Metal Dungeon FAQ
Written by NeoY2J (jmwilk@mail.utexas.edu)
Version 1.0 12/21/02



Welcome to the FAQ/Walkthrough for Metal Dungeon for the Xbox. This FAQ 
is written and copyrighted by NeoY2J. Thus far, this FAQ should only be 
found on GameFAQs. FAQ Version 1.0 written 12/21/02.


TABLE OF CONTENTS

1. Introduction/Story
2. Controls/Party Creation/General Tips
3. Dungeon Floors
  a. Area 1
  b. Area 2
  c. Area 3 *NEXT UPDATE*
4. Item List
5. Enemy List
6. Extra Stuff
7. Next Update
8. Credits


1. INTRODUCTION/ STORY

This FAQ is for the RPG Metal Dungeon. This is my first FAQ for an RPG, 
and my second FAQ on a game with "Metal" in the title (makes a mental 
note to go back and finish his Gun Metal FAQ). If you're a fan of 
dungeon crawler RPGs, you'll probably enjoy this game. Anyhow, on to 
the story.

Anyone who plays dungeon crawlers knows that the story isn't really a 
big deal. Something along the lines of having adventurers hired by King 
Trebor to take out the Wizard Werdna in his evil maze-like dungeon is 
sufficient enough. Nope, you won't find a deeply moving story about 
some dude with a big sword and tons of angst taking out a long haired 
pretty boy who killed some random flower girl here.

Anyway, MD's story goes something like this:  Countries in the world of 
Alansas have been fighting each other for quite some time now. The war 
was changed quite a bit when some guy invented something called "Weapon 
Monsters," which were basically bio-engineered killing machines. The 
country of Giamel was getting pretty whipped in the war, so they 
decided to make themselves some tough Weapon Monsters. So they had 
their scientists capture the "GODS OF MAGIC." I personally wouldn't 
mess with things with a name like that, but I digress. 

The Gods of Magic (hereforth called the GoM) were essential to the 
production of Weapon Monsters. So the Giamel scientists decided to make 
some pretty powerful beasties with the GoM's power. However, halfway 
through the production of the monsters, the GoM woke up, and started 
killing stuff. They took over the facility's computers with their 
magic, and used the Weapon Monsters to finish off the rest of the 
workers and scientists.

The GoM have not fully awakened, though. If they do, everyone is pretty 
much screwed. Despite the obvious importance of this matter, Giamel's 
leaders refuse to call back the army to fix things (damn politicians). 
So, they dispatch a message to all adventurers and such to come and 
beat up the GoM and take back the facility. And this is where you come 
in.


2. CONTROLS/ PARTY CREATION/ GENERAL TIPS

First off, the controls:

D-Pad/Left Thumbstick
Moves your guy, moves menu cursor, and basically just moves stuff.

Right Thumbstick
Moves the Automap while in the dungeon.

A Button
Confirms choices, opens chests, opens battle menu in battle.

B Button
Cancels choices, closes battle menu.

X Button 
Scrolls through windows in Status Menu

Start Button
Pauses.

L/R Triggers
Runs in battle (hold both), switch characters in Status Menu.

White, Black, Y Buttons
Not Used.


Next comes party creation. When you start the game, you'll need to make 
at least one character to proceed. However, you'll probably want to 
make a full party of five characters, just so that you won't get killed 
in the dungeons quicker.

Here are the initially available classes, and their FP level up 
requirements.

FENCER

Uses: Swords, Hammers, Headguard, Accessories, Shoulderguard, 
Breastguard, Shields, Boots
Special Ability: Shockwave

Shockwave attacks all the enemies on a single row.

Comments: These guys are the basic fighters in your team. They can use 
any type of armor sans gloves, so they'll also have a high defensive 
power. Swords and Hammers are both powerful, just remember that if you 
use a hammer, you can't use a shield. You should definitely take one of 
these guys, if not two.

STATS

The first number is the initial stat, and the number in parentheses is 
the FP amount needed to raise the stat by a point.

ARM 5 (2)
PHY  5 (2) 
CAR  5 (2)  
BLO  3 (4) 
AGI  3 (4) 
DEF  4 (3) 
SEN  2 (4) 
RES  2 (3) 
SHO  3 (4) 
ASP  2 (4) 
ESP  2 (4) 
DSP  2 (4)


STRIKER

Uses: Knuckles, Accessories Shoulderguard, Breastguard, Boots
Special Ability: Deadly Blow

Kills an enemy instantly. Very useful.

Comments: Another type of fighter, Strikers also have their benefits. 
While they can't use as much armor as Fencers, they have a natural 
talent for raising defense, so it evens out. Their Deadly Blow ability 
can come in handy as well. You should probably take one of these guys 
along as well.

STATS

The first number is the initial stat, and the number in parentheses is 
the FP amount needed to raise the stat by a point.

ARM  3 (4)
PHY  4 (3) 
CAR  4 (3) 
BLO  5 (2) 
AGI  5 (2) 
DEF  5 (2) 
SEN  3 (3) 
RES  3 (3) 
SHO  2 (4) 
ASP  2 (4) 
ESP  2 (4) 
DSP  2 (4)


CASTER

Uses: Rods, Accessories, Breastguards, Gloves, Boots
Special Ability: Spell-Resist

Can occasionally dodge a spell.

Comments: The basic spellcaster. These guys have low defense and HP, 
and they can't use much armor either. But, you'll still want one, if 
only for healing spells. Later on, their attack magic will become very 
powerful as well.

STATS

The first number is the initial stat, and the number in parentheses is 
the FP amount needed to raise the stat by a point.

ARM  2 (4)
PHY  2 (4) 
CAR  2 (4) 
BLO  2 (4)  
AGI  3 (3) 
DEF  3 (3) 
SEN  4 (3) 
RES  4 (3) 
SHO  2 (4) 
ASP  5 (2) 
ESP  5 (2)  
DSP  5 (2)


ANALYZER

Uses: Guns, Headguard, Accessories, Breastguard, Gloves, Boots
Special Ability: Scanning

Displays HP of enemies during battle.

Comments: You'll definitely want to bring one of these guys. Their 
Scanning ability is invaluable, and their high SEN stat helps out with 
traps. Also, their guns can attack from the back row, and they're quite 
powerful too. However, you're best off only using one of them. Their 
best features are support abilities, and you won't need more than one 
for that.

STATS

The first number is the initial stat, and the number in parentheses is 
the FP amount needed to raise the stat by a point.

ARM  2 (4)
PHY  3 (4) 
CAR  3 (4) 
BLO  2 (4) 
AGI  4 (3) 
DEF  3 (3) 
SEN  5 (2) 
RES  5 (2) 
SHO  5 (2) 
ASP  3 (3) 
ESP  3 (3) 
DSP  3 (3)


BROADER

Uses: All
Special Ability: None

These guys have no special ability. Blah.

Comments: Good at everything, master of nothing. There's really no need 
for these guys. Yes, they can use everything, but each of the other 
classes can do it better. If you need more attack, you'd be better off 
with an extra Fencer or Striker. If you need magic, another Caster is 
better. To top it off, they need 3 P for each stat. That's way too 
much. Skip these guys.

STATS

The first number is the initial stat, and the number in parentheses is 
the FP amount needed to raise the stat by a point.

ARM  3 (3)
PHY  3 (3) 
CAR  3 (3) 
BLO  3 (3) 
AGI  3 (3) 
DEF  3 (3) 
SEN  3 (3) 
RES  3 (3) 
SHO  3 (3) 
ASP  3 (3) 
ESP  3 (3) 
DSP  3 (3)


ADVANCED CLASSES

These classes can be obtained by using an item on a character. They're 
basically combinations of the basic classes. As I have not obtained any 
of these yet, I have no info on them other than what the instruction 
book tells me.

GLADIATOR

Combo of Fencer and Striker.

SPELL FIGHTER

Combo of Fencer and Caster/

ARTS RANGER

Combo of Striker and Analyzer.

SAGE

Combo of Caster and Analyzer.

SUPERBROADER

Stronger version of Broader.


Now, for the general tips.

1. First and foremost: Save a lot. Save before entering the dungeon, 
and save after returning. Save before trial battles, save before 
changing a character's class. Basically, save before making any type of 
change.

2. Choose your party wisely. I recommend taking a Fencer, Striker, 
Caster, Analyzer, and a second Fencer or Striker. Broaders are pretty 
useless in my opinion. Your party is up to you, but I recommend always 
taking an Analyzer.

3. Use money wisely. You won't get any from enemies (unless they drop 
something), so most of your income will be from selling stuff from the 
dungeon. Raising stats and adding spells costs money as well, so you 
always need to have some extra. Try to find all your equipment in the 
dungeon, only buy equipment from the store if absolutely necessary.

4. Don't be afraid to retreat from the dungeon if you're getting 
pummeled. The costs for losing a full party are quite heavy. Most of 
the time if that happens, you'll just want to reload your save (hence 
the frequent saving).



3. DUNGEON AREAS

Now, the dungeon is randomly generated, so there's no way I can provide 
a full walkthrough. Instead, I'll just give basic tips for each area, 
such as enemy lists, items I found there, and the boss strategies.

For the curious, here is the team I'm going through the game with:

Raven
Male Fencer
Uses: Swords

Gades
Male Fencer
Uses: Hammers

Angel
Female Striker
Uses: Knuckles

Arc
Male Analyzer
Uses: Guns

Pandora
Female Caster 
Uses: Rods

As I go deeper in the dungeon and find more unique items and spells, 
I'll update my characters here. If I change their classes, I'll note 
that as well.


a. AREA 1

Floors: 2
To unlock control room: Terminal Room Switch x 2

Comments: Being the first area of the dungeon, this place is pretty 
basic. Traps are minimal, and the enemies are pretty weak.

The first floor is very easy. Enemy-wise, you'll only see Kobolds, 
Zombies, Bats, and Slimes, plus the occasional Sorceroid. There will be 
a Terminal Room somewhere, be sure to find it before going to the 
second floor. You may also find a Preservation Room, go here if your 
party gets totally defeated in order to retrieve them. Once you've 
explored the area, find the Lift Room and go to Floor 2.

The second floor features the same enemies as the first, except 
Sorceroids are more common. Also, you'll find the Bullet Scorpion here, 
they'll be the toughest regular enemy you fight here. Make sure your 
team is reasonably strong before going to this floor. You'll need to 
find another Terminal Room here to unlock the Control Room. You might 
also see an Effects Room, which causes a random effect to occur.

Once the Terminal Room from each floor is active, find the Control 
Room. You'll fight the boss here. The boss for the first floor is the 
Griffon.

BOSS 1: GRIFFON
HP: ~300

This guy should be no problem if you can walk around the second floor 
without a worry. His attack should only do 15-30 damage on a well-
armored fighter. Just keep attacking, healing if necessary.

AREA 1 ENEMIES

KOBOLD
HP: 18-24
ITEM: Kobold's Spear (Value: 500)
Weak. Low HP, low attack. Should be no problem.

MECHANICAL BAT
HP: 9-12
ITEM: Sonic Generator (Value: 200)
Also weak. They do have a secondary attack that can paralyze you, but 
they rarely use it, and it rarely paralyzes you.

OIL SLIME
HP: 10-17
ITEM: ???
Weak, and no special abilities either. Easiest thing in Area 1.

ZOMBIE
HP: 20-28
ITEM: Artificial Organ (Value: 50)
A little tougher than Kobolds. If you encounter a lot of these when you 
start out, you could be in trouble, but once you get a little stronger, 
they're no problem.

SORCEROID T3
HP: 27-35
ITEM: ???
Can be tough. They can lower your defense, plus they have an ice attack 
that can hit your whole party. But once you get strong enough to kill 
them in one hit, they won't have a chance to cast anything.

BULLET SCORPION
HP: 50-60
ITEM: Gatling Gun (Value: 1000)
Tough, but as long as you don't encounter many of them, you should be 
fine. They're only on Floor 2, and once you get there, you should be 
strong enough to handle them.

AREA 1 ITEMS

This is a list of stuff I have found in Area 1. Since it's random, I 
don't know how often you'll see these, or whether or not I've found 
everything. 

WEAPONS
Short Blade
Blazing Sword
Iron Crusher
Speed Knuckles
Wind Breaker
Silver Rod
Ray Gun

PROTECTION
Furry Mask
Soft Shoulder
Rubber Glove
Leg Pad
Half Shield
Sunlight Pendant (Floor 2)

PACS
Burna Pac
Tuffa Pac
Recoa Pac
Alecoa Pac
Depoise Pac
Dope ARM
Dope DEF
Dope SHO
Dope ASP
Dope ESP
Dope DSP
Dope AN
Dope CA

PARTS
SC Bliz
SC Gusta
SC Sof
SC Coresra (Floor 2)
Fortify Unit ARM
Fortify Unit CAR
Fortify Unit AGI
Fortify Unit DEF
Fortify Unit SHO
Fortify Unit ASP
Fortify Unit ESP
Fortify Unit DSP

Note: It's likely that you can find a Fortify Unit for every stat on 
each floor, but until I do so, I'll list them individually.

GEMS
Energy Orb
Elemental Orb
Core Stone
Fragment of Gem


b. AREA 2

Floors: 1
To unlock Control Room: Terminal Room switch x 1

Comments: This place is a little tougher than Area 1, but it's still 
pretty easy. This Area uses a system of teleporters, as the voice intro 
will tell you.

The rooms here are all set up in a similar way. You'll start out in a 
hallway, which may have an item right behind you. After entering the 
door at the end of the hallway, you'll be in a larger room. There will 
be three doors on the wall across from you. In each corner on the back 
wall, there might be items. Two of the three doors will lead to 
teleporters, while the third is usually an Effects Room. The third room 
may also be a Preservation Room, and at one point it will be a Terminal 
Room. Be sure to find this one.

Though the voice intro tells you this area is a matter of luck, it's 
actually quite easy if you know the trick. One of the two teleporters 
will take you to the next room, while the other will zap you back to 
the start. However, the destination for the teleporters remains the 
same, so if you make a note of which room you use, you can get back 
easily if you accidentally pick the wrong room.

Once you get teleported to a single hallway with a door at each end, 
you've reached the Control Room. The door behind you will take you back 
to the beginning (I assume, I didn't try it, but that's the most likely 
occurrence), while the one in front leads to the Control Room and its 
guardian, the Manticore.

As for enemies, the only ones you really need to watch for are the 
Toads and the Cyclops. The Toads can poison you, so make sure your 
Caster has a Depoise Chip installed. The Cyclops is the strongest 
regular enemy on this floor, and if he's accompanied by a few more 
enemies, you might be in trouble. The Goblins, Flies, and Orcs are 
rather easy.

BOSS 2
MANTICORE
HP: 470

This one is much tougher than the Griffon, but not by much. He has a 
regular attack that shouldn't do more than 30 damage to a front liner. 
However, his Tail Laser attack is much more powerful. It hits all of 
your fighters for around 15-40 points of damage. This is of little 
concern for your Fencers, Broaders, and Strikers, but the Analyzers and 
Casters in the back could be in trouble.

Enemies

MECHANICAL FLY
HP: 26-34
Weak: Wind
These guys are no problem, especially if your Striker was lucky enough 
to find the Wind Breaker weapon in Area 1.

GOBLINS
HP: 34-45
ITEM: Goblin Sword (Value: 800)
No problems here.

MECHANICAL TOAD
HP: 51-68
Weak: Ice?
These things can poison you, so be sure and bring appropriate items and 
spells. Other than that, they pose no threat.

ORC
HP: 43-57
This is the guy from the intro...he's about as weak as he was in there, 
too.

CYCLOPS
HP: 110-137
Stronger than the other guys here, but still pretty easy. They tend to 
fight alone as well, making them even easier.

AREA 2 ITEMS

This is a list of stuff I have found in Area 2. Since it's random, I 
don't know how often you'll see these, or whether or not I've found 
everything. 

WEAPONS
Soldier Edge

PROTECTION
Furry Mask
Leather Shield
Breast Cover
Finger Pad
Fiber Boots

PACS
Defensa Pac
Cumba Pac
Boostor Pac
Resista Pac
Aslow Pac
Burna Pac
Gusta Pac
Elesra Pac
Dope SEN
Dope BLO
Dope SHO

PARTS
SC Cumba
SC Daresra
Fortify Unit ARM
Fortify Unit CAR
Fortify Unit BLO
Fortify Unit SHO
Vital Unit

GEMS
Energy Orb
Core Stone


c. AREA 3

*Next Update*


4. ITEM LIST

WEAPONS

Swords:		STR		W	R	Element
Hand Edge		+6		9	1	None
Short Blade		+10		9	2	None
Blazing Sword		+14		10	3	Fire
Soldier Edge		+22		9	2	None

Hammers:		STR	AGI	W	R	Element
Iron Crusher		+16	-2	14	2	None

Knuckles:		STR	AGI	W	R	Element
Grip Knuckles		+6		6	1	None	
Speed Knuckles	+10		5	2	None
Wind Breaker		+14	+1	6	2	Wind

Rods:			STR	RES	W	R	Element
Compact Rod		+3	+1	10	1	None
Silver Rod		+8	+2	10	2	None

Guns:			STR		W	R	Element
Bullet Gun		+5		11	1	None
Ray Gun		+12		11	2	None


PROTECTION
PACS
PARTS
BOOTY
GEMS

*Next Update*


4. ENEMY LIST

Area 1

KOBOLD
HP: 18-24
ITEM: Kobold's Spear (Value: 500)
Weak. Low HP, low attack. Should be no problem.

MECHANICAL BAT
HP: 9-12
ITEM: Sonic Generator (Value: 200)
Also weak. They do have a secondary attack that can paralyze you, but 
they rarely use it, and it rarely paralyzes you.

OIL SLIME
HP: 10-17
ITEM: ???
Weak, and no special abilities either. Easiest thing in Area 1.

ZOMBIE
HP: 20-28
ITEM: Artificial Organ (Value: 50)
A little tougher than Kobolds. If you encounter a lot of these when you 
start out, you could be in trouble, but once you get a little stronger, 
they're no problem.

SORCEROID T3
HP: 27-35
ITEM: ???
Can be tough. They can lower your defense, plus they have an ice attack 
that can hit your whole party. But once you get strong enough to kill 
them in one hit, they won't have a chance to cast anything.

BULLET SCORPION
HP: 50-60
ITEM: Gatling Gun (Value: 1000)
Tough, but as long as you don't encounter many of them, you should be 
fine. They're only on Floor 2, and once you get there, you should be 
strong enough to handle them.

BOSS 1: GRIFFON
HP: ~300
This guy should be no problem if you can walk around the second floor 
without a worry. His attack should only do 15-30 damage on a well 
armored fighter. Just keep attacking, healing if necessary.


Area 2

MECHANICAL FLY
HP: 26-34
Weak: Wind
These guys are no problem, especially if your Striker was lucky enough 
to find the Wind Breaker weapon in Area 1.

GOBLINS
HP: 34-45
ITEM: Goblin Sword (Value: 800)
No problems here.

MECHANICAL TOAD
HP: 51-68
Weak: Ice?
These things can poison you, so be sure and bring appropriate items and 
spells. Other than that, they pose no threat.

ORC
HP: 43-57
This is the guy from the intro...he's about as weak as he was in there, 
too.

CYCLOPS
HP: 110-137
Stronger than the other guys here, but still pretty easy. They tend to 
fight alone as well, making them even easier.

BOSS 2
MANTICORE
HP: 470
This one is much tougher than the Griffon, but not by much. He has a 
regular attack that shouldn't do more than 30 damage to a front liner. 
However, his Tail Laser attack is much more powerful. It hits all of 
your fighters for around 15-40 points of damage. This is of little 
concern for your Fencers, Broaders, and Strikers, but the Analyzers and 
Casters in the back could be in trouble.



6. EXTRA STUFF

Nothing Yet...


7. NEXT UPDATE

The next update will definitely include Area 3, and probably Areas 4 
and 5. I'll also enter in the rest of the Item List.

I currently don't need any help finishing the FAQ, but if you want to 
contribute, there are a few things I could use:

1. My HP total on the Griffon is a guess, if anyone wants to add up 
exactly how much damage they do to him before he croaks, that would be 
helpful.

2. Confirmation on whether a Fortify Unit for each stat can be found in 
each Area. I'm pretty sure they can, I just want confirmation.

3. If you find any notable items in an area that I have not, tell me 
(by notable, I mean a weapon or armor, not a *insert spell here* Pac).

Feel free to send me emails concerning the game, but don't ask me 
questions that can be found in the FAQ. My email is 
jmwilk@mail.utexas.edu.


8. CREDITS

Myself, for writing this.

CJayC, for creating this beautiful chunk of webspace we call GameFAQs.

Chik-Fil-A, for being a tasty chicken place.

Air, for allowing us to breathe it.

And no thanks to IGN for giving this game such a poorly written review. 
IGN XBOX is a sorry excuse for a site anyway. They admitted to giving 
Nightcaster 2 a lower score because they disliked the box art. What 
kind of professional site does something like that?


Metal Dungeon FAQ Version 1.0, written by NeoY2J.