
Captain's Log. Head towards the docks at 10N,20E. Whirlwind Willy will declare
himself Captain to the pirates with more jokes about how a Captain should look
before they'll "shove off" in their magical ship that happens to be in a
waterway in a tower. The ship will be gone from the docks now, but if you exit
and re-enter this room, it will be back and the pirates gone, leaving you free
to board it.

Examine the fare box and put 5 gold in, then board the ship. Inspect the
lever, then inspect the button. The ship will sail and drop you off at
18N,20E. From now on, you can simply board the ship and it will instantly
teleport you to this location without sailing there or having to operate the
controls of the ship at all.

17N,18E: "Scotty's Transport Service". 200 gold per person to teleport to the
entrance of the tower. Well worth it until you have a priest that has 6th
Domain spells and knows the Angel Wing spell. Beam me down Scotty!

18N,19E: The stairs to 3F are here. Go up and then come back down. It'd be a
good idea to have Mr. Scott beam you down to town before you go up there to
explore. In town, heal up at the Inn and get to the shop. You should have
enough gold to buy some of the new items that have been stocked since you set
food on the third floor. Buy a Rapier and Bikini Armor for your warrior, and
some Jerky since you'll need it soon.

No, nevermind the fact that it's a female armor, even if your warrior has a
male name. Never sweat the small details. It's all about the AC! Level up
those who have the EP for it.

On your way back to 3F, stop off at 13N,20E before boarding the boat and
search to find the Mysterious Woman again. Help her by letting her cross on
the ship with you. She'll thank you and leave. Head up to 3F.


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                  Walkthrough: Third Floor :: [TDS_FLOOR3]
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Welcome to a new floor. New surroundings, and new music. The enemies will be
tougher, but nothing you can't handle with your warrior's new permanent -8 AC
(with Holy Guardian spell up). There's a lot of one-way doors in the early
part of this floor. Keep that in mind.

Your warrior is going to be keeping you safe and dealing a lot of the damage
for now with your new shiny Rapier. If you get a Frilled Codpiece or Mirage
Mantle as an enemy drop, put it on your warrior for better AC in the
accessory slot than the Parrot or Golden Bracelet offers. Again, nevermind
the item description! We're not roleplaying characters with any kind of
dignity here. We're trying to survive!

Watch out for the pit traps around here. They'll end up costing you a lot of
health. Remember where they are once you step on them once so that you don't
do it again. They are marked on the in-game map once you step on them.

If at any time you find your health and spell levels for your priest getting
low, flee down to 2F and use the Scotty porter to get your ass out of there.
Yes, the travel time to get back is annoying, but it won't be that way for the
rest of the game.

Go through the one-way doors at 15N,16E then 8N,16E.

You'll notice "a group of unsavory fellows" at 6N,17E. They'll leave later,
after some events.

Go through the one-way doors at 9N,20E then 20N,20E. Explore this area without
going through any door and note the trap set to catch a beast at 12N,19E.
It has no bait set in it. Use your Jerky to set bait in it and you will note
that you should come back and check it later. Now you can use the one-way door
at 21N,17E. From here you'll find only one path which leads to a one-way door
into an area you've already explored.

Now loop back around to the trap you set the bait in. You'll find the trap
destroyed, but in its remains you will get a Broken Tusk. You'll need this
later. Head on back to where those unsavory individuals are as a landmark.
They're still there, but from where they are, head west and start filling out
that map of yours.

5N,9E: Facing north, there's a secret door. However, there's a mess of pit
traps in the western part of the area uncovered. This area is not important
for a very long time, so no worries.

5N,1E: If you step on this tile, you'll fall down to 2F. Avoid it.

19N,0E: Locked door. Locked from the other side. This door will become
important later in the River Jewel quest.

14N,12E: Locked door. Pick it open.

9N,11E: Spilled seeds. Search to get Sunflower Seeds. They can be used to
restore small amounts of HP, but you'll need them later so hold onto them.

19N,5E: Herb garden. Search to get a Wormwood. You will need it shortly.

14N,5E: Female warrior standing guard. Request an audience, pay homage.
Give the Broken Tusk. Bring greetings. You'll be allowed go to through.

14N,1E: You'll meet the shrine maiden and regent here. Talk to them. You'll
be unable to decline their invitation to eat and drink, and, what would you
know it, they poisoned you.

You'll wake up at 2N,7E and after some text, you'll be forced into battle.

* BOSS: Lycaon Spy, Grave Robber x6, Grave Robber x3

Use your mage's best group damage spell to blast the front row Grave Robber x6
group, hopefully killing most of them. Attack the werewolf with your Warrior,
which will do extra damage since the Rapier is apparently made of silver or
whatever and they're a werewolf. Toss an AC booster spell on your warrior
with your priest, then go from there. It's a fairly easy battle to win.
After the battle...

2N,9E: A barrier is in place here. Remember it for later in the game.

2N,6E: When you step on this tile, you'll automatically discover an item on
the ground, the Ring of Lycaon that the Lycaon Spy you fought dropped when
fleeing from you.

9N,0E: Door locked from the other side.

0N,6E 0N,8E 1N,9E: Trail of blood. At 1N,9E search the east wall for a secret
door. Go through.

From here, follow the path to 1N,16E and unlock that door. Go inside and
search at 1N,18E to get a Gourd.

The unsavory individuals at the door at 6N,17E are gone. You killed them.
You now have passage to this area from the beginning of 3F. You can confront
the shrine maiden and regent for a little bit of information. Behind the
regent, unlock the doors at 10N,0E and 18N,0E. If you step into the room at
16N,1E right now, you'll fall down to 2F due to the switch you stepped on at
17N,0E. Remember to approach it from the door you just unlocked at 19N,0E in
order to get the River Jewel in 16N,1E next time you come to this floor.

It couldn't hurt you to drop down to 2F (it drops you near Lucky Pair-a-dice)
and go to town to heal and level up right now. I know I was low on health and
spells as of writing this, though this is my second playthrough and I was
higher level the first time due to wandering around and figuring out what to
do and how to solve puzzles.

When you get back to 3F, do the River Jewel quest. Also go to 12N,15E to meet
the Mysterious Woman again. Help her out by giving her your Wormwood. She'll
thank you once again and leave.

You can now short-cut to the gourd room area from the door at 6N,17E since the
unsavory individuals are of course, gone. This makes it easy to go from 3F to
4F after what you've done on 3F. You'll come to stairs going to 4F at 1N,3E.


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               Walkthrough: Fourth Floor, Part 1 :: [TDS_FLR4P1]
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New floor. New enemies. New music. First order of business here is going to be
getting the last item we need to fix the elevator.

Take the right at the first fork in the road ahead, going east. Go through the
door at 2N,9E and then go to 2N,11E and you'll meet Crowley. You can talk to
him if you want about his "attractions" or show him the Ring of Lycaon and he
mentions a contract. More about that later. When you're done talking to him,
go through the door at 2N,11E.

Go through the door facing west at 5N,12E in this hall.

7N,14E: Locked door. Pick it open.

5N,16E: Props storeroom. Examine the puppet and you'll see a "small form" leap
out and run away.

6N,16E: Costume room. Since you examined the puppet in the props storeroom,
you can now do something in this room. Peek into the hole, then use the
Rum-Pickled Nuts. Instead of trying to capture the squirrel, use the Gourd.
You'll get the Yggdra Squirrel. The last item we need to fix the elevator.

4N,18E: Locked door. Pick it open.

4N,17E: Decorated room. Search to get the Unbirthday Cake. Use the
Unbirthday Cake on someone as a healing item to get the Trick Candles -- it is
automatically deposited in your inventory with no message. You'll need the
Trick Candles later.

Go back to the stairs area and take a north at the fork this time. Get to
16N,0E.

16N,0E: Locked door. Pick it open.

16N,4E: It's another Scotty teleporter service. Use it to get the hell out of
here.

In town, heal up, and level up if you can.

Back in the tower, it's time to take the stairs down to the basement at 0N,10E
on 1F.


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               Walkthrough: Basement, West Section :: [TDS_BMENTW]
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This isn't absolutely neccessary at this point, but you have to do it sooner
or later. Might as well do it now. The enemies are easier than on 4F, so
there's not much danger here. Just make sure to kill the mages first if you
run into any. Well then...

1N,8E: Facing east, a secret door to a 1 tile room. Inside, search to get a
Kris. Not a very useful weapon, but you can sell it.

6N,2E: Entrance to dark room. Ignore the warning, the enemies inside are not
actually tougher. They're the same enemies you may have run into thus far in
the basement.

10N,1E: A small 1 tile room within the dark room, enter from 10N,0E. A body of
a dwarf is in here. Search to get the Checklist. We'll use this when we repair
the elevator soon in order to cut down on backtracking later in the game.

11N,2E: Exit to dark room.

13N,4E: Facing east, search for a secret door. Behind here you can find a way
up to a small portion of 1F with a "Guild of Commerce." This isn't important
until much later.

16N,2E: Entrance to another dark room.

18N,3E: Chilly atmosphere room. Small 1 tile room inside the dark room.
Enter from 19N,3E. Search to get the Blizzard Crystal, which will be needed
later in the game.

Once you have the Checklist and Blizzard Crystal, leave the basement the way
you came in.

On 1F, get to the generator room through the dark room accessible quickly from
the clover door. At the generator room (6N,13E). Inside, search and use the
items Crisp Soda Water, Sunflower Seeds, and Yggdra Squirrel. Yes, a squirrel
running on a wheel powers the elevator, and you needed to collect it, its food
and water...

The elevator is now active. Examine the room again, and this time use the
Checklist item. The checklist will be filled out, which will be needed later.
Now would be a good time to give the River Jewel to the thieves guild.
Exit the tower and heal up, and turn in the River Jewel quest. Enter & Exit
the tower, and pickup the Forest Jewel quest.

Now that the elevator is fixed, you have a direct route from the beginning of
1F at 6N,12E to the basement (East) as well as 2F, 3F, and 4F.
Very convenient. Head back up to 4F using your newly repaired Elevator.


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                Walkthrough: Fourth Floor, Part 2 :: [TDS_FLR4P2]
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The elevator for this floor brings you to right near where you found the
Yggdra Squirrel. Head back to the area near the Scotty teleporter service.

15N,5E: Locked door. Pick it open.

17N,5E: Locked door. Pick it open.

19N,0: Workshop with doll. Becomes important later.

20N,9E: Locked door. Pick it open.

21N,10E: Unlit fireplace with mirror. Examine and touch the mirror to be
sucked to the other side of the mirror at 21N,10E.

21N,11E: Other side of mirror. Has a lit fireplace.

20N,10E: Boss battle. Make sure to heal up before you engage.

* BOSS: Jabberwock, random number and number of groups of Killer Rabbits.

Ignore the rabbits. Focus your attacks on the Jabberwock (dragon) because its
breath attack will destroy you if you don't get rid of it quickly. Use your
mage's most powerful spells on it. For me, this was Fulmen Celer (4th Domain)
Mucro Glacialis (5th Domain). Fulmen Celer will do more damage to a single
target. You should be able to kill the Jabberwock in 2 rounds if you use
precise attacks with your physical attackers and Fulmen Celer with your mage.

When you win, search where you fought the Jabberwock to get the Spell Book.
Go back to the unlit fireplace side of the mirror at 21N,10E. Use the spell
book here to place it above the fireplace. Now go through the mirror to the
lit fireplace side at 21N,11E. Examine and take the spellbook to find it has
become the Necromancy Book. You will need this later.

Behind the locked door at 15N,5E, you will find a dark area you cannot enter
normally. Examine west at 12N,1E to find a portrait that says to "Leave
without looking away from my eyes". If you enter the dark area walking
backwards, you won't be pushed back into the light.

14N,3E: Stairs going up to 5F are here.

However, now would be a good time to check out Crowley's amusement's.
In particular, the "Beast Mansion" which has its entrance at 4N,13E.
Inside, check out all of the rooms. The "erotic panda" mentioned in previews
is one of them. The last room, at 1N,16E is the one you're really looking to
go to, the angel's room. Observe her, then talk to her. Move closer.
She'll give you the Angel's Bracelet. Follow the path to exit the
"Beast Mansion" and head to the elevator down, take it down to 3F.

Go to where the amazon shrine maiden and regent are. Give them the bracelet.
Use the elevator to return to 1F, heal up, sell items, and level up as needed,
then return to 4F.

The next thing we'll do is the "Labyrinth Garden" at Crowley's. Entrance is at
4N,11E which is close to the elevator's access to the floor.

This is a teleport maze with some rotating floors. When you step on a rotating
floor, remember your currently bearing and count how many times you turn. That
way, you can get where you need to go. Use a charge of Visum Situs if you've
lost count of how many turns or are unsure of what direction you're facing.
From the proper entrance of the maze, at 7N,10E...

Go west to 8N,7E and search to find the Mysterious Woman, assuming you've
helped her out on 1F, 2F, and 3F up until now. Agree to help her. She will
tag along as a temporary party member, but don't expect any serious damage
from her.

North to the rotating floor at 11N,10E. Go north from here to the next
rotating floor at 14N,10E. From there, east to the fork in the road, then
north up to 17N,12E where you go into the south door. Step a tile west,
then a tile south onto a teleport tile. This will take you to 13N,9E.
From here, go one tile south and one tile west. Clicking sound. Go one tile
north to teleport to 6N,8E.

From here, you can explore. However, the tile at 4N,7E will simply drop you at
6N,8E again until we hit another switch. So head north from 6N,8E's to go to
a teleport tile at 18N,20E. This will land you at 8N,17E, a new section of
teleport maze.

North to 11N,17E. Rotating floor. Head east from here, turn north at the fork
in the road, then west at the next fork. You'll hit a rotating floor at
14N,17E. Also head west from this rotating floor. Head north at the fork
ahead. At 17N,15E go in the south door. East one tile, south one tile from
here. You'll hit a teleport tile and end up at 10N,15E. Go one tile south from
here. You will end up at 9N,11E. Go one tile north to hit floorplate switch.
Now go one tile east to end up at the beginning of the maze, 7N,10E.

North to the rotating floor at 11N,10E. Go north from here to the next
rotating floor at 14N,10E. From there, east to the fork in the road, then
north up to 17N,12E where you go into the south door. Unlike last time, simply
head one tile south to end up at 6N,8E.

Now the teleport tile at 4N,7E is gone and you can head to through the door to
get to 3N,7E. This is another teleport tile, which will take you to 12N,18E.
Go north one tile, east one tile and search. You will get the Forest Jewel.
Now go south one tile to teleport to 7N,19E. Yes, congratulations, you've
survived the maze. The Mysterious Woman will thank you and tell you her name
if you ask. It is Brynhildr. Now follow the only path out of here which will
land you back near Crowley. Take the elevator down to 1F, go up to Lucky
Pair-a-Dice and hand the Forest Jewel over, then go back to town, heal up and
do any business you have there.

Make sure one character has the Tree Climbing skill, then head to the basement
via the elevator when you get into the tower.


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           Walkthrough: Basement, East Section, Part 1 :: [TDS_BMNTE1]
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The enemies down here are not so easy. You'll want to rely heavily on your
mage down here. Your warrior should be keeping you safe from most of them are
they are mostly melee attackers. By now, you should have your main class
levels at 10 or so. It's a good time to start putting levels into extra
classes (read the classes section if you haven't) since advanced classes will
take place somewhat soon, and EP gain will be going up quite soon as well on
5F and beyond. We came down here to do the Shatter Gold Coins quest for now,
since completing it is a pre-requisite to unlocking some other quests we will
need to do soon.

There's a lot of small dark rooms that are exactly the same in layout, I trust
you can find your way through them. There's a couple rotating floors as well,
but nothing you haven't dealt with before. Also note this place has the best
gold-only treasure drops in the game, though higher floors drop items that
sell for thousands or even tens of thousands. Do not hesitate to run from any
and all fights you can while getting through here, as the EP gain isn't so hot
for how hard the fights are.

6N,15E: Floorplate. Triggers the animosity room. Can't avoid when coming in
via the elevator.

11N,17E: Animosity room. An item for a future quest is in here, however you
won't be able to get it until you're able to come down here without triggering
the floorplate at 6N,15E.

4N,12E: Facing west, secret door.

4N,9E: Locked door, pick it open.

4N,8E: Facing west, secret door.

0N,18E: Locked door, pick it open.

Watch out for the one-way door at 9N,19E or you'll have to walk all the way
back here.

12N,14E: Facing north, secret door into empty 1 tile room.

12N,12E: Facing north, secret door into empty 1 tile room.

12N,13E: Locked door, pick it open.

15N,12E: Facing south, secret door into empty 1 tile room.

15N,14E: Facing south, secret door into empty 1 tile room.

From the range of 13N to 21N, 15E to 21E, there's an anti-magic field in
place. Any spell you attempt to cast in there will fail, unless it is in one
of the small 1 tile rooms contained within.

18N,17E: Enter from 19N,17E. "A safe." Shatter Gold Coins quest takes place
here. Save and then search to fight them.

20N,15E: Locked door, pick it open.

20N,13E: Unbearably hot room. Examine the well and use the Blizzard Crystal
on it. The fire will be put out. Have a character with tree climbing climb
down, and they'll come up with the Hourglass item you will need later.

For now, get to the elevator and get out of the tower. Heal up, level up,
turn in quests. You know the routine. Enter & Exit the tower and two new
quests should appear: Slay Killer Bunnies, and Get Secondary Class.
Take them both and complete the Get Secondary Class quest (again, see the
Quests section for help if you need it) then enter and exit the tower.
Get the Druid Training quest and complete it as well.


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               Walkthrough: Fifth Floor, Part 1 :: [TDS_FLR5P1]
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Take the elevator up to 4F, and make your way to the stairs to 5F you've
already uncovered on a previous visit.

Yes, a new floor. New enemies, and new music. The EP gain will likely average
1000 or more a battle here, so it's a great place to gain some EP towards your
impending class changes. As always, if you get low, go down to 4F and use
Scotty to beam on out of here or if your priest is level 10 or higher and
you've learned it, cast Angel Wing. I started to heavily rely on my mage here,
and since I was raising 2 other characters in mage levels, I had more spells
to toss at enemies to end battles very quickly.

From the entrance at 14N,5E turn left to face north and go as far north as you
can go. Turn east and walk forward until you are forced into a conversation.
You will meet Slash. Talk to him to learn what he knows, then show him the
Ring of Lycaon item. When you leave, he'll leave as well. Go through the door
to your south.

17N,13: West door enters into West Park. East door enters into East Park.
The areas within West Park seem to have an increased chance to drop the rare
items this floor's enemies have, while East Park is used for a future quest.
West Park is a good place to grind out some experience for class levels if you
find yourself under-leveled.

Complete the Slay Killer Bunnies quest in West Park.

13N,6E: Door which is locked at this side. Pick it open.

13N,20E: Door which is locked at this side. Pick it open.

12N,13E: Boss fight. It's also the entrance to Duke Crimson's "Castle".

* BOSS: Ba'al Demon x3, Nightmare x5, Gremlin x5

The Gremlims may or may not appear. But I believe the Ba'al Demon and
Nightmare groups always do. If the Gremlins don't appear, focus on taking out
the Ba'al Demons first. If they do appear, use your priest's silence spell
on the Ba'al Demons and take out the Gremlins, followed by the Ba'al Demons,
then the Nightmares last. Defending with your warrior every round may be wise
due to the status ailments the Nightmares can inflict, including Sleep.
If your warrior is hit by Sleep followed by another couple attacks, he may
just die!

Good time to head back to town and pickup and do the "Slay the Beast King"
Quest since it unlocks the final secondary class quests.

Back on 4F--entering from the Safari--at 2N,16E there is a souvenir stand.
Going to the Safari again through the door where you pay will allow you to
kill the Beast King again, and he'll drop a tusk that can be turned into
either a Kris or Frilled Codpiece at this souvenir stand. It's really not
worth it, though, unless you lack accessories on some characters.

Turning in the Slay Beast King quest and then entering and exiting the tower
will grant access to the Paladin and Ninja training quests.

Back on 5F, at 12N,13E go through the door.

11N,6E: Facing south, a secret door.

8N,6E: Locked door. Pick it open.

7N,6E: Examine here to trigger a boss fight.

* BOSS: Gremlin x2, Living Doll x3, Killer Rabbit x1

You'll get Grim Reaper Key when you win.

7N,7E: Locked door. Pick it open.

5N,7E: This room and the room outside of it are part of a puzzle. The object
is to enter/exit into this room from all directions (North, East, South, West)
and then exit back out to the tile you came in from until all letters that
appear on the wall disappear. When you've completed this objective, go back
into this room and mysterious letters that say "Take it" will appear.
Search to get the Library Key.

11N,20E: Facing south, a secret door.

8N,20E: Locked door. Use the Library Key to open it.

7N,20E: Search facing south. Examine the desktop to get the Partial Contract.
Examine the left Drawer to get the Low-temp Candle. Right drawer and
wastebasket have clues for future puzzles. Search facing east to trigger a
boss fight.

* BOSS: Nightmare x5, Gremlin x5

When you win, you will get the Bell of the Dead, needed later. Searching
facing west gives nothing useful.

7N,19E: Locked door. Pick it open.

5N,19E: Similar puzzle to the making the letters disappear puzzle off to the
west, only this time you want to make them all appear. The solution is the
exact same as the previous puzzle! When you do so, go back the middle room and
the letters saying "Take it" will appear once more. Search to get the Set of
Keys item.

7N,17E: Locked door. Pick it open.

3N,10E: A man is imprisoned here. Inspecting him will reveal it is Slash.
Use the Set of Keys to release him, and talk to him about things. He'll leave
when you do.

6N,13E: Slash has moved here after being released.

5N,13: The south door is barred by a barrier. To release this barrier, we need
to go back to the East section of the basement. So go back to town, conduct
any business you have to, then take the elevator to the basement when you're
ready for the next part.


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          Walkthrough: Basement, East Section, Part 2 :: [TDS_BMNTE2]
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We've been here before, so head on over to 12N,11E. It's near where the Gold
Coins for that quest were killed.

13N,11E: Facing west, a secret door to an empty 1 tile room.

11N,11E: Deafening room. Use the Marshmallows to get through. Yes, you use
marshmallows as ear plugs. Don't think anyone will want to eat them after
that little episode. The marshmallows aren't used up by doing this so if you
want to pass through the room again you'll still have them.

11N,10E: Facing north, a secret door into an empty 1 tile room.

11N,8E: The north door is locked. Pick it open.

12N,8E: Dead silent room. Boss fight here.

* BOSS: Hell Sentry

Blast it with your most powerful mage spells. As Lawful, Asta Attonita
(3rd Domain) can't be beat at this point in the game for single-target damage.
Otherwise use Fulmen Celer (4th Domain). It won't last long.

12N,7E: Facing west, a secret door.

12N,6E: Facing north, a secret door into an empty 1 tile room.

14N,8E: Locked door. Use the Grim Reaper Key to open it up. It leads into a
dark room. A very simple dark room. The exit to it to continue onward is at
18N,11E. Continue through this ring of light room and another dark room until
you reach 18N,8E.

18N,8E: Coffin room. This is the room in which you must perform the Necromancy
ritual described on 5F. Examine what you want, then use these items in this
order: Trick Candles, Bell of the Dead, Necromancy Book. Now open the coffin.
You will meet Z-LXXX. Tell him you wish to destroy Duke Crimson. He will give
you the Amulet of Wisdom. You'll need to come back here later for some quests
so don't forget about this guy.

Leave the basement, go to town to heal up and do whatever business you want,
then go back to 5F.


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               Walkthrough: Fifth Floor, Part 2 :: [TDS_FLR5P2]
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Go meet Slash at 6N,13E. He will join your party. Now, at 5N,13E Slash will
destroy the barrier. Go inside and down to 3N,13E. The Amulet of Wisdom
automatically activates and destroys his "Crystal Skull". Now you must fight
him.

* BOSS: Duke Crimson

Blast him with your most powerful damage spells. Asta Attonita, Fulmen Celer,
and precise attacks from anyone who physically attacks. This isn't going to be
easy unless you're over-leveled, since he can cast Mucro Glacialis and
severely damage your party. If you can survive 3 rounds before he does
anything serious, you'll probably kill him before he can kill anyone.

When you win, Slash will finish him off and leave your party.

1N,13E: A small altar. Destroy it to remove the barrier at 11N,2E.

20N,2E: An apple tree. Can pick apples here, minor HP restorative item.
Take three for now. You'll also need another 3 later.

20N,3E: Mysterious Woman/Brynhildr is here if you've helped her on all
previous floors. Give her 3 apples and she'll be on her way.

16N,1E: Locked door. Pick it open.

11N,2E: If you did not destroy the altar behind Duke Crimson, this will be
barred by a force. Otherwise, it is unlocked.

11N,4E: Search to find a Wizard Memory. There are three of these in total
around the tower. Take them to Z-LXXX in the basement and give them to him.

9N,4E: Stairs to 6F. Don't go up yet.

Now, since we've helped Slash, we can do something for the Angel girl on 4F.
On 4F, go to the doll workshop at 19N,0E on 4F. The instructions say:
Insert Canned sand, Pour in some Sp-Write, and Give it a task to complete.
So, select assemble the doll and use the Hourglass (Canned sand), Blue Ink
(Sp-Write), and the Partial Contract for a job to complete. The doll will
forge a contract for you, and you get Forged Contract. Take this and give it
to Crowley at 2N,11E. Visit the Angel in Crowley's Beast Mansion 1N,16E.
Slash shows up, helps her, and will take her away to safety when you leave
the floor.

Go heal up in town and go to the amazon shrine maiden and regent on 3F. The
fake shrine maiden and the regent will tell you that the real shrine maiden
(the angel you freed) has gone to the altar to see the "Messenger of God"
(the Hydra) and needs protection, and will ask you to provide it. Go to 2N,5E
from the passages behind the fake shrine maiden and the regent to meet the
real shrine maiden, Dee. Talk to her and accept her request to kill the
Messenger of God. She will join your party. Go into the room behind her and
east to 2N,9E to get into a fight.

* BOSS: Hydra

Toughest fight in the game so far. If a character has less than 65-70 HP and
it uses the breath attack, they will probably die. If your levels are low and
you fall into this category of low hp like I do in this play-thrugh (my entire
party!), you will need to use the same all-out strategy described for Duke
Crimson. As long as you can go 1-2 rounds without being hit by a breath
attack, you should be able to kill it very quickly using mage spells and
precise attacks. It doesn't resist magical damage like Duke Crimson did,
so your spells will be doing full damage to it.

After the Hydra is killed, Dee will talk to you some more before leaving your
party and leaving this area. Search where you fought the Hydra to get the
Black Orb. You will need this on 6F. On to 6F! From the stairs you've already
uncovered on 5F. Make sure to buy an Elixir from the Inn, and don't use it.


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                 Walkthrough: Sixth Floor :: [TDS_FLOOR6]
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The enemies here are the toughest you've encountered by far. Venom Dragons can
do 25-30 damage a piece to your entire party with a breath attack that can
also poison. With my party that had between 40 and 61 hp a piece, this is
murder. New music and surroundings, of course!

If you haven't class-changed yet, I recommend pumping up mage levels on your
mages and grinding out EP on this floor by dumping all of your spells to gain
EP and then warping out with Angel Wing when you get low on them. The path to
6F isn't very long, with the elevator functional and all of the other opened
paths. At mage level 12 and higher, you'll get access to a spell called
Extinctio which will average 45-90 damage or so to every enemy on the
battlefield. This will of course rack the exp up really quickly as you'll be
able to kill an entire enemy formation in one or two rounds.

In my first playthrough, I had sufficient levels to get by when I came to this
floor. However, since I knew the solution to every puzzle and did not wander
around a lot fighting random encounters trying to figure things out this time,
I am severely underpowered and needed to grind.

If you're lucky, you might get some great weapons from enemy treasure chests
like Sylph Blade, Saint's Mace, Phoenix Bow, and Dragon Lance. These can help
you by making your melee damage able to severely damage or one-hit kill some
enemies. You'll want to fight these enemies here until you're able to win many
fights without needing to go to town and rest. Things aren't getting easier,
you know!

For reference, before I set out to seriously explore this level of the tower,
this was my party's transformation after some EP grinding.

Warrior -> Paladin (Lv15 Warrior, Lv15 Priest)
Thief -> Wizard (Lv14 Thief, Lv15 Mage)
Priest -> Druid (Lv15 Priest, Lv16 Mage)
Mage -> Samurai (Lv15 Warrior, Lv15 Mage)

I re-arranged my party order to Paladin, Samurai, Druid, Wizard, and because I
got a Dragon Lance as an item drop, I kept my Heroic formation and gave the
Lance to my Samurai until I can get him better equipment for use in the front
row. I'm still heavily relying on Mage spells, but from now on that's just
something you should be doing until the end of the game. Thus why I have three
mages. Having 27 charges of Extinctio and Ulolo Fatalis will prove very useful
once your mage levels get high enough for that. Not that any other team can't
make it, it's just much easier this way.

Expect to die a lot here if you don't have over 100 hp, since ambushes will
happen and will be nasty if they're Venom Dragons. Save often.

On with the coordinates and locations for this floor!

19N,2E: Locked door, pick it open.

21N,17E: Facing west, a secret door.

21N,16E: Search here to get the Hall Key.

19N,20E: Brynhildr is here. Offer up your Elixir you bought at the Inn, and
she'll again be on her way.

11N,2E: Locked door. Use Hall Key to open.

12N,6E / 11N,6E / 10N,6E: Until you meet the King, you'll enter a forced
battle with some goblins the first time you step on one of these tiles each
time you enter the tower, though it's nothing tougher than you've already
faced.

11N,10E: Switch room. The direction you're facing when you step on the switch
determines which direction will be unlocked. It's always the direction which
is "left" of your current facing. If you are facing south when you step on the
switch, the east door will open. If you are facing north, the west. Facing
west, the south. Facing east, the north.

14N,8E: Mist Giant should be here if you're on that quest. See quest section
for details. Search the tile when you're standing on it to fight it.

11N,14E: A giant foot standing in the way! You can't get past it yet. Head to
the southern part of the floor to progress.

3N,12E: Men playing catch with logs. You can't do anything here for quite some
time, so don't worry about it.

3N,16E: Entrance to dark room.

Inside dark room,

Step on 0N,14E to teleport to 0N,9E then turn around to face east then walk
4 tiles east. You'll step on 0N,13 and teleport over to 0N,6E. Turn left to
face north, and go through. From here you can access a small portion of 5F.

On that section of 5F, face south at 3N,1E and search. Give the password
"Rapunzel" to climb up to a small part of 6F you can only get to this way.
Back on 6F...

1N,6E: Junk filled room. Search to meet an old man who asks if you're
"maintenance". Show him the checklist. If you're on the "Floor Repair" quest,
ask him about it and he'll give you the Floor Repair Kit. See quest section
about that. If you show him the Black Orb or any other orbs you get in the
future, he'll have something to say about them.

You can get back to that small section of 5F by stepping on 1N,1E and falling
through the pitfall. From there, go back to the dark room in 6F and go to
5N,17E.

5N,17E: Locked door. Pick it open.

7N,16E: Locked door. Examine this door to be given a list of "passwords" to
choose from. Choose 6502 to unlock it.

8N,16E: A device is here. It's a teleportation device, but it's missing a
part. A part which you have! Use the Black Orb. Now you have to tinker with
the gems in the machine to get to specific destinations. Here are the places
you can get to from specific gem configurations you set up before operating
the orb.

Red: Area of 4F that can only be reached from here. Annoying rotating floor
area. When you get the Crush Living Dolls quest, it's a good idea to visit
this destination. You can also get a Wizard Memory via this teleportation
device location. Search 6N,1E on 4F via this teleportation location to find
the Wizard Memory. Step on 7N,2E to teleport to 4N,5E. From here, go to 2N,3E
and search to find the Living Dolls if you're on that quest.

Green: Small 1 tile room on 2F. Useless to visit unless you want map coverage.

Blue: Area of 5F you can only visit from here. Go here when you have the
Golden Jewel quest. See the Quests section for more details.

Red+Blue: Small 1 tile room on 3F you can only access from here. Search to get
the Peacock Feather you need to proceed on 6F.

Green+Blue: Area of 1F you can only get to from here. Useless until you have
the "General Heiden Zeke" quest.

Green+Red: Basement East. You avoid stepping on the switch that activates the
animosity room this way, so once you have the Earth Jewel quest it is a good
idea to use this teleportation location. See Quests section for more details.

NO Gems: Teleports you to 17N,21E on 6F. You will need to use this
teleportation location for events on 6F after you meet the King of Goblins.

For now, use the Red+Blue gem configuration to teleport to 3F, and search to
get the Peacock Feather. Since you're down on 3F, it's probably a good idea to
Angel Wing out of here and do whatever business you need to in town, or quests
you might need to do such as Repair Floor. Upon returning to 6F, use other
teleportation locations for quests as needed.

When ready to proceed with the story, go to 11N,14E - the giant foot room.
Use the Peacock Feather on the giant foot to... tickle it. It goes away.
You can proceed into the next room.

13N,17E - 12N,17E - 11N,17E - 10N,17E - 9N,17E: Much like the previous set of
tiles, you'll enter into a forced random battle with some goblins that are
already random encounters on this floor.

9N,18E: Search here to get the Sun Jewel for The Sun Jewel quest.

12N, 20E - 11N,20E - 10N,20: Boss battle.

* BOSS: Goblin Elite x5, Goblin Elite x5

These are the strongest goblins. Definitely unload with Extinctio and other
powerful spells on them. They won't last long against such an assault.

11N,21E: The King of the Goblins. Interestingly enough... he's not a goblin.
He'll "not" tell you about things you want to know about. Surely he won't tell
you about Tyrhung's weakness or how to get to him! But in order to get some
real assistance from him, you'll need to agree to help him out with rebelling
goblins. Accept his request. Once you talk to him, the fixed encounters with
goblins on the floor will disappear.

Go to the teleporter room at 8N,16E and turn off the glow on all gems, then
operate the orb. Turn south and go to 13N,20E.

13N,20E: Here are the rebelling goblins. Kill them. It's just a forced
encounter of the same goblins that you can random encounter on this floor.
Only one way out from here, to drop down to 5F through the pitfall at 21N,21E.

On the way back  to 6F, pick 3 apples up at 20N,2E. Now, back up on 6F, talk
to the Goblin King at 11N,21E. He will give you the White Orb and tell you to
get lost if you talk to him again.

8N,16E: Teleporter room. You can swap the White Orb with the Black Orb (it
will return to your inventory) or the Black Orb with the White Orb.

With the White Orb in the machine, these are the destinations:

Blue Gem: Teleport to 7F. Don't use this yet.

NO Gems: Teleported to 18N,18E. Head a tile east from here, and at the door at
16N,19E you'll be presented with a balancing puzzle. A white cat with a sign
behind it that says "H3LL0!"... and a basket designed to respond to weight.
Put your 3 apples in the basket, and the door will unlock. Behind that door...

16N,17E: The Altar of Harmony. It says, if you intend to serve us, then you
will complete the task we give you. Our servants will tell you our wishes.
A kind of vague hint for later. If you wish a "Blessing" from them, you must
give the Staff of Harmony to the altar. Unfortunately you also cannot get this
until later. This place will become important, eventually. Remember it.

17N,19E: An Altar of Chaos. Used for the 8th D. Holy Spells quest.
See the Quests section for more details.

15N,19E: An Altar of Order. Used for the 9th D. Holy Spells quest.
See the Quests section for more details.

15N,16E: A door barred by a force. It won't open until the Staff of Harmony
has been handed over. Ignore it for now.

Return to town and heal up, do your leveling up business and so on. If you
take the Shadowdancer quest, remember to bring a Jitte and Harakiri dagger
if you have them or you've sold them to the shop previously (buy them back).
Then, return to 6F and use the teleportation device with the blue gem only
active to go to 7F.


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                Walkthrough: Seventh Floor :: [TDS_FLOOR7]
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This is it. The floor Tyrhung resides on, according to the Goblin King.
By now, it'd be good to have your whole party around 18-20 in level, and once
level 20 is met begin working on upping your stats higher as that will benefit
you more than levels now that you'll definitely have a lot of spell charges
and good enough hp to survive anything but a multiple breath attack ambush.

You will get even larger amounts of EP on this floor, and even more powerful
weapons and armor have a chance of dropping in enemy treasure chests.
As always, the surroundings look different and the music is new as well.
There's a few new annoying enemies here, like Lost Souls and Red Dragons.
Venom Dragons return, but there's stronger enemies to deal with now.

If you haven't already done them, now would be a good time to do the 8th and
9th Domain spell quests and learn the ones which your alignment allows. There
are some very powerful spells you can have and although most of them aren't as
all-powerful as Extinctio, except of course the Chaotic alignment's "Extinctio
Magnus," you can only have 9 charges of Extinctio per mage. I'm sure you've
learned by now that how long you can stay in the dungeon is largely dictated
by how many spells you've got left. The more the better.

Now, on to the 7th floor!

You'll enter at 4N,5E in the middle of a one tile room with 4 doors. Face
north and go through the door. Follow this linear path. You'll run into a set
of 2 doors on a north wall, the one on the west will lead to a door sealed by
a force at 10N,12E while the east will lead a locked door at 6N,13E. Lock pick
it open and go inside. It's a dark room.

This is the most complex dark room in the game, so check your map often and
don't be afraid to use up your charges of Visum Situs.

Here are the locations inside (small 1 tile rooms):

13N,10E: Diamonds room. Note says "Do not operate this first."

17N,10E: Hearts room. Note says "Operate this before Diamonds."

17N,20E: Clubs room. Note says "Operate this before Spades." Operate this
device now since it is the first one that needs to be activated.

13N,20E: Spades room. Note says "Do not operate after Hearts." Operate this
device now since it is the second of four.

Return to 17N,10E and operate the Hearts device, then go to 13N,10E and
operate the Diamonds device. You will get the message that "Some powerful
force has been released." The door at 10N,12E is now open. Go there, and go
through the door.

You'll see a message that says "There are two doors but only one answer.
Behind one door is a prize. Pick the wrong door, and it's time to head home."

The south door leads to 11N,10E. Lovely brick flowerbed. Search to get a
Potted Crocus. You will need this.

The north door is a teleporter that will drop you off at 1F right next to the
exit to the tower. Avoid it unless you need to heal up in town right now. You
can also always Angel Wing out at any time.

Head back to the entrance to the floor at 4N,5E. This time, take the west door.
It is another winding, linear path, though there are a couple empty rooms along
the way. Beware the one-way doors that may lead you in a circle and check your
map using Visum Situs if in doubt.

Take the north door when you reach 14N,0E. When you reach the area of 20N,2E
either do the beginnings of the Shadowdancer quest (check Quests section) or
continue on by going through the door at 19N,4E.

19N,5E: Stagnant air room. Move one tile forward, press the search button and
then use the Potted Crocus to clean the air up so you can pass through.

19N,11: Facing south, lockpick open the south door, and go through.

18N,10E & 18N,12E: Two switches are here. Press only the one at 18N,10E.

This unlocks the doors to 20N,11E. The other switch possibilities include
making the room Poison Gas or a pitfall to the floor below, neither of which
benefit you in any way.

20N,11E: Step here to teleport to 19N,20E.

You now have access to the rest of the areas for the Shadowdancer quest, so
check the quests section if you wish to complete that quest.

From this area, you'll want to head south through the door at 18N,21E. This is
a fairly linear path that will end with you coming to a room at 2N,18E which
says, "If you don't have a pass, please leave." and ejects you backwards to
the room you were previously in.

Obviously, we need a pass. At 6N,19E face east and search for a secret door.
Head east through the door in this newly discovered secret room, then south.

5N,21E: Room with unrefined metal box. Search here to find a talking box that
will sell you a pass. You can question it about the pass. You will need to buy
one however, so press the purchase button. Place the gold to pay 5,000 gold
and get an item called "Pass."

Now you can go to 2N,18E and all surrounding areas.

3N,18E: A room which says "Approach me with your back towards me." It is
impossible to actually do this since you cannot side-step or enter doors
backwards in this game. However, do you remember before, what happened when
you did not have a Pass item? That's right, you were pushed backwards.
Destroy your pass inside this room, then attempt to leave it. You will be
teleported to 4N,21E.

Good time to save your game if you haven't in a while. This is a very straight
path you follow from here. When you pass through a door and get to 7N,15E
you'll enter a boss battle.

* BOSS: Mihyuun, Bugyo, Dark Priest, Necromancer

Mihyuun is the strongest Samurai type enemy in the game. He can really dish
out some serious punishment. Fortunately, instant kill attacks work very well
against every enemy in this enemy formation. Make sure to take out the Dark
Priest or Mihyuun first. The number of Bugyos that show up is random.
It's not a very rough battle at all. Just make sure you kill the dangerous
targets first.

8N,15E: Locked door. Pick it open.

Behind this door, you'll notice the coloring of the background change if
you're playing on Modern mode. Head straight forward and save your game when
you get to a door. If you do not have a few casts of Extinctio left and enough
priest spells to heal yourself up, go back to town now and come back.
Otherwise, go through the door, and head a couple tiles north.

18N,15E: An event will trigger. You'll meet the man himself, Tyrhung.
Unfortunately, he does not come alone...

* BOSS: Sentinel x4, Sentinel x4, Sentinel x5, Tyrhung

Cool music! This is why you needed some charges of Extinctio, however.
To demolish the Sentinel army he has in front of him that prevent you from
using physical attacks on him. Despite what the Goblin King said, he is
actually very resilient against all magic. He can cast many high level arcane
spells such as Extinctio himself, however will rarely use the high level ones.
The objective is to knock out his Sentinels with Extinctio and then brutally
murder him with precision attacks from your physical attackers in the second
round. Very anti-climactic. When you win, you'll see an ending and be given
the option to save your game. Do so.


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          Walkthrough: Return to the Seventh Floor :: [TDS_RTURN7]
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When you load up your saved game you saved after seeing the ending, you'll be
able to continue playing. There's more! If you talk to Eventail the
guildmaster he'll give you a halfhearted thank-you. More quests may be
available in the guild depending on what you've already finished, and of
course there's still some things to do. The story continues, as the message
says when entering the tower once again! If you haven't done the Shadowdancer
quest you should do it now while you have actual business in 7F because going
up to and through 7F is a pain in the ass.

Head up to 7F and go to Tyrhung's room. You'll find the sword he turned into
there, and will be unable to pull it out. Go into the 1 West 1 South of where
the sword rests.

17N,14E: Search here to get the Light Orb. It's yet another Orb to use in the
teleportation device.

From the Tyrhung sword, go east a tile, then north a tile. It's a teleporter
that drops you at 19N,20E.

Go buy another pass but don't use it to teleport to Tyrhung's area just yet.
Go to 4N,18E. "There is a sense that someone is here." Search. You will meet
Brynhildr again here assuming you've been following this walkthrough.
Otherwise, you will need to do the Mysterious Woman/Brynhildr chain.

Note that she would not show up here if you haven't defeated Tyrhung yet.
She requests that you take her to Tyrhung. Even though Tyrhung is sort of
dead, or turned into a sword or what have you. She knows this and still wants
to see him. Do what she says! Agree to it and take her to the sword Tyrhung.

You will get a second ending, and be given the opportunity to save your game
again. Do so.

When you load it back up, you'll still have your Light Orb and you will also
have a new item, Tyrhung. It's a two handed sword, but not a very good one
damage-wise. Just keep it in your inventory because you'll need it eventually.
Accept any quests you want, especially the Archdemon quest and Gift fit for a
King quest because you'll be going to the area those take place in soon.

When you're ready for more, go to the 6F teleportation device. Insert the
Light Orb. There is only one combination of gems that works with it.
Activate all three gems and then operate the orb.


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                   Walkthrough: Floor ???? :: [TDS_FL????]
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This is the toughest area in the game. If you thought Venom Dragons and Red
Dragons were nasty, well... they weren't. Not compared to what you'll meet
here. The good news is that many of the nasty enemies here either have low hp
or are are extremely vulnerable to instant death spells. Look out for Hell
Beasts and Demon Dolls in particular. They're the new breath attack enemies,
and their breath can cause things like Paralysis and Sleep. Much nastier than
the poison you got from Venom Dragons.

Low to mid 20s in levels is good to start here, but keep in mind that now more
than ever you live or die by the amount of magic you have. Again, the
background has changed. Again, the music has changed. There are a few new
equipment drops here, as well as higher droprates on most of 7F's offerings.

The EP gain here is massive. Buy every secondary skill for every character
if you haven't yet, it's likely only worth one or two battle's EP! Work on
maxing out your statistics. You'll also have an opportunity to gain points
in the Charisma statistic (CH) on this floor.

Time to begin exploring this new and very dangerous floor, friends.

You begin at 0N,8E. To your east is a secret door into an empty 1 tile room.

4N,1E: Facing north, a secret door.

5N,1E: A stone monument. You can touch it to be warped to the dungeon entrance.

5N,12E: Wooden horse room. Examine to be asked if you want to ride it.
Use a character that has the "Equestrian" skill. You'll receive the item
Demonic Cup.

20N,3E: Facing east, a secret door.

20N,4E: Messy room. Examine to find a boy playing some kind of war game with
some toys. Tell him he needs a Strategist, and choose a character of yours
with the Military Strategy skill. You'll get the item Demonic Sword.
NOTE: I kept failing while choosing my Paladin who obviously has this skill,
however my Samurai worked just fine. My Paladin had 1 more CH while my Samurai
had 1 more IN. Weird. Just try different characters with this one.

5N,20E: Facing south, a secret door.

3N,20E: Elemaea Beauty Clinic. Examine here. You can pay 50,000 EP and 10,000
gold for a chance to raise your CH by 1. Seems to be about 50% chance.

0N,20E: Facing east, a secret door.

0N,21E: Marshland. Search to get the Old Rusty Axe. Not a good weapon. You'll
need it later though.

2N,15E: Plain room. Search to find an old woman here. She has a hole in the
bottom of a pot. Agree to repair it, and select a character with the Arts and
Crafts skill. She'll then ask you to prove the work is good by cooking
something in it. Select someone with the Cooking skill. She'll leave.
Search this spot to get Demonic Wand.

6N,12E: Teleporter tile. Stepping on here may or may not trigger the encounter
with the Archdemon for that quest. See Quests section for details. Normally,
it will teleport you to 15N,19E if you do not encounter the Archdemon.

19N,19E: Facing west, search for a secret door.

19N,18E: Atelier. Examine here. Try to finish the drawing. Select a character
with the Painting skill, and then draw a Priest. You will get Demonic Coin.

From 15N,19E, head east, then follow the path north and step onto 20N,16E.
This will teleport you to 19N,16E. Turn around and go east through the door
to 19N,17E. This will teleport you to 18N,14E.

14N,10E: Sealed door. Will need to come back here later after we make use of
the Demonic items and undo some seals. Head to 14N,9E to be teleported to
3N,1E which is near where the floor began. Now from here we need to use the
Demonic items and do a little secret door opening and demon killing.

7N,7E: Hall of Water. Offer up the Demonic Cup and you can pass.

3N,5E: Facing north, search for a secret door.

5N,5E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the first
of 8 seals.

10N,2E: Facing south, search for a secret door.

8N,2E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the second
of 8 seals.

13N,7E: Hall of Land. Offer up the Demonic Coin and you can pass.

17N,9E: Facing north, a secret door.

19N,9E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the third
of 8 seals.

17N,5E: Facing south, a secret door.

15N,5E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the fourth
of 8 seals.

7N,13E: Hall of Fire. Offer up the Demonic Wand and you can pass.

7N,15E: Facing south, search for a secret door.

5N,15E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the fifth
of 8 seals.

0N,12E: Facing north, search for a secret door.

2N,12E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the sixth
of 8 seals.

13N,13E: Hall of Wind. Offer up the Demonic Sword and you can pass.

17N,15E: Facing south, search for a secret door.

15N,15E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the seventh
of 8 seals.

9N,19E: Search north for a secret door.

11N,19E: Powerful force. Search to fight a battle against some of the enemies
of this floor you're already familiar with. When you win, it undoes the last
of the 8 seals.

Now that all 8 seals have been removed, go through the teleporters to reach
14N,10E. Examine the door and the door becomes unsealed. You can go inside.
It's all dark in there as opposed to the blinding light of the rest of the
floor. In the center of this room is Bolverk, Ruler of the Evil Darkness.
Apparently some kind of god, he ejects you to the tower entrance! This is fine
because you were done here for the time being anyway. Heal up, level up, do
what you need to do.


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            Walkthrough: Completing Floor ???? :: [TDS_CP????]
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Now that you've seen most or all of the ???? Floor, there's very little left
to do. To finish the game with the third and final ending, you must do a few
things.

It all revolves around the Altar of Harmony. To get its favor, however, we
need to do things first. Take the elevator up to 3F.

On 3F, go through the secret door at 5N,9E facing north. Accessed via this
area, go to 3N,1E. Equip a character with the Old Rusty Axe, and search here.
Examine the tree, then try to cut it down with the character who has the axe
equipped. Answer truthfully to the question asked to receive the Golden Axe
(The answer is No). Now equip the Golden Axe and chop the tree down to get
the Tree Log.

Head on up to 6F and go to 3N,12E. Now you can join in on the fun with the
burly kilt-wearing men throwing logs around! Select a character to toss your
tree log. I'm not sure whether you can actually fail at this, but just select
your highest ST (Strength) character anyway. You'll get the Staff of Harmony
out of this.

Head to the teleportation device on 6F and insert the White Orb. With no gems
active, teleport to the area near the Altar of Harmony and pay the altar a
visit. Ask for a blessing and hand over the Staff of Harmony. You can get
various things if you pay the price for them in gold, but none of them are
needed.

Handing over the Staff unlocks the door to 14N,16E.

14N,16E: Holy Altar. If you have the quest "Lost Holy Spells", pray here.

Now that this part is done, you need to do three quests. Hunt for Giants,
Hunt for Demons, and Hunt for Dragons. They require Giant's Ears, Demon's Eyes,
and Dragon's Fangs.

Giant's Ears drop off of enemy treasures on 6F and 7F off of, you guessed it,
Giants.

Demon's Eyes drop off of enemy treasures on 7F and ???? off of, you guessed it
again, Demons.

Dragon's Fangs... do I even need to elaborate on this? Off of Dragons on 6F
and 7F.

Once you have completed these quests, you may ask to serve at the Altar of
Harmony. It will ask you to select a character. The character you choose will
become a "Balanced" alignment but will be stripped of all spells, though you
can go learn back 1-7th Domain spells in town then rest to refill your charges.
They will not be able to cast 8th or 9th Domain spells ever again, since they
are no longer Chaotic or Lawful.

Once you have this Balanced alignment character, go to floor ???? again and
get to the door at 14N,10E. Equip the Balanced alignment character with the
Tyrhung sword, then go to Bolverk. WINNER!

I have heard that the above alone may not be enough, that you may need to have
higher total of CH or other stats to trigger this event. If doing the above
does not trigger the final ending for you, raise your stats to max including
CH (Charisma) at the Elemea Beauty Clinic at 3N,20E on Floor ????.

Unless you have any quests left at this point or desire to get the rarest
equipment, that is the end of the game!


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                             Quests :: [TDS_QUESTS]
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_______________________
Quest 1: Erase Graffiti
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"The family of a slain adventurer has asked for some misspelled graffiti to be
 erased."

Very easy quest. Near the beginning of 1F at 1N,7E search while facing East
to erase the graffiti. Quest is completed.

____________________________
Quest 2: Crush Grave Robbers
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"Sir Garland wants you to prove your worthiness by vanquishing a band of
 ruthless Grave Robbers."

When you are able to access the part of 1F containing the dark room, go to
14N,8E. Search west for a secret door. Save, then go inside.

* BOSS: Thief x5, Thief x7

Not actually the real Grave Robber enemies. Same thieves you know and hate
from random encounters on 1F, only now it's 12 of them at a time. Might be
wise to utilize some Somnium Dulcis to sleep a group and quickly kill them
while they sleep, due to the large number of them and thus large amount of
danger to your party. When you win, you'll get the Thieves' Pennant.
You must take it to Sir Garland in the Training Grounds to complete the quest.

________________________
Quest 3: Vanquish Ghosts
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"Sir Garland wants you to prove your worthiness by destroying some dangerous
 Ghosts."

After you've opened up the clover door on 1F, go up the stairs to 2F at 9N,0E.

9N,1E: Facing west, search for a secret door. Inside this secret room at
10N,0E search and destroy the altar.

8N,2E: The door here was barred until you destroyed that altar, save and go
inside. Search.

* BOSS: Ghost x7, Ghost x8

Fifteen Ghosts. If you've learned Saltatus Ardens (3rd Domain) on your mage,
you can severely damage or outright destroy a group of them in one round.
Since Somnium Dulcis won't work on undead targets, this is probably the best
course of action. When you win, you get Ectoplasm. You'll have to take this
back to Sir Garland to complete the Vanquish Ghosts quest.

___________________________
Quest 4: Shatter Gold Coins
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"Sir Garland wants you to prove your worthiness by destroying cursed Gold
 Coins."

After you've fixed the elevator (see Frequently Asked Questions section if you
need help with that) go to the east part of the basement via the elevator.
At 18N,16E you will find a room marked "A safe." Search to fight the Gold
Coins.

* BOSS: Copper Coin x4, Copper Coin x6, Copper Coin x9, Gold Coin x4

The copper coins are a minor threat. Their breath attack can only hurt you
for 1 damage. The gold coins, however, are deadly, and will do upwards of 20
damage with their breath attack. Destroy them with your mage's best
group-damage spells right away. I actually had to reload and try this a couple
times with my relatively low levels at this point because the gold coins wiped
me out. If your mage is a few levels higher than mine was, though, you can win
the whole fight with one cast of Extinctio.

When you win, you get the Ancient Coin. Take it to Sir Garland in the Training
Grounds to complete the quest.

____________________________
Quest 5: Slay Killer Bunnies
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"Sir Garland wants you to prove your worthiness by slaying the Killer Bunnies,
 ferocious rabbits of the dungeon."

Go to 5F. Go to 14N,12E. If you face south here and search, you'll find the
Killer Bunnies for the Slay Killer Bunnies quest.

* BOSS: Killer Bunny x9, Killer Bunny x9, Killer Bunny x9, Killer Bunny x9

That's right. 36 Killer Bunnies. No big deal. Your mage(s) can destroy a group
at a time with Mucro Glacialis, but do make it quick as 9 Killer Bunnies
trying to hit your warrior may result in them getting a critical blow and
instantly killing your warrior regardless of the warrior's current HP.
I recommend defending with your warrior each round and just blasting them with
mage group-target spells. When you win, you get the Dud Bomb, for the
Slay Killer Bunnies quest. Turn it in to Sir Garland at the Training Grounds
to complete this quest.

____________________________
Quest 6: Slay the Beast King
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"Sir Garland wants you to prove your worthiness by slaying the Beast King."

For it, head to Crowley's at 4F and go to 3N,13E, the Safari entrance. Accept,
then move forward one tile and you will drop down to an area of 3F that is
only accessible from here. Turn around and exit the room you're in going west,
then search for a secret door at 4N,12E facing east. Go inside it and step on
5N,15E to trigger a boss battle.

* BOSS: Beast King, Wild Beast x2

The number of Wild Beasts that accompany him is random, but he won't be very
tough. Slash him down and collect the Beast King Soul. Turn it in to Sir
Garland at the Training Grounds to complete the quest.

____________________________
Quest 7: Slay the Mist Giant
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"Sir Garland wants you to prove your worthiness by destroying the Mist Giant."

This takes place on 6F. You will need to have found the Hall Key to get
access to the area the Mist Giant is found at.

The Mist Giant is found at 14N,8E. Step on then search that tile to engage it.

* BOSS: Mist Giant

The Mist Giant may be accompanied by some Cloud Giants, but they aren't very
threatening. He, however, is. He can almost kill your your best AC/highest HP
character in a single hit. A Heroic formation with the best AC/highest HP
character in the front defending while you blast it from the back row might
be a good idea. Kill him as quickly as possible. When you win, you get the
Bottled Mist item. Turn it in to Sir Garland at the Training Grounds to
complete the quest.

*NOTE: Many people have reported having this quest bug out. I have not run
into this problem, however a supposed work-around to this bug is to save
outside the door to the room the mist giant is in, at 14N,5E. Then when you
enter the door, if you don't get a random encounter and you get a text
description about a brief magical sensation, everything should be okay.
Otherwise, reload your save and try, try again.

___________________________
Quest 8: Crush Living Dolls
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"Sir Garland wants you to prove your worthiness by defeating Living Dolls."

A strange request, given that by the time you have access to this quest,
Living Dolls will be trivial for you to kill.

To get to the Living Dolls for this quest, first go to the teleport device on
6F and make sure the Black Orb is inserted. Now activate the Red gem only and
operate the orb.

You'll be deposited at 9N,4E. You will want to make your way through this maze
with rotating floors to 7N,2E which is a teleport tile that takes you to 4N,5E.

From 4N,5E make your way through another rotating floor maze to 2N,3E and
search to fight the Living Dolls.

* BOSS: Living Dolls

A random number and grouping of them. One or two casts of Extinctio from a
mage will annihilate them all. When you win, you get the Doll's Eye. Turn it
in to Sir Garland at the Training Grounds to complete the quest.

____________________________
Quest 9: Defeat Shadowdancer
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"Sir Garland wants you to prove your worthiness by defeating the Shadowdancer."

This is a rather involved quest of this type. Bring the following weapons along
with you in your inventory, Jitte and Harakiri Dagger. This quest takes place
on 7F. If you do not have either of these items, they drop from the following
enemies.

Harakiri Dagger: 5F from groups led by anything BUT Ba'al Demons or Nightmares.

Jitte: 4F from groups led by Goblin Majors or Beastmasters.

At 21N,3E face West and search for a secret door. Inside at 21N,1E is a wall
scroll of a Samurai with empty hands. Use the Harakiri Dagger on this scroll.

At 19N,3E face west and search for a secret door. Insie at 19N,1E is a wall
scroll of a Law Officer with empty hands, chasing a thief. Use the Jitte on
this scroll.

This removes the Spectral Samurai and Spectral Law Officer at 21N,5E but the
Shadowdancer isn't in his spot yet until you complete the next step.

At 21N,20E search east for a secret door. Inside at 21N,21E is a little shrine.
Search it to see a note saying "I'm looking to fight one who can disarm four
traps" or similar.

Now head to 10N,21E and search west for a secret door. Go inside, then go west,
north, east, and south through the traps to come back to your initial position
of 10N,20E. Exit east through the secret door and head back to the shrine at
21N,21E.

Search and the note will now say "I am waiting in the tea room." Go to 21N,8E
and search west to find "an extremely small door". Go inside.

21N,7E: Tea room. Search here to fight the the Shadowdancer.

* BOSS: Shadowdancer

He's the toughest Ninja type enemy in the game, but no match for Extinctio
and powerful melee weapons as he fights all by himself. Destroy him!

When you win, you get the Dog Collar item. Give it to Sir Garland at the
Training Grounds to complete the quest.

____________________________
Quest 10: Slay the Archdemon
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"Sir Garland wants you to prove your worthiness by destroying the Archdemon."

The Archdemon for this quest should be found on the ???? floor at 6N,12E.
I've heard some reports that it won't show up for some people. If not, explore
more of the floor and come back later. I haven't had any problems.

* BOSS: Archdemon

The Archdemon fights alone and is, much like the Shadowdancer, no match for
you. Much easier than a random encounter on this floor, to be honest.
Smash him with powerful spells and weapon attacks.

When you kill the Archdemon, you get the Dark Certificate item. Give it to
Sir Garland at the Training Grounds to complete the quest. Remember, only the
Archdemon you encounter with a boss battle music will give you the quest item
needed. A random encountered Archdemon will not.

_____________________________
Quest 11: The Moonlight Jewel
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"The Guild of Thieves has requests that you find the Moonlight Jewel."

On 1F, in the northwest corner of the floor past the Statue puzzle, there are
four foorplates at 20N,4E - 20N,5E - 21N,4E - 21N,5E. Step on them all so that
the last sound they made was a "CLICK".

This opens the door at 20N,0E to go to 20N,21E. Inside, destroy the doll.

Now, step on the four floorplate so that they CLANK. This opens the door at
21N,0E to go to 21N,21E. Search here to find the Moonlight Jewel. Note that if
you do not destroy the doll, the door at 21N,0E will be barred by a force.

Take the Moonlight Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

_________________________
Quest 12: The Flame Jewel
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"The Guild of Thieves requests that you find the Flame Jewel."

Use the stairs behind the clover door on 1F at 9N,0E. Now on the area of 2F
accessible from behind these stairs, enter the southern dark area of 2F and go
to 2N,11E. At this location in the dark room, enter the door facing east.
This is a teleport puzzle to get the Flame Jewel for that quest.

At 2N,13E while facing east, search for a secret door and go through it.
You'll be teleported to 3N,10E. Turn west and go inside the door. Step on tile
2N,8E to be teleported once again, this time to 1N,17E. Go 2 north to 3N,17E
and flip the switch. Head north one tile to teleport to 1N,7E. Head 3 east and
1 north to teleport to 2N,15E. Now go to 1N,14E and face north, search.
A secret door! Go through to teleport to 2N,18E. Go north one tile and east
one tile then search to get the Flame Jewel. Map the rest of this maze out if
you wish but there's nothing else in it of note.

Take the Flame Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

_________________________
Quest 13: The River Jewel
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"The Guild of Thieves requests that you find the River Jewel."

On 3F, after completing the events that end with you acquiring the Ring of
Lycaon and confronting the Regent, go to 18N,0E behind the Regent and unlock
the door there. Now leave 3F or exit the tower and come back to 3F. This time,
approach the area from behind and come through the door you unlocked at 19N,0E.
Avoid stepping on the floorplate at 0N,17E as it triggers a pitfall that will
render you unable to get the River Jewel until you exit the floor or tower and
come back.

Avoiding that floorplate, go to 16N,1E and search to get the River Jewel.

Take the River Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

__________________________
Quest 14: The Forest Jewel
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"The Guild of Thieves requests that you find the Forest Jewel."

Go to the "Labyrinth Garden" at Crowley's on 4F. Entrance is at 4N,11E.

This is a teleport maze with some rotating floors. When you step on a rotating
floor, remember your currently bearing and count how many times you turn.
That way, you can get where you need to go. Use a charge of Visum Situs if
you've lost count of how many turns or are unsure of where you are. From the
proper entrance of the maze, at 7N,10E...

Go west to 8N,7E and search to find the Mysterious Woman, assuming you've
helped her out on 1F,2F, and 3F up until now. Agree to help her. She will tag
along.

North to the rotating floor at 11N,10E. Go north from here to the next
rotating floor at 14N,10E. From there, east to the fork in the road, then
north up to 17N,12E where you go into the south door. Step a tile west, then
a tile south onto a teleport tile. This will take you to 13N,9E. From here,
go one tile south and one tile west. Clicking sound. Go one tile north to
teleport to 6N,8E.

From here, you can explore. However, the tile at 4N,7E will simply drop you at
6N,8E again until we hit another switch. So head north from 6N,8E to go to a
teleport tile at 18N,20E. This will land you at 8N,17E, a new section of
teleport maze.

North to 11N,17E. Rotating floor. Head east from here, turn north at the fork
in the road, then west at the next fork. You'll hit a rotating floor at
14N,17E. Also head west from this rotating floor. Head north at the fork ahead.
At 17N,15E go in the south door. East one tile, south one tile from here.
You'll hit a teleport tile and end up at 10N,15E. Go one tile south from here.
You will end up at 9N,11E. Go one tile north to hit floorplate switch.
Now go one tile east to end up at the beginning of the maze, 7N,10E.

North to the rotating floor at 11N,10E. Go north from here to the next rotating
floor at 14N,10E. From there, east to the fork in the road, then north up to
17N,12E where you go into the south door. Unlike last time, simply head one
tile south to end up at 6N,8E.

Now the teleport tile at 4N,7E is gone and you can head to through the door to
get to 3N,7E. This is another teleport tile, which will take you to 12N,18E.
Go north one tile, east one tile and search. You will get the Forest Jewel.
Now go south one tile to teleport to 7N,19E. Yes, congratulations,
you've survived the maze.

Take the Forest Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

__________________________
Quest 15: The Golden Jewel
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"The Guild of Thieves requests that you find the Golden Jewel."

To get the Golden Jewel, first go to the teleportation device on 6F. With the
Black Orb inserted, activate the glow on the Blue gem only, and then operate
the orb.

You will end up on 5F at 8N,3E. Immediately search to your north to find a
secret door. Go through it. At 9N,3E search to get the Golden Jewel.

Take the Golden Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

_________________________
Quest 16: The Earth Jewel
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"The Guild of Thieves requests that you find the Earth Jewel."

To get the Earth Jewel, first go to the teleportation device on 6F. With the
Black Orb inserted, activate the glow on the Green and Red gems and then
operate the orb.

This will drop you in the eastern part of the Basement at 11N,13E. Go to
11N,17E but avoid stepping on the floorplate at 6N,15E along the way.
Search a 11N,17E to get the Earth Jewel.

Take the Earth Jewel and give it to the man at Lucky Pair-a-dice on 2F at
18N,3E.

_______________________
Quest 17: The Sun Jewel
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"The Guild of Thieves requests that you find the Sun Jewel."

The Sun Jewel is found in the Goblin King's large room on 6F at 9N,18E.
Search this tile to find it.

Take the Sun Jewel and give it to the man at Lucky Pair-a-dice on 2F at 18N,3E.
No idea why he's so happy to have all of the jewels!

_________________________
Quest 18: Hunt for Giants
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"A hero's squire has requested that you collect three Giant's Ears."

At the Altar of Harmony on 6F at 16N, 17E, select the "I wish to serve" option
and offer up three Giant's Ears.

Giant's Ears are acquired via treasures from random encounters with Cloud
Giants on 6F and Storm Giants on 7F.

_________________________
Quest 19: Hunt for Demons
�������������������������
"A hero's squire has requested that you collect four Demon's Eyes."

At the Altar of Harmony on 6F at 16N, 17E, select the "I wish to serve" option
and offer up four Demon's Eyes.

Demon's Eyes are acquired via treasures from random encounters with
Gold Demons and Dragonmasters on 7F and Demonmasters on ????.

__________________________
Quest 20: Hunt for Dragons
��������������������������
"A hero's squire has requested that you collect six Dragon's Fangs."

At the Altar of Harmony on 6F at 16N, 17E, select the "I wish to serve" option
and offer up six Dragon's Fangs.

Dragon's Fangs are acquired via treasures from random encounters with Venom
Dragons and Red Dragons on 6F and 7F.

_____________________________
Quest 21: Get Secondary Class
�����������������������������
"The Guild requires that you pass this exam in order to begin training for a
 secondary class."

This is a quest for unlocking the quests to unlock the advanced classes. A bit
convoluted, huh?

For the "Get Secondary Class" quest, go into the training grounds. The door at
8N,13E will now be openable. Go through.

At the following coords are rotating floors: 14N,7E - 7N,7E - 14N,14E - 7N,14E.
Keep these in mind while traveling through the training grounds. Go to 21N,8E
and go through the door there.

16N,8E: Facing east, secret door.

16N,13: Facing west, secret door.

19N,11E: Facing south, secret door.

The object of the puzzle here is to step on the One, Two, Three, and Four
floorplates and then pull the string at 18N,11E.

Floorplate "One" is at 19N,10E. Floorplate "Two" is at 20N,9E.
Floorplate three is at 16N,11E. Floorplate "Four" is at 16N,10E.
Once you've stepped on them in order, head south through the secret door
at 19N,11E and pull the string at 18N,11E to complete the quest.

__________________________
Quest 22: Samurai Training
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"The Guild requires you to pass this exam in order to train as a Samurai
 class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Slay Killer Bunnies" quest, this
quest will be available.

Go into the Training Grounds.

Activate the Warrior statue - 5N,9E
Deactivate the Thief statue - 2N,9E
Deactivate the Priest statue - 2N,12E
Activate the Mage statue - 5N,12E

Enter the Samurai area at 14N,20E.

"A bishop can reach it with one move. A knight can reach it with two moves."

Puzzle based on Chess. Search 18N,17E to complete this quest. Easy.

Once you turn the quest in, you can change a character into a Samurai if they
meet the requirements by paying 10,000 EP for the Samurai skill.

________________________
Quest 23: Ninja Training
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"The Guild requires you to pass this exam in order to train as a Ninja class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Slay the Beast King" quest,
this quest will be available.

Go into the Training Grounds.

Activate the Warrior statue - 5N,9E
Activate the Thief statue - 2N,9E
Deactivate the Priest statue - 2N,12E
Deactivate the Mage statue - 5N,12E

14N,1E is the entrance to the Ninja area.

Search for a secret door at 17N,3E while facing west. Go inside. Go 1S, and
search for a secret door while facing south. Go through and turn the switch on.
Now go outside the Ninja area to 21N,4E and face south. Search for a secret
door and go through it. Quest complete.

Once you turn the quest in, you can change a character into a Ninja if they
meet the requirements by paying 10,000 EP for the Ninja skill.

__________________________
Quest 24: Paladin Training
��������������������������
"The Guild requires you to pass this exam in order to train as a
 Paladin class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Slay the Beast King" quest,
this quest will be available.

Go into the Training Grounds.

Activate the Warrior statue - 5N,9E
Deactivate the Thief statue - 2N,9E
Activate the Priest statue - 2N,12E
Deactivate the Mage statue - 5N,12E

The entrance to the Paladin area is at 9N,7E. From the beginning at 9N,6E go
3N, 2W, 1N and search for a secret door west. Go through it. From here, go 2W,
2S, 2E and lock the door to your north open. Go inside. Quest complete.

Once you turn the quest in, you can change a character into a Paladin if they
meet the requirements by paying 10,000 EP for the Paladin skill.

_________________________
Quest 25: Ranger Training
�������������������������
"The Guild requires you to pass this exam in order to train as a
 Ranger class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Slay Killer Bunnies" quest,
this quest will be available.

Go into the Training Grounds.

Deactivate the Warrior statue - 5N,9E
Activate the Thief statue - 2N,9E
Activate the Priest statue - 2N,12E
Deactivate the Mage statue - 5N,12E

The entrance to the Ranger area is at 7N,20E. Go inside.

This is a teleport maze, and by far the hardest advanced class quest. Step
onto 4N,18E to teleport to 1N,20E. Go to 3N, 18E and step north through the
door to teleport to 1N,16E. Go through the only door in this room to teleport
to 6N,15E. Head east, and go through the east door at 6N,17E. Go south
through the door at 5N,18E to teleport to 1N,15E. Quest complete.

Once you turn the quest in, you can change a character into a Ranger if they
meet the requirements by paying 10,000 EP for the Ranger skill.

________________________
Quest 26: Druid Training
������������������������
"The Guild requires you to pass this exam in order to train as a Druid class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Shatter Gold Coins" quest,
this quest will be available.

Go into the Training Grounds.

Deactivate the Warrior statue - 5N,9E
Deactivate the Thief statue - 2N,9E
Activate the Priest statue - 2N,12E
Activate the Mage statue - 5N,12E

The entrance to the Druid area is now unbarred. It is at 5N,0E. Inside, go to
3N,6E and pick the lock. Inside that door, go to 2N,3E, face north and search
for a secret door. Go through the visible doors now until you reach 3N,4E.
Quest complete.

Once you turn the quest in, you can change a character into a Druid if they
meet the requirements by paying 10,000 EP for the Druid skill.

_________________________
Quest 27: Wizard Training
�������������������������
"The Guild requires you to pass this exam in order to train as a
 Wizard class."

After completing the "Get Secondary Class" quest and completing the
pre-requisite to unlock this quest, the "Slay Killer Bunnies" quest,
this quest will be available.

Go into the Training Grounds.

Deactivate the Warrior statue - 5N,9E
Activate the Thief statue - 2N,9E
Deactivate the Priest statue - 2N,12E
Activate the Mage statue - 5N,12E

The entrance to the Wizard area is at 7N,16E.

Search for a secret door while facing north at 11N,15E and go through. Search
facing north again at 12N,15E for another secret door. Go through.
Quest complete.

Once you turn the quest in, you can change a character into a Wizard if they
meet the requirements by paying 10,000 EP for the Wizard skill.

____________________________
Quest 28: Lost Arcane Spells
����������������������������
"The Magic Academy has requested that you find some lost Arcane Spells."

After completing the events on 5F that end with killing Duke Crimson, you're
able to find up to three "Wizard Memory" items in the tower and return them to
Z-LXXX in the east part of the basement at 18N,8E. You need to return at least
one of them to him. Select the "We seek knowledge" option while talking to
Z-LXXX to complete this quest once you meet that requirement.

The Wizard Memory items are at:

#1 - 11N,4E on 5F after defeating Duke Crimson and destroying the altar behind
     him.

#2 - Use the teleportation device on 6F. Insert the Black Orb and set the Red
     gem only to glowing. Use the Orb. This will drop you at 9N,4E on 4F,
     inside a small maze with rotating floors. Your objective is to get to
     6N,1E and search to find a Wizard Memory.

#3 - 2N,1E on 1F - Need "Floor Repair" quest completed to get there.

______________________________
Quest 29: 8th D. Arcane Spells
������������������������������
"The Magic Academy has requested that you find the lost Arcane Spells of the
 Eighth Domain."

After completing the quest "Lost Arcane Spells" and retrieving at least two
"Wizard Memory" items, return them to Z-LXXX in the east part of the Basement
at 18N,8E. Select the "We seek knowledge" option while talking to Z-LXXX to
complete the quest from here. You may need Level 8 or 9 Faith in either Lawful
or Chaotic in addition to having a high enough level mage to have a number in
the 8th column of spell levels.

The Wizard Memory items are at:

#1 - 11N,4E on 5F after defeating Duke Crimson and destroying the altar behind
     him.

#2 - Use the teleportation device on 6F. Insert the Black Orb and set the Red
     gem only to glowing. Use the Orb. This will drop you at 9N,4E on 4F,
     inside a small maze with rotating floors. Your objective is to get to
     6N,1E and search to find a Wizard Memory.

#3 - 2N,1E on 1F - Need "Floor Repair" quest completed to get there.

8th Domain spells are Chaotic only, but you may complete the quest with a
Lawful party.

______________________________
Quest 30: 9th D. Arcane Spells
������������������������������
"The Magic Academy has requested that you find the lost Arcane Spells of the
 Ninth Domain."

After completing the quest "Lost Arcane Spells" and retrieving all three
"Wizard Memory" items, return them to Z-LXXX in the east part of the Basement
at 18N,8E. Select the "We seek knowledge" option while talking to Z-LXXX to
complete the quest from here. You may need Level 9 Faith in either Lawful or
Chaotic in addition to having a high enough level mage to have a number in the
9th column of spell levels.

The Wizard Memory items are at:

#1 - 11N,4E on 5F after defeating Duke Crimson and destroying the altar behind
     him.

#2 - Use the teleportation device on 6F. Insert the Black Orb and set the Red
     gem only to glowing. Use the Orb. This will drop you at 9N,4E on 4F,
     inside a small maze with rotating floors. Your objective is to get to
     6N,1E and search to find a Wizard Memory.

#3 - 2N,1E on 1F - Need "Floor Repair" quest completed to get there.

9th Domain Spells are usable by Lawful only, but you may complete the quest
with a Chaotic party.

__________________________
Quest 31: Lost Holy Spells
��������������������������
"The Magic Academy has requested that you find some lost Holy Spells."

After you've completed the game with the at least the first ending and
obtained the Staff of Harmony (reference Walkthrough for details on obtaining
it,) give the Staff of Harmony to the Altar of Harmony at 16N,17E on 6F.
This will unbar the door to 14N,16E.

At 14N,16E there is an altar that "fills you with Holy power". Pray here to
complete the quest.

Unlocks the Miracle Prayer spell.

____________________________
Quest 32: 8th D. Holy Spells
����������������������������
"The Magic Academy has requested that you find the lost Holy Spells from the
 Eighth Domain."

Go to the teleportation device on 6F (8N,16E) and set the White Orb in it.
Deactivate the glow on all gems and activate the Orb.

If you have not opened the door at 16N,19E, pick 3 apples from the tree on 5F
at 20N,2E and use them to solve the puzzle to open this door.

At 17N,19E is an altar where you are "filled with the power of Chaos". You may
require Faith Level 9 in either Chaotic or Lawful to complete this quest, and
the person who prays may need to have enough levels in Priest to have a number
present in the 8th column. You need to pray at this altar. If the character
who prays is Lawful, they will die, but you can just resurrect them.
Quest complete.

8th Domain Spells are usable by Chaotic only, but you may complete the quest
with a Lawful party.

____________________________
Quest 33: 9th D. Holy Spells
����������������������������
"The Magic Academy has requested that you find the lost Holy Spells from the
 Ninth Domain."

Go to the teleportation device on 6F (8N,16E) and set the White Orb in it.
Deactivate the glow on all gems and activate the Orb.

If you have not opened the door at 16N,19E, pick 3 apples from the tree on 5F
at 20N,2E and use them to solve the puzzle to open this door.

At 15N,19E is an altar where you are "filled with the power of Order". You may
require Faith Level 9 in either Chaotic or Lawful to complete this quest, and
the person who prays may need to have enough levels in Priest to have a number
present in the 9th column. You need to pray at this altar. If the character
who prays is Chaotic, they will die, but you can just resurrect them.
Quest complete.

9th Domain Spells are usable by Lawful only, but you may complete the quest
with a Chaotic party.

______________________
Quest 34: Repair Floor
����������������������
"An anonymous adventurer has requested that you repair the collapsed floor in
 the dungeon."

After repairing the Elevator, you need to find the Checklist in the west part
of the Basement at 10N,1E. Take the checklist to the elevator generator room
on 1F at 6N,13E and use it to fill out the checklist.

Take the filled-out checklist to 6F. You need to go through the dark area in
6F, loop under to 5F and back up to 6F by telling the woman with the long hair
the password "Rapunzel." Up on that section of 6F, go to 1N,3E to meet the old
man. He'll ask if you're maintenance, say yes and show him the Checklist.
If you haven't filled it in yet you can't proceed. If you have, talk to him
and you'll get the Floor Repair Kit.

Take the Floor Repair Kit to 0N,5E on 1F and use it to repair the floor.
Beyond the now-repaired floor, you can find a Wizard Memory at 2N,1E.
Quest complete.

________________________
Quest 35: Find Lost Item
������������������������
"An anonymous adventurer has requested that you find a lost item that he
 dropped in the dungeon."

The "anonymous adventurer" is Sir Emerald Lightning on 1F at 4N,7E. The lost
item isn't anything specific. Emerald Lightning is a shyster. Give him any ring
except the Ring of Lycaon. A Heal Ring or Return Ring that drops off of random
enemy encounters in 6F or later will do. You can also get a Return Ring as a
reward for helping Brynhildr, the mysterious woman on 6F. Give a ring to Sir
Emerald Lightning to complete the quest.

_______________________
Quest 36: Treasure Hunt
�����������������������
"A retired adventurer has requested that you find the treasure marked on the
 Treasure Map."

The "retired adventurer" is Sir Emerald Lightning on 1F at 4N,7E. Speak to him
to get the Treasure Map item.

Go to 5F at 20N,14E (inside "East Park"), face north and search. The map given
to you by Sir Emerald Lightning will react.

You'll be given instructions. "Defeat the werewolves in East Park. * The
treasure reward will change depending on the order of battles."

"a" - Green Treasure Box
upside down U (arch) - Blue Treasure Box
"Z" - Red Treasure Box
* Dig here: E20,N14.

The battles take place at 19N,15E / 15N,15E / 19N,19E / 15N,19E

You must dig at 14N,20E facing south after completing spelling out a figure
using these battles.

Here are the orders to fight in order to dig them up.

"a" = 19N,19E - 15N,15E - 19N,15E - 15N,19E - DIG.
Arch = 15N,15E - 19N,15E - 19N,19E - 15N,19E - DIG.
"Z" = 19N,15E - 19N,19E - 15N,15E - 15N,19E - DIG.

You do not need to keep any of the items you dig up. After you have all three
dug up, report straight back to the guild.

_____________________________
Quest 37: Gift fit for a King
�����������������������������
"The Guild of Commerce has requested that you find a treasure that would make
 an appropriate gift for the king."

First, you require the Low Temp. Candle on 5F at 7N,20E that you would have
gotten well before this quest was available.

In the West section of the basement, at 13N,4E while facing East, search for a
secret door. Follow this passage to stairs that lead up to 1F and ultimately,
a door marked Guild of Commerce. Examine the door and knock 3 times, then go
inside. You'll be asked if you wish to join, then to hand over the item.
Hand over the Low Temp. Candle. Now you'll be asked to get the item for the
quest.

On the ???? bonus floor accessible with the Light Orb after completing the
game with the first ending, go to 9N,10E and search to get the Dragon Drop.
Take this back to the Guild of Commerce and hand it over. Quest complete.

__________________________
Quest 38: Recover Heirloom
��������������������������
"An anonymous noble family has requested that you find and return a precious
 family heirloom."

Go to 15N,2E on 2F. It's the dark area behind Lucky Pair-a-Dice, the gambling
area. The anonymous noble is here. He tells you that if you win 5 times in a
row, you win a jackpot and they'll probably give you the Heirloom.

So, at 18N,3E go gamble away! Using a character that has the "Gambling" skill
slightly increases the chance you'll get higher rolls, so it couldn't hurt to
have someone with that skill. Otherwise, it's just a lot of luck. True to what
the anonymous noble said, if you win 5 times in a row you will get the
Heirloom item. Deliver it to the noble in the dark room at 15N,2E.
Quest complete.

Back at the guild, you find out who the noble really was!

___________________________
Quest 39: Adventurer's Seal
���������������������������
"An adventurer-admiring citizen has requested that you find the Adventurer's
 Seal."

The "Adventurer's Seal" is none other than the "Important Item" you probably
bought from Sir Emerald Lightning on 1F at 4N,7E. If you didn't buy it, go buy
it now for a mere 50 gold.

Take it to 2F at 21N,4E near Lucky Pair-a-Dice, the gambling area. Search to
find the man who wants the Adventurer's Seal and hand him the Important Item.
Quest complete!

_____________________________
Quest 40: General Heiden Zeke
�����������������������������
"Find and locate the mischievious General Heiden Zeke. He is hiding somewhere
 on the 1st floor of the tower."

Go to the teleportation device on 6F (8N,16E) and set the Black Orb in it.
Activate the glow on the Green and Blue gems, and deactivate the Red gem's
glow. Then operate the Orb.

You'll end up on 1F at 11N,16E in a 1 tile room. Navigate outside this room
over the rotating floor to 13N,14E which is a teleport tile. You will end up
at 18N,17E. Search the east wall for a secret door and go through it. Here, at
18N,18E, search. You'll find him. Quest complete.


_______________________________________________________________________________
�������������������������������������������������������������������������������
               Enemies and Enemy Item Drop List :: [TDS_ENMYDRP]
_______________________________________________________________________________
�������������������������������������������������������������������������������


First, the enemies. When determining the Gold drop, the amount of gold you
get is determined by what enemy the "Leader" of the group is. In-game, you
can see who the leader is via the "Look" description. It is not always the
first enemy in the formation, yet only the leader matters for gold and,
later in this section after the enemies, the treasure. Amount of gold
dropped does not change whether there is 1 or 9 of the leader enemy.

Hits is how many hits they can perform with a physical attack and damage is
how much damage they can do, maximum number of hits being accounted for.

The "group" statistic is how many of the enemy can show up in a group.

EP is how much EP you get for killing one of the enemy. Note that this is
split between the number of party members you bring.


_____________________
Enemy #1: Sir Garland
���������������������
"He is a clumsy knight who possesses great skills with a sword, but always
 ruins his opportunities to display them."

HP     : 21-25
AC     : 12
Hits   : 1
Damage : 1-4
Group  : 1
EP     : 100
Gold   : 256

_____________________
Enemy #2: Copper Coin
���������������������
"This coin has been brought to life by adventurers' greed. Copper is not used
 in currency, so it is probably counterfeit."

HP     : 1-2
AC     : 9
Hits   : 1
Damage : 1
Group  : 3-9
EP     : 25
Gold   : 310-400

__________________
Enemy #3: Skeleton
������������������
"Constructed from various human bones, this magical creature still
 possesses a soul and has undead characteristics."

HP     : 6-18
AC     : 2
Hits   : 2
Damage : 1-12
Group  : 1-6
EP     : 100
Gold   : 40-130

______________________
Enemy #4: Grave Robber
����������������������
"These robbers search for buried treasure, a risky business due to the high
 chance of meeting dangerous creatures."

HP     : 5-20
AC     : 3
Hits   : 3
Damage : 1-18
Group  : 2-6
EP     : 75
Gold   : 40-130

___________________
Enemy #5: Alchemist
�������������������
"These scholarly wizards search for the source of all matter. Most have gone
 mad due to their exposure to harmful chemicals."

HP     : 4-12
AC     : 8
Hits   : 1
Damage : 1-4
Group  : 1-4
EP     : 75
Gold   : 40-130

_____________________
Enemy #6: Hell Sentry
���������������������
"This demon is bound by a contract to serve as a watchman. It can't escape
 its fate until it steals 666 souls."

HP     : 64-162
AC     : 0
Hits   : 4
Damage : 2-48
Group  : 1
EP     : 1250
Gold   : 100-1050

______________________
Enemy #7: Lycaon Grunt
����������������������
"This werewolf is a scout for the Brotherhood of Lycaon. It is capable of
 powerful attacks using its sharp poisonous claws."

HP     : 8-64
AC     : 3
Hits   : 3
Damage : 2-36
Group  : 2-4
EP     : 300
Gold   : 100-1050

___________________
Enemy #8: Gold Coin
�������������������
"This type of cursed coin can occasionally be found among swarms of Copper
 Coins, but is much more powerful."

HP     : 9-36
AC     : 0
Hits   : 1
Damage : 1
Group  : 4-9
EP     : 450
Gold   : 550-1000

NOTE: Its breath attack will do upwards of 25 damage to all of your party
      members. That's where the "much more powerful" bit comes from.

________________
Enemy #9: Wraith
����������������
"This spirit was spawned by an adventurer's desire to slaughter. It has no
 memories, functioning only on raw emotion."

HP     : 8-24
AC     : -2
Hits   : 3
Damage : 1-12
Group  : 1-4
EP     : 550
Gold   : 100-1050

______________________
Enemy #10: Death Envoy
����������������������
"This spirit is the familiar of the Grim Reaper. Due to their close
 resemblance, they are often confused for one another."

HP     : 13-52
AC     : 0
Hits   : 5
Damage : 1-20
Group  : 1
EP     : 800
Gold   : 100-1050

______________________
Enemy #11: Cursed Soul
����������������������
"This undead creature was once human until his soul was trapped by evil.
 It will relentlessly attack anything that moves."

HP     : 9-36
AC     : 3
Hits   : 2
Damage : 1-20
Group  : 2-6
EP     : 400
Gold   : 100-1050

___________________
Enemy #12: Rhytisma
�������������������
"This kind of mushroom grows in colonies on rotting flesh. They spew deadly
 spores when anything comes too close."

HP     : 1-4
AC     : 15
Hits   : 1
Damage : 1-2
Group  : 2-5
EP     : 15
Gold   : 15-40

______________________
Enemy #13: Bronze Coin
����������������������
"This coin has been brought to life by adventurers' greed. Its
 feeble attacks pose little threat to anyone."

HP     : 1
AC     : 10
Hits   : 1
Damage : 1
Group  : 3-7
EP     : 15
Gold   : 120-300

____________________
Enemy #14: Giant Bat
��������������������
"This giant bat usually lives in groups. It is agile in the air and difficult
 to hit, making it surprisingly hard to kill."

HP     : 2-4
AC     : 7
Hits   : 1
Damage : 1-4
Group  : 3-6
EP     : 25
Gold   : 15-40


Enemy #15: Killer Bat
���������������������
"This giant bat is very quick and has powerful attacks. It is extremely
 dangerous, especially to novice adventurers."

HP     : 3-12
AC     : 5
Hits   : 2
Damage : 1-8
Group  : 1-3
EP     : 50
Gold   : 20-70


Enemy #16: Goblin Pvt.
����������������������
"These goblins are the lowest ranking goblins living in the Tower.
 Adventurers call them the "novice combat trainers.""

HP     : 2-7
AC     : 10
Hits   : 1
Damage : 1-3
Group  : 1-4
EP     : 25
Gold   : 15-40


Enemy #17: Goblin Lt.
���������������������
"This officer leads a small platoon of goblins. Though more experienced than
 normal goblins, it does not pose much danger."

HP     : 21
AC     : 6
Hits   : 3
Damage : 1-12
Group  : 2-4
EP     : 75
Gold   : 60-240


Enemy #18: Acolyte
������������������
"This heretical priest attacks novice adventurers as part of his training.
 He can cast LV1 Holy spells, but not much else."

HP     : 1-4
AC     : 9
Hits   : 1
Damage : 1-6
Group  : 1-4
EP     : 15
Gold   : 15-40


Enemy #19: Thief
����������������
"These thugs prey upon novice adventurers, robbing them of money and items.
 They are surprisingly tough."

HP     : 3-12
AC     : 6
Hits   : 2
Damage : 2-10
Group  : 2-6
EP     : 50
Gold   : 20-70


Enemy #20: Poison Spore
�����������������������
"Containing potent poison, these mushrooms are coveted by assassins, but the
 creatures themselves have low toxicity."

HP     : 3-15
AC     : 10
Hits   : 1
Damage : 1-3
Group  : 1-6
EP     : 50
Gold   : 30-80


Enemy #21: Goblin Sgt.
����������������������
"This goblin veteran has survived many battles and should not be
 taken lightly."

HP     : 5-30
AC     : 7
Hits   : 3
Damage : 1-12
Group  : 1-4
EP     : 75
Gold   : 35-110


Enemy #22: Ghost
����������������
"This is the spirit of one who died with strong regrets. Though it retains
 few memories, it will sometimes guide lost travelers."

HP     : 5-10
AC     : 6
Hits   : 2
Damage : 1-6
Group  : 3-6
EP     : 25
Gold   : 30-80


Enemy #23: Pirate
�����������������
"These thieves sail the high seas, attacking and plundering merchant vessels.
 What they are doing in the Tower is a mystery."

HP     : 6-18
AC     : 7
Hits   : 2
Damage : 1-12
Group  : 3-6
EP     : 50
Gold   : 30-80


Enemy #24: Buccaneer
��������������������
"These experienced sailors attack and plunder merchant ships at sea.
 They are experts at navigation and combat."

HP     : 12-36
AC     : 4
Hits   : 3
Damage : 2-15
Group  : 3
EP     : 120
Gold   : 30-80


Enemy #25: Bandit
�����������������
"These washed-up adventurers have become robbers. Why they turned to thievery
 is a mystery to all except those who know them well."

HP     : 5-20
AC     : 5
Hits   : 2
Damage : 1-12
Group  : 2-5
EP     : 50
Gold   : 30-80


Enemy #26: Lost Soul
��������������������
"This undead creature was once human until his soul was trapped by evil.
 It will relentlessly attack anything that moves."

HP     : 6-18
AC     : 6
Hits   : 1
Damage : 1-10
Group  : 1-4
EP     : 75
Gold   : 35-110


Enemy #27: Vagrant Mage
�����������������������
"These washed-up mages have become bandits. They can use LV 2 Arcane magic
 and, if given the first move, could be trouble."

HP     : 3-9
AC     : 9
Hits   : 1
Damage : 1-4
Group  : 2-5
EP     : 50
Gold   : 45-180


Enemy #28: Huntress
�������������������
"This barbaric female warrior comes from a foreign land. She can slay
 foes--even those in the back row--with a hail of arrows."

HP     : 6-24
AC     : 7
Hits   : 1
Damage : 1-12
Group  : 1-4
EP     : 100
Gold   : 45-180


Enemy #29: Spear Dancer
�����������������������
"This barbaric female warrior comes from a foreign land. In her tribe, she has
 earned the title of "Spear Dancer.""

HP     : 7-28
AC     : 6
Hits   : 3
Damage : 3-27
Group  : 1-6
EP     : 100
Gold   : 50-230


Enemy #30: Shaman
�����������������
"These barbaric female shamans come from a foreign land. They were originally
 healers, but now only study combat magic."

HP     : 4-16
AC     : 8
Hits   : 1
Damage : 1-6
Group  : 1-4
EP     : 100
Gold   : 45-180


Enemy #31: Lycaon Spy
���������������������
"This werewolf is a scout for the Brotherhood of Lycaon. It is capable of
powerful
 attacks using its sharp poisonous claws."

HP     : 42-102
AC     : 2
Hits   : 5
Damage : 1-50
Group  : 1
EP     : 250
Gold   : 45-180


Enemy #32: Vision Spore
�����������������������
"These mushrooms contain a paralyzing poison that has hallucinogenic effects.
 Barbaric tribes use them in holy rituals."

HP     : 6-24
AC     : 8
Hits   : 3
Damage : 1-12
Group  : 1-6
EP     : 100
Gold   : 45-180


Enemy #33: Imp
��������������
"These faeries have taken on demonic characteristics after living in the demon
 world for too long."

HP     : 6-24
AC     : 5
Hits   : 2
Damage : 1-12
Group  : 1-6
EP     : 150
Gold   : 50-230


Enemy #34: Goblin Medic
�����������������������
"These unusual goblins have the duty of supporting their comrades with
 Holy spells."

HP     : 5-30
AC     : 7
Hits   : 2
Damage : 1-8
Group  : 1-3
EP     : 100
Gold   : 45-180


Enemy #35: Wild Beast
���������������������
"This dreadful beast has venemous fangs. It's not aggressive as long as it's
 not hungry. The problem is it's ALWAYS hungry."

HP     : 6-36
AC     : 7
Hits   : 2
Damage : 1-12
Group  : 2-4
EP     : 150
Gold   : 45-180


Enemy #36: Beast King
���������������������
"The spirit that governs all beasts has possessed the earthly body of a
 Wild Beast, assuming the characteristics of its host."

HP     : 42-102
AC     : 2
Hits   : 5
Damage : 2-60
Group  : 1
EP     : 450
Gold   : 45-180


Enemy #37: Hydra
����������������
"A relative of the giant snake, this multi-headed dragon is worshipped by the
 Amazons as a messenger of the gods."

HP     : 120
AC     : -1
Hits   : 5
Damage : 2-80
Group  : 1
EP     : 10000
Gold   : 45-180


Enemy #38: Titan
����������������
"These mutant humans are born with the strength of giants. May become heroes
 in war, but are shunned during peacetime."

HP     : 7-42
AC     : 8
Hits   : 1
Damage : 3-28
Group  : 2-6
EP     : 150
Gold   : 60-240


Enemy #39: Gargoyle
�������������������
"These mischievous demons like to disguise themselves in the form of
 a statue."

HP     : 1-18
AC     : 3
Hits   : 3
Damage : 8-32
Group  : 1-6
EP     : 180
Gold   : 60-240


Enemy #40: Silver Coin
����������������������
"These coins have been brought to life by adventurers' greed. When attacking
 as a group, they can pose a serious threat."

HP     : 4
AC     : 6
Hits   : 2
Damage : 1-2
Group  : 3-6
EP     : 100
Gold   : 340-700


Enemy #41: Goblin Major
�����������������������
"This powerful leader is the general of a goblin army. It can cast LV 3 Arcane
 spells, and is usually backed by subordinates."

HP     : 20-70
AC     : 0
Hits   : 5
Damage : 1-30
Group  : 1
EP     : 350
Gold   : 65-290


Enemy #42: Karnovski
��������������������
"This flame spirit dwells within a human body. Since it lacks an individual
 mind, it blindly follows its master's commands."

HP     : 7-28
AC     : 1
Hits   : 3
Damage : 1-24
Group  : 1-4
EP     : 200
Gold   : 60-240


Enemy #43: Living Doll
����������������������
"This automaton was created to cause destruction. The spirit in the doll is
 undead, but it does not have undead characteristics."

HP     : 8-24
AC     : 2
Hits   : 5
Damage : 1-5
Group  : 2-5
EP     : 200
Gold   : 60-240


Enemy #44: Beastmaster
����������������������
"These beings are descendants of a race that prospered in ancient times.
 They and their beast companions hunt for human prey."

HP     : 21-76
AC     : -1
Hits   : 4
Damage : 3-32
Group  : 1
EP     : 350
Gold   : 65-290


Enemy #45: Warlock
������������������
"This outcast is obsessed with researching the dark sorcery that has been
 forbidden in schools of magic."

HP     : 7-21
AC     : 8
Hits   : 1
Damage : 1-8
Group  : 1-4
EP     : 200
Gold   : 60-240


Enemy #46: Jabberwock
���������������������
"This legendary dragon resides within a magic mirror."

HP     : 45-90
AC     : -3
Hits   : 4
Damage : 2-64
Group  : 1
EP     : 500
Gold   : 60-240


Enemy #47: Killer Bunny
�����������������������
"This ferocious rabbit is armed with sharp fangs. Do not let its cute
 appearance fool you, or you will most assuredly perish."

HP     : 7-21
AC     : 3
Hits   : 4
Damage : 1-16
Group  : 1-6
EP     : 180
Gold   : 60-240


Enemy #48: Ba'al Demon
����������������������
"Unlike higher order demons, this lower demon is not classified by color."

HP     : 11-66
AC     : -2
Hits   : 4
Damage : 4-56
Group  : 1-7
EP     : 1000
Gold   : 80-350


Enemy #49: Lycaon Elite
�����������������������
"This werewolf is a scout for the Brotherhood of Lycaon. It is capable of
 powerful attacks using its sharp poisonous claws."

HP     : 9-72
AC     : 2
Hits   : 3
Damage : 2-36
Group  : 2-8
EP     : 500
Gold   : 75-300


Enemy #50: Gremlin
������������������
"These beings' only desire is to play and have fun. Due to their strength,
 however, their games leave a trail of destruction."

HP     : 8-32
AC     : 0
Hits   : 4
Damage : 2-32
Group  : 1-6
EP     : 300
Gold   : 75-300


Enemy #51: Vampire Bat
����������������������
"This violent bat travels in groups. Beware of its quickness and agility,
 for it can reach the back row of a formation."

HP     : 8-32
AC     : -6
Hits   : 2
Damage : 2-12
Group  : 6-9
EP     : 200
Gold   : 75-300


Enemy #52: Nightmare
��������������������
"This magical creature was born from people's deepest fears. Its attacks
 are weak, but it can inflict various status ailments."

HP     : 9-36
AC     : -5
Hits   : 4
Damage : 1-16
Group  : 2-6
EP     : 300
Gold   : 80-350


Enemy #53: Fang Soldier
�����������������������
"This undead skeleton soldier was created from a dragon's fang."

HP     : 11-33
AC     : -2
Hits   : 2
Damage : 2-40
Group  : 2-6
EP     : 500
Gold   : 75-300


Enemy #54: Dark Priest
����������������������
"This priest conducts rituals for the Brotherhood of Lycaon, although some
 of his other activities are unsanctioned."

HP     : 12-48
AC     : 0
Hits   : 2
Damage : 2-16
Group  : 1
EP     : 1000
Gold   : 75-300


Enemy #55: Shinobi
������������������
"These assassins have unrivaled fighting skills and hearts as cold as blades,
 earning them the title of "Shinobi.""

HP     : 11-44
AC     : -5
Hits   : 4
Damage : 2-48
Group  : 1-6
EP     : 700
Gold   : 75-300


Enemy #56: Necromancer
����������������������
"This outcast is obsessed with researching the dark sorcery that has been
 forbidden in schools of magic."

HP     : 13-52
AC     : 6
Hits   : 1
Damage : 1-6
Group  : 1
EP     : 1000
Gold   : 75-300


Enemy #57: Duke Crimson
�����������������������
"This aristocratic immortal creature brings fear, death, and destruction to
 citizens of the imperial capital."

HP     : 80-220
AC     : -5
Hits   : 6
Damage : 1-48
Group  : 1
EP     : 10000
Gold   : 75-300


Enemy #58: Silver Demon
�����������������������
"Though this monster comes from a higher order of demons, it cannot remain
 in the earthly realm for very long."

HP     : 43-108
AC     : -7
Hits   : 5
Damage : 5-75
Group  : 2-6
EP     : 2000
Gold   : 95-410


Enemy #59: Cloud Giant
����������������������
"This descendant of a once-prosperous giant tribe boasts a strong body and
 high attack power."

HP     : 42-150
AC     : 2
Hits   : 5
Damage : 2-100
Group  : 1-4
EP     : 1000
Gold   : 120-570


Enemy #60: Mist Giant
���������������������
"This descendant of an ancient giant tribe is cloaked in mist, making it
 difficult to hit despite its large size."

HP     : 65-210
AC     : -8
Hits   : 5
Damage : 3-150
Group  : 1
EP     : 5000
Gold   : 120-570


Enemy #61: Goblin Elite
�����������������������
"This special officer has the great honor of guarding the Goblin King.
 It has the highest attack power of any goblin."

HP     : 15-90
AC     : -7
Hits   : 4
Damage : 4-96
Group  : 4-6
EP     : 1000
Gold   : 90-360


Enemy #62: Goblin Chief
�����������������������
"This goblin has earned the highest rank among front line officers.
 It is able to use LV 5 Arcane and LV 4 Holy spells."

HP     : 46-126
AC     : -6
Hits   : 2
Damage : 2-40
Group  : 1
EP     : 1500
Gold   : 90-360


Enemy #63: Ice Djinn
��������������������
"This ice spirit dwells within a human body. Since it lacks an individual
 mind, it blindly follows its master's commands."

HP     : 10-40
AC     : -4
Hits   : 4
Damage : 1-32
Group  : 1-4
EP     : 800
Gold   : 90-360


Enemy #64: Bugyo
����������������
"This warrior from the Land of the East is a master of Bushido. "Bugyo" is a
 special title awarded to high-ranking samurai."

HP     : 16-96
AC     : -7
Hits   : 4
Damage : 2-80
Group  : 1-4
EP     : 1750
Gold   : 95-410


Enemy #65: Oniwaban
�������������������
"These ninjas from the East operate from the shadows to guard the Shogun.
 They carry out orders without question."

HP     : 16-64
AC     : -8
Hits   : 5
Damage : 2-60
Group  : 4-6
EP     : 1500
Gold   : 90-360


Enemy #66: Venom Dragon
�����������������������
"This descendant of an ancient dragon tribe has tough scales to reduce damage
 by half. It also has high spell resistance."

HP     : 24-94
AC     : 0
Hits   : 3
Damage : 3-72
Group  : 1-4
EP     : 2000
Gold   : 120-570


Enemy #67: Gold Demon
���������������������
"This creature is of a higher order of demons, and has the ability to
 completely manifest itself in the earthly realm."

HP     : 49-144
AC     : -8
Hits   : 5
Damage : 6-100
Group  : 1-3
EP     : 4000
Gold   : 110-470


Enemy #68: Storm Giant
����������������������
"This giant wields a massive hammer, crushing anyone standing in its path.
 Like lightning, it strikes without reason."

HP     : 56-210
AC     : -2
Hits   : 2
Damage : 5-100
Group  : 1-4
EP     : 3000
Gold   : 120-570


Enemy #69: Dragonmaster
�����������������������
"These creatures are descendants of a once-prosperous race of demons.
 They and their dragon companions hunt for human prey."

HP     : 40-180
AC     : -6
Hits   : 5
Damage : 2-80
Group  : 1
EP     : 5000
Gold   : 130-580


Enemy #70: Lost Soul
��������������������
"This is the soul of a warrior who broke an oath. Unable to reach its resting
 place, it is condemned to wander the earth."

HP     : 17-102
AC     : -5
Hits   : 6
Damage : 1-36
Group  : 1
EP     : 2000
Gold   : 105-420


Enemy #71: Son of Chaos
�����������������������
"This high ranking priest has given his body and soul to the gods of Chaos,
 and thus has the ability to use LV 7 Holy spells."

HP     : 18-72
AC     : -5
Hits   : 3
Damage : 1-24
Group  : 1
EP     : 2500
Gold   : 105-420


Enemy #72: Mihyuun
������������������
"This Bushido master is a great swordsman. "Mihyuun" is the highest title
 bestowed upon a ronin, a masterless samurai."

HP     : 75-200
AC     : -7
Hits   : 5
Damage : 2-100
Group  : 1
EP     : 6000
Gold   : 105-420


Enemy #73: Rogue Knight
�����������������������
"This heavily armored warrior has high attack power and defense power.
 However, he lacks both spells and special attacks."

HP     : 16-96
AC     : -8
Hits   : 3
Damage : 2-54
Group  : 6-9
EP     : 1500
Gold   : 105-420


Enemy #74: Shadowdancer
�����������������������
"With his agile yet elegant movements, this ninja is the highest ranked among
 Shinobi. He's said to use dogs in battle."

HP     : 122-188
AC     : -10
Hits   : 6
Damage : 2-72
Group  : 1
EP     : 5500
Gold   : 105-420


Enemy #75: Sorcerer
�������������������
"This moderately skilled mage is believed to have been a follower of Tyrhung
 when he was still a court mage."

HP     : 18-54
AC     : 5
Hits   : 4
Damage : 2-64
Group  : 1
EP     : 3000
Gold   : 110-470


Enemy #76: Red Dragon
���������������������
"This powerful dragon is King of the Dragon Tribe. It has very high attack
 power and defense, but luckily it only fights solo."

HP     : 48-138
AC     : -5
Hits   : 4
Damage : 2-80
Group  : 1-4
EP     : 5000
Gold   : 120-570


Enemy #77: Tyrhung
������������������
"This sorcerer is the incarnation of an ancient sword forged to slay a god.
 His power is limited only by the oaths he's sworn."

HP     : 127-316
AC     : -7
Hits   : 5
Damage : 1-50
Group  : 1
EP     : 7500
Gold   : 105-420


Enemy #78: Sentinel
�������������������
"This attack device is an extremely powerful weapon, but can only be operated
 by the mind of a high-ranking mage."

HP     : 70-110
AC     : -5
Hits   : 3
Damage : 1-18
Group  : 3-5
EP     : 4000
Gold   : 105-420


Enemy #79: Archdemon
��������������������
"This demon is of the highest known order. It has rarely been seen in the
 earthly realm, and its habits are mostly a mystery."

HP     : 25-200
AC     : -9
Hits   : 5
Damage : 12-150
Group  : 1
EP     : 6500
Gold   : 120-480


Enemy #80: Hobgoblin
��������������������
"This mischievous little demon is agile and has high spell resistance.
 Its very existence is a nuisance to humanity."

HP     : 20-80
AC     : -13
Hits   : 4
Damage : 2-72
Group  : 1
EP     : 5500
Gold   : 125-530


Enemy #81: Phantasm
�������������������
"No one fully understands the existence of this being. A popular theory
 suggests that it is a manifestation of Chaos."

HP     : 23-138
AC     : -8
Hits   : 1
Damage : 1
Group  : 1-4
EP     : 7000
Gold   : 120-480


Enemy #82: Demon Doll
���������������������
"This living doll was created to be a playmate for young demons."

HP     : 18-72
AC     : -10
Hits   : 10
Damage : 1-40
Group  : 2-6
EP     : 5000
Gold   : 125-530


Enemy #83: Demonmaster
����������������������
"These beings are descendants of a race that prospered in ancient times.
 They and their demonic companions hunt for human prey."

HP     : 57-246
AC     : -8
Hits   : 5
Damage : 1-5
Group  : 1
EP     : 8000
Gold   : 130-580


Enemy #84: Hell Beast
���������������������
"This mysterious wild beast makes its nest in the demon world. It's been said
 that even demons can die from its poisonous bite."

HP     : 22-132
AC     : -6
Hits   : 3
Damage : 1-30
Group  : 1-4
EP     : 4500
Gold   : 120-480


Enemy #85: Chaos Knight
�����������������������
"This warrior has given himself over completely to Chaos. In return, the gods
 of Chaos have granted him amazing strength."

HP     : 25-200
AC     : -10
Hits   : 5
Damage : 7-125
Group  : 2-6
EP     : 5500
Gold   : 120-480


���

Now, for the enemy drop lists. Listed by floor. If a specific enemy is not
listed for a floor, that means its drop list is the "Default Chest" loot.

When you kill an enemy and a chest drops, there's a chance you will receive
up to three items. These items are determined by specific percentage chances;
Common, Uncommon, and Rare chance. Each drop table is broken into percentages
adding up to 100% which makes up what item can be contained within that
specific drop category. If a successful roll is made by the game's random
number generator is made to contain an item of a specific table, another roll
is made to determine which item from that table you get.

Note that it is possible to get an item in all three categories in a single
battle, if you are lucky enough. Getting an Uncommon table item doesn't
preclude you from getting a Common or Rare in the same chest.


As for chances of getting a specific item, here's an example. If a Rare chest
appears 10% of the time and an item you want has a chance of 30% in that
category, you'd have an approximate 3% chance to get that item every time you
get a chest dropped by that enemy encounter type. However, since you can't
encounter any enemy you want whenever you want, you would need to take into
account encounter rates (at the bottom of this section) for a rate that
tells you how likely you are to both encounter an enemy that drops what you
want and possibly have it drop the item.


________________
Training Grounds
����������������

Sir Garland
�����������
Gold: 256

Common   (100% chance): 100% - Healing Potion

Uncommon (100% chance): 100% - Healing Potion

Rare     (100% chance): 100% - Healing Potion



________
Basement
��������

Default Chest (West)
��������������������
Gold: 40-130

Common   (50% chance): 20% - Spear
                       20% - Shortbow
                       60% - Antidote

Uncommon (25% chance): 20% - Chainmail
                       20% - Estoc
                       20% - Claymore
                       40% - Healing Potion

Rare      (5% chance): 40% - Kris
                       40% - Defensive Ward
                       10% - Anti-Magic Ward
                       10% - Fine Platemail


Default Chest (East)
��������������������
Gold: 100-1050

Common   (50% chance): 20% - Fine Leather
                       20% - Fine Chainmail
                       30% - Flail
                       30% - Quarterstaff

Uncommon (25% chance): 20% - Anti-Magic Ward
                       20% - Silver Chainmail
                       20% - Great Helm
                       40% - Healing Potion

Rare      (5% chance): 30% - Lightning Bow
                       30% - Naginata
                       20% - Magic Ward
                       10% - Cursed Mask
                       10% - Wooden Pilum


Copper Coin
�����������
Gold: 130-400

Common (50% chance): 100% - Scrap Metal


Gold Coin
���������
Gold: 550-1000

Common (50% chance): 100% - Scrap Metal

___________
First Floor
�����������

Default Chest
�������������
Gold: 15-40

Common  (25% chance): 30% - Dagger
                      20% - Healing Potion
                      30% - Robe
                      20% - Scrap Metal

Uncommon (5% chance): 20% - Steel Helm
                      60% - Antidote
                      20% - Scrap Metal


Thief / Killer Bat
������������������
Gold: 20-70

Common   (50% chance): 20% - Dagger
                       20% - Leather Helm
                       30% - Healing Potion
                       10% - Robe
                       10% - Compass
                       10% - Scrap Metal

Uncommon (25% chance): 20% - Steel Helm
                       80% - Antidote


Bronze Coin
�����������
Gold: 120-300

Common (50% chance): 100% - Scrap Metal

____________
Second Floor
������������

Default Chest
�������������
Gold: 30-80

Common   (50% chance): 20% - Longsword
                       20% - Leather Armor
                       30% - Healing Potion
                       20% - Antidote
                       10% - Scrap Metal

Uncommon (25% chance): 20% - Steel Helm
                       20% - Handaxe
                       20% - Shortbow
                       10% - Healing Potion
                       10% - Battleaxe
                       10% - Compass
                       10% - Scrap Metal


Goblin Sgt. / Lost Soul
�����������������������
Gold: 35-110

Common   (50% chance): 20% - Quarterstaff
                       20% - Longsword
                       30% - Healing Potion
                       20% - Antidote
                       10% - Scrap Metal

Uncommon (25% chance): 20% - Steel Helm
                       20% - Buckler
                       10% - Flail
                       10% - Kris
                       20% - Battleaxe
                       20% - Fine Compass


Vagrant Mage
������������
Gold: 45-180

Common   (50% chance): 20% - Flail
                       20% - Shortbow
                       40% - Healing Potion
                       10% - Jerky
                       10% - Compass

Uncommon (25% chance): 20% - Molotov Cocktail
                       20% - Wooden Shield
                       20% - Platemail
                       20% - Healing Potion
                       20% - Frilled Codpiece

Rare      (5% chance): 30% - Fine Leather
                       30% - Fine Chainmail
                       20% - Kris
                       10% - Shotel
                       10% - Silver Chainmail

___________
Third Floor
�����������

Default Chest
�������������
Gold: 45-180

Common   (50% chance): 20% - Flail
                       20% - Shortbow
                       40% - Healing Potion
                       10% - Jerky
                       10% - Compass

Uncommon (25% chance): 20% - Molotov Cocktail
                       20% - Wooden Shield
                       20% - Platemail
                       20% - Healing Potion
                       20% - Frilled Codpiece

Rare      (5% chance): 30% - Fine Leather
                       30% - Fine Chainmail
                       20% - Kris
                       10% - Shotel
                       10% - Silver Chainmail


Spear Dancer / Imp
������������������
Gold: 50-230

Common   (60% chance): 20% - Spear
                       20% - Buckler
                       10% - Mirage Mantle
                       10% - Shotel
                       30% - Healing Potion
                       10% - Jerky

Uncommon (30% chance): 30% - Longbow
                       40% - Estoc
                       10% - Kris
                       10% - Antidote
                       10% - Choker Necklace

Rare      (5% chance): 30% - Crossbow
                       30% - Halberd
                       30% - Fine Leather
                       10% - Great Helm

____________
Fourth Floor
������������

Default Chest
�������������
Gold: 60-240

Common   (50% chance): 20% - Claymore
                       20% - Cutlass
                       60% - Healing Potion

Uncommon (25% chance): 20% - Fine Platemail
                       20% - Fine Chainmail
                       20% - Fine Leather
                       20% - Recovery Potion
                       10% - Choker Necklace
                       10% - Battleaxe

Rare      (5% chance): 30% - Fireblade
                       30% - Shotel
                       30% - Katana
                       10% - Lightning Bow



Goblin Major / Beastmaster
��������������������������
Gold: 75-290

Common   (70% chance): 20% - Wooden Shield
                       20% - Tricorne Hat
                       30% - Antidote
                       10% - Frilled Codpiece
                       10% - Choker Necklace
                       10% - Fine Compass

Uncommon (50% chance): 20% - Crossbow
                       20% - Halberd
                       20% - Jitte
                       40% - Healing Potion

Rare     (10% chance): 30% - Rapier
                       30% - Assassin Bow
                       20% - Warhammer
                       10% - Metal Shield
                       10% - Magic Wand


Silver Coin
�����������
Gold: 340-700

Common (50% chance): 100% - Scrap Metal

___________
Fifth Floor
�����������

Default Chest
�������������
Gold: 75-300

Common   (60% chance): 20% - Halberd
                       20% - Fine Leather
                       30% - Healing Potion
                       20% - Quarterstaff
                       10% - Choker Necklace

Uncommon (25% chance): 20% - Harakiri Dagger
                       20% - Assassin Bow
                       20% - Katana
                       10% - Miracle Potion
                       30% - Recovery Potion

Rare      (5% chance): 30% - Nodachi
                       30% - Poison Blade
                       30% - Breguet's Sword
                       10% - Mirage Mantle


Ba'al Demon / Nightmare
�����������������������
Gold: 80-350

Common   (75% chance): 20% - Crossbow
                       20% - Fine Platemail
                       60% - Robe

Uncommon (50% chance): 20% - Shotel
                       20% - Fireblade
                       20% - Warhammer
                       40% - Antidote

Rare     (10% chance): 30% - Chaos Dagger
                       30% - Demon Tiara
                       30% - Scarlet Robe
                       10% - Arbitrator Cape

___________
Sixth Floor
�����������

Default Chest
�������������
Gold: 90-360

Common   (60% chance): 10% - Defensive Ward
                       10% - Anti-Magic Ward
                       20% - Silver Chainmail
                       20% - Recovery Potion
                       20% - Power Lollipop
                       20% - Antidote

Uncommon (30% chance): 40% - Metal Shield
                       40% - Magic Wand
                       10% - Recovery Potion
                       10% - Arbitrator Cape

Rare      (5% chance): 10% - Emerald Sword
                       20% - Kogarasu Maru
                       30% - Berserker Axe
                       20% - Phoenix Bow
                       10% - Chaos Dagger
                       10% - Heal Ring


Silver Demon / Bugyo
��������������������
Gold: 95-410

Common   (75% chance): 20% - Warhammer
                       20% - Great Helm
                       20% - Antidote
                       10% - Miracle Potion
                       10% - Chaos Dagger
                       10% - Metal Shield
                       10% - Choker Necklace

Uncommon (50% chance): 20% - Bikini Armor
                       20% - Power Lollipop
                       20% - Lightning Bow
                       10% - Heavy Crossbow
                       10% - Miracle Potion
                       10% - Return Ring
                       10% - Demon Tiara

Rare     (10% chance): 30% - Dragon Lance
                       30% - Saint's Mace
                       20% - Rune Shield
                       10% - Spirit Sword
                       10% - Sylph Blade


Cloud Giant / Mist Giant
������������������������
Gold: 120-570

Common   (50% chance): 30% - Miracle Potion
                       70% - Giant's Ear

Uncommon (25% chance): 30% - Breguet's Sword
                       30% - Ninja Outfit
                       20% - Cursed Mask
                       20% - Demon Tiara

Rare      (5% chance): 40% - Heal Ring
                       20% - Sylph Blade
                       10% - Rune Shield
                       10% - Oborotsuki
                       10% - Gekkou
                       10% - Emerald Sword


Venom Dragon
������������
Gold: 120-570

Common   (50% chance): 30% - Miracle Potion
                       70% - Dragon's Fang

Uncommon (25% chance): 10% - Ninja Mask
                       40% - Cursed Mask
                       30% - Rune Shield
                       20% - Power Lollipop

Rare      (5% chance): 30% - Heal Ring
                       20% - Hard Leather
                       20% - Scarlet Robe
                       10% - Ninja Outfit
                       10% - Oborotsuki
                       10% - Gekkou

_____________
Seventh Floor
�������������

Default Chest
�������������
Gold: 105-420

Common   (70% chance): 10% - Miracle Potion
                       20% - Power Lollipop
                       30% - Cursed Mask
                       20% - Recovery Potion
                       10% - Antidote
                       10% - Chaos Dagger

Uncommon (30% chance): 20% - Breguet's Sword
                       20% - Scarlet Robe
                       20% - Hard Leather
                       30% - Miracle Potion
                       10% - Barrier Device

Rare     (10% chance): 20% - Heal Ring
                       20% - Spirit Sword
                       20% - Sylph Blade
                       30% - Oborotsuki
                       10% - Gekkou


Gold Demon / Sorcerer
���������������������
Gold: 110-470

Common   (75% chance): 20% - Naginata
                       20% - Metal Shield
                       10% - Heavy Crossbow
                       50% - Miracle Potion

Uncommon (50% chance): 20% - Wooden Pilum
                       20% - Return Ring
                       30% - Giant Hammer
                       10% - Ninja Outfit
                       10% - Spirit Sword
                       10% - Emerald Sword

Rare     (10% chance): 30% - Sorcerer's Hat
                       30% - Armor of Order
                       20% - Shield of Order
                       10% - Rune Shield
                       10% - Mechanized Armor


Storm Giant
�����������
Gold: 120-570

Common   (50% chance): 100% - Giant's Ear

Uncommon (25% chance): 30% - Breguet's Sword
                       30% - Ninja Outfit
                       20% - Cursed Mask
                       20% - Miracle Potion

Rare      (5% chance): 30% - Heal Ring
                       30% - Sylph Blade
                       20% - Oborotsuki
                       20% - Gekkou


Dragonmaster
������������
Gold: 130-580

Common   (50% chance): 30% - Miracle Potion
                       70% - Demon's Eye

Uncommon (25% chance): 20% - Holy Grenade
                       20% - Kogarasu Maru
                       30% - Berserker Axe
                       20% - Lightning Bow
                       10% - Emerald Sword

Rare      (5% chance): 30% - Saint's Armor
                       30% - Saint's Helm
                       20% - Gekkou
                       10% - Brightsaber
                       10% - Kamikaze


Venom Dragon
������������
Gold: 120-570

Common   (50% chance): 30% - Miracle Potion
                       70% - Dragon's Fang

Uncommon (25% chance): 10% - Ninja Mask
                       40% - Cursed Mask
                       30% - Rune Shield
                       20% - Power Lollipop

Rare      (5% chance): 30% - Heal Ring
                       20% - Hard Leather
                       20% - Scarlet Robe
                       10% - Ninja Outfit
                       10% - Oborotsuki
                       10% - Gekkou

Red Dragon
����������
Gold: 120-570

Common   (50% chance): 100% - Dragon's Fang

Uncommon (25% chance): 20% - Ninja Mask
                       20% - Scarlet Robe
                       20% - Hard Leather
                       20% - Dragon Lance
                       20% - Miracle Potion

Rare      (5% chance): 30% - Heal Ring
                       30% - Sylph Blade
                       20% - Oborotsuki
                       20% - Gekkou

__________
Floor ????
����������

Default Chest
�������������
Gold: 120-480

Common   (70% chance): 20% - Lightning Bow
                       20% - Bikini Armor
                       20% - Defensive Ward
                       20% - Recovery Potion
                       20% - Anti-Magic Ward

Uncommon (30% chance): 20% - Holy Grenade
                       20% - Kogarasu Maru
                       20% - Berserker Axe
                       30% - Miracle Potion
                       10% - Shield of Order

Rare      (5% chance): 30% - Saint's Armor
                       30% - Saint's Helm
                       30% - Gekkou
                       10% - Kamikaze


Hobgoblin / Demon Doll
����������������������
Gold: 125-530

Common   (75% chance): 20% - Metal Shield
                       20% - Frilled Codpiece
                       60% - Miracle Potion

Uncommon (50% chance): 20% - Phoenix Bow
                       20% - Holy Grenade
                       30% - Ninja Outfit
                       30% - Power Lollipop

Rare     (10% chance): 30% - Mechanized Armor
                       30% - Barrier Device
                       30% - Aegis Shield
                       10% - Brightsaber

Demonmaster
�����������
Gold: 130-580

Common   (50% chance): 100% - Demon's Eye

Uncommon (25% chance): 20% - Holy Grenade
                       20% - Kogarasu Maru
                       20% - Berserker Axe
                       20% - Cursed Mask
                       20% - Miracle Potion

Rare      (5% chance): 30% - Saint's Armor
                       30% - Saint's Helm
                       20% - Gekkou
                       10% - Brightsaber
                       10% - Kamikaze


���

Now, encounter rates per floor. If you use this data along with the treasure
data above, you can calculate how likely you would be on any given random
encounter to get a specific treasure.

Just like with enemy treasures there is a common, uncommon, and rare table.
Unlike enemy treasures, only one happens. The chances for random encounters
are fixed.

Common encounters occur 75% of the time.
Uncommon encounters occur 18.75% of the time.
Rare encounters occur 6.25% of the time.

Any additional enemies in brackets are accompanying enemy groups and their
chances of appearing alongside the leader, which is the name outside the
brackets. Group Leader is important in determining the treasure, which is
noted in the section above. Enemies marked with [REAR] appear in the back
row of the enemy formation, but are still the leader.

______________
Basement: West
��������������

Common   : 50% - Skeleton (40% Skeleton)
           50% - Grave Robber (40% Grave Robber)

Uncommon : 100% - Alchemist (50% Grave Robber, 50% Grave Robber)

Rare     : 100% - Copper Coin (80% Copper Coin, 40% Copper Coin,
                               20% Copper Coin)

______________
Basement: East
��������������

Common   : 50% - Lycaon Grunt (80% Lycaon Grunt)
           50% - Cursed Soul (50% Cursed Soul)

Uncommon : 100% - Death Envoy (100% Wraith, 50% Wraith, 20% Wraith)

Rare     : 100% - Wraith (50% Wraith, 20% Wraith)

___________
First Floor
�����������

Common   : 30% - Rhytisma
           40% - Goblin Pvt.
           30% - Giant Bat

Uncommon : 50% - Killer Bat (20% Giant Bat)
           50% - Thief

Rare     : 30% - Bronze Coin
           70% - Acolyte

____________
Second Floor
������������

Common   : 30% - Poison Spore (20% Rhytisma)
           40% - Bandit (20% Bandit)
           30% - Ghost (20% Ghost)

Uncommon : 50% - Goblin Sgt. (50% Goblin Pvt.)
           50% - Lost Soul (20% Ghost)

Rare     : 30% - Vagrant Mage (40% Bandit)
           70% - Pirate (20% Pirate)

___________
Third Floor
�����������

Common   : 30% - Vision Spore (80% Poison Spore)
           10% - Poison Spore (20% Poison Spore)
           30% - Wild Beast (80% Wild Beast)
           30% - Goblin Medic [REAR] (80% Goblin Sgt, 80% Goblin Pvt.)

Uncommon : 100% - Imp (60% Wild Beast, 20% Wild Beast)

Rare     : 40% - Huntress [REAR] (80% Spear Dancer, 60% Spear Dancer)
           30% - Spear Dancer (80% Spear Dancer, 20% Huntress, 20% Shaman)
           30% - Shaman [REAR] (80% Spear Dancer, 60% Spear Dancer)

____________
Fourth Floor
������������

Common   : 30% - Titan (40% Titan)
           30% - Warlock [REAR] (50% Karnovski 50% Karnovski)
           40% - Goblin Major (100% Goblin Lt., 80% Goblin Sgt.,
                               60% Goblin Sgt.)

Uncommon : 50% - Beastmaster (100% Wild Beast, 40% Wild Beast,
                              5% Killer Bunny)
           50% - Killer Bunny (40% Killer Bunny)

Rare     : 40% - Gargoyle (40% Imp)
           30% - Silver Coin (50% Silver Coin, 25% Silver Coin)
           30% - Karnovski (80% Titan, 20% Titan)

___________
Fifth Floor
�����������

Common   : 40% - Gremlin (80% Living Doll, 40% Killer Bunny)
           30% - Vampire Bat (90% Vampire Bat, 60% Vampire Bat,
                              30% Vampire Bat)
           30% - Fang Soldier (80% Fang Soldier)

Uncommon : 50% - Ba'al Demon (100% Nightmare, 50% Gremlin)
           50% - Nightmare (80% Gremlin, 40% Living Doll, 20% Killer Bunny)

Rare     : 40% - Dark Priest [REAR] (100% Lycaon Elite, 80% Lycaon Elite,
                                     40% Vampire Bat)
           30% - Shinobi (100% Lycaon Elite, 50% Lycaon Elite)
           30% - Necromancer [REAR] (100% Fang Soldier, 90% Fang Soldier,
                                     60% Fang Soldier)

___________
Sixth Floor
�����������

Common   : 40% - Ice Djinn (100% Nightmare, 50% Gremlin)
           10% - Bugyo (100% Oniwaban, 80% Shinobi, 60% Necromancer)
           30% - Oniwaban (100% Shinobi, 80% Dark Priest, 60% Necromancer)
           10% - Cloud Giant (60% Cloud Giant)
           10% - Venom Dragon (80% Venom Dragon, 20% Venom Dragon)

Uncommon : 50% - Silver Demon (100% Ba'al Demon, 80% Nightmare, 60% Gremlin)
           50% - Goblin Chief (100% Goblib Major, 80% Goblin Lt.,
                               100% Goblin Sgt.)

Rare     : 40% - Cloud Giant (60% Cloud Giant)
           60% - Venom Dragon (80% Venom Dragon, 20% Venom Dragon)

_____________
Seventh Floor
�������������

Common   : 20% - Son of Chaos [REAR] (100% Dark Priest, 100% Rogue Knight,
                                      100% Rogue Knight)
           20% - Rogue Knight (80% Rogue Knight, 60% Rogue Knight,
                               40% Rogue Knight)
           20% - Venom Dragon (80% Venom Dragon, 20% Venom Dragon)
           10% - Bugyo (100% Oniwaban, 80% Dark Priest, 60% Necromancer)
           10% - Sorcerer [REAR] (100% Necromancer, 100% Rogue Knight,
                                  100% Rogue Knight)
           10% - Lost Soul (80% Lost Soul, 80% Lost Soul, 80% Lost Soul)

Uncommon : 40% - Gold Demon (100% Silver Demon, 100% Ba'al Demon)
           60% - Dragonmaster (100% Venom Dragon, 100% Venom Dragon)

Rare     : 50% - Storm Giant (60% Storm Giant)
           50% - Red Dragon (80% Red Dragon)

__________
Floor ????
����������

Common   : 40% - Hell Beast (80% Hell Beast, 40% Hell Beast)
           30% - Chaos Knight (80% Chaos Knight, 40% Ba'al Demon)
           30% - Phantasm (80% Hell Beast, 80 Hell Beast, 80% Ba'al Demon)

Uncommon : 50% - Hobgoblin (80% Phantasm, 80% Demon Doll, 80% Hell Beast)
           10% - Archdemon
           40% - Demonmaster (80% Gold Demon, 80% Silver Demon,
                              80% Ba'al Demon)

Rare     : 50% - Demon Doll (80% Hell Beast, 80% Hell Beast 80% Ba'al Demon)
           40% - Gold Demon (100% Silver Demon, 100% Ba'al Demon)
           10% - Demonmaster (80% Gold Demon, 80% Silver Demon,
                              80% Ba'al Demon)


_______________________________________________________________________________
�������������������������������������������������������������������������������
                       Items and Equipment :: [TDS_ITMEQP]
_______________________________________________________________________________
�������������������������������������������������������������������������������

This section is a full list of every item in the game. Statistics will be
provided where possible for equipment, consumable items, and other items that
actually have stats. The weapon damage displayed is the base damage, before
any bonus hits from the character using it or any strength bonus are applied.
Minimum end of the range assumes a single hit lands on the target for the
lowest damage possible, while maximum end of the game assumes all hits land
and for the most damage possible.



Item #1: Scrap Metal
��������������������
 "This is nothing but a sharpened piece of junk. It's not much, but it's
  better than nothing."

NOTE: Can be used as an item in combat to throw it and do 1-4 points of
      damage. Has no other use, as it cannot even be sold in town.


_______________
Weapons: Swords
���������������

Item #2: Claymore
�����������������
"This large, two-handed sword has high attack power, but prevents its user
 from equipping a shield at the same time."

Minimum Damage : 1-16 -- [1d8] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior.

NOTE: The first two-handed sword you can get.


Item #3: Fireblade
������������������
"Also known as the "Giant-Killer," this large sword was forged with an
 impressive flame-shaped blade."

Minimum Damage : 6-30 -- [1d10+5] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior.

NOTE: It is two-handed.


Item #4: Nodachi
����������������
"Legend has it that this katana was used by a demon in the Land of the East.
 Only the most skilled swordsmen can master it."

Minimum Damage : 6-45 -- [1d10+5] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior.

NOTE: Two-handed.


Item #5: Emerald Sword
����������������������
"Nicknamed "Dragonslayer," the blade of this legendary sword shrines like an
 emerald. It is heavier than other long swords."

Minimum Damage : 6-45 -- [1d10+5] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior.

NOTE: Two-handed, which is strange. The description suggests it should be a
      one-handed weapon, and it is worth a lot to the shop compared to other
      weapons of its power.


Item #6: Kamikaze
�����������������
"This katana is capable of delivering a devastating blow. Unleash its hidden
 power to perform the Wind Edge technique."

Minimum Damage : 1-250 -- [5d10] x 5
Bonus Hits     : 4
AC             : 0
Classes        : Warrior.


NOTE: Gives -1 AC to Samurai and Ninja, and is the best weapon for those
      classes due to the bonus they get with most Katana-type weapons.
      Two-handed.


Item #7: Tyrhung
����������������
"This dark sword was forged by three ancient tribes to destroy a god.
 Unleash its hidden power to summon a violent storm."

Minimum Damage : 11-100 -- [1d10+10] x 5
Bonus Hits     : 4
AC             : -1
Classes        : Warrior. Mage.

NOTE: Two-handed. Cannot be sold. Acquired from completing the second ending
      of the game.


Item #8: Longsword
������������������
"This sturdy blade is a favorite among adventurers. Its quality and reasonable
 price make it a good value."

Minimum Damage : 1-6 -- [1d6]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior. Thief.

NOTE: One-handed.


Item #9: Cutlass
����������������
"This short, single-edged sword is preferred by pirates for its ease of use
 in close-quarters aboard ships."

Minimum Damage : 1-8 -- [1d8]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior. Thief.

NOTE: One-handed.


Item #10: Shotel
����������������
"This distinctive curved blade is a common design used by desert people of
 foreign lands."

Minimum Damage : 3-20 -- [1d8+2] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior. Thief.

NOTE: One-handed.


Item #11: Katana
����������������
"Katanas originated in the Land of the East. This replica was made for
 training in Kenjuzu, but can be used in real combat."

Minimum Damage : 1-10 -- [1d10]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior.

NOTE: One-handed.


Item #12: Kogarasu Maru
�����������������������
"This double-edged blade was forged in the Land of the East. In the hands of a
 Kenjuzu master, it can be devastating."

Minimum Damage : 8-34 -- [3d4+5] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior.

NOTE: One-handed.


Item #13: Gekkou
����������������
"This demon sword is capable of immense destructive power, as it can emit a
 lethal beam of light from its blade."

Minimum Damage : 8-115 -- [3d6+5] x 5
Bonus Hits     : 4
AC             : -2
Classes        : Warrior.

NOTE: Two-handed. -3AC on Ninja and Samurai. Second best Katana-type weapon.


Item #14: Poison Blade
����������������������
"This dark sword releases poison from its blade. It is particularly effective
 against demons."

Minimum Damage  : 6-36 -- [2d4+4] x 3
Bonus Hits      : 2
AC              : -1
Classes         : Warrior.

NOTE: One-handed. Does indeed do extra damage to demon enemies.


Item #15: Brightsaber
���������������������
"This magical sword represents a fusion of sorcery and technology. It uses a
 beam of light as its blade."

Minimum Damage : 13-84 -- [3d6+10] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior. Thief. Mage.

NOTE: The best one-handed sword type weapon, assuming your levels are high
      enough to provide a good amount of bonus hits. Otherwise, try using a
      Sylph Blade.


Item #16: Breguet's Sword
�������������������������
"Forged by the master craftsman Breguet, this weapon deals moderate damage
 and is easy to use."

Minimum Damage: 9-60 -- [1d4+8] x 5
Bonus Hits    : 4
AC            : -1
Classes       : Warrior.

NOTE: One-handed sword. Fairly common on 6F and higher, so if you have not
      gotten anything better up until then, this is a good choice.


Item #17: Estoc
���������������
"Designed for stabbing and lacking a cutting edge, this sword has a
 below-average attack power but is easy to use."

Minimum Damage : 1-18 -- [1d6] x 3
Bonus Hits     : 2
AC             : 0
Classes        : Warrior. Thief.

NOTE: One-handed. It's a decent weapon at the very beginning of the game.


Item #18: Rapier
����������������
"This thin blade has the special power to purify. Against werewolves, it can
 deliver as much damage as a large sword."

Minimum Damage : 2-32 -- [2d4] x 4
Bonus Hits     : 3
AC             : 0
Classes        : Warrior. Thief.

NOTE: One-handed. Deals a lot of extra damage to werewolf type enemies, as the
      item description suggests. Must be made of silver!


Item #19: Spirit Sword
����������������������
"This thin-bladed sword has been blessed by the Fairy King, giving it the
 ability to cure some status ailments."

Minimum Damage : 2-24 -- [2d4] x 3
Bonus Hits     : 2
AC             : 0
Classes        : Warrior. Thief.

NOTE: One-handed. Weak weapon, but if used in combat can cure the user of
      some status ailments.


Item #20: Sylph Blade
���������������������
"This thin-bladed sword has been blessed by the Spirit of Wind. It can deliver
 powerful attacks that defy its slender shape."

Minimum Damage : 8-174 -- [3d8+5] x 6
Bonus Hits     : 5
AC             : 0
Classes        : Warrior. Thief. Mage.

NOTE: One-handed. VERY powerful weapon. The best of the Estoc/Rapier sword
      type line. Due to the number of bonus hits it provides, it is useful
      even at lower levels where you aren't granted many bonus hits.
      Definitely worth the the AC you'd lose on other weapons if you don't
      have anything else that approaches the damage of this weapon.

________________
Weapons: Daggers
����������������

Item #21: Dagger
����������������
"This short blade comes in handy for self-defense. It does not have high
 attack power but can provide peace of mind."

Minimum Damage : 1-4 -- [1d4]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior. Thief. Mage.

NOTE: One-handed.


Item #22: Kris
��������������
"This unusually-shaped dagger has respectable attack power and also enhances
 its wielder's spell resistance."

Minimum Damage : 3-12 -- [1d4+2] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior. Thief. Mage.

NOTE: One-handed. If the item description is to be believed, it provides
      a boost to spell resistance. Not a very good weapon, however.


Item #23: Chaos Dagger
����������������������
"This fearsome dagger can beset enemies with a variety of Status Ailments.
 However, only those with Chaotic alignment can wield it."

Minimum Damage : 1-9 -- [1d3] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior. Thief. Mage.

NOTE: One-handed. Not a very good weapon, but can inflict random status
      ailments upon hitting. Only Chaotic alignment can equip it.


Item #24: Harakiri Dagger
�������������������������
"In the Land of the East, this short sword is used for ritual suicide.
 Its fine craftsmanship also makes it deadly in battle."

Minimum Damage : 3-16 -- [1d6+2] x 2
Bonus Hits     : 1
AC             : -1
Classes        : Warrior. Thief. Mage.

NOTE: One-handed. Again, like the rest of the daggers is not a very good
      weapon. One of these is needed for a quest.

_____________
Weapons: Axes
�������������

Item #25: Handaxe
�����������������
"This axe is an everyday tool, but can also be used in battle. However, only
 dwarves can wield it properly."

Minimum Damage : 1-8 -- [1d8]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior.

NOTE: One-handed. Not a very good weapon.


Item #26: Battleaxe
�������������������
"This large, heavy axe can be used to hack through enemies if the wielder is
 strong enough to use it properly."

Minimum Damage : 2-12 -- [2d6]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior.

NOTE: One-handed.


Item #27: Berserker Axe
�����������������������
"This axe is used by the legendary warriors of the North and is said to turn
 its wielder into a slaughtering monster."

Minimum Damage : 2-48 -- [2d8] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior.

NOTE: Two-handed.


Item #28: Golden Axe
��������������������
"This legendary axe once belonged to a fountain goddess. It will turn into
 rusted metal if wielded by the unworthy."

Minimum Damage : 3-120 -- [3d10] x 4
Bonus Hits     : 3
AC             : -2
Classes        : Warrior.

NOTE: Two-handed.

_______________
Weapons: Ranged
���������������

Item #29: Shortbow
������������������
"This is a small, relatively inexpensive bow, best used from the back of a
 formation."

Minimum Damage : 1-4 -- [1d4]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed. Can attack with it from the back row.


Item #30: Longbow
�����������������
"This large bow is highly effective, making it well worth the hefty price."

Minimum Damage : 1-16 -- [1d8] x 2
Bonus Hits     : 1
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed. Can attack with it from the back row.


Item #31: Crossbow
������������������
"This mechanical bow requires no strength to use. It is recommended for those
 novice adventurers who can afford it."

Minimum Damage : 1-6 -- [1d6]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed. Can attack it with it from the back row. Is not better
      than a longbow which can be acquired much earlier. Weird.


Item #32: Assassin Bow
����������������������
"This smaller-sized crossbow is very easy to use. The toxin-laced bolts it
 fires can poison enemies."

Minimum Damage : 1-6 -- [1d6]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Thief. Mage.

NOTE: Two-handed. Can attack with it from the back row. Can be used by base
      class mages without causing any penalty, unlike other bows.
      Does randomly poison on hits but the attack power is weak.


Item #33: Lightning Bow
�����������������������
"This longbow is capable of delivering lightning-fast attacks, inflicting
 impressive damage to the enemy."

Minimum Damage : 6-30 -- [1d10+5] x 2
Bonus Hits     : 1
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed.


Item #34: Heavy Crossbow
������������������������
"Though it can only be used by skilled marksmen, this crossbow possesses
 amazing attack power."

Minimum Damage : 1-8 -- [1d8]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed. Can attack with it from the back row. Its attack power is
      not actually amazing, as the item description claims.


Item #35: Phoenix Bow
���������������������
"Legend has it that Tom the Cat used this bow to hit six birds in a single
 shot. It can also take down a dragon in one hit."

Minimum Damage : 12-66 -- [2d6+10] x 3
Bonus Hits     : 2
AC             : 0
Classes        : Warrior. Thief.

NOTE: Two-handed. Can attack with it from the back row. This is the best bow
      in the game. Has a chance to cause a "critical hit" which will instantly
      kill its target.

_________________
Weapons: Polearms
�����������������

Item #36: Spear
���������������
"This ordinary spear has average attack power, but can be used to reach
 back row enemies."

Minimum Damage : 1-6 -- [1d6]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior.

NOTE: Two-handed. Can be used from the back row to hit enemies, or used from
      the front row to hit back row enemies.


Item #37: Halberd
�����������������
"This weapon is a formidable combination of axe and spear. It has a high
 attack power but is difficult to handle."

Minimum Damage : 1-16 -- [1d8] x 2
Bonus Hits     : 1
AC             : 0
Classes        : Warrior.

NOTE: Two-handed. Can be used from the back row to hit enemies, or used from
      the front row to hit back row enemies.


Item #38: Naginata
������������������
"It is rare to find a weapon from the East that is this easy to wield. Its
 critical hit chance is also impressive."

Minimum Damage : 1-10 -- [1d10]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior.

NOTE: Two-handed. Can be used from the back row to hit enemies, or used from
      the front row to hit back row enemies. Gives -1AC when used by a Ninja.


Item #39: Wooden Pilum
����������������������
"This is a giant stake, the simplest, most brutal weapon in the world. Just
 carrying one will enhance your notoriety."

Minimum Damage : 2-8 -- [2d8]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior.

NOTE: Two-handed. Can be used from the back row to hit enemies, or used from
      the front row to hit back row enemies.


Item #40: Dragon Lance
����������������������
"The legendary Dragonriders used these lances very effectively to slay their
 enemies' dragon mounts."

Minimum Damage : 12-54 -- [2d4+10] x 3
Bonus Hits     : 2
AC             : 0
Classes        : Warrior.

NOTE: Two-handed. Can be used from the back row to hit enemies, or used from
      the front row to hit back row enemies. This is the best polearm-type
      weapon.

____________________
Weapons: Bludgeoning
��������������������

Item #41: Quarterstaff
����������������������
"One can use this weapon from the front or back row, but its attack power is
 low. It should mainly be used for self-defense."

Minimum Damage : 1-4 -- [1d4]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Mage. Priest.

NOTE: Two-handed. Can be used to attack from the back row. Good weapon to use
      with a mage or priest early into the game.


Item #42: Staff of Harmony
��������������������������
"This mystic staff has the names of heroes carved upon it. Only those with a
 Balanced alignment can receive its blessing."

Minimum Damage : 1-4 -- [1d4]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Mage. Priest.

NOTE: Two-handed. Can be used to attack from the back row. Stats are identical
      to a Quarterstaff, so it is useless as a weapon since you will have much
      better at the point in time you can get this. It is used for an event
      rather than as a weapon.


Item #43: Flail
���������������
"This ball and chain weapon comes with moderate attack power for a reasonable
 price. It would be a good choice for a priest."

Minimum Damage : 1-6 -- [1d6]
Bonus Hits     : 0
AC             : 0
Classes        : Warrior. Priest.

NOTE: If you're crazy enough to stick your priest in the front row wearing
      chainmail, a light shield and this weapon, it's an early-game choice
      you can make. I wouldn't recommend it, though. Not a very good weapon
      otherwise.


Item #44: Warhammer
�������������������
"This massive steel hammer can deliver a truly devastating blow. However, one
 must possess great strength to wield it."

Minimum Damage : 1-8 -- [1d8]
Bonus Hits     : 0
AC             : -1
Classes        : Warrior.

NOTE: Two-handed. Not a very good weapon.


Item #45: Jitte
���������������
"This mysterious weapon comes from the Land of the East. It has weak attack
 power, but it is prized among weapon collectors."

Minimum Damage : 1-6 -- [1d3] x 2
Bonus Hits     : 1
AC             : -3
Classes        : Warrior. Thief. Priest.

NOTE: One-handed. Not a good weapon at all unless you'd like to stick it on
      a front-line warrior in the Heroic formation and defend every round.
      It has an unusual -3AC on it as a weapon, after all.


Item #46: Magic Wand
��������������������
"This intricately carved piece of wood is decorated with a heart-shaped
 ornament. It is fragile and should be handled with care."

Minimum Damage : 1-4 -- [1d4]
Bonus Hits     : 0
AC             : 0
Classes        : All.

NOTE: One-handed. If used as an item in combat, casts Somnium Dulcis.


Item #47: Giant Hammer
����������������������
"This hammer has a rune carved on it to enhance the wielder's power. Even a
 weakling can be imbued with immense strength."

Minimum Damage : 3-90 -- [3d10] x 3
Bonus Hits     : 2
AC             : -1
Classes        : Warrior. Priest.

NOTE: Two-handed. Not a bad weapon if you haven't gotten anything better
      when you find one of these.

Item #48: Saint's Mace
����������������������
"This sacred weapon increases its wielder's attack power. The blessing will
 be greater for those with lesser combat skills."

Minimum Damage : 7-105 -- [2d8+5] x 5
Bonus Hits     : 4
AC             : -1
Classes        : Warrior. Mage. Priest.

NOTE: The best Bludgeoning weapon. One-handed, even. Can use it with a shield
      due to this. Great weapon, although it is quite rare.

______________
Armor: Helmets
��������������

Item #49: Leather Helm
����������������������
"This simple leather helm does not provide much protection, but it's better
 than nothing."

AC      : -1
Classes : Warrior. Thief. Mage.

NOTE: Used in a puzzle on 1F.


Item #50: Tricorne Hat
����������������������
"This hat was fashioned after the one worn by the Mithril Kingdom naval hero,
 Admiral Drake. It's stylish but has weak defense."

AC      : -2
Classes : Warrior. Thief. Mage.

NOTE: Required to pass a locked door on 2F.


Item #51: Steel Helm
��������������������
"This steel helm comes at a low price due to its lack of decoration. It's a
 bargain for those who prefer function over form."

AC      : -2
Classes : Warrior.

NOTE: Used in a puzzle on 1F.


Item #52: Great Helm
��������������������
"Forged from iron, this helm covers the wearer's entire head and face.
 Both the craftsmanship and protection are excellent."

AC      : -3
Classes : Warrior.


Item #53: Cursed Mask
���������������������
"This steel mask has high defense and spell resistance. However, it is cursed
 and will drain HP if kept constantly equipped."

AC      : -4
Classes : Warrior.

NOTE: Drains a small amount of HP at the end of every combat round. It does
      provide very high defenses for the point in the game you can acquire it,
      however...


Item #54: Demon Tiara
���������������������
"This beautifully crafted tiara, once worn by a demon queen, provides multiple
 defensive benefits."

AC      : -3
Classes : Warrior. Thief. Mage.

NOTE: Gives resists in addition to AC. Better than any helm that comes before
it,
      and can be equipped on just about any class.


Item #55: Ninja Mask
��������������������
"This lightweight piece is a favorite among assassins for providing both
 defense and anonymity."

AC      : -3
Classes : Warrior. Thief.

NOTE: Ninjas get an AC bonus from this.


Item #56: Sorcerer's Hat
������������������������
"This magical hat is specially constructed for spell resistance, but provides
 no protection from physical attack."

AC      : -2
Classes : Warrior. Thief. Mage.

NOTE: Provides high resistances to spells and ailments. Good for back row
      characters.


Item #57: Saint's Helm
����������������������
"This rare type of helm was once used by legendary paladins. It greatly
 increases defense against special attacks."

AC      : -5
Classes : Warrior.

NOTE: Paladins receive bonus AC from this helmet. It is also
      the best helmet for Paladin and Samurai.

_________________
Armor: Body Armor
�����������������

Item #58: Robe
��������������
"Only novice mages should wear this plain cloth robe."

AC      : -1
Classes : All.

Item #59: Leather Armor
�����������������������
"This is cheap armor for novice adventurers. It will not provide much
 protection or peace of mind for those on the front lines."

AC      : -2
Classes : Warrior. Thief. Priest.


Item #60: Chainmail
�������������������
"This refurbished suit of chainmail is much less expensive than a new one.
 It is a popular model among novice adventurers."

AC      : -3
Classes : Warrior. Priest.


Item #61: Platemail
�������������������
"This armor protects the body with a series of metal plates, providing high
 defense."

AC      : -5
Classes : Warrior.


Item #62: Fine Leather
����������������������
"This armor has been carefully crafted by a master artisan. It is expensive
 but provides good defensive protection."

AC      : -3
Classes : Warrior. Thief. Priest.


Item #63: Fine Chaimail
�����������������������
"This chainmail has been carefully crafted by a master artisan, providing
 better protection than generic models."

AC      : -4
Classes : Warrior. Priest.

Item #64: Fine Platemail
������������������������
"This armor has been carefully crafted by a master artisan, providing better
 protection than normal platemail."

AC      : -6
Classes : Warrior.

Item #65: Silver Chainmail
��������������������������
"This chainmail shines gloriously and protects its wearer from evil spirits."

AC      : -5
Classes : Warrior. Priest.


Item #66: Bikini Armor
����������������������
"Although skimpy, this armor provides good protection. However, many heroines
 are too modest to wear it."

AC      : -8
Classes : Warrior.


Item #67: Scarlet Robe
����������������������
"This beautifully embroidered robe is a fantastic relic once worn by an
 ancient mage."

AC      : -5
Classes : All.

NOTE: Druids and Wizards get bonus AC while wearing this.


Item #68: Hard Leather
����������������������
"This is a masterpiece of craftsmanship by the kingdom's most renowned
 artisan. It is one of the finest armors available."

AC      : -5
Classes : Warrior. Thief. Priest.


Item #69: Ninja Outfit
����������������������
"Assassins in the Land of the East wear this lightweight clothing during
 their rugged missions."

AC      : -6
Classes : Warrior. Thief.

NOTE: Ninjas get bonus AC while wearing this.


Item #70: Saint's Armor
�����������������������
"This superb armor was worn by a paladind during the Holy War. It can
 gradually restore its wearer's HP."

AC      : -8
Classes : Warrior.

NOTE: Paladins get bonus AC while wearing this.


Item #71: Armor of Order
������������������������
"This armor provides the best defense against physical attack, but has no
 other effects. Only the Lawful may wear it."

AC      : -12
Classes : Warrior

NOTE: Only Lawful characters can wear this, and like it says, it offers
      only the AC and no other effects such as resistances.


Item #72: Oborotsuki
��������������������
"This masterfully-made armor is a true work of art. To harness its full
 potential, one must learn the combat skills of the East."

AC      : -6
Classes : Warrior.

NOTE: Ninjas and Samurai get bonus AC while wearing this.


Item #73: Mechanized Armor
��������������������������
"This armor uses secret technology to enhance the physical abilities of its
 wearer."

AC      : -5
Classes : Warrior. Thief.

NOTE: Wizards get an additional -1AC while wearing this.

______________
Armor: Shields
��������������

Item #74: Buckler
�����������������
"This small, circular shield is constructed of wood. It is cheap, light, yet
 durable."

AC      : -2
Classes : Warrior. Thief. Priest.


Item #75: Wooden Shield
�����������������������
"This large wooden shield is reinforced with metal and is exceptionally
 durable."

AC      : -3
Classes : Warrior. Priest.


Item #76: Metal Shield
����������������������
"This large metal shield is extremely sturdy, but only strong fighters
 can carry it."

AC      : -4
Classes : Warrior.


Item #77: Rune Shield
���������������������
"Though small, this shield provides the same protection as a larger shield
 due to its magical rune."

AC      : -4
Classes : Warrior. Thief. Priest.

NOTE: The Paladin AC bonus with while wearing a shield does not work with
      this shield.


Item #78: Shield of Order
�������������������������
"This shield provides high physical defense, but only to those who are Lawful.
 It does not give any additional effects."

AC      : -5
Classes : Warrior. Priest.

NOTE: Only Lawful characters can equip this shield.


Item #79: Aegis Shield
����������������������
"This is arguably the best shield available. It protects its user from
 special attacks that are normally fatal."

AC      : -6
Classes : Warrior.

NOTE: The best shield, although only warriors and classes with warrior
      parent classes can use it.

__________________
Armor: Accessories
������������������

Item #80: Choker Necklace
�������������������������
"This fashionable accessory can sometimes save its wearer from instant death."

AC      : -1
Classes : All.


Item #81: Heal Ring
�������������������
"Equip this wonderful ring to gradually restore HP."

AC      : 0
Classes : All.


Item #82: Return Ring
���������������������
"This ring has been given an enchantment that can warp the party back to
 town."

AC      : -1
Classes : All.

NOTE: Druids gets bonus AC while wearing this accessory.


Item #83: Parrot Doll
���������������������
"This charm has been made to look like a parrot. The likeness is very
 realistic, crafted with great attention to detail."

AC      : -1
Classes : All.

NOTE: Needed to progress past 2F. Buy on 2F at the gambling spot.


Item #84: Frilled Codpiece
��������������������������
"This is a fashionable accessory for the tough guy with a discerning eye.
 It is not so popular among elegant ladies."

AC      : -2
Classes : All.


Item #85: Mirage Mantle
�����������������������
"This accessory uses magic to create an illusion effect, increasing the
 wearer's defense."

AC      : -2
Classes : All.


Item #86: Arbitrator Cape
�������������������������
"This elegant cape protects its user from any special attacks. However, only
 the worthy are able to use it."

AC      : -3
Classes : All.

NOTE: Can only equip to a "Balanced" alignment character.


Item #87: Barrier Device
������������������������
"This mysterious device bends time and space, allowing its user to evade
 attacks."

AC      : -3
Classes : All.
NOTE    : Wizards get another -1 AC while wearing this.

_________________
Items: Consumable
�����������������

Item #88: Compass
�����������������
"This useful item shows which direction the user is facing. However, it is of
 cheap quality and can be easily broken."

NOTE: Shows your current heading only. Will usually break (be used up) when
      you use it.


Item #89: Fine Compass
����������������������
"This useful item shows its user's map coordinates and direction. It is of
 sturdy construction."

NOTE: Will show your map coordinates and heading in text, like you would get
      if using the mage spell Visum Situs with the "Coord" setting for
      Location in the game's options. Will also break, but has a lesser chance
      to and provides better information.


Item #90: Healing Potion
������������������������
"This liquid concoction is infused with nutritious ingredients. It recovers
 a small amount of HP."

NOTE: Heals for 2-8 HP.


Item #91: Recovery Potion
�������������������������
"This liquid concoction restores a moderate amount of HP, and cures any status
 ailments except petrification and death."

NOTE: Heals for 17-53 HP and removes all status ailments except for
      petrification and death.


Item #92: Miracle Potion
������������������������
"This great-tasting liquid concoction fully restores HP, and cures all status
 ailments except death."

NOTE: Fully restores a character's HP and removes all status ailments except
      for death, just like the description says.


Item #93: Elixir
����������������
"A mixture of cheap distilled alcohol and medicinal herbs, this elixir has a
 chance of curing any status ailment."

NOTE: 5% chance of success.


Item #94: Antidote
������������������
"This bitter-tasting medication will counteract the effects of poison."

NOTE: Cures poison from one character.


Item #95: Power Lollipop
������������������������
"Eat this delicious treat to increase your strength."

NOTE: +2 to all stats on the user, until the end of battle.


Item #96: Holy Grenade
����������������������
"This small bomb unleashes an enormously destructive blast."

NOTE: 30-165 damage to all enemies. It's the Extinctio Magnus spell as an
      item. Very useful item for a rough fight where you might lose.


Item #97: Molotov Cocktail
��������������������������
"This glass bottle is filled with flammable liquid. Light the soaked rag at
 the top, then throw the bomb at your enemy."

NOTE: 3-18 damage to a single enemy.


Item #98: Defensive Ward
������������������������
"This talisman uses the Eastern principles of Ofuda to create a protective
 field and increase the party's defense."

NOTE: Temporary boost of -3AC to the whole party until the end of battle.


Item #99: Anti-Magic Ward
�������������������������
"This talisman uses the Eastern principles of Ofuda to create a protective
 field, increasing the party's spell resistance."

NOTE: Temporary boost to the party's spell resistance until the end of battle.

___________
Other Items
�����������

Item #100: Important Item
�������������������������
"This jewelry box was purchased from Sir Emerald Lightning, and can be used
 to acquire an important lesson."

NOTE: Used in a quest. The lesson? Don't buy things from people who aren't
      willing to explain about them and how they are useful!


Item #101: Empty Bottle
�����������������������
"This is an airtight, clear container."

NOTE: Can be filled up at a water spring on 1F.


Item #102: Crisp Soda Water
���������������������������
"This airtight clear container is filled with refreshing fizzy water."

NOTE: This is the empty bottle after being filled. One of the items
      required to fix the elevator.


Item #103: Sunflower Seeds
��������������������������
"Highly nutritious, these seeds are excellent food for small animals."

NOTE: One of the items required to fix the elevator.


Item #104: Yggdra Squirrel
��������������������������
"This rare animal has sharp teeth for gnawing, strong legs, and articulate
 little hands. It also has a habit of hiding in hats."

NOTE: One of the items required to fix the elevator.


Item #105: Checklist
��������������������
"These documents are used to inspect a power reactor. They contain an itemized
 checklist of things to examine."

NOTE: The power reactor is the elevator generator.


Item #106: Purse
����������������
"This finely crafted purse can hold an enormous amount of gold coins.
 It is light but durable."

NOTE: If examine while in the dungeon, shows how much gold you have.


Item #107: Captain's Log
������������������������
"This is the ship log of the legendary pirate, Captain Flynn, containing
 accounts of his exploits. It seems important."


Item #108: Clover Key
���������������������
"This key is shaped like a clover."


Item #109: Skull Key
��������������������
"This key is shaped like a skull."


Item #110: Ring of Lycaon
�������������������������
"This ring has been carved with the symbol of the Brotherhood of Lycaon,
 a religious society. It is also used as a seal."


Item #111: Rum-Pickled Nuts
���������������������������
"These carefully prepared nuts are a true delicacy."


Item #112: Gourd
����������������
"This vegetable is also known as the "Fairy's Pillow". In folklore,
 placing it next to one's pillow will result in pleasant dreams."


Item #113: Wormwood
�������������������
"This bitter-tasting herb can be used as an insect repellant."


Item #114: Peacock Feather
��������������������������
"This beautiful feather has a soft texture, making it great for tickling."


Item #115: Partial Contract
���������������������������
"This document describes a request to search for a new, rare beast, but it
 seems incomplete."


Item #116: Forged Contract
��������������������������
"This document details the terms of the delivery of an angel in exchange
 for a rare beast."


Item #117: Wild Beast Tusk
��������������������������
"This tusk was used as proof of defeating a Wild Beast. The hard ivory
 could be used to make an arrow or spearhead."


Item #118: Angel's Bracelet
���������������������������
"This bracelet was once entrusted to an angel. Its simple elegance makes it
 a masterpiece of design and craftsmanship."


Item #119: Hourglass
��������������������
"This timekeeper is encased in a single piece of carved cinnabar stone."


Item #120: Blue Ink
�������������������
"This drinkable ink is not only good for writing with, but also has a spritzy
 blueberry flavor."


Item #121: Spell Book
���������������������
"This ancient tome of spells has magic sealed within, so there is no need for
 special knowledge in order to use these spells."


Item #122: Necromancy Book
��������������������������
"This book of necromancy spells has magic sealed within it, so there is no
 need for special knowledge to use these spells."


Item #123: Treasure Map
�����������������������
"This aged map has three hidden treasures marked upon it. When the map is
 exposed to special light, words should appear."


Item #124: Broken Tusk
����������������������
"Because its ivory can be used for many things, a tusk such as this is
 prized by the barbaric tribes."


Item #125: Apple
����������������
"This red fruit has a delicious taste and pleasant texture."


Item #126: Grim Reaper Key
��������������������������
"This key is shaped like the Grim Reaper."


Item #127: Library Key
����������������������
"This small key has been labeled with the word "Library.""


Item #128: Set of Keys
����������������������
"This key ring holds about a dozen keys. They may look identical, but closer
 inspection reveals that each is slightly different."


Item #129: Marshmallows
�����������������������
"These sweet and fluffy treats can be eaten plain, but are also good for
 stuffing into things."


Item #130: Bell of the Dead
���������������������������
"This bell is used to summon evil spirits. It is a necessary item for
 practicing necromancy."


Item #131: Low Temp. Candle
���������������������������
"This type of candle is used for special rituals."


Item #132: Trick Candles
������������������������
"This type of candle cannot be blown out. They are used on birthday cakes
 as a prank."


Item #133: Blizzard Crystal
���������������������������
"The power of a blizzard has been captured within this crystal. Shattter it to
 create a freezing ice storm."


Item #134: Black Orb
��������������������
"This mysterious orb contains powerful magic sealed within."


Item #135: White Orb
��������������������
"This mysterious orb contains powerful magic sealed within."


Item #136: Light Orb
��������������������
"This mysterious orb contains powerful magic sealed within."


Item #137: Old Rusty Axe
������������������������
"This rusty steel axe has not been well maintained. Also, be careful of the
 smooth handle slipping out of your hand."

NOTE: Becomes the Golden Axe after an event.


Item #138: Giant's Ear
����������������������
"Those who have slain giants cut off an ear as proof of their victory.
 These can be sold for a hefty price."


Item #139: Demon's Eye
����������������������
"A prize claimed by a hero from his fallen adversary. It can be sold for
 a hefty price."


Item #140: Dragon's Fang
������������������������
"Heroes remove the fangs from slain dragons as proof of their victory.
 These can be sold for a hefty price."


Item #141: Demonic Sword
������������������������
"This ceremonial sword is used to release Arcane magic in the Arcana Ritual.
 It cannot be used as a weapon."


Item #142: Demonic Cup
����������������������
"This ceremonial goblet is used to release Arcane magic in the Arcana Ritual."


Item #143: Demonic Wand
�����������������������
"This ornate wand is used to release Arcane magic in the Arcana ritual.
 it cannot be used as a weapon."


Item #144: Demonic Coin
�����������������������
"This rare coin is used to release Arcane magic in the Arcana ritual."


Item #145: Tree Log
�������������������
"This is a wooden log, nothing more."


Item #146: Jerky
����������������
"Eat this salty, dried meat to restore a little HP. It's a little tough,
 but it can be stored for a long time."

NOTE: Heals for 1-3HP, but more importantly is used to solve a puzzle on 3F.


Item #147: Unbirthday Cake
��������������������������
"Eat this cake to regain a little HP. The words "EAT ME" are written on it
 in colorful frosting."

NOTE: Use to get the Trick Candles item.


Item #148: Snake Oil
��������������������
"This medicine is taken orally, and is believed to cure the effects of poison.
 However, be careful of its side-effects."

NOTE: 50% chance to cure poison.


Item #149: Polypore
�������������������
"This type of mushrooms is used in the traditional medicines of the East."

NOTE: 80% chance of success.


Item #150: Thieves' Pennant
���������������������������
"This flag is proof of defeating a gang of thieves."


Item #151: Ectoplasm
��������������������
"This gooey substance is proof of defeating a Ghost."


Item #152: Beast King Soul
��������������������������
"This item is proof of defeating the Beast King."


Item #153: Ancient Coin
�����������������������
"This item is proof of defeating the cursed Gold Coin."


Item #154: Dud Bomb
�������������������
"This item is proof of defeating a Killer Bunny."


Item #155: Bottled Mist
�����������������������
"This item is proof of defeating the Mist Giant."


Item #156: Doll's Eye
���������������������
"This item is proof of defeating the Living Doll."


Item #157: Dog's Collar
�����������������������
"This item is proof of defeating the Shadowdancer."


Item #158: Dark Certificate
���������������������������
"This certificate is proof of defeating the Archdemon."


Item #159: Moonlight Jewel
��������������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #160: Flame Jewel
����������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #161: River Jewel
����������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #162: Forest Jewel
�����������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #163: Golden Jewel
�����������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #164: Earth Jewel
����������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #165: Sun Jewel
��������������������
"The Thieves Guild has been desperately searching for this rare stone."


Item #166: Amulet of Wisdom
���������������������������
"It is believed that this mysterious amulet was used by wizards of the
 ancient kingdom."

NOTE: An accessory. Only Neutral or Balanced alignment may equip this.
      Samurai get an AC bonus while wearing this.


Item #167: Winning Ticket
�������������������������
"This ticket can be exchanged for a Fine Compass."

NOTE: Use it at the tree on 2F at 15N,14E then search again to get, like the
      item says, a Fine Compass.


Item #168: Pass
���������������
"This card has a drawing of a penguin on it. If lost, another can be issued."


Item #169: Potted Crocus
������������������������
"This rare type of flower grows in poisonous swamps. It has the ability to
 purify the air."


Item #170: Floor Repair Kit
���������������������������
"This repair kit is standard issue for dungeon maintenance professionals."


Item #171: Golden Bracelet
��������������������������
"This bracelet increases one's resistance to sleep. It seems to be
 custom-made, but its maker's emblem has been scraped off."


Item #172: Hall Key
�������������������
"This giant, ornate key is quite lovely in appearance."


Item #173: Wizard Memory
������������������������
"This fragment has been imbued with the wisdom of ancient wizards."


Item #174: Heirloom
�������������������
"This famous type of jewelry box has a hidden compartment to hide secret
 documents, but its design is too well known to be useful."


Item #175: Dragon Drop
����������������������
"This is a very rare gemstone, a gift worthy enough to present to the King."


Item #176: Paperclip
��������������������
"This small metal wire is used to hold papers together. Members of the
 Thieves Guild consider it an invaluable and necessary tool."

NOTE: Consumable item that increases your chance of unlocking a locked door
      that does not require a special key. You do not need to hold on to this
      item at all.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                   Version Updates and History :: [TDS_VERUPD]
_______________________________________________________________________________
�������������������������������������������������������������������������������


v1.0  - Released on May 16 2009. Full item list, enemy list, enemy drop list,
        and enemy encounter rate list added.

v0.9  - Began writing on Apr 27 2009. Finished and released this initial draft
        on May 5 2009. Walkthrough is 100% complete but may have errors.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                            Credits :: [TDS_CREDIT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

- Terence from the GameFAQs boards for the raw info on HP gains, class
  attributes, enemy treasures, and enemy encounter rates.

- Booklich from the GameFAQs boards for the raw info on weapon damages, spell
  power data, usable item data, skills requirements and advanced class
  requirements.


_______________________________________________________________________________
�������������������������������������������������������������������������������
                     Copyright / Legal Info. :: [TDS_CPYRGT]
_______________________________________________________________________________
�������������������������������������������������������������������������������


This document is protected by international copyright laws.

This document Copyright (c) 2009 Dev [devhatesyou(at)gmail(dot)com]


This document and its written contents are (c) 2009 Dev unless otherwise
noted in the above Credits section.

You may only find it publicly on the websites listed below. You may not
distribute this document publicly in whole or in part on any other website or
medium than those listed below, excepting expressed permission from the author;
and even then only if it is fully intact with no modifications whatsoever. You
may not sell this document or any information contained within for profit under
any circumstance nor distribute it in any way for financial gain. You may,
however, for non-profit purposes, and privately, distibute and keep any number
of unmodified backup copies in the same format as it is current in on any
storage medium if you wish for personal and private use only. You may not
plagiarise any content of this document for works of your own. You will not use
this document for any other purpose than private, personal, non-profit use.

Websites which I do allow to host and publicly distribute this guide are:

: http://www.GameFAQs.com (and any party directly affiliated with it)
: http://faqs.ign.com
: http://www.supercheats.com


You can always find the current version of this guide and any of my others at
the URLs listed above.

No other organizations are authorized to publicly distribute this document.


---


"The Dark Spire" is property of Success and Atlus.



// EOF