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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 _______________________________________________________________________________ ������������������������������������������������������������������������������� Spells and Skills :: [TDS_SPLSKL] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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 ���������������������� 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 ���������������������� 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 ��������������� "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 ���������������������� 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 ���������������������� 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 ��������������� "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 ���������������������� 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 ���������������� "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 ���������������������� 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 �������������� "Instantly kill all enemies." The most powerful instant death spell. Very useful on Floor ???? ____________ ������������ Arcane Magic ____________ ������������ Arcane magic is the Mage's school of magic. ________________________ Arcane Magic: 1st Domain ������������������������ 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 �������������� "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 ���������������� "Reduce the caster's AC by 2." Combat only temporary boost, lasts until the end of a battle. ________________________ Arcane Magic: 2nd Domain ������������������������ Heros Temporalis ���������������� "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. ________________________ Arcane Magic: 3rd Domain ������������������������ Saltatus Ardens ��������������� "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 ��������������� "Increase all allies' spell resistance." Combat-only temporary boost to spell resistance that lasts until the end of the battle. Vestis Plumarius ���������������� "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 ������������������������ 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 ������������������������ Mucro Glacialis ��������������� "Damage an enemy group with a raging blizzard and blade of ice." 8-64 damage to an enemy group. Socius Bestialis ���������������� "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. ________________________ Arcane Magic: 6th Domain ������������������������ 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 ������������������������ 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 ������������� "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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: First Floor, Part 1 :: [TDS_FLR1P1] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Second Floor, Part 1 :: [TDS_FLR2P1] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: First Floor, Part 2 :: [TDS_FLR1P2] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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! _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Second Floor, Part 2 :: [TDS_FLR2P2] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: First Floor, Part 3 :: [TDS_FLR1P3] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Second Floor, Part 3 :: [TDS_FLR2P3] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Third Floor :: [TDS_FLOOR3] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Fourth Floor, Part 1 :: [TDS_FLR4P1] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Basement, West Section :: [TDS_BMENTW] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Fourth Floor, Part 2 :: [TDS_FLR4P2] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Basement, East Section, Part 1 :: [TDS_BMNTE1] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Fifth Floor, Part 1 :: [TDS_FLR5P1] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Basement, East Section, Part 2 :: [TDS_BMNTE2] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Fifth Floor, Part 2 :: [TDS_FLR5P2] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Sixth Floor :: [TDS_FLOOR6] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Seventh Floor :: [TDS_FLOOR7] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Return to the Seventh Floor :: [TDS_RTURN7] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Floor ???? :: [TDS_FL????] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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. _______________________________________________________________________________ ������������������������������������������������������������������������������� Walkthrough: Completing Floor ???? :: [TDS_CP????] _______________________________________________________________________________ ������������������������������������������������������������������������������� 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! _______________________________________________________________________________ ������������������������������������������������������������������������������� Quests :: [TDS_QUESTS] _______________________________________________________________________________ ������������������������������������������������������������������������������� _______________________ Quest 1: Erase Graffiti ����������������������� "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 ���������������������������� "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 ������������������������ "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 ��������������������������� "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 ���������������������������� "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 ���������������������������� "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 ���������������������������� "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 ��������������������������� "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 ���������������������������� "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 ���������������������������� "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 ����������������������������� "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 ������������������������� "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 ������������������������� "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 �������������������������� "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 �������������������������� "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 ������������������������� "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 ����������������������� "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 ������������������������� "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 �������������������������� "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 ������������������������ "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