AZURE DREAMS SURVIVAL GUIDE v0.8
 by Electromax (electromaxus@yahoo.com)
 began May 28, 2006
 submitted June 30, 2006

 game released June 30, 1998

 release notes - 
	I am submitting this exactly 8 years after the game's release! And this 
	was not intentional. 8 years is pretty good staying power, wouldn't you say? 
	Most everything is done except various monster sections (which I have not had 
	the chance to write/research) and the glitches section, which will come in the 
	next revision. Email me with the subject line 'Azure Dreams' with comments or 
	complaints, and I am open to both. This is my first FAQ, so cut me some slack, 
	OK?
	
	Happy 8th birthday, Azure Dreams!



-0- Contents
----------------------------------------------------------------------
 1) Introduction

 2) Explanation of Basic Elements

 3) Tower Structure

 4) Item Catalog / Commentary
	a) Weapons
		 i) Swords
		ii) Wands
	     iii) Troll Weapons
	b) Shields
	c) Fruits
	d) Herbs / Seeds
		i) Herbs
	     ii) Seeds
	e) Balls
	f) Sands / Crystals
		i) Sands
	     ii) Crystals
	g) Loupes / Glasses
	h) Bells / Scrolls
	i) Other
		i) Eggs
	     ii) Quest Items
	    iii) Decorations / Gifts

 5) Monster Index / Commentary
	a) Tower Creatures
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
           iv) Notes
	b) Fusion / Genus / Magic
		i) Fusion Basics
	     ii) Trait Geneology
	    iii) Spell Families
	     iv) Mechanics of Magic
		v) Fusion Strategy

 6) To The Pinnacle
	a) Equipment Strategy
	b) Familiar Management
      c) Notes on the Ascent
		i) Routine Strategy
	     ii) Status Afflictions
          iii) Traps

 7) Town Mechanics
	a) Good Samaritanism
	b) Construction
 	c) Relationships

 8) Exploitable Glitches

 9) Conclusion



-1- Introduction
----------------------------------------------------------------------
I must admit Azure Dreams has never worn on me. I still remember renting 
it when I was nine, and then ten, and then buying a copy when I was twelve, 
selling it when I was fourteen, and reacquiring it at seventeen. And now, 
at eighteen, nearly a decade after I first began, I still look forward to 
my next visit to Monsbaiya. Azure Dreams is truly a unique game and a gem 
to anyone with the patience to see it out. I wrote this guide because I 
adore the game and I can't help but notice that GameFAQs still has the same 
(excellent) guide from Billy Sauls I used nine years ago. I was surprised, 
upon visiting the boards, that there was still minimal life despite no real 
updated information in the long, hard years past. So perhaps this may 
rekindle the ailing interest in the game. If not, it will give me an excuse
to log a few more hours into the game I'll never grow out of. Enjoy.

NOTE: I am aware there is a Nintendo DS game called Tao's Adventure: Curse 
of the Demon Seal. I own a DS but I have not played it; I understand 
it is a sequel of sorts to this game. The reviews have not been kind, but
if I get a chance I'll add a comparison section.



-2- Explanation of Basic Elements
----------------------------------------------------------------------
As you're probably aware, Azure Dreams is a 1998 game by Konami chronicling
the rise of a young boy to manhood. He lives in a town called Monsbaiya, 
which centers itself around the Monster Tower. The tower is a 40-floor 
labyrinth with monsters and treasure. The hero, who I will hereafter refer 
to as Koh (his default name) is left fatherless after his father Guy 
mysteriously disappears upon reaching the top floor. Upong reaching age 15, 
Koh sets out to attain that same level of skill.

You'll spend most of your time in the tower, building your stable of 
Familiars (basically little pet monsters which help you fight the good fight) 
and reaching higher floors. The rest of the time you'll spend in town, 
funding building projects, meeting people, and improving the initially 
pitiful layout. It is amazing how such a small playing field provides such 
possibilities.

This is an RPG at the basest level, but the combat is simple. The tower is
grid-based, and movement is turn-regulated. This means things move around on
what is essentialy a huge chessboard, and monsters and only move when Koh 
moves. So if you are surrounded, take your time. No enemies may advance
until you do.

Koh builds levels by defeating monsters. His Familiars do as well, but there
is a catch: after exiting the tower, either via a Wind Crystal, Oleem, or 
defeat, Koh's level resets back to 1. This is unavoidable. His Familiars,
on the other hand, are allowed to keep their levels. Thus it becomes fairly
clear what the overall Flow of the Game becomes:
	1) Enter tower
	2) Defeat enemies to build Koh and Familiar's levels
	3) When things get tough, exit tower
	4) Koh's level resets, Familiar's levels stay the same
	5) Sell items / use money to improve town
	6) Repeat
In this fashion your Familiars' levels continue to grow and allow you
to reach higher and higher levels, eventually reaching level 40 and
the story resolution. Note however that the game never "ends" like a
regular game; even after reaching level 40 and viewing the credits, you
can continue making regular tower trips and exploring. 

At any given time, Koh can hold 20 items in his inventory, but when
he walks in the front door of the tower he can only have 5 at most or
he will be rejected. The 5 item limit includes Familiars. You'll
probably generally want to carry two Familiars, your Sword, your
Shield, and a fifth item of your choice which can be a Wind Crystal,
a Pita Fruit, Medicinal Herb, etc.



-3- Tower Structure
----------------------------------------------------------------------
As I mentioned before, the Monster Tower has 40 levels. Each set of five
levels has it's own graphical theme and music. You will almost never see
the same setup twice; the tower room/hallway arrangement is randomized
for each floor so you won't know what to expect. On each level you are
primarily searching for an elevator which will allow you to ascend to
the next floor; elevators are circular, rainbow-flashing plates. Hidden
in in the floor are traps which can affect you, your familiars, and rogue
monsters. Items are randomized upon each visit. After many visits you 
will start to recognize some of the basic setups:
	1) Tutorial Setup
		-You'll only see this once, upon entering the tower for the
		 first time. Kewne will guide you around, teaching you the
		 basics on items, combat, and exploration. After you leave
		 the first floor, you won't ever see this again.
	2) First Floor Setup
		-There are really only a few first floor designs you'll run
		 across. The first floor is almost nothing like the others;
		 it has waterfalls, large staircases, and is often close to
		 symmetrical. Get used to seeing the same three or four
		 designs over and over.
	3) Second Floor Setup
		-This and Floor 40 are the only two floors that are always
		 the same. This floor is always a large room with some railings
		 planters scattered about, and you'll always meet either
		 Ghosh or Selfi. You can fight Ghosh or talk to Selfi, but
		 there are never items to find or monsters to fight.
	4) Basic Setup
		-This is what you'll see most often: a mix of small rooms and
		 long connecting hallways with slight changes in elevation.
		 You'll occasionally see rooms with checkered vertical plants
		 obscuring your view; otherwise, there's not much to see. Dead
		 ends become more commonplace as you reach higher floors.
	5) Gigantic Room Setup
		-This is rare, but occasionally you'll come into a floor that
		 is just one ENORMOUS room. This is sort of handy because, since
		 the room is automatically filled on your automap, you can 
		 instantly see the locations of all items and treasures, and
		 the exit. If there are tough monsters about, use a Holy Bell
		 to make them flee to the edges of the room, where they won't
		 attack you and you can kill them at will. You don't see this
		 one too often.
	6) Fortieth Floor Setup
		-This is always the same. Your first visit is obviously the
		 most important, since you fight the final boss and view the
		 ending and all that. But upon subsequent visits, there is 
		 absolutely nothing up here. No items, no elevator, no nothing.
		 So, if you don't have a Wind Crystal, you'll have to reset.
		 Although I suppose you could command one of your Familiars
		 to attack you repeatedly until you die, but you would lose
		 all of your items.
I have also compiled a list of the monsters you can expect to run into
on each of the tower floors; if you are looking for a specific egg
then I recommend searching on a floor that monster occupies. Each floor will
contain at maximum four unique types. Here is the monster distribution:
  FLOOR | Monsters
 ------------------
  1     | Pulunpa, Noise,   Troll
  2     | [Ghosh]
  3     | Pulunpa, Troll,   Cyclone, Flame
  4     | Troll,   Cyclone, Flame
  5     | Cyclone, Flame,   Manoeva, Balloon
  6     | Cyclone, Manoeva, Balloon, Blume
  7     | Manoeva, Balloon, Blume,   U-Boat
  8     | Manoeva, Blume,   U-Boat,  Clown
  9     | Blume,   U-Boat,  Clown,   Dreamin
  10    | Clown,   Dreamin, Troll,   Volcano
  11    | Dreamin, Troll,   Volcano, Griffon
  12    | Dreamin, Volcano, Griffon, Kraken
  13    | Volcano, Griffon, Kraken,  Nyuel
  14    | Troll,   Garuda,  Kraken,  Nyuel
  15    | Troll,   Garuda,  Kraken,  Nyuel
  16    | Troll,   Garuda,  Manoeva, Barong
  17    | Troll,   Manoeva, Picket 
  18    | Manoeva, Picket,  Arachne
  19    | Picket,  Arachne, Weadog
  20    | Arachne, Weadog,  Unicorn, Viper
  21    | Pulunpa, Weadog,  Unicorn, Viper
  22    | Pulunpa, Unicorn, Viper
  23    | Unicorn, Viper,   Stealth, Block
  24    | Viper,   Stealth, Block,   Zu
  25    | Steath,  Block,   Zu
  26    | Zu,      Snowman, Mandara, Barong 
  27    | Zu,      Manoeva, Snowman, Mandara
  28    | Manoeva, Snowman, Mandara, Naplass
  29    | Manoeva, Naplass, Killer
  30    | Manoeva, Naplass, Killer,  Tyrant
  31    | Naplass, Killer,  Tyrant
  32    | Killer,  Tyrant,  Glacier, Dragon
  33    | Tyrant,  Glacier, Dragon,  Golem
  34    | Tyrant,  Glacier, Dragon,  Golem
  35    | Glacier, Dragon,  Golem,   Maximum
  36    | Glacier, Golem,   Maximum, Barong
  37    | Glacier, Dragon,  Golem,   Maximum
  38    | Dragon,  Golem,   Maximum
  39    | Glacier, Dragon,  Golem,   Maximum
  40    | [Beldo]
A few things to note:
	1) The monster levels are generally equal to the floor. A Floor 38
	   Maximum is slightly weaker than a Floor 39 Maximum. The exception
	   is the Pulunpas on Floors 21 and 22; these remain low-level.
	2) Trolls on Floors 1-4 carry Hammers; Trolls on Floors 10-11 carry Bows;
	   Trolls on Floors 14-16 carry Swords; Trolls on Floor 17 can carry all
	   three.
	3) On Floor 25 only you can run into a white Picket; this unique enemy
	   is carrying the stolen W.Medal for the pool. Once you acquire this
	   quest item you won't see the white Picket again.
	4) Ghosh is a unique fight. To actually initiate a 1-on-1 fight with him
	   (your Familiars will stand back and won't participate) you must
	   select [I feel lonelier.] then [I accept your challenge.] If
	   you win, he will give you a Medicinal Herb and occasionally a
	   Wind Crystal. If you lose, Ghosh teleports out but Koh won't
	   die and you are allowed to continue your ascent.



-4- Item Catalog / Commentary
----------------------------------------------------------------------
Here you will find lists of all the items you can find or buy and any
merit I think they possess. 
 a) Weapons
   i) Swords
	o Gold (ATK 1)
		You'll want one of these. They are a great find because you 
		can sell them for 1000g and they are rustproof, so no matter
		how many rust traps you step on you won't lose sand bonuses.
	o Copper (ATK 2)
		The most common sword, you'll find a lot of these on your
		visits. You are given one during the tutorial stage. Only
		use as a placeholder until you get a Gold Sword.
	o Iron (ATK 3)
		These are plentiful too. Meh.
	o Steel (ATK 4)
		Slightly rarer, but if you have a Gold Sword these are useless.
	o Vital (ATK 5)
		These don't show up too often. If you attack a Manoeva with it,
		said Manoeva can't produce clones (which are only marginally
		bothersome to begin with). It sells for 800g.
	o Blizzard / Fire / Gulfwind (ATK 5)
		These are the three element swords. They carry the Water, Fire,
		and Wind genuses respectively. They are useful early on before
		you have starting building a sword of your own, but after that
		you can ignore them.
	o Holy (ATK 7)
		These are extremely rare; I have only gotten one from a Barong
		in 100+ Tower trips. Building it up to +20 with sands will 
		awaken it's power.
	o Dark (ATK 10)
		Also rare; it carries the strongest base ATK rating but lowers
		your accuracy. I would still just go for a +9 Gold Sword. Both
		this and the Holy Sword go for 10,000g.
	o Seraphim (ATK 7)
		You'll get this after your first visit to Floor 40. It is Guy's
		old sword. The major draw here is that each time you strike an
		enemy with it, there is a chance said enemy will revert into
		an egg. I'm not positive what the chances for this are.
  ii) Wands
	o Wooden
		All wands have an ATK of 1, and are useless unless you're going 
		to use your Familiars' mixture magic with them. Mixture magic is
		greatly improved, but otherwise wands are pitiful.
	o Paralyze
		There is a small chance to paralyze the enemy with each attack.
	o Stream / Scarlet / Gulf
		The element wands. Similar to the element swords in that they 
		increase the affinity for same-genus magic.
	o Seal
		There is a chance to seal enemies' magic with this wand. In
		practice this is fairly useless unless it is a monster with an
		annoying spell like the Griffon's Rise spell.
	o Money
		With each hit there is a chance you will alchemize the enemy into
		coins with the deathblow. The coin value increases with the
		floor level.
	o Life
		You regain a negligent amount of HP with each hit. The actual
		amount of life is so small you don't even need to bother. 
		This wand and the Money Wand well for 1000g.
	o Trained
		This is the one wand worth keeping for good. Trained wands
		function just like the others, but they can be given bonuses
		with Red Sands just like a sword. So if you run across one
		and your Gold Sword isn't too high in bonuses, switch to
		this. Unfortunately, there are nigh impossible to find. 
		A Barong is your best bet, and even then chances are slim.
 iii) Troll Weapons
	o Hammer
		The weapon Trolls are armed with at low levels; it looks like
		a mace or a club. It is weak. However, you can use Hammers
		to get better weapons; simply throw a Hammer at a Troll
		carrying a Bow or a Sword and it will drop it's weapon
		in lieu of the Hammer. Note that Troll weapons can also 
		come with bonuses and curses like regular swords, and you
		can temper them with Red Sands (although I don't know why
		you wouldn't use them on yourself instead). Troll weapons
		are fairly valuable though, with hammers and swords going
		for 1000g and the Bow selling for 4000g.
	o Bow
		The only distance weapon in the game, however you must
		manhandle the Troll with direct commands to ensure it
		uses the Bow correctly, otherwise it is wasted.
	o Sword
		The strongest Troll weapon and the one I would recommend
		if you're going to use a Troll regularly.
 b) Shields
	o Leather, Wood, Copper, Iron, Steel (DEF 1, 2, 4, 5, 6)
		All of these shields are middling in usefulness. They are
		not what you want to choose when picking a shield to use
		regularly, and should only be placeholders. They are all
		common.
	o Ice / Scorch / Earth (DEF 5)
		Element shields. Use only if you know a strong matching spell
		is on it's way.
	o Live (DEF 5)
		There is a small chance these will counterattack for you 
		when you are hit; however damage is slim.
	o Mirror (DEF 3)
		One of two shields you'll want to choose from when picking.
		Mirror Shields are less powerful at the start than Diamond
		Shields, but they have the chance to reflect spells back
		at the caster. It may take a few trips to get the +4 bonus
		to make these even with Diamond Shields, but the spell 
		reflection may save your life.
	o Diamond (DEF 7)
		These are my personal preference. I like to get as high DEF
		ratings as I can as early as possible, and these seem more
		common than Mirror Shields. I managed to find one on Floor 1 of
		my second visit. It is your choice whether to go with Mirror
		or Diamond; both are rustproof and worthy of a look. Both
		also sell for 1000g.
 c) Fruits
	o Pita
		Very common, restores 50 MP to a familiar. Feeding your Familiar
		one when it has full HP will increase it's MP by 1 permenantly.
	o Big Pita
		Less common, restores 100 MP.
	o Leva
		It will prevent a Familiar from changing forms during a fusion.
		Basically that familiar will become the dominant monster no
		matter what you fuse it with. Ignore these until you start
		to fuse monsters carefully. Also, if you feed these to a monster
		that evolves at level 20 before they hit level 20, they will
		not evolve.
	o Laev
		Causes the MP of a monster to decrease quickly; I would only
		throw these at enemies if you carry them at all.
	o Tumna
		These turn the eater into a frog. Toss them at a strong enemy
		to make your job a breeze.
	o Leolam
		Prevents MP from decreasing for a bit; these are handy to give
		to Barongs to allow you to morph a large number of items 
		without making them run out of MP.
	o Limit
		It will increase the eater's critical hit occurences. These
		work on both Familiars and Koh himself.
	o Geropita
		Reduce eater's MP to zero. Very useful at higher floors, since
		you can toss them at an enemy to render him harmless but still
		get the EXP for killing him. These are extremely rare.
	o Roche
		This will revert the monster that eats it into an egg. These
		are incredibly rare but obviously very useful; toss it at
		a tough monster to spare you the trouble of finding its egg.
		I got many a Maximum this way. You'll (almost) never find 
		them around and must get them from a Barong by chance. They're
		worth 5000g.
	o Oleem
		These will return you to town but will vanish your familiar. The
		best use for these is to throw them at enemies, making the
		enemy teleport from the spot. You'll get no EXP, but if it's
		a tough monster it will save you the trouble of fighting it.
 d) Herbs / Seeds
   i) Herbs
	o Medicinal
		Restores HP of whoever eats it. Feeding it to a Familiar with full
		HP will increase it's max HP by 1. These usually restore around
		30-35 HP.
	o Antidote / Antichaos / Wake-up / Roeam / Shomuro / Hazak / Cure-all
		Status restorers. Cures poison / conufsion / sleep / blindess /
		DEF down / ATK down / all ailments respectively. These are common,
		but I recommend saving Hazak herbs for the 20ish floors, where
		Vipers will lower your ATK rating fairly often.
	o Toxic / Paralyze / Sleep / Horrey /  Harash
		Causes poison / paralysis / sleep / DEF down / ATK down
		respectively. All are very rare.
  ii) Seeds
	o Mahell / Slow
		Raises / lowers speed. Pretty useless on your Familiars, since 
		when they have 2x the turns they use 2x the MP. Slow is useful
		to toss at enemies, however, and Koh benefits from the speed if
		he doesn't have a Familiar out to leave behind.
	o Mazarr / Lar
		Raises / lowers level. Lar seeds are generally pointless since a 
		one level fluctuation against a high-level monster has a 
		negligible effect on HP and damage, but you should save
		Mazarr seeds for your Familiars, and use it right after
		they get a regular level up, since their "star level"
		won't carry over when they eat the Mazarr Seed.
	o Hazak / Shomuro
		Raises ATK / DEF levels. Again, use them only on your
		Familiars, since Koh's stats reset each visit.
	o Sea / Light / Wind
		Changes eater's genus to Water / Fire / Wind. As a general
		rule Water is the best genus for Familiars due to the
		high percentage of fire genus monsters in the tower; Conversely,
		Wind is the worst genus to make your Familiar.
		These seeds will also change your Famliars' magic.
	o Tovar
		Increases luck. Extremely rare. It will make you find
		rarer items more often, increase critical hits, and
		allow you to dodge more. Give these to Koh.
 e) Balls
	o Fire / Blaze / Flame / Pillar
		Fire genus attack balls in order of increasing strength. These
		are very handy to cart around if the floor you're on is
		over your head, since you can count on these for a
		1-hit kill on most floors under 30. Toss 'em after
		the charges wear off.
	o Sleep / Blinder / Binding / Weak / Poison
		Inflicts sleep / blindness / paralysis / LVL down / poison.
		Maybe you could use these as a last resort, but I usually
		ignore them. Poison, Weak, and Blinder aren't worth the
		time, but Sleep and Binding can incapacitate your enemy
		and can thus come in handy if you're in trouble.
	o Repel / Water
		Repels magic / creates a water barrier. Repel is basically
		like a 100% effective Mirror Shield.
	o Recovery
		A basic healing spell. The major downfall is that Koh cannot
		use these on himself, only on Familiars or monsters (since 
		the spell fires forward). The only way to use them is to
		cast Repel on a monster or Familiar and then cast Recovery
		to reflect it back on Koh, but it is very inconvenient
		to waste space on Repel and Recovery balls when you could
		carry something else.
	o Ice Rock
		A large chunk of ice appears and basically takes up space.
		Use this in a thin hallway to congest things and limit
		encounters to 1-at-a-time.
	o Acid Rain
		The best spell ball by far; use any White Sands you find on
		these to add charges and just keep refilling them. This spell
		causes a rain which afflicts everyone in the room; usually
		it kills everything in one hit, giving you a massive EXP
		reward. Great on high levels. Use this in an ENORMOUS ROOM
		floor to make the game slow down a lot and drown yourself
		in levelups.
 f) Sands / Crystals
   i) Sands
	o Red
		Weapon is tempered, permenant +1 ATK bonus. You will learn
		to look forward to seeing these little red bags on the floor;
		it means +1 to your sword or shield (if you're lucky) and
		you get that much stronger. If you find these or Blue Sands
		and you don't have a sword or shield you are tempering
		regularly, put them in your safe at home until you find
		a Gold Sword and you can use them all at once. 
	o Blue
		Shield is tempered, permenant +1 DEF bonus. See above.
	o White
		Use on a spell ball to add +1 to number of uses. I'm always
		grouchy when I see a red bag and it's one of these. I
		guess they're useful if you have an Acid Rain ball or
		a Pillar, otherwise you'd wish they were Red of Blue Sand
		instead.
  ii) Crystals
	o Wind
		Use to escape from tower. You'll see and use a lot of
		these, so learn to love them. It is vital you acquire
		one at some point on your trip (or bring one in) or else
		you'll lose all your items. Any extra ones should go
		in your safe for safekeeping (haha!).
	o Water
		Use to restore all active Familiars' HP, MP and status.
		Handy if you have an empty Familiar you can bring out,
		but don't lug more than one around.
	o Fire
		Summons a Salamando to burn enemies. I don't bother with
		these because they are hard to come by and once you use them,
		the Salamander AI is too sporadic to count on. Sometimes
		he'll kill everyone in sight, but sometimes he'll wander
		around hitting everyone with a weak attack but never finishing
		anyone off. Not reliable enough to count on, but you might
		use one if you have no other viable options. He will float
		around 'bobbing' on enemies' heads for a fair number of turns.
 g) Loupes / Glasses
	o Exit Loupe
		Puts the exit on your automap. Don't bother ever carrying
		loupes around, if you must use them then do it from your
		hand without them taking up space. Star Glasses do everything
		these do without the bother.
	o Treasure Loupe
		Shows you treasure locations.
	o Monster Loupe
		Shows monsters as red squares. This can be useful on higher
		floors to play cat-and-mouse while you look for the exit
		and avoid monsters too strong for you.
	o Trap Loupe
		Shows traps. Traps aren't even that worrisome, but you can
		swing your sword over a trap square to deactivate it and get
		a little EXP.
	o Truth Glasses
		Will reveal information about items with green names. If used
		on weapons and shields, it reveals bonuses and curses. If used
		on magic balls, it reveals the number of uses. I would save these
		for eggs, because it reveals what kind of monster is inside.
	o Star Glasses
		Reveals the whole floor on the automap. These are handy if you
		wanna get the treasures and get out quickly.
 h) Bells / Scrolls
	o Holy Bell
		I love these, especially on higher floors. It forces any monsters
		in the room with you to run toward the doorways until it wears off,
		and you get free hits in if they have to move past you to escape!
		in ENORMOUS ROOMS, enemies simply head for the borders and wander
		aimlessly, allowing you to move in for the kill.
	o Malicious Bell
		This raises all enemy levels on the current floor. Use it on floors
		of medium difficulty to keep things at a manageable level and
		still increase your EXP. I don't use these much.
	o Familiar Bell
		If your Familiar is abducted or steps on a Warp trap, you can use
		this to call them back to you. Since it is only useful a small
		percent of the time, don't pass up better items for these.
	o Holy Scroll
		The best kind of scroll, these create a square of immunity. Use
		them on upper floors when you have multiple enemies closing in,
		and kill them at your leisure.
	o Malicious Scroll
		These create a square of confusion. Throw them at enemies. Note
		that if you use this on your Familiar to confuse it, then ring
		a Malicious Bell to raise monsters' levels, your Familiar will
		level up! Of course, have an Antichaos Herb ready unless you
		want a beating.
	o Trap Scroll
		These reset all traps on the current floor. Why anyone would want
		to use these, I don't know. Unless you see a monster headed directly
		for a trap you've already set off, skip these.
	o Restore Scroll
		The only thing that can bring a defeated Familiar back to life. I
		wouldn't bother with these until you're on higher floors and your
		Familiar can hold it's own enough to actually merit being revived.
	o De-curse Scroll
		Allows you to remove cursed equipment. Rarely useful.
	o Alchemic Scroll
		Every item on the floor becomes gold coins. These are very rare,
		but great if you've been through a floor and see a lot of items 
		you don't really want. If you have an inventory full of garbage,
		dump your unwanted items on the floor (especially Herbs and such,
		since you can't sell those for 200g+) and use this to cash them
		in.
	o Flat Scroll
		All sections of the floor become flat and even, eliminating elevation
		advantage. This is very rare and very worthless.
 i) Other
   i) Eggs
	o General
		Finding eggs in the tower is moderately rare, and they usually
		come unnamed and unknown. All you know is the color; use Truth
		Glasses to reveal the monster within. You can do four things with
		eggs: sell them, hatch them at home (they become your Familiar), 
		hatch them in the tower (don't do this, they're your Familiar only
		until you exit, at which time you lose them forever), or toss them
		at an enemy (the monster within will hatch out and deliver one
		hit to the enemy, usually causing an instant kill, and disappear).
		Eggs sell for more than hatched monsters, but I would always
		hatch the eggs I find at home. If nothing else, you can fuse them
		to improve your other familiars. You'll find monsters' eggs on or
		above the floor that monster is first found on.
	o Ultimate
		The Ultimate Egg is different from the others in that there is 
		only one and it is only found on Floor 40. You can use item
		duplication to get more than one, but that will come later.
		Be extra careful if you have it in the tower with you for
		whatever reason; if it is on the floor and you walk on it, it will
		look like Koh picked it up, but in reality it disappeared. You
		must pick it up to "Have" it and select "Put in" from the menu.
		Only item-dupers have to worry about this, though.
  ii) Quest Items
	o B. Collar
		Once you find this you can have two Familiars out at once. You'll
		find it on the ground somewhere on Floor 12. After that you can
		choose either Red or Blue collars from the Select menu.
	o Oil Pot
		This can be given to a man in town to restart the windmills,
		which gets you nowhere. Useless quest item you find on Floor 15.
	o Blue Cape
		This initates a sequence with the pub owner which eventuates
		Koh's meeting with Vivian. Take it to the bar after you find it
		on Floor 20.
	o W. Medal
		On Floor 25 you'll occasionally see a white Picket running about;
		kill it to make it drop this. Then give it to Wotta at the pool
		and he'll fix the pool, allowing you to go swimming and talk
		to people at the pool. I don't know how exactly a Water Medal
		fixes the pool, but hey, whatever works.
	o Healing Herb
		You'll find this on Floor 28 once you know about Cherrl's 
		condition. Use it to heal her at the hospital.
 iii) Decorations / Gifts
	o Aura Bike / Booster
		This is a really oddly shaped hoverbike that allows you
		to zip around town, and the booster speeds it up. It's not
		like Koh can't already run pretty fast, but whatever 
		floats your boat.
	o Bed / Canopy
		Simply changes how your bed looks. Canopy has the overhang
		above your head.
	o Table / Bonsai / Plant
		The names say it all.
	o Tiger fur / Carpet 1 / 2 / 3
		Changes the way your floor looks.
	o Stuffed D. / Painting / Scroll / Poster / Wall P. 1 / 2 / 3
		All various wall adornments.
	o Sculpture
	o Something
		A strange ball which you can interact with and it morphs
		around, doing random things.
	o TV
		Yes, despite everyone still using swords and building
		everything out of stone, you can buy a TV. I wonder
		where the electricity comes from.
	o Fridge / W Machine
		Mundane items, yes, but your mom appreciates them. They
		both look like pots of some type rather than fridges
		like we know them.
	o Range / Light
		You may have seen items of this nature in your very own
		house at home! The range looks suspiciously like the TV,
		which looks suspiciously like the washing machine, which
		looks like a huge ball. Yes, Azure Dreams' appliances
		are weird.
	o Good Vest / Jacket / Trousers / Shoes
		For some reason you can buy duplicates of the same outfit
		you have on the entire game.
	o Telephone / Trophy
		No, you can't call anyone. The trophy is decorative, though.
	o Cream / Roses / Hand Bag / Ring / Duck / Octopus Dumplings
		You can give all of these things to prospective girlfriends,
		but it isn't necessary. Think of them simply as mementos
		of friendship. Note that you can use these as a gauge of
		sorts to see how much a certain girl likes you; the more
		she likes you, the more expensive thing she'll accept as
		a present.



-5- Monster Index / Commentary
----------------------------------------------------------------------
In this section you can read about all the obtainable monsters and
their evolutions, as well as my comments on their difficulty/usefulness.
There is also a section on good fusion practices, genus preference,
and raising tips. NOTE: If a spell is listed as [Hidden] next to the
name, it can only be revealed via fusion with another monster. Spells
are listed as the overall spell family, and spells which can be altered
by genus will be touched upon in part b) of this section. The monsters
are ordered roughly in the order you meet them in the tower.
 a) Tower Creatures

	o Kewne
		i) As a Monster
			There's only one in the game and fortunately, he's
			all yours!
	     ii) As a Familiar
			A great starter and a good companion throughout, but
			you can find better monsters around the 20s. He
			has a strong spell and can't be turned against you,
			but he CAN be confused. He absorbs anything you fuse
			him with. A solid follower all around, I used mine for 
			a healty portion of the first 25 floors.
          iii) Spells / Traits
			SPELL: Brid
			TRAIT: Unbrainwashable
           iv) Notes
			Apparantly he's the only monster than talks.

	o Pulunpa
		i) As a Monster
			These guys are no threat the first time around. They
			will almost always do 1 damage unless you're unshielded
			at level 1, and they die in 1-3 hits. Use them to
			ease new Familiars into the flow. Around Floor 22,
			however, you'll start running into dark Pulunpas which
			can Collar Jack your Familiars, making them return to
			your inventory. This can be dangerous if strong
			monsters about, but the dark Pulunpas are just as
			weak HP-wise as the others and they will NEVER
			attack Koh if he doesn't have a Familiar out.
	     ii) As a Familiar
			These are the weakest monsters in the game, but their
			eggs aren't all that common so you won't really have
			to mess with them.
          iii) Spells / Traits
			SPELL: Heal [Hidden]
           iv) Notes
			For some reason, when dark Pulunpas start appearing on
			the mid-20 Floors you'll start running into normal
			Pulunpas again. It is a bit odd to find a level 1 Pulunpa
			with around 10 HP with Vipers and Zus all over the
			place; I wonder why the programmers threw in normal
			ones with the dark ones. To confuse us?

	o Noise
		i) As a Monster
			These guys are slightly stronger than Pulunpas at the
			start, but you still shouldn't have any trouble. These
			guys are basically cannon fodder.
	     ii) As a Familiar
			If you manage to find a Noise egg, which is actually very
			rare because Noises are found only on Floor 1, then
			I would recommend simply fusing it with a monster you
			use to protect it from spells. The Noise's ability, Play
			Flute, is helpful to prevent enemies from using spells,
			but it is more sensible just to make a familiar you
			like completely immune to magic. On their own, these
			guys aren't worth the effort.
          iii) Spells / Traits
			SPELL: Sleep [Hidden]
			TRAIT: Spell-proof
           iv) Notes

	o Troll
		i) As a Monster
			You'll see these guys throughout your climb, and they
			are always a monster to keep an eye on. On the first 4
			floors these are among the strongest (and definitely a
			threat on Floor 1) and carry Hammers. They do give
			nice EXP bonuses, though. About 10 floors up you'll run
			into stronger Trolls, now armed with long-range Bows. 
			These are dangerous because you cannot always see them
			coming before you are fired upon. Just stay out of a
			direct line of sight until you can get close and take
			them out. Bows do a lot of damage. Even higher up, you'll
			run into Sword-carrying Trolls. These guys hit for
			heavy damage, and they're everywhere. Be very careful,
			and don't let your guard down because you're used to
			seeing them; they can take you down.
	     ii) As a Familiar
			Trolls make interesting Familiars, since they are the
			only ones who can carry weapons of their own. You can
			use Red Sands to upgrade their weapons and make them
			stronger physcially, but they don't use Bow weapons 
			as effectively as the monster Trolls do. You can use
			direct commands to give yourself an edge at range,
			however. These guys aren't that strong but they are
			useful solely based on their unique range attacks.
			I would pass on them unless you're looking for some
			range combat early on, because they can't hold their
			own once the difficulty increases.
          iii) Spells / Traits
			SPELL: Brid
           iv) Notes
			You'll find Troll Hammers fairly easily, but Bows and
			Swords are harder to come by. I would recommend finding
			a Hammer, and throwing it at a Bow-holding Troll. The
			Troll will drop it's Bow to equip the Hammer, and you
			can pick up the Bow and give it to your own Troll.

	o Cyclone
		i) As a Monster
			These guys will hurt if you're not prepared early on. They
			are a lot stronger than the Trolls and Flames that are their
			floormates, so be cautious. Cyclones can cause an ailment
			called Anorexia which prevent the victim from eating anything,
			but I've seen it happen only once so the chance of
			actually getting Anorexia is slim to none. I would avoid
			fighting too many of these until your shield is tempered.
	     ii) As a Familiar
			Cyclones are strong fighters on the lower floors, but get
			left behind higher up. They also have the ability to
			cure Anorexia, but it's not like you'll ever need to. They
			can also cause Anorexia but that is equally useless since
			its not like enemy monsters ever eat anything unless you
			decide to throw a fruit or an herb at them or something.
			I would use these a bit early on, but later fuse them
			with another Familiar for their ultra-useful MP-halving
			trait. 
          iii) Spells / Traits
			SPELL: LoGrave [Hidden]
			TRAIT: MP Consump. Dec.
           iv) Notes

	o Flame
		i) As a Monster
			These guys sure look threating, with their battle armor
			and bodies of fire, but they are actually weaker than
			Cyclones damage wise. They give decent EXP so hang
			around on Floors 4-6 and farm these to build your levels
			before ascending. They have a Sled spell which creates
			a trail of fire which is slightly stronger than a physical
			attack, but still nothing to balk at.
	     ii) As a Familiar
			Flames are great Familiars if you can find one. Their eggs
			are relatively common on the early floors and he is a
			strong fighter with a good spell to boot. As long
			as you keep leveling him on a regular basis he'll stick
			with you throughout the climb, not to mention he transforms
			into Ifrit at level 20. This guy is a winner if you find
			one.
          iii) Spells / Traits
			SPELL: Sled
           iv) Notes
			This is such a nice monster design, I would've saved it for
			a more powerful monster. You would imagine a sword-bearing
			knight of flame would be stronger than a big green blob with
			a flower head, but no. Oh well.
	o Ifrit
           iv) Notes
			I was afraid they would make it look worse, Grineut-style,
			but Ifrits actually look pretty awesome. Flames are fierce
			looking to begin with, but Ifrits basically look like big
			red orcs with dreads. It is unusual that they attack with
			their head-tentacles (hair?) but they retain the '+' pattern
			from the Flame's mask on their chest.

	o Balloon
		i) As a Monster
			These monsters will give you trouble until you level your
			Familiars. They hit hard and they are EVERYWHERE on the
			early floors. They have a strong defense, so if you aren't
			very strong or are just setting out, I would set your
			Familiar AI to Direct Attack and doubleteam Balloons.
	     ii) As a Familiar
			Unfortunately, their strength and defense seem to dissipate
			when you get your own. These guys level their stats slowly
			and are never strong enough to hang with the big dogs past
			Floor 15 or so. They do have a Fly ability which will lift
			you up to the next floor, but there's no sense in skipping
			floors unless you're close to death or in the 30s. In order
			to Fly, your Balloon must have a level greater than or equal
			to the floor in question.
          iii) Spells / Traits
			SPELL: Breath [Hidden]
           iv) Notes
			These guys have a very interesting death animation, but 
			once you're strong enough to kill them in 1 hit it gets
			annoying to watch them deflate all over the place each time.

	o Blume
		i) As a Monster
			They're pretty strong physically, but not as bad as their
			U-Boat floormates. Beware their brainwash ability, and
			remember Kewne isn't affected. A pretty generic monster,
			really.
	     ii) As a Familiar
			These guys start off slowly, but they work well for
			mid levels of the tower. Their mixture magic is very
			handy, since they're one of the first monsters that
			can give you a long-distance attack. 
          iii) Spells / Traits
			SPELL: DeWall [Hidden]
           iv) Notes

	o Manoeva
		i) As a Monster
			Get used to these guys, because you'll see them through
			the majority of your climb; I'd venture that these are
			the most commonly appearing monsters in the tower, even
			more than Trolls. Like Trolls, you meet Manoevas in
			waves, on early floors, then mid floors, then even in
			the early 30s. They keep getting stronger, and are 
			usually a monster to be wary of. If you attack and the
			Manoeva creates a clone of itself (which can be prevented
			by equipping a Vital Sword) ignore the clone because it
			is almost always a weak low-level replica. These monsters
			may look like lightweight goo puddles, but they pack
			a punch. Don't underestimate them. On floors where
			Manoevas are present, be wary of finding two of the same
			item on the ground. There is the off chance (it is
			actually probable if the item isn't coins) that one of
			the items is actually a Manoeva lying in wait. Treasure
			Loupes and Star Glasses will reveal true items, negating
			the advantage.
	     ii) As a Familiar
			I would place these in the category 'must-have'. Manoevas
			are useful in almost every situation, and if they are
			lacking at some point, Transform them into a strong
			monster on the floor you're on! Not to mention their
			hidden spell, which comepletely heals the recipient. If
			nothing else, bring these guys out when Koh is weak
			as a kind of 100% never-ending Medicinal Herb. But
			why would you want to keep it put away? Fuse one with
			an Arachne to double its attack and you'll bring it
			with you for a while.
          iii) Spells / Traits
			SPELL: DeForth [Hidden]
           iv) Notes
			These guys are very handy for all of you not-100%-honest
			players because they have a lot of glitches associated
			with them. But on the other side of that same coin, there
			are a lot of ways these guys can hang your game and make
			you have to reset. Be careful when using one, but if
			manipulated properly they can open a world of success. They
			always remind me of ducks for some reason, also.

	o U-Boat
		i) As a Monster
			These guys are deadly to deal with during the early part
			of the game. You meet them early in the tower, they are
			very strong, and they usually get in the first hit
			since they are sunk below the ground. If you don't feel
			prepared, run when you see the ominous blue periscopes
			approaching.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeRock [Hidden]
           iv) Notes
			Don't bother picking up Star Glasses if you have one of these,
			because their Scout ability serves the same function.

	o Clown
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoDown
			TRAIT: Magic Attack Inc.
           iv) Notes

	o Death
           iv) Notes

	o Griffon
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Rise
           iv) Notes

	o Grineut
           iv) Notes
			I like the way Griffon looks much better; the pink skin
			on these guys makes them look awkward and weak.

	o Volcano
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Sled [Hidden]
           iv) Notes

	o Dreamin
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoSleep [Hidden]
			TRAIT: Sleep-proof
           iv) Notes

	o Kraken
		i) As a Monster
			I absolutely hate Krakens. Not only are they very strong
			at the point in the tower you meet them, but no matter
			how high you level yourself in preparation, they always
			leave you aching. This is due to that abhorrent Electric
			Shock Body trait, where a portion of all physical damage
			dealt to these guys comes right back to the attacker. 
			That means that even if Koh kills them in one hit with a
			55 damage strike, he takes a 15 HP hit as well. Thus,
			fighting multiple Krakens back to back is always an
			ordeal. No matter how strong you think you are, you are
			in trouble in Kraken country. Tread with caution.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeWall [Hidden]
			TRAIT: Electric Shock
           iv) Notes

	o Picket
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoDown [Hidden]
			TRAIT: Quick
           iv) Notes
			In the NTSC manual, these guys are called 'Souvenir'. Perhaps
			they changed the name at the last second, or there was
			a mistranslation. Interesting, no?

	o Barong
		i) As a Monster
	     ii) As a Familiar
			Barongs gain EXP at double the normal level, and have
			staggeringly high HP levels.
          iii) Spells / Traits
			SPELL: Poison [Hidden]
			TRAIT: Growth Promoted
           iv) Notes
			These guys are the gateway to most of the rare items
			in the game. If you find an egg exit the tower right
			then and save your game, because they are very rare.
			If a Barong runs out of MP (which they will) you can
			toss any Fruit or Herb at it to give it just enough
			MP to convert one more item, so use all those Roeam
			Herbs on these guys.

	o Nyuel
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeHeal
			TRAIT: Poison-proof
           iv) Notes
			You can ride these guys at the racetrack, if you didn't
			know.

	o Battnel
           iv) Notes

	o Garuda
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoDown [Hidden]
           iv) Notes

	o Archane
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeMirror
			TRAIT: Strength Inc.
           iv) Notes

	o Ashra
           iv) Notes

	o Unicorn
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoBlind
			TRAIT: Blinder-proof
           iv) Notes
			This was Guy's familiar from the opening sequence. That is
			surpising, seeing as these guys are solidly average.

	o Univern
           iv) Notes


	o Weadog
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Brid [Hidden]
           iv) Notes

	o Viper
		i) As a Monster
			These guys are a major threat and you'll encounter them for
			a large portion of the mid-floors. Not only do they hit
			hard, but they can lower your ATK randomly and have fairly
			good defense. You'll need a Familiar to help you out 90%
			of the time. As slight compensation, these are the only
			monsters that have a chance of dropping eggs when they are
			killed, and even though this is very rare, it is a welcome
			surprise. 
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeMirror [Hidden]
			TRAIT: Lowering Atk
           iv) Notes
			Save all your random Hazak Herbs for these guys, because
			it is very annoying to get out of Viper country only to
			have your ATK lowered by 6 points for the rest of the trip.
			And yes, you WILL have decreased ATK after you meet a couple
			of these.

	o Block
		i) As a Monster
			When you meet these in the tower, you'll find that they aren't
			noticably stronger than other same-floor monsters (although they
			do pack a punch, usually 15-30 HP average), but they have a very
			high defense which makes them difficult to harm physically. The
			route to go against Blocks is Direct Magic from Familiars or
			heavy reliance on Balls. It is very economic to use one Flame
			charge to kill one of these than take 90 damage and not even finish
			it off completely. You can tell one is nearby because the screen
			shakes when they drop to a lower level, and they step heavily.
	     ii) As a Familiar
			Everybody loves Blocks. These are one of my favorite Familiar
			types and a great primary choice; their Hard trait doubles
			DEF and is a fantastic fusion tool, but Blocks can hold their
			own in a fight as well. Fuse one with an Arachne for double
			ATK and DEF for an unstoppable force. I would rant about the
			merits of Blocks all day, but just get one and see for yourself!
          iii) Spells / Traits
			SPELL: LoBind
			TRAIT: Hard
           iv) Notes

	o Metal
           iv) Notes

	o Zu
		i) As a Monster
			I hate Zus. Their Roar move will paralyze you, leaving you
			open to attack from Blocks, Vipers, and other Zus. Needless
			to say, there is high probability of death if you draw a
			long paralysis period (it seems to be random). On top of
			that, Zus are no slouch in the attacking department, so 
			they can do heavy damage while you stand helpless. I usually
			try to kill these guys from afar with spare Balls if I
			can, to avoid possible paralysis traps. It sucks that they
			have the Roar attack on the same floors that Blocks are
			gunning for you with LoBind! You'll get paralyzed a lot in
			this section of the tower by those two particular monsters,
			but it seems like Block's LoBind has a lower success rate
			than Zu's Roar does.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoGrave [Hidden]
			TRAIT: Paralysis-proof
           iv) Notes

	o Stealth
		i) As a Monster
	     ii) As a Familiar
			His Rustproof trait is only useful if you fuse him with
			a Troll; it prevents the Troll's weapons from rusting.
          iii) Spells / Traits
			SPELL: LoBlind [Hidden]
			TRAIT: Rust-proof
           iv) Notes

	o Mandara
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeForth [Hidden]
           iv) Notes

	o Snowman
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeWall
           iv) Notes
			These Familiars can destroy barriers (like those left by
			Volcanoes) in one hit.

	o Saber
           iv) Notes
			These Familiars can destroy barriers in one hit.

	o Naplass
		i) As a Monster
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Rise [Hidden]
			TRAIT: HP Increased
           iv) Notes
			If you run across a sleeping Naplass enemy, trying to
			get in free hits is useless. A sleeping Naplass will awaken
			and counterattack immediately upon being hit, so don't
			think you can get the jump on one.

	o Tyrant
		i) As a Monster
			Barely a step down from Killers, these guys hurt. Don't
			be deceived by their small size, because they CAN kill
			you in four hits or less if you aren't prepared. Be wary
			of them, especially since it is common to find two of them
			circling each other in a room.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Rise [Hidden]
           iv) Notes

	o Killer
		i) As a Monster
			These guys mean trouble. Unless your shield is +50 or more
			(and where's the fun in that?) you absolutely cannot fight
			these alone, and unless you have a Block-fused Familiar
			then your Familiar won't last long either. I'd consider
			running from these guys unless you're VERY strong or there
			is only one in the area.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Sled [Hidden]
			TRAIT: Atrocious
           iv) Notes

	o Kid
		i) As a Monster
			You'll never see one of these in the tower; you unfortunately
			will only ever see their evolved Dragon form.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Breath
           iv) Notes

	o Dragon
           iv) Notes

	o Glacier
		i) As a Monster
			Finding these monsters in the midst of Dragons and Killers
			is a breath of fresh air. They are weak compared to those and
			I would recommend killing all the Glaciers you see for the
			high EXP you receive for your Familiars. The only real danger
			with these is that they can conjure up an ice block which will
			shove you backward until you hit a wall / monster. This spell
			can be deadly if it pushes you into a pursuing Golem or 
			Maximum, so use caution.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: DeMirror [Hidden]
           iv) Notes

	o Golem
		i) As a Monster
			Although they don't bear the cool name, treat Golems the same
			as Maximums. In fact, treat them with MORE caution because they
			have a ranged fist attack that HURTS. If you see one charging 
			it, move out of the line or pick up another monster and drop
			it in the way or something. Golems are strong offensively and
			defensively, and worthy of their place at the pinnacle. Of
			course, at that point in the tower, you ought to be making a
			mad dash for the exit on each floor anyway.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: LoBind [Hidden]
           iv) Notes

	o Maximum
		i) As a Monster
			As the name implies, Maximums are the strongest (enemy) monster
			in the game. They have a huge, ugly, pink sprite and don't look
			all that intimidating, but when they knock you for 60 HP in one
			hit you'll realize why they are an enemy to be feared. If you
			see one approaching, use a Holy Scroll if you have one, or an Oleem
			or a Tumna Fruit or something to calm their onslaught. Do not
			try to fight more than one in a row, but I would recommend
			running from any sightings.
	     ii) As a Familiar
          iii) Spells / Traits
			SPELL: Breath [Hidden]
           iv) Notes

	o Hikewne
		i) As a Monster
			You never have to fight one. Consider yourself lucky.
	     ii) As a Familiar
			Well you get this guy at the top and there is only one
			for a reason. He is basically a super version of your
			very first Familiar, and has darker skin and better
			stats. He'll generally break the game so he's not
			very fun to use; you'll become invincible to pretty
			much everything if he doesn't kill it first. Really
			just a novelty monster and a reward for reaching
			the top.
          iii) Spells / Traits
			SPELL: Dark Wave
           iv) Notes
			This is the only monster with the unique tri-genus symbol,
			and thus it essentially has no genus. Koh is the only other
			creature with a comparable alignment. Element seeds have
			no effect on these guys. In a fusion, the Hikewne will
			always be absorbed, regardless of Leva fruit or relative
			strength or otherwise. I don't know why you would need
			to fuse him anyway, since he is game-breakingly strong.
			The only way to aquire multiple Hikewnes is to use item-
			duplication to dupe his egg before you hatch him, but
			again there is no reason to have more than one. It is
			more fun and rewarding to breed your own supermonsters
			than use him, but he can be fun to exploit from time to
			time.

 b) Fusion / Genus / Magic
	As you climb the tower, you'll begin to realize that your Familiars just
	don't level up fast enough on their own to keep up if you just let them
	level passively a whole lot. Luckily, a wonderfully deep part of the
	game is monster fusion; once you get both collars you can combine
	two monsters to make one (usually) superior monster. Fusion is 
	almost an art and a lot is involved which takes place "under the
	table", unnoticed by the average player. I will touch on some of the
	subtleties of fusion in this section.
	 i) Fusion Basics
		At a very basic level, fusion is the combining of two monsters
		into one. You are graciously given the ability to see the
		fusion result BEFORE you perform the actual fusion, so use
		this to your advantage. However, this becomes slighly less
		valuable when you realize we can predict the outcome before
		the fusion is initiated even without the game's help. There
		are certain constants during fusion which you should keep
		in mind.
			1) The monster with the higher EXP level will be the
			   'dominant' monster. You will still have this
			   monster after fusion; it absorbs the lesser.
			2) If a monster consumes a Leva fruit prior to
			   fusion, it will become the 'dominant' one
			   regardless of other variables. The exceptions
			   are Kewne and Hikewne.
			3) You can determine the resulting genus of the
			   monster based on the genus cycle; the more
			   powerful genus will win out. The cycle goes
			   water >> fire >> wind >>water.
			4) The resulting max HP and MP of the monster will
			   equal the respective max HP and MP of whichever
			   monster has higher max HP and MP.	
		Also, now is a good time to touch on genus. There are
		three genus families in the game: Water, Fire, and Wind.
		That is also the order of usefulness: because of the
		high concentration of Fire genus monsters in the tower,
		a Water Familiar will have the best chance of surviving.
		On this same token, Wind Familiars are at the biggest
		disadvantage because of their inherent weakness. I 
		recommend using Sea Seeds to change all of your Familiars
		you use regularly to Water Genus, unless there is an
		important spell you are nurturing. There is more
		information on spells later.
	ii) Trait Geneology
		Certain monsters have traits associated with them which
		give them an advantage over the average monster; through
		fusion, you can pass these traits on to other monsters
		on your quest to craft the perfect Familiar. You can
		imbue stat bonuses, status immunities, and various
		physical abilities through traits. Each monster can
		have only TWO traits at a time. Fusion beyond that
		point will replace one of the traits. Note that the game
		treats having no trait like a trait (if that makes sense);
		for example, if your Familiar has both trait slots
		filled and you fuse it with a no trait monster, the
		initial Familiar will lose one of its traits to replace
		it with no trait. Here is a scenario:
			MonsterA (Trait1, Empty ) fuses with MonsterB (Trait2, Empty )
				Result: MonsterA (Trait1, Trait2)
			MonsterA (Trait1, Trait2) fuses with MonsterC (Trait3, Empty )
				Result: MonsterA (Trait1, Trait3)
			MonsterA (Trait1, Trait3) fuses with MonsterD (Empty , Empty )
				Result: MonsterA (Trait1, Empty )
		This is assuming MonsterA is the higher level monster in all
		three fusions. The key is to manipulate various fusions
		to acquire traits on your Familiars which would benefit them
		most. This takes time, but it will pay off in the end.
		Here is a quick rundown of the traits you can acquire:
			-Unbrainwashable [Kewne]
			-Spell-proof [Noise]
				Prevents your familiar from monster status spells.
			-MP Consump Dec [Cyclone]
				Halves MP cost of everything.
			-Magic Attack Inc [Clown]
				All spell levels are doubled.
			-Sleep-proof [Dreamin]
			-Electric Shock [Kraken]
				Your Familiar can carry the Kraken's electric charge.
			-Blinder-proof [Unicorn]
			-Strength Inc [Arachne]
				ATK is doubled.
			-Hard [Block]
				DEF is doubled.
			-Lowering ATK [Viper]
				A random chance to lower ATK per hit.
			-Paralysis-proof [Zu]
			-Poison-proof [Nyuel]
			-Quick [Picket]
				The Familiar gets 2x the moves, just like Pickets.
			-HP Increased [Naplass]
				Familiar's HP is doubled.
			-Rust-proof [Stealth]
				Only for Troll weapons.
			-Growth Promoted [Barong]
				Familiar levels 2x as fast.
			-Atrocious [Killer]
				Increase critical hit percentage.		
     iii) Spell Families
		Here are the various spells Familiars can have. In each
		section (water, fire, wind) the genus column that matches
		the section title is the basic spell title; the other
		two columns are what the spells become if the spell
		owner changes to that genus. For example, if your
		Kewne has Brid and it becomes Water genus, its Brid spell
		will change to NeaBrid.
			Water Genus / Fire Genus / Wind Genus /  MP 
			------------/------------/------------/----
			DeHeal        DeaHeal      DeoHeal       10
			DeWall        DeaWall      DeoWall        8
	WATER		DeRock	  DeaRock      DeoRock        6
			DeForth       DeaForth     DeoForth      16
			DeMirror      DeaMirror    DeoMirror      8

			NeaBrid       Brid         NoaBrid       10
			NeaSled       Sled         NoaSled        8
	FIRE        NeoBreath     Breath       NoaBreath     12
			NeaRise       Rise         NoaRise       16
			NeaPoison     Poison       NoaPoison      8

			LeoGrave      LaGrave      LoGrave       12
			LeSleep       LaSleep      LoSleep       10
	WIND        LeDown        LaDown       LoDown         9
			LeBind        LaBind       LoBind        12
			LeBlind       LaBlind      LoBlind        8			
    	iv) Mechanics of Magic
		You have most certainly noticed during the course of
		your time with the game that for the most part, Koh
		lacks any magical ability whatsoever. This area of the game
		is left to his Familiars, because magic balls just won't do
		it. You probably saw your first spell with Kewne, who
		already knows the Brid spell when you get him. Spells will
		make your climb much easier if you utilize them correctly.
		Here are some spell pointers:
			1) Spells level up just like their owners do. However,
			   This does not mean spells must always be the same
			   level as their owners. In a regular environment
			   spells level at roughly the same speed; however,
			   certain actions, like changing the monster's genus,
			   will prohibit spell growth. In other words, a spell
			   won't level unless you keep it as the original
			   genus.
			2) Hidden spells are exactly that; when you hatch
			   a monster it won't have the spell right away. In
			   order to reveal hidden spells, the monster must
			   go through fusion. I would recommend using a weak
			   monster like a Pulunpa or Noise to fuse with as
			   'spell-awakeners' to get those rarer level spells
			   available for your own use. The monster you use
			   for fusion, however, CANNOT have any spells
			   whatsoever.
			3) In general, monsters only have one spell available
		         to them. The spell's appearance and effect will
			   change through genus shift / mixture magic, but
			   the only way to get a monster with 2 purely different
			   spells is to fuse 2 monsters together with one
			   spell each.
		Most of the time (at least early on) you won't even want to
		bother with spells. They use a lot of MP you need to keep your
		Familiar concious, and mixture magic is more effective in most
		cases. Also, unless you breed monsters with spells in mind, 
		you can end up with some pretty useless spells. Here are the
		good spells to aim for:
			DeForth (fully restores HP, it's hidden in Manoevas)
			DeRock (useful if you're at high floors, monsters will go
			        after the rock instead of you in a lot of cases)
			Sled (a good spell for mixing, less MP than Brid)
			Rise (gets pretty powerful at higher levels)
			LaDown (make LoDown a Fire genus, it lowers ATK power
			        and can make those Killers more manageable, but
			        remember you can't level it unless you change
			        it back to LoDown for a while)
		Those are the main spells you'll want, covering both attack
		and defense. However, once you start building your Familiars
		spells like Sled and DeRock become less important. DeForth
		is always helpful, just keep your eye on your Familiar because
		if you're getting kicked around a lot it can suck up your MP
		pretty quickly.		
	 v) Fusion Strategy
		When fusing monsters, you should mind the traits you are
		manipulating more than the spells you are creating, because
		traits can make or break a monster. Key traits to keep in mind are
		Hard, Strength Inc, MP Consump Dec, HP Increased, and Growth
		Promoted. If you have a monster with good spells but you're
		having trouble keeping it going, fuse a Cyclone into it to
		essentially double its MP. Monsters like Killers with high attack
		can be rounded out with Hard or made unstoppable with Strength
		Inc. Barongs have really high HP and a Naplass fusion will make
		them into a great damage sponge. You just have to play to your
		Familiars' weaknesses and strengths, and try to round out their
		shortcomings by doubling any stats that are holding them back.
		Even though you can only hold 2 traits at any given time, often
		that is enough. If you fuse a monster and it switches genus, make
		sure you remember to give it the proper seed to change it back
		so that its innate spells continue to level. The Familiar that
		took me to the top, by the way, was the classic Block+Arachne
		fusion; you can't go wrong with double ATK and DEF. Just use the
		trait chart as a guide and make a monster to suit your playing
		style; a magic-heavy Familiar will benefit from halved MP more
		than a fortress for attacking only. Just use common sense.
		


-6- To the Pinnacle
----------------------------------------------------------------------
 a) Equipment Strategy
	As I mentioned in the item section, one of the most important steps
	in your quest to the top is to properly arm yourself. While it is OK
	to procure new weapons and shields each time you visit, you'll
	eventually need something with a bit more oomph. You'll need to start
	tempering one sword and one shield only, using each Sand you find
	on them to build them up and basically level yourself up without
	leveling up. You'll need the following for weapons and shields:
		-Gold Sword
			Go for these. Much more common than Trained Wands.
		-Trained Wand
			Preferable, but don't hold out for one. I've never
			seen one and they are rare even from a Barong. But
			if you have the opportunity, use one; they're the
			exact same as Gold Swords except with increased
			Cooperative Magic.
		-Mirror Shield
			Use this if you want more complete defense than a
			Diamond Shield, but you start off at a -4 DEF
			advantage to one of those, so you'll need 4 Blue
			Sands just to break even.
		-Diamond Shield
			I use these, they don't rust. Neither do Mirror, Wood,
			or Leather Shields, but Diamond Shields already start
			off with a +7 DEF bonus so you can just start piling
			on Blue Sands from there.
	Personally I always use the Gold Sword / Diamond Shield combo. Once
	you have one (uncursed) copy of each, start using every Red and Blue
	Sand you find, stockpiling them until you can use them all at once.
	Over time your equipment will get better and better, and Rust traps
	won't slow you down. You'll want to save them after every visit and
	bring them in with you. It will take a huge number of visits, but once
	you play as much as me and you get in the +40 to +50 range, you can solo
	the entire tower without even bringing a Familiar. But, with a good
	Familiar, you can make it to Floor 40 with only a +8 to +15 of each.
 b) Familiar Management
	As a general rule, only keep one Familiar out at a time. Having two may
	seem safe and helpful, but unless you're already in the 30s your Familiars
	will run out of MP so fast you'll end up just shortening your trip. Don't
	take a Familiar out until you are around 10 to 12 floors in, or you risk
	running out of MP too soon to be effective. Always try to carry a Pita
	Fruit around with you if you find one on the ground, and a Water Crystal
	if you're on the strong floors.
 
	If you're leveling a Familiar and you are strong enough to explore but it 
	isn't, then set its AI to 'Follow Me' so it won't rush ahead and attack a 
	monster it is too weak for. Always try to protect your Familiars, but don't 
	be afraid to use one as a shield if you are about to die and you can't escape. 
	It can protect you for a few turns so you can flee. Don't worry, it'll be fine 
	once you get back home.

	Get used to the Line Up command from the menu. Here you can choose which
	of the 8 squares around Koh the Familiar will occupy and how its AI is
	set. Line your Familiar up behind you if it is weaker and in front of
	you if it is protecting your butt. The AI setting has 5 settings:
		1 - Your Familiar will sit there, doing nothing. It won't even
		    follow you if you move. Use this if you don't want it to
		    interfere.
		2 - Your Familiar will follow you but it won't attack (usually).
		    The exception is if Koh is paralyzed, put to sleep, etc.
		    Basically, if your monster sees you are in a dire situation
		    it will step in; otherwise, it follows only.
		3 - The default setting. You get Cooperative Magic with this
		    setting, but the Familiar won't fight on its own.
		4 - The Familiar will cast spells on its own judgement. I
		    don't ever use this setting; I prefer either 3 or 5. But
		    it's your choice.
		5 - Your monster becomes another fighter, attacking nearby
		    enemies as they approach. Use this if you are on high
		    floors and you need your Familiar to soften up an enemy
		    before you finish it off, or if you just need breathing
		    room.

	If you go to the menu and select Cmnd. you can issue your Familiar a variety
	of simple commands. Get used to this if you really want total control over
	your adventures; you can stop your Familiar from doing anything unexpected.
	The commands are:
		Move - Self explanatory. You would typically use this command to either
			 move your Familiar between you and an enemy to take a hit, or
			 to move it behind you so it doesn't die.
		Direct - Your Familiar will attack the selected square. This is
			   effective if you wait until an enemy is 2 squares
			   away, then command your Familiar to attack the square
			   the enemy will occupy on its next move. Then skip a
			   turn. The enemy will take a step, your Familiar will
			   hit it, you can hit it, and then your Familiar gets
			   ANOTHER hit. This is almost essential on higher floors
			   to get an advantage over Killers and such.
		Direct: Spell - Cast a spell in the preferred direction. Use
			          this when you need your Familiar to cast a 
				    spell and it won't do it on its own.
		Direct: Mix - Use Cooperative Magic to hit a selected square.
				  This is useless, since all you need to do is hit
				  X to use it if your Familiar AI is set to 3.
		Wait - Your Familiar will skip a turn. This command can be
			 utilized to help your Familiar refrain from attacking,
			 if you only want to hold if off a couple turns instead
			 of setting the AI to 1.
 c) Notes on the Ascent
   i) Routine Strategy
	Movement is something you'll want to get a handle on because it is just as
	important to combat as your weapons themselves. Learning how to force enemies
	to move where you want them (especially Pickets) so that you can get the first
	blow in is crucial as you advance and you need to spare as many hits as
	possible. Remember that using O+X will skip your turn, so if a monster is
	pursuing you and there is one space between you, skip a turn so that it moves
	into said space and you can get in a free hit, instead of vice versa. Also,
	keep in mind that if you skip a turn, enemies will get in a move BEFORE your
	Familiars can, but if you act on that turn (even whiffing a sword swing on 
	an empty square) than your Familiar will immediately follow your move and
	perhaps save your life. You can also command your Familiar to attack empty
	squares, so if you're in the above situation you can command your Familiar
	to attack the soon-to-be-occupied space, skip a turn, watch it attack,
	attack yourself, and watch it attack AGAIN all before the monster gets one 
	hit in. This is a strategy you'll have to use often higher up.

	You'll want to travel lightly and flexibly. Don't drag along excess equipment
	if you already have a good sword and shield; don't carry a Repel Ball when
	you could pick up a Pillar Ball instead. Prune your inventory so that you
	have items which are very useful (Holy Scrolls, for example) and aren't
	laden down with a lot of Antichaos Herbs. If you use a ball up, toss it off
	to the side. Throw unwanted weapons at distant enemies. If you're going to
	die and you have eggs available, throw one (better to lose one than your entire
	bag if you die) and it will usually count for a one-hit kill. Don't weigh
	yourself down, and check to see you aren't carrying too many extraneous
	materials that will take up space that could be put toward better items.

	Don't break out your Familiars until you absolutely have to. Bringing out
	your level 23 Viper on Floor 1 is unnecessary and wasteful; you need to
	conserve MP until Koh absolutely cannot advance any farther without help.
	If you are sparse with Familiar use early on you'll thank yourself when
	you hit Floor 30 and you still have enough MP for a few more fights.
	You can't always count on finding a Pita Fruit when you need one, so don't
	take the risk. 

	Money is not vital to survival, but it is important in improving your town.
	You'll find three coin varieties in the tower: copper, which come in piles of
	16-24g and are found from the onset; silver, which come in piles of 90-120g
	and start appearing on Floor 12; and gold, which come in piles of 160-240g and
	start appearing on Floor 22. On longer trips money can really rack up, so
	hopefully you can start to average 3000-5000g per visit. This, coupled with
	the selling of any valuable excess items, can really boost your income, so
	grab any coins you see. The Money Wand will transform enemies to money if
	you're really hurting for cash, but it is too weak to be used as a proper
	weapon. If you do use it, it changes monsters to coins based on the floor;
	higher floors yield higher coin amounts, from copper to silver to gold.
	
	As one final note, I know there are a lot of impatient gamers out there.
	I played through from scratch several times for research, and I didn't
	want to spend a whole lot of time building up all of the different variables
	so I used the following method to get to the top as fast as possible
	eash time. I don't condone item duplication for your first time (or any
	time you're trying to have fun) since it effectively ruins the experience,
	but you can't really beat it if you're going for speed. So for a quick
	climb:
		1) Try to find a Gold Sword and Mirror / Diamond Shield in early
		   trips. As soon as you find them, save them. Once you find Red
		   and Blue Sands (one of each) put them in your safe. 
		2) Build up Kewne / Familiar of preference until you can get to
		   Floor 16. Toss unwanted items at a Barong until it gives you
		   a Roche Fruit, which shouldn't take too long, and then toss
		   it at him WHEN HE IS OUT OF MP. If you toss it before he is
		   glowing blue, he will just eat it and spit something else out.
		3) Go home and hatch your new Barong, then take it in along with
		   a Pita Fruit. Feed it until you get two more Roche Fruits.
		4) Use one Roche Fruit each on a Manoeva and a Picket. You'll find
		   them on Floors 5 and 17, respectively.
		5) Go home, hatch the Manoeva and the Picket, and bring them in
		   along with your Red Sand, Gold Sword, and a Pita Fruit.
		6) Use the item duplication glitch (Section 8b) on your Red Sands
		   until you fill your inventory. Use them all on your Gold Sword,
		   then repeat. Do this until your Gold Sword is in the +40 to +50
		   range. If your Manoeva runs low on MP, give it the Pita Fruit.
		7) Go home, put your Gold Sword in the safe, and take in the same
		   Familiars, your shield, Blue Sand, and a Pita Fruit. Repeat
		   step 5 until your shield is +50 to +55. Note that when you
		   arrive back in the tower, your Manoeva will still have the Red
		   Sand in its inventory from before. If you attempt to dupe
		   while it has this, when it returns from Picket form it will
		   have the Red Sand again and the Blue Sand will be lost forever.
		   To stop this problem, have your real Picket steal the Red Sand
		   before the Manoeva transforms, then have it steal the Blue Sand.
		8) Go home, and bring in your Gold Sword, shield, a Medicinal Herb,
		   and a Familiar if you want (though you shouldn't need one). Now
		   you should just be able to solo all the way to Floor 40, 
		   assuming you level Koh appropriately as you go. The only items
		   I would bother keeping are Holy Scrolls, Holy Bells, Tumna Fruits,
		   Oleems, and Medicinal Herbs. That way you have something to drive
		   off the strongest monsters on your race to the top.
	In this manner you can reach the top in no time, which is handy if you're
	researching a guide about various story events and Ultimate Eggs. :)
  ii) Status Afflictions
	It is worth knowing that if your Familiar has a status ailment and you pick
	it up, the status will be fixed (in most cases). This is handy with light
	monsters like Kewne.
	o Confusion
	o Blindness
	o Paralysis
	o Anorexia
		Prevents you from eating anything. This is both caused and cured by
		Cyclones, but it's so rare don't even worry about it.
	o ATK Down
	o DEF Down
 iii) Traps
	o Rust
		These put a -1 on your sword or shield. Once you find a good
		Gold Sword and Diamond or Mirror Shield, you won't have to
		worry about these ever again since said equipment is immune.
	o Warp
		This is only a dangerous trap if your Familiar steps on it
		and you need him to survive, or vice versa. A Familiar Bell
		will remedy the problem, but if you don't have one your best
		bet is to make a dash for the elevator before you or your
		Familiar dies.
	o Seal
		This is only effective if your Familiars step on one, since
		it locks their magic, but it doesn't last long.
	o Frog
		You become a very weak frog. Run from any battles, but just
		hold O+X if you're not in immediate danger to skip turns
		until it wears off.
	o Poison
		This is a very annoying trap because you can lose a lot of
		HP and it makes you walk obnoxiously, with weird sound effects
		for each step. Hope you have a Medicinal Herb, or skip
		turns to heal yourself.
	o Prison
		The victim is paralyzed, usually for a middling number of
		turns. Only dangerous if 2+ monsters are nearby or you're
		weakened.
	o Blinder
		You can't see anymore, but you can usually tell where
		attacks come from if you are attacked anyway.
	o Chaos
		Causes confusion. It makes Koh walk funny and you can't control
		the direction he attacks, but it is very dangerous if your
		strong Familiar is confused and starts hitting you if you are
		underpowered. I would either return it to the bag, pick it up
		(which cures confusion if it's light enough), or run away.
	o Sleep
		Like Prison, only with a different graphic.
	o Slow
		These obviously slow Koh down, making every monster move like
		a Picket. It doesn't last TOO long, but if you're nervous just
		take your Familiar out since it still moves at normal speed.
		It will be burning MP twice as fast relative to you, however,
		so keep that in mind.
	o Reversal
		This annoying trap turns the screen upside down, but you can
		still control Koh just fine. If you have any kind of spatial
		judgement, you shouldn't even think twice when you step
		on one of these; keep on moving.
	o Crack
		Simply annoying to extricate yourself from. They make the floor
		into a pit of sorts. I just skip turns until it fixes.
	o Upheaval
		Simply annoying to extricate yourself from. They make the floor
		into a hill of sorts. I just skip turns until it fixes.
	o Bump
		These shake the floor, awakening any sleeping monsters nearby.
		Nothing to worry about, and the chances of stepping on one when
		a monster is actually sleeping in the room is fairly small.
	o Slam
		Drop a medium-damage rock on your head. Not much to worry about.
	o Bomb
		Weaker than Slam, but this explodes in a '+' pattern and anything
		caught in the blast radius takes damage, including Familiars,
		monsters, and items (which are destroyed instantly, one of the
		main reasons I hate Bomb traps).
	o Go Up
		These spring you to the next floor, like an elevator without
		the option to save. No big if you step on one, unless you
		were about to pick up an item or something, but it can
		be very bad if your Familiar steps on one at the wrong time.
		You'll be left to solo the rest of the floor, so good luck.
		It is amusing when a tough monster like a Viper is coming
		toward you for the kill, only to suddenly SPRING up offscreen.
		I love when that happens.
	o Monster Den
		The most dangerous trap, this drops a literal roomful of monsters
		DIRECTLY where you are standing. You are instantly surrounded,
		the music changes and everything. If you have a Holy Bell or Scroll
		you might be ok, otherwise it usually means Wind Crystal time. I
		personally have only stepped on this trap 3 or 4 times, and each
		time it has been in the 34-39 Floor range. So perhaps you only
		run into these traps on the higher floors (where it is deadliest)
		but it is a trap to dread anywhere. Thankfully it is extrememly
		rare.
	


-7- Town Mechanics
----------------------------------------------------------------------
 a) Good Samaritanism
	As you talk to various people in the town, they'll tell you about their woes 
	and complaints, and being the hero you are you'll end up helping them. The
	good thing is there are women and prizes to be had through these acts, so
	here are the (non-building related) problems and solutions.
		1) Wotta and the Pool
			Yes, Wotta has messed things up pretty good at the pool. He
			lost the Water Medal which keeps the water clean, apparantly.
			He'll beg Koh to get it, alluding to a Picket-type monster.
			On Floor 25 you'll see a white Picket (the only Picket on
			that floor) so kill it and it'll drop your Medal. Give it
			to Wotta and you can then take your girlfriends to the pool.
		2) Windmills
			When the windmills at the S end of town break, you can
			retrieve Guru's oil pot from Floor 15 to fix them. That will
			allow an octopus dumpling stand to be built, and you can give
			these to prospective relationships.
		3) Lost Adventurer
			This is touched on in Vivian's section, but the bar woman will
			always talk about a blue-cloaked adventurer she loved. On Floor
			20 you will find said cape, and she will be devastated. After
			she closes the bar go and get a drink and you can convince her
			to re-open it.
	Girlfriends are mentioned below, but it is important to note that Koh, being
	the womanizer he is, is not limited to one girlfriend. It is possible to have
	all seven at once, so if you have favorites don't worry about 'deleting' them.
 b) Construction
   i) Home Upgrades
		Expand 1          - 6000g   
			Increases safe size to 30.
		Expand 2          - 60000g  
			Increases safe size to 60, and all of Fur's items become available.
  ii) Hatchery Upgrades
		Hut Expand 1      - 4000g
			Hut expands to 3x3 grid for 9 Familiars.
		Hut Expand 2      - 6000g
			Hut expands to 4x4 grid for 16 Familiars.
		Hut Expand 3      - 20000g
			Hut expands to 6x6 grid for 36 Familiars.
		Hut Expand 4      - 60000g
			Hut expands to 8x8 grid for 64 Familiars.
 iii) Building Upgrades
		Temple            - 4000g
			Available after first home expansion. You'll need this as a
			bridge so Jorda will suggest the casino, and so that girls
			will begin to notice you. In order to get this option to
			appear, talk to Jorda and he'll suggest it.
		Hospital          - 4000g
			The doctor in the regular hospital suggests this. It is key
			in dating Cherrl.
		Library           - 8000g
			Go visit Doc Hal a few times in between trips to see his shelves
			fall down, and eventually he'll suggest this. You only need the
			library to date Mia.
		Fountain          - 2000g
			Donate 1000g to Nico twice for this. It allows you to date her.
  iv) New Construction
		Alley     - 40000g
			Jorda suggests this after the Temple upgrade. Basically just a
			semi-entertaining bowling minigame.
		Gym               - 30000g
			Barry the Blacksmith suggests this, but you have to talk to him
			behind the counter. You can toss weights (?) in this minigame.
		Circuit           - 30000g
			Talk to the Nyuels in Silver's house (NW corner) and tell him
			you're building a racetrack, then do it. Until you can afford
			the Casino you can win good money here and even race yourself.
		Theater           - 8000g
			Fon, the guy outside the carpenter's shop, wants one of these.
			You can play a stand-up comedy minigame (answers: OXOOXOOOXXOXO)
			but more importantly you can date Vivian.
		Casino            - 100000g
			Jorda suggests this one after you build the Bowling Alley. This
			will become a major source of income (not that you need it after
			you build the most expensive building in the game) and time-wasting.
		Amusement Center  - 3000g
			The guy in the carpenter's shop suggests this. More minigames.
 c) Relationships
   i) Nico
		Nico is Koh's childhood friend and the most obvious candidate for
		girlfriend-dom. She is also fairly easy to seduce; after a few
		tower trips you'll begin seeing her at the center of town collecting
		donations for a fountain. Donate 1000g twice (Ghosh will show up and
		1-up you each time) or enough smaller donations to equal 2000g, and
		the fountain will be built. Nico will begin fawning over Ghosh and
		his culturedness, but don't lose hope; eventually, a travelling cellist
		named Chero will appear at the fountain dressed in green. When you
		talk to him, Nico and Ghosh will walk up. Ask Chero to play (he will
		play the Azure Dreams theme!) and Ghosh will scoff at him. Stand up
		for him, and Ghosh will get all huffy ("Is this a deal between bums
		or what?") and leave. Nico realizes Koh is indeed a respectable
		young man and after a couple visits to her home, she will fall in love.
  ii) Selfi
		Selfi requires very little effort other than a lot of tower visits.
		On Floor 2 you will usually see and possibly fight Ghosh; sometimes,
		however, you'll run into Selfi who will talk about the strange rumors
		Ghosh spreads about you. Eventually, you'll see her being attacked by
		a Pulunpa and save her. Things continue until you will be attacked
		by a U-Boat on that floor; this time, she saves you and wonders why.
		Go to her home, and tell her she loves you. She'll laugh it off, but
		the next time you visit she'll agree.
 iii) Fur
		Fur, the orange-haired general store clerk, takes a bit of money to
		win over. Buy some expensive things from her and always talk to her
		behind the counter during visits. She'll take a liking to Koh, even
		telling Ghosh off. Bring her octopus dumplings from the stand which
		she loves, and eventually she will fall for you. Not too hard, it
		just takes time.
  iv) Patty
		Patty is another one that requires some money. Go to the restaurant
		until you have ordered everything on the menu at least once (it'll
		cost you 3230g) and go to the tower. Eventually you'll come back and
		the restaurant will be empty, but Patty will offer to cook you 
		something herself. Order the prawns, her specialty, and you will
		share a moment. The next time you go, Ghosh will be there. Be secretive
		about your last visit, Patty will like that. She'll kick Ghosh
		out after a few trips like this and she'll be yours.
   v) Cherrl
		After upgrading the hospital, you'll meet Cherrl when she throws her
		teddy bear out the window N of the hospital. Go in and make friends 
		with her. Keep visiting, and eventually she'll ask you to go for a
		walk. Go, and she'll collapse. Agree to get the Healing Herb for her,
		and find it on Floor 28. Give it to the doc, tell him you want to
		remain anonymous, and keep visiting her. She'll become a nurse. One
		day she'll be out and you can talk to the doc about her; she'll find
		out Koh saved her and fall in love.
  vi) Mia
		After upgrading the library, start visiting Mia and talking to her,
		feigning interest in what she says. Eventually Ghosh will show up
		and knock her glasses off; comfort her. After a few more trips, she'll
		go to the pool with you and you'll have another scene with Ghosh. Keep
		talking to her until one day she isn't there. Enter and exit the library
		repeatedly until you can talk to her and tell her not to follow you. She'll
		then confess her love for you.
 vii) Vivian
		Vivian requires a bit of work. You'll need to build the Theater and
		Casino, and find the B.Cape on Floor 20. When you return to the bar
		the owner will freak out; console her and the a few visits later
		she'll reopen the bar and Vivian will be on the stage dancing. 
		Introduce yourself. After a few MORE visits, you'll find Vivian at
		the Casino gambling. Tell her to go to the Theater; you can then
		see her there but she'll mess up. When she asks what you think
		pick option one then option two; you'll go for a walk and meet
		Ghosh. Together with Ghosh convince her to go to the bar for
		another dance and admire her with him (be nice to Ghosh for once)
		and she'll return to the Theater. She'll move her way up the dancers'
		ranks to the front row, and then she'll say she loves you.
viii) Beldo
		Once you defeat Beldo at the top of the tower you'll get this
		face. It is fairly well known now that in Japan, this diamond
		was Ghosh and you could get him as a boyfriend, but the US is
		more culturally close-minded and they removed it for the NTSC
		release. Also removed was the option to marry your girlfriends,
		since they listed Koh as being 15 and thus too young for marriage.



-8- Exploitable Glitches
----------------------------------------------------------------------
 a) Tower Save Duplication
 b) Item Duplication
 c) Manoeva Egg Exploitation
 d) Manoeva Barong Exploitation
 e) Double EXP Familiar Sequence
 f) High-Level Fusion Shortcut

-9- Conclusion
----------------------------------------------------------------------
(c)2006 Electromax
I hope you enjoyed this game as much as I do. It'll live on for years
to come. Thanks Konami, and hopefully a true sequel will come down
the pipe eventually. Until then...