M        M 
MM      MM 
MMM    MMM 
MMM    MMM 
MMMM  MMMM  
MMMM  MMMM  EEEEE  TTTTTT    A    LL
MM MMMM MM  E        TT     A A   LL
MM MMMM MM  EEEE     TT    AAAAA  LL
MM  MM  MM  E        TT    A   A  LL
MM  MM  MM  EEEEE    TT    A   A  LLLLL



DDDDD   UU UU  N   N   GGG   EEEEE   OOO   N   N
DD  DD  UU UU  NN  N  G      E      OO OO  NN  N
DD  DD  UU UU  N N N  G  GG  EEEE   OO OO  N N N
DD  DD  UU UU  N  NN  G   G  E      OO OO  N  NN
DDDDD    UUU   N   N   GGG   EEEEE   OOO   N   N

                                               ~General Walkthrough
                                                  By Jesse "Kaiser_z" Cherry



                               ------------
                                 Contents
                               ------------


01 - Introduction and Disclaimer

02 - The Basics
      A - Controls
      B - Battle
      C - Leveling, XP
      D - Common Rooms
      E - Common Traps
           a - Trap Doors
           b - Trap Guard Machines
           c - Trap Rooms
           d - Trap Containers

03 - The Normal Character Types
      A - Broader
      B - Fencer
      C - Striker
      D - Analyzer
      E - Caster

04 - The Better Character Types
      A - SuperBroader
      B - Gladiator
      C - Spell Fighter
      D - Arts Ranger
      E - Sage

05 - The City
      A - Base Camp
      B - Trade Booth
      C - Lab
      D - Dock
      E - Trial Hall 
      F - Entrance
      G - Quit Game

06 - The Metal Dungeon (Done)

07 - The Archive (this will be done next time)
      A - Monsters
      B - Items

08 - Outro




                       -------------------------------  
                         Introduction and Disclaimer
                       -------------------------------

   Hiyas! This is my first FAQ, and although I haven't beaten this game,
yet I felt that any information on this game would help its underated 
status.  Now I in no way mean this game is golden, but has been given a bad 
pubic opinion, which lack of knowledge hasn't helped.

   Anyway, on to the disclaimer part.  I really dont care if you want to 
play around with this walkthrough as long as you ASK first, I just want 
to be kept in the loop if my work is going to messed with ^_^.  My pubic 
E-mail address is Kasier_z@hotmail.com so if you can help me with any info 
or see something that could be corrected, feel free to mail me, I'll be 
sure to mention where the info came from.




                                --------------
                                  The Basics
                                --------------

   I'll just quickly go over the controls (as the are also in the intruction 
manual) and then explain a few tactics I go by when exploring, fighting, ect.

                  (These controls are copied from the manual)
     Directional Pad/Left thumbstick        B butten
      -Move the Menu Cursor                  -Cancle/Close Windows
      -Moving the Player Character          X butten
      -Press Up/Move Up = Forward            -Equipping during status check
      -Press Right/Move Right = Turn Right    Changing to spell menu
      -Press Left/Move Left = Turn Left     Start Butten
      -Press Back/Move Back = Step Back      -Pause
     Right thumbstick                       Back Butten
      -Map scroll (only in dungeon)          -Change Maps
     Right thumbstick butten (that click)   Left/Right Triggers
      -Setting Map positions and             -Formation chang, Character
       returning to initial setup             screen or turn page, and Pull
     A butten                                 both to run away during battle
      -Confirming messeges, opening         
       doors and containers, activating     "Y",black, and white butten 
       machinery, showing battle menu        aren't used.

   Alright, now that you know how to get around, i'll give you a few tips.
    -Trend slowly and carefully, try to find as much treasure, equipment, and  
     fortify units as you can.  Since the floors reset each time you leave     
     along with all the containers anything you leave behind is a complete 
     waste (and you might miss an elemental orb, something you need to get the 
     better classes).
    -Dont risk taking the boss if any of these reasons are present: the normal
     enemies give you even a little trouble, your low on healing items/spells,
     or if you just don't think your ready yet.  The Bosses are MEAN, and 
     they only get worse, the first floor you can kind of rush and whatnot,
     but trust me, they get real mean real quick.
    -As long as you have a decent team with decent equipment, you shouldn't
     find yourself using the battle menu (pressing "A" during battle) to 
     often, you can do most of your healing outside of battle.
    -You can always speed up battle by turing off animations and increasing
     speed, even boss battles amount to seconds, although I wouldn't recommend
     it unless your confident in your abilities.
    -In the begining you can keep remaking characters and selling their stuff
     to get however much mony you need, but as you get farthering into the
     dungeon, money doesn't become a problem anymore (I'm sporting almost a
     million G)
    -Early on you may find "energy orb"s, save these; You can use these to 
     get into treasure rooms later on, and they have NICE things in them.

   Ah battle, you will do a lot of that, and when I say a lot, i mean more 
than you will probably like.  Thankfully your characters more or less run on
cruse control and as long as your team is decent, it should stay this way 
most of the time.  When you do need to give them your divine help all you 
have to do is press "A".  You will then see a window with a character's name
and what their current action is.  You can now choose which character you 
want to help along by pressing left and right, once you pick that character
press "A" again.  You can now select what action you want them to preform
by pressing up and down (your choices being: Attack, Guard, Item, or Magic).
You should try to be as quick as you can because battle won't stop when your 
doing this.  A little neat thing you may want to try is once you just begin to 
kill everything without any (or almost any) damage to yourself on a certain 
floor, just bump battle speed to the max, and drop animation, then just walk 
into a wide open room and just let your characters kill enemies for a while,
I actually ran to store and came back with about 30 fp for letting them just 
sit there.

   So you earned enough XP to level up, but you see that the only thing you 
have gotten out of the deal is something called "FP", well FP is used to 
increase your stats, how you ask, well when you get "City" portion of this
walkthrough you will see =).

   Now that you know a few basic tactics to make your many trips into the
dungeon easier on you, i'll explain the common rooms that you see many of.

   Terminal rooms

    -You will see a LOT of these, they basically look like 3 computers sitting 
     next to each other, when you activate them, a screen turns on.  These
     usually have to do with unlocking the boss rooms (but not allways ^_^).

   Effects rooms

    -These are fun to play with early on because they are almost always good to
     you, but later they cause more trouble than good so avoid them.  All they
     basically look like are green rooms with a cilinder-like thing in the
     middle.

   Lift rooms

    -All these do is lower you to the next area of the floor your trying to 
     pass, you will see a lot of these aswell

   Warp rooms

    -There are 3 different types of Warp rooms.  If you notice a ring on the 
     bottem of the floor, these will act as an early exit, it also cost an 
     energy orb.  If you see a ring standing up when you enter the room, 
     it will lead to a treasure room, it costs an energy orb also.  The last
     one doesnt have any ring in it, these are usually needed to complete the
     level and warp you to another area, these are free to use.

   Preservation rooms

    -These I hope you will never see, if your party gets killed off, this is
     where they go.  Thankfully, you can retrieve them, but it sucks getting 
     to them.

   Control Room

    -Its the boss room, beat him and your ready for the next level, it usually 
     has to be unlocked first.
   
   Now the fun part, the traps =/ .  I'm just going to include anything and 
everything that causes damage in one form or another.
   
   Trap Doors

    -Some doors that you open will automatically start an enemy encounter, no 
     biggie, but gets annoying on those larger floors.

   Guard Machines 

    -I guess they qualify as traps, some more than others.  Most will just 
     start standard enemy encounters, while some will just poison or shock 
     you, others will cause damage to your party, or to one member, ect then 
     just leave.

   Effects traps

    -The negative effects of these things are mean, in the begining they 
     get you like them, they usually recharge your HP, SP, or even revive 
     someone.  But later on, all they really do is banaish a character to the 
     surface, or the whole team; They can also warp you to a room full of VERY
     hard monsters if your not ready.  They have also increased the number of 
     guard machines on me and have reset the floor once.  The booklet also 
     says it can make you fight a copy of your group, but i have never had
     that happen to me yet.

   Container Traps
    -Some containers are traped, they are similar to the non encounter guard
     machines, they can hurt you, your party, poison or shock you, and the 
     manual says they can break your spell chips, steal you xp and fp, play
     god with your stats, teleport you somewhere else, or just teleport you 
     to the surface.




                       ------------------------------
                         The Normal Character Types
                       ------------------------------

   The most important part of this game, your characters, and your team 
combination is what will make or break or team.  I'm sure everyone has their 
own likes and dislikes about characters and whatnot, but i'll toss in a little
advice at the bottom if you care to listen ^_^.

   Broader
    -The all rounder of the norms, no weakness or strenghs (although without
     anything really going their way, they kinda suck).  The only really good 
     thing about them is that they can wear all the types of armor, so their
     defence is usually pretty high.  My rank: 3/10

    -FP cost per stat: ARM - 3
                       PHY - 3
                       CAR - 3
                       BLO - 3
                       AGI - 3
                       DEF - 3
                       SEN - 3
                       RES - 3
                       SHO - 3
                       ASP - 3
                       ESP - 3
                       DSP - 3
   
   Fencer
    -The better tanks of the normal classes, not that I'm saying strikers,
     but I find them more fragile.  Fencers can wear everything but Gloves so
     defence isn't to much of an issue for them, and their natural stat growth
     is focused towards ARM(attack) and PHY(HP) so even though they are 
     basic types, they work out pretty well even later on.  Their rare attack 
     is an attack that hits a whole row rather than a single enemy.  
     My rank: 6/10

    -FP cost per stat: ARM - 2
                       PHY - 2
                       CAR - 2
                       BLO - 4
                       AGI - 4
                       DEF - 3
                       SEN - 4
                       RES - 3
                       SHO - 4
                       ASP - 4
                       ESP - 4
                       DSP - 4

   Striker
    -The softer tanks of the norms.  They can't wear helmets, shields, or 
     gloves.  As you can tell, their defence blows for a tank.  Their natural 
     growth is aimed at BLO(attack), AGI(speed), and DEF(defence) so you can
     make up for some of the loss and they do get multiple attacks if you get 
     their AGI high enough.  But since their HP hurts to raise, they make good
     paper tigers, but not much else.  They can be mean though, as they have 
     the ability to deal instant death randomly.  My rank: 2/10

    -FP cost per stat: ARM - 4
                       PHY - 3
                       CAR - 3
                       BLO - 2
                       AGI - 2
                       DEF - 2
                       SEN - 3
                       RES - 3
                       SHO - 4
                       ASP - 4
                       ESP - 4
                       DSP - 4

   Analyzer
    -These make GREAT back row members(as they are only normal class able to 
     attack from the back row with weapons), but are just as important out of
     battle.  Since their SEN(trap detection) and SHO(gun attack) are the 
     lowests costs in their case, they are simply a great troup, they do have
     a HP issue, so you will want to raise it slightly but since they are back
     row fighters, SP isn't as important(but don't ignore it).  To boot, they 
     detect enemy HP, which doesnt hurt ^_^.  My rank: 5/10

    -FP cost per stat: ARM - 4
                       PHY - 4
                       CAR - 4
                       BLO - 4
                       AGI - 3
                       DEF - 3
                       SEN - 2
                       RES - 2
                       SHO - 2
                       ASP - 3
                       ESP - 3
                       DSP - 3

   Caster
    -Meh, not that I dislike them but....this base class is underpowered.  
     They have low HP(even for a back row member), they can't attack from 
     the back row unless they use magic(and you only have so much magic).  
     And while I'm talking about magic, if you just throw a little FP and 
     fortify units into an Analyzer's magic stats (which aren't that bad
     anyway) and they can emulate Casters.......that can attack too!  My
     Rank: 1/10 =(

    -FP cost per stat: ARM - 4
                       PHY - 4
                       CAR - 4
                       BLO - 4
                       AGI - 3
                       DEF - 3
                       SEN - 3
                       RES - 3
                       SHO - 4
                       ASP - 2
                       ESP - 2
                       DSP - 2

   It took me about 3 days to get a team I liked together, it consisted of 3
Fencers and 2 Analyzers (which had some healing spells), and Jebus i kicked
some monster butt.



                        ------------------------------
                          The Better Character Types
                        ------------------------------

   Why do I say "better" you ask, well, these bad boys aren't even in the same
Lavos created reality of their underlings.  I have all but one of these 
classes, but i'm sure i know what the stats would be on it.  Anyway, read of 
for the stats.

   SuperBroader
    -Its "THE" class, although this is only class I dont personally have, I'm
     about 99% sure i know what its abilities would be.  It most likely has 
     the ability to wear all types of armor (like its basic type) but all its
     stat costs would be minimal (which is all they really could do for these 
     guys.  That would make them REALLY mean, if you kept everything in decent 
     balance, they would be able to handle just about anything, from magic to
     attacks, to sensing traps, and even having decent resistance to avoid
     status attacks.  Where is the great item you need for this beast of a 
     class?  Who knows? I'm looking too, I'll be sure to update with a 
     location when/if i find one.  My rank: 10/10

    -Approx FP cost per stat: ARM - 2
                              PHY - 2
                              CAR - 2
                              BLO - 2
                              AGI - 2
                              DEF - 2
                              SEN - 2
                              RES - 2
                              SHO - 2
                              ASP - 2
                              ESP - 2
                              DSP - 2

   Gladiator
    -This class is a beast, pure and simple, they retain all the good parts of
     a fencer, but also have the natural striker growth in speed and defence.
     They hit hard, fast, and are built like an actual tank, seriously.
     My rank: 9/10

    -FP cost per stat ARM - 2
                      PHY - 2
                      CAR - 2
                      BLO - 2
                      AGI - 2
                      DEF - 2
                      SEN - 3
                      RES - 3
                      SHO - 3
                      ASP - 3
                      ESP - 3
                      DSP - 3

   Spell Fighter
    -This is basically a fencer with a better ability with spells, cool huh? 
     Not really, they are still slow and can't sence traps as well as 
     analyzers. Dunno, but not my favorite class.  Rank: 4/10

    -FP cost per stat ARM - 2
                      PHY - 2
                      CAR - 2
                      BLO - 3
                      AGI - 3
                      DEF - 3
                      SEN - 3
                      RES - 3
                      SHO - 3
                      ASP - 2
                      ESP - 2
                      DSP - 2

   Arts Ranger
    -This is a Striker/Analyzer combo, not bad, not great either, but not bad.
     I see them as Analyzer with a greater ability to raise its AGI and DEF.
     Magic also isn't to hard for it to manage.  Rank 7/10

    -FP cost per stat ARM - 3
                      PHY - 3
                      CAR - 3
                      BLO - 2
                      AGI - 2
                      DEF - 2
                      SEN - 2
                      RES - 2
                      SHO - 2
                      ASP - 3
                      ESP - 3
                      DSP - 3

   Sage
    -Another class I like, they have all the abilities an analyster has but in
     this case the magic is better and it costs less to raise its magic stats 
     so you can save FP, which is allways good.

    -FP cost per stat ARM - 3
                      PHY - 3
                      CAR - 3
                      BLO - 3
                      AGI - 3
                      DEF - 3
                      SEN - 2
                      RES - 2
                      SHO - 2
                      ASP - 2
                      ESP - 2
                      DSP - 2

   Now although I have played with all but 1 of these classes, my current 
party consists of 3 Gladiators and 2 Sages, and wow, just wow.  If i didnt 
remake a team to start them off at level i'm sure i'd be at floor 9 or 10 by 
now, but ahwell.



                                 ------------
                                   The City
                                 ------------

   The City, the place where you buy, sell, fight, and upgrade your party, 
just make sure you save before you leave!

   Base Camp

    -This is where you live I guess ^_^.  From here you can check your party's 
     status (press "X" at the actual status screen to go to the equip screen.

    -Edit party allows you swap out the active fighters with any you have 
     extra, it also lets you change the number of front fighters from 2 to 3 
     and vice versa with the back row.

    -The Items option allows you store or retrieve items from your storage.
    
    -You can check out multiple records and data under the Archive menu.

      -The Monster's tab lets you see any old monsters you have fought so far.
      
      -Item's here will let you see all the different types of items you have 
       seen.     

      -If you check record, you can see a bunch of misc data, the average 
       search time in the dungeon, how much xp you get on a normal trip, ect.

    -Now "Registry" is very important, it allows you to make your characters, 
     you can either leave it to the AI or make a manual one, you can pick from
     gender, size, class, ect.
    
    -The Final option here is to save your current game.

   Trade Booth
   
    -Its the only shop in the game! Unforunatly the items never get better.
     But you will sell quite a bit here.

   Lab

    -Here you can pick up jobs to explore areas and go on monster hunts; Area
     exploration allows for a 100% turnover if you get search the map, while
     monster hunting will pay more as you kill more.
    
    -More importantly, you can exchange any elemental orbs you may have for 
     items, 5 will net you an advanced class of your choice (excluding the 
     SuperBroader)

   Dock
  
    -Here you can revive or cure poison if need be, but here you can also use
     the FP you have been saving up from leveling to increase you character's
     stats, for a price of corse.
   
    -If you find "fortify unit  ____" you can also use them to boost character
     stats here, aswell as add or remove spell chips if you have any and one 
     or more of your characters can use them.

   Trial Hall

    -All you can really do here is take part in fights, but they cost you a 
     core stone.  All I have really got from it was money, although I haven't
     really spent too much time battling.

   Entrance

    -This is where you enter the Metal Dungeon from, I'll explain about the 
     floors further down in this walkthrough.

   Quit Game

    -Duh



                            ---------------------
                              The Metal Dungeon
                            ---------------------

   Area 01
    
    -Floors - 2
    
    -Control room requirements - 2 terminal switches

    -This is standard of Metal Dungeon, all the other areas build on it some
     how.  Each time you beat ot leave this area, the floors reset along with 
     the treasures and whatnot.  To open this area's boss area you need to 
     activate a terminal on each of its two floors.  This floor isn't 
     difficult in the least, just resist the urge to rush this area, if you
     get to boss without a little bit of leveling and some better equipment,
     he may get the better of you.  When you do reach the boss, you will 
     notice its similar apperance to a dragon, as long as you have some XP 
     under your belt, it won't be much of a problem, just attack away.

   Area 02
    
    -Floors - 1
     
    -Control room requirements - 1 terminal switch

    -Heh, it may sound like this will be easier than the first Area, too bad,
     this area is a pain in the butt.  The floor plan doesnt change like the 
     first area did, but thats because the trick here is hoping you have good 
     luck when diving into teleporters.  The exact layout of this area is a
     series of rooms with 2 teleporters in each, one leades to the next room,
     the other sends you back to start, its such a pain, a tip though would be
     to right down the path your taking so you dont repeat mistakes.  Oh and
     while your doing this one of the rooms has the terminal you have to 
     activate, otherwise if you reach the end you have to restart anyway.
     The boss here is HARD by the way, make sure your %110 ready for it, its 
     name is Manticore and losing to it will only be insult to injury as your
     better off reloading your game than having to fish out your characters in
     teleport hell.  The big pain with this boss (and all there after) is that
     they can hit your whole party at once, so make sure you spent a little
     FP on your back members too =).

   Area 03
    
    -Floors - 3
    
    -Control room requirements - none ^_^
 
    -Added danger - Hp Depletion gas - use the terminals get rid of the gas

    -Hehe, your first area with a little added fun: your Hp is being 
     constantly drained, so you have two ways to do this floor, you could 
     either hunt the terminals down to get rid of the gas (recommaned) or
     rush the boss (as the door is unlocked from the start), I advise against
     rushing this place until you have leveled/treasure hunted/ect. but if
     you think you can handle a gaint blue floating doll (that reminds me of 
     Dragon Warrior) named "Arahabaki" go right ahead, same classic hit 
     everyone junk, my backrow was long dead before I beat him.  Also you 
     might want to spend some time exploring the 3rd floor with your enery
     orbs, you can use them to get to those treasure rooms I mentioned 
     earlier.

   Area 04

    -Floors - 2
 
    -Control room requirements - 3 terminal switches

    -This is an interesting floor, its really big, lots of walking.  THere 
     is really only 1 real danger and it comes in the form of 3 fake 
     terminals.  These fake ones teleport you to the bottem floor where you 
     must find a teleport back up before you are mob'ed to death by all the
     enemies, other than that, there really isn't too much to do here.  The 
     boss here is a multiheaded dragon thing that i found a complete wimp, I
     spent a LONG time hunting floor 3 for elemental orbs and basically 
     remade my party.  This floor felt more like a filler than anything.

   Area 05

    -Floors - 2
    
    -Control room requirements - none ^_^

    -This place gets a little hairy, there aren't any terminals or anything
     but the enemies get a bump in power it seems, i slaughtered area 4 but
     some trouble in area 5 until a got some of the equipment, which is NICE,
     really NICE, all 3 of my gladiators got weapons that brought their attack
     up by about 15 each.  After a few hours of solid hunting, leveling, ect I
     Tried for the boss, and I must say, the boss is rather intimidating.  It
     basically looks like a upside down black blob with a thing in the middle,
     for those of you who have seen the Super Mario Bros movie, think about 
     something that looks like that fungus thing, but evil!  It was tougher
     Than I thought it was going to be, but no one died, I think it only has
     hit all spells so take that into account.

   Area 06

    -Floors - 3
    
    -Control room requirements - 3 imp stones

    -Ah, a new requiremnt, you can only get these items from random battles,
     don't worry, its easier than it sounds.  You have to hope to fight these 
     tiny little monsters called "Imps" (duh) and then hope they drop a stone,
     now, whats the asy part? well, on floor 3 they are farely common, they 
     die in one hit (and if they dont, leave this floor), and they usually 
     drop one of the 3 stones you need.  Anyway, as soon as you explore to
     your heart's content go ahead and take the bosses (yes bossES), you fight
     3 at a time this time, but overall its a rather easy fight.  Its three
     monsters called "Demon"s and while they can lower your party's defence,
     they can only damage your front line (at least after 3 fights they never
     attacked my back row).  They do hit hard, and even harder after the mess 
     up your defence, but they shouldn't be a huge danger, I haven't had 
     anyone die agaist them even if I dont heal (although it does get a 
     little close at the end).  Overall an easy floor you might want to do 
     some leveling on.

   Area 07

    -Floors - 5 (Yes 5)

    -Control room requirements - none (but its UBER teleporter hell)
  
    -Ok so it's not complete teleporter hell but it can be if you aren't 
     prepared.  Basically you start on an odd floor, find a teleporter, go to 
     a big open even floor and run to a teleporter to a more normal odd floor, 
     repeat.  I personally didn't have any problems in this area although
     the even floors can be a little rough at times.  I did it on my first run
     and unless you really have to, just wait until the next area to level.  
     The Boss is a Phoenix that killed one of my sages before I droped it, all
     and all, not to hard.

   Area 08

    -Floors - 3

    -Control room requiremtns - none ^_^

    -This floor kicks, the only real problem is that until you find the switch
     for the floor your on, you can't use magic.  The leveling and items you 
     find here is worth spending your time in this area (and the map is easy
     to boot).  This area holds the first boss worth respecting in my opinion,
     it can hit your party hard, real hard and it looks like a zoid t-rex 
     nightmare.  Make sure you've leveled a lot and got all the new equipment 
     in the area first.

   Area 09
   
    -Floors - 4

    -Control room requirements - Switch x2 and Magic Orb x2

    -Area 9 was a long pain in the butt, the enemies weren't too bad, neighter
     was the map, its just that you have to basically go over the whole area
     with a fine tooth comb to finish it and that takes a LONG time.  All in
     all though, not a very hard area, the boss is this multi-armed battle
     top which I didn't find to bad when I finally got to it, general boss
     rules will get you a win here.

   Area 10

    -Floors - 1
  
    -Control room requirements - Control room switch x9

    -Its your classic rebattle all the boss thing, they are all slightly im-
     proved so don't think you will 1-hit KO the first dragon, but they aren't
     anything you shouldn't handle.  The boss though is a different matter. 
     Make sure you have all the best equipment and have your casters stocked 
     with your best spells cause you have to make it through 9 decent bosses 
     first, then when you make it to the dungeon lord just make him bleed, 
     because if you give him a inch, he'll take a mile.  All I had left when 
     I won was 2 gladiators.  Grats, you beat the Metal Dungeon!

   Area 11-20, 21-30, 31-40, 41-50, 51-60, 61-70, 71-80, 81-90, 91-100

    -These are just mirriors of the first ten floors with the enemies just 
     harder and better items, it takes longer to beat the floors cause the
     good equipment is rare.


   -I'm currently only to floor 16, but i did take a huge break from this 
    game.
    



                               ---------------
                                 The Archive
                               ---------------

   These Stats will be right from my personal archieve at my Home base.  I 
know HP can jump around and HP gets updated as you explore the higher,
post-game floors too as you fight the upgraded monsters.

   Monsters

    -Kobolds