FAQ/Strategy Guide by RedIsPoetic

Version: 0.24 | Updated: 12/23/11 | Printable Version

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                         |                        |
                         |       CAVE NOIRE       |
                         |                        |
                         | FAQ/Walkthrough by     |
                         |            RedIsPoetic |
                         | Version:          0.24 |
                         | Last Updated:          |
                         |             23/12/2011 |
                         |                        |

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|                                                                             |
|  1.0                          Introduction       [INTM]                     |
|                                                                             |

|                                                                             |
|  1.1                            Foreword         [INT01]                    |
|                                                                             |

Welcome to my guide for the Japanese Gameboy game, Cave Noire! I hope this
guide proves to be useful.

Cave Noire is a traditional D&D-style dungeon crawler. It functions as you
expect it to function for a game of its age and style. One of its unique
features is its semi open-endedness: you can choose which 'Quest' you want to
do out of the four at any one time. Each quest has a different goal, although
they are all relatively similar in style. When you complete a quest, the next
level for that quest is unlocked. Each dungeon is randomly generated, meaning
that it's impossible to include maps of levels and the like. During each floor
there are enemies to fight and items to collect. The main focus of the game is
making use of enemy movement to avoid them. Sure, it sounds cowardly, but if
you face every enemy in a dungeon, I doubt you'll get past even the second
floor of a dungeon, especially not a higher levels. As each enemy has a
particular way of moving it really adds interest to the game and you simply
feel like a boss after you've run through a hoard of giant centipedes without
even taking a hit. It adds in quite an interesting element. The game's rather
unforgiving as well as very difficult at higher levels, but it's fun. Items
are things of extreme value, especially fire spells and heal potions. They're
what keep you alive, but you have to use them sparingly. Honestly, this is
quite an interesting little game if you have the time to get into it.

The plot does seem to be non-existant however. I don't think that's necessarily
a bad thing though. For a very overdone genre like this, any plotline that
may have been used would have been very cliche and just bore the player.
Instead you get straight into the game and the fun. The game itself can be
very unforgiving. You'll find yourself go from full health to none in a turn
because you accidentally pressed the 'up' button too many times and walked into
lava or stumbled upon a fire dragon. You tend to get alot of 'Lolwut?' moments
wondering why you're dead, it can be that sudden. I don't think this is always
a bad thing though. It makes you really aware of what's happening in-game. It
teaches you caution.

But enough of my ranting, see below for all the information on Cave Noire that
you'd ever dream of!

|                                                                             |
|  1.2                            Contents         [INT02]                    |
|                                                                             |

        1.0            Introduction            [INTM]
            -   1.1    Foreword                [INT01]
            -   1.2    Contents                [INT02]

        2.0            The Basics              [BASM]
            -   2.1    Menu Information        [BAS01]
            -   2.2    Controls                [BAS02]
            -   2.3    Stats                   [BAS03]
            -   2.4    The Turn System         [BAS04]
            -   2.5    Fog of War              [BAS05]
            -   2.6    Tiles                   [BAS06]

        3.0            Quests                  [QUEM]
            -   3.1    Quest 1 - Monster       [QUE01]
            -   3.2    Quest 2 - Gold          [QUE02]
            -   3.3    Quest 3 - Orb           [QUE03]
            -   3.4    Quest 4 - Fairy         [QUE04]

        4.0            Items                   [ITEM]
            -   4.1    Potions                 [ITE01]
            -   4.2    Spells                  [ITE02]
            -   4.3    Rings                   [ITE03]
            -   4.4    Weapons/Armour          [ITE04]
            -   4.5    Miscellaneous           [ITE05]

        5.0            Monster List            [MONM]
            -   5.1    Low Level               [MON01]
            -   5.2    Medium-Low Level        [MON02]
            -   5.3    Medium-High Level       [MON03]
            -   5.4    High Level              [MON04]

        6.0            General FAQ Stuff       [FQSM]
            -   6.1    Version History         [FQS01]
            -   6.2    Legal Notice            [FQS02]
            -   6.3    Contact Me              [FQS03]
            -   6.4    Credits                 [FQS04]
            -   6.5    Final Word              [FQS05]

|                                                                             |
|  2.0                           The Basics        [BASM]                     |
|                                                                             |

Listed below are all the basics that will get you started in Cave Noire. As the
game shows it age a bit (well, quite a lot), some of the controls can seem a
little foreign, but definitely not as foreign as a NES game if you've only
played modern games. Other aspects are all pretty much as you'd expect them but
gameplay may be a little odd. 'What's this?! We *run* from creatures? But I'm a
battle hardened warrior and a veteran of many a dungeon crawl!'. That was
basically my (overdramatized) reaction to Cave Noire. You will more than likely
get a similar reaction when you play Cave Noire for the first time. That or you
haven't realised and you've died a LOT. Anyways, onwards!

 2.1          Menu Information    [BAS01]   \

Well if you're playing this game, it's quite likely that you aren't Japanese
and don't speak it either. For that reason - I've translated almost everything!
There are only a few things that I've been unable to translate and these will
simply be left in Romaji.

Below you will find all of the translations for the menus in the game. The
heading denotes the menu. An 'option' is one of the possible selections for
that menu. Next to it is the english translation in quotation marks and then
the romaji in brackets. Options are placed in the order of which they are found
on the menu.


Option 1: 'Quest' (Kuesuto)
Option 2: 'Register' (Touroku)

Note: That the sign on the counter reads 'Guild' (Girudo)


Option 1: 'Return' (Modoru)
Option 2: 'Name Change' (Namae wo Kaemasu)
Option 3: 'Erase Data' (Deta wo Keshimasu)

When selecting Options 2 or 3, you will be then asked to confirm the selection
before entering the appropriate screen. Changing your name doesn't delete your
save, while erasing your data obviously does.

Both lead you to the Gender Select and Name Select screen. To select your
gender, simply move left or right for either option and then press 'A' to
select. This will move you to the name select part of the screen. Simply move
around and write your name in. You can select characters with 'A' and delete
characters with 'B'. The name select screen allows you to use any Katakana or
Hiragana characters. The second button from the right on the bottom line is
the 'space' button and the bottom in the bottom right corner confirms your


Option 2: 'Quest 2' (Kuesuto 2)     Option 3: 'Quest 3' (Kuesuto 3)
Option 1: 'Quest 1' (Kuesuto 1)     Option 4: 'Quest 4' (Kuesuto 4)

When one of the following Quests are selected, you must then decide the level
(reberu). Up and down scrolls through the various levels you've unlocked. This
is displayed in the bottom right of the screen.


When a level is selected, the Quest and Level information is displayed on a
scroll. The details are listed below. 'X' in all these cases is the level
picked for that quest and 'Y' is the number of things you must do for that
particular quest. You can find more information on what X values equal what
Y values for a particular quest in the section specific for that quest. I hope
this hasn't confused you.

ENGLISH                      JAPANESE (Romaji)

Quest 1   Level 'X'          Kuesuto 1   Touroku 'X'

Defeat 'Y' monsters.         'Y' hiki monsuta wo

Quest 2   Level 'X'          Kuesuto 2   Touroku 'X'

Collect 'Y' gold.            'Y' gorudo wo atsumeru.

Quest 3   Level 'X'          Kuesuto 3   Touroku 'X'

Collect 'Y' orbs.            oobu wo
                             'Y' tsusagasu.

Quest 4   Level 'X'          Kuesuto 4   Touroku 'X'

Help 'Y' Fairies.            Feari wo
                             1 hiki tasukeru.


The status menu found after accept a level of a quest and after selecting
'Status' on the in-game menu.


HP [Value]

Attack (Kougeki) [Value]   Luck (Rakki)      [Value]

Defense (Bogyo)  [Value]   Captain (Taichou) [Status]

where [value] is the value for the respective Stat and [Status] is the
current status of the character. This is either 'OK' which means there is no
status ailment or Poison (Doku) which means the character is poisoned.


This is displayed when you press the 'Start' button during the game.

Option 1: 'Map' (Mappu)
Option 2: 'Status' (Sutetasu)
Option 3: Background Music ON/OFF
Option 4: 'Reset' (Risetto)

Note: To reset, highlight the option then press A, B and Start simultaneously.
This is a soft reset and brings you back to the Konami screen.


Press the 'A' button at any time during a game, except for when targetting a
chest or enemy to open the In-Game Inventory Menu. It is as follows:

HP [Current HP]/[Maximum HP]  G [AMOUNT OF GOLD]

Opt. 1: 'Use' (Tsukau)   Opt. 2: 'Drop' (Suteru)   Opt. 3: 'Return' (Yameru)

If you select 'Use' or 'Drop', you must then choose one of your current items
to use or drop. The name of the item will be displayed below it. For the
english name and information on each item, see the Item Section. Each entry has
a description of the item so you can find the one you're looking for.

 2.2          Controls            [BAS02]   \

In-Game Controls:

D-Pad: Movement
A Button: Open inventory or attack if targetting.
B Button: Skip turn or cancel targetting.
Start: Open Pause Menu
Select: Toggle Show HP On/Off. You must have it Off to continue playing.

Menu Controls:

D-Pad: Move
A Button: Select
B Button: Cancel
Start: N/A
Select: N/A

 2.3          Stats               [BAS03]   \

Stats actually work as you'd expect them. You've got your basic HP, Attack and
Defense, but Luck as well. It is probably an attempt to set it apart from
other Roguelikes, but it doesn't make for more 'customization' of a character
in reality, although it's a half-interesting addition.

HP:      Health Points. Your health, a staple of 99.99% of RPGs and Roguelikes.
Attack:  Affects how much damage you deal per shot to enemies. The higher your
         attack is the quicker stuff that you hit dies (Note the eloquence of
         my wording).
Defense: Affects how much damage you receive from enemy's attacks. The higher
         your defense, the less damage you'll take overall.
Luck:    Appears to have a subtle effect on the damage you take and the damage
         you deal. It may also affect how good your items are and what monsters
         you encounter, although I'm not totally sure.

One point in attack and defense especially, has really noticeable changes, very
unlike many RPGs, where you need to get dozens of points just to notice some
kind of difference. One point in this game quite often means the difference
between dismal failure on B2F or winning the level.

 2.4          The Turn System     [BAS04]   \

Cave Noire has one of the oddest turn systems I've ever seen, but it creates
a rather interesting dynamic. A turn is as follows:

Player Moves
Player Attacks/Uses Item (If applicable)
Enemies Attack (If applicable)
Enemies Move

This may not seem overly weird at first glance, but no other game that I know
of has a turn system anything like this. Either way exploiting these mechanics
is the way to victory, so let's take a look at how we can make use of the turn

It's all down to the fact that the Player moves then attacks, while enemies
attack THEN move. The only way that you can be attacked by an enemy is if you
moved into a space adjacent to it or you began the turn next to it and didn't
move. You can actually run straight past most enemies without it ever being
able to attack you. The rule is to never move into a space adjacent to an enemy
unless you wish to kill it and if you're adjacent to it when it's your turn to
move and you don't want to kill it, move away. If you don't follow those rules
you'll be dying quite a lot from all the needless damage you'll be taking.

Manoeuvring around enemies to get items, leave rooms or reach stairs make up
the majority of gameplay in Cave Noire. If you don't know how to do this
effectively, you're going to struggle with this game. A few basic moves with
which you should be able to base all your manoeuvres will be explained below.

Look at the diagram below. The player has just moved into the room and wants to
reach the other doorway, but he's going to have to get past a Crab to get it.
Note the path the Crab takes. Once it hits the left wall, it'll turn around and
go back, repeating it all over again when it hits the right wall. How to get
past the crab will be shown below, turn by turn.


x = wall
. = clear floor
P = Player
c = Crab
- = Path of Crab



The Player has moved towards the Crab and is now one square away from being
adjacent to the Crab. He doesn't want to get into unnecessary so he's going to
exploit game mechanics. If he moves forward again he'll be adjacent to the
enemy and the Crab will attack. If however the Player skips his turn (Pressing
the 'B' Button), the Crab will move forward but won't be able to attack as his
chance at attacking that turn has already passed (he can only attack *before*
moving). The room will now look like this:


The player hasn't been attacked and can simply move right and will now be
passed the Crab.


And the Crab has been passed. This idea can be applied to other enemies too
when you're moving parallel to them. If they take up two squares in the
direction you're moving in however, this move is impossible as you'll just
walk into the other half of them an be attack. In that case you just have to
avoid them as best you can and if an attack is unavoidable, just take as
little damage as you can.

The next move is how to get past enemies that are moving in a direction that is
perpendicular to the direction you're moving in.


x = wall
. = clear floor
P = Player
G = Giant Crab
- = Path of Giant Crab

You need to make sure you never move into an adjacent square to the Giant Crab
or whatever enemy it is you're trying to get past. You can let it move into an
adjacent space as long as you move away during the next turn though. Follow the
diagrams below:

Press 'B' to skip


If you moved up straight away, you'd move into a space adjacent to the Giant\
Crab and it'd attack you.

Move Up


The space above the Player is now free so it can begin moving up.

Move Up


The Giant Crab has moved back, but it can't attack as it's moved back adjacent
to the player and so can't attack.

Move Up


You're basically running away from the Giant Crab now, but you won't get
attacked because it's not you moving next to the enemy, the enemy's moving next
to you.

Move Up


And you're past!

The best way to approach this is to always move up from the side to maximise
the time before the enemy moves back within attacking range. As well, you
should maximise time by moving up as soon as you can without being attacked
and not lingering at all. If the enemy you're trying to get past is two squares
long in the direction you're moving, you need to take this into account and the
spaces between the two walls that the enemy is moving between will need to be
one square larger than it usually would for you to get past.

 2.5          Fog of War          [BAS05]   \

Fog of War is a staple of the classic roguelike, although it has been used
differently, as it isn't always present like it is in classic roguelikes. Some
rooms will be shrouded in a mist which has been coined in RTS games as 'Fog
of War' and will be used when referring to it in the guide. The mechanics of it
is explained below.

Basically, every so often when you enter a room (it's more common in higher
levels and on lower floors in a level), a room will be hidden by Fog of War,
except for one square around the player (including diagonals). Whenever you
move into the fog, more is revealed. Darker shadows with eyes are enemies and
will move around as they normally would. The size of the shadows represent the
enemy's size and that along with the movement can generally give you enough
information to deduce what the enemy is. The biggest danger in these rooms is
rushing forward and falling into a pit (four damage when you hit the floor on
the next level) or lava, which kills you instantly, the other is when you're
being chased by a skeleton or titan. If they're only one square behind (which
is generally necessary) and you walk into a wall and you waste your turn, the
enemy will attack you, quite often for a lot of damage. These things are easy
to combat though, you just need to be patient and make sure you don't move to
quickly. Move a square, access what to do next and then repeat. This might
sound tedious, but it can still be done relatively quickly if you're careful.

There are two enemies that affect Fog of War, the Bobin and the Flare. When you
kill the Bobin, the room is completely shrouded in Fog of War, whether it was
previously or not. It's generally smart to avoid killing these. They run away
from you anyway and only attack when you are adjacent to them so there's no
need to unless it's for the Monster Quest. If you do kill it, unless an enemy
is about to attack you if you don't move, press B and skip your turn. This
reveals the area around there and then you can proceed from there.

The other Fog of War-affecting enemy is the Flare. On death, instead of
shrouding the room with Fog of War, if there is any, it's all cleared away!
Because the Flare is the weakest enemy in the entire game, it's generally a
good idea to kill it if a Fog of War room contains one, just to save time. It
generally gets killed in one hit so it won't retaliate and it sometimes drops
the Light spell if you kill it over an empty tile, so you may as well kill one
when you see it. These things are actually more of a help than a hindrance.

If I have a Light spell (it removes Fog of War from the current room when
used), I tend to use it for rooms with Lava or Pits if I they're fairly
prominent and complicated. This lowers the chance of falling into one and
that's always a good thing.

A couple of tricks to see the layout of a room shrouded in fog of war is to
select an item that needs to have a target somewhere in the room. You can move
this target only onto tiles that aren't Wall Tiles. You need to be careful
though, as you can still move onto Pit, Lava and other dangerous tiles, but it
can be used to see the outlines of rooms and exits too and you simply cancel
using the item when you're done looking.

The other trick is to check your map. It will reveal the exits from the current
room and the wall that they're on. This will only reveal known exits, but not
hidden ones that need to be opened by pushing a breakable wall. This can be
helpful if you're likely to take damage and need to get out of a room quickly
and don't want to waste time searching for the exit.

 2.6          Tiles               [BAS06]   \

Empty Floor Tile

Your basic tile. You and enemies move around on it. It has no special effects.
These have the same appearance as Fake Floor Tiles, which will be explained
below. They change depending on the Quest and level that you're playing, but
are easily identified. Items can be placed on Empty Floor Tiles.

Wall Tile

This tile creates the boundaries of rooms. It cannot be walked on and is
totally impassible. Sometimes what appears to be a Wall Tile is instead a
Breakable Wall Tile, but more on that below. Wall tiles appear in a range of
different designs, but you should be able to identify them on sight anyway.

Pit Tile

Flying enemies can move on Pit Tiles, but non-flying enemies and the player
cannot. Nothing stops you from moving onto this tile however. If you do move
onto the tile, you fall down to the next floor and take 4HP fall damage. At
times these can be used as an exit if it would mean death or heavy damage
otherwise, but for possible light damage it isn't worth the 4HP fall damage.
If a flying enemy is on this tile when killed, it will never drop an item. If
Rock is used on the pit tile, it turns into an Empty Floor Tile. The Fake Pit
Tile looks exactly the same as this tile. More information on that tile will be
given below. Pit Tiles are completely black, except when below a tile that is
not another Pit Tile, in which case it will be almost completely black but with
a slight edge of the tile above showing, giving it a sense of depth.

Fake Floor Tile

Sometimes when moving across a room, '!!' will appear in a speech bubble coming
from the player's mouth. This means that the floor is going to fall through in
the next turn, turning into a Pit Tile. If you are still on the tile when this
happens you'll fall through to the next floor and sustain 4HP damage, as
normally happens when you fall through a Pit Tile. Enemies moving on this tile
doesn't trigger its effect, only when the player does. These aren't random in
their placement. They appear in the same places in rooms. If you remember the
layouts of certain rooms, the Fake Floor Tiles will always be in the same

Note: Possible glitch on the game. If you place an item (any item, it doesn't
matter what) on the Fake Floor Tile when the '!!' speech bubble is displayed,
the floor won't fall through and you can walk on it as you normally would. The
item on the ground looks like its general item icon, but with a clear white
background. This can be used if you really need to move back over the tile to
escape or some such thing. If however, you pick the item back up, you'll see
that the floor underneath has fallen through and you're standing over a Pit
Tile. You'll fall through to the next floor and take 4HP damage as you normally
do when falling down a Pit Tile.

Breakable Wall Tile

When you next to a Breakable Wall Tile or a normal Wall Tile adjacent to the
Breakable Wall Tile, '?' will be displayed in a speech bubble coming from the
player's mouth. This means that if you move up and down the wall line and
notice three '?' speech bubbles, the middle one is always the breakable wall.
These are random in their placement, but there is never more than one exit on
any side of a room. See below for a diagram.

The player will get a '?' speech bubble at the following squares near a
Breakable Wall. If you are further along the wall, then the '?' speech bubble
isn't displayed.

x = Wall Tile
B = Breakable Wall Tile
. = Empty Floor Tile
P = Player




When only two '?' speech bubbles are displayed when walking along a wall, if
it's on the bottom or top walls, the Breakable Wall Tile will be the right of
the two speech bubbles. If it's on the left or right walls, it's always the
bottom of the two speech bubbles. I don't know exactly why they work this way,
but they do. Keep it in mind when you're in trouble and need to get out of a
room quickly. You won't need to waste a turn trying to break through the wrong
wall. When the tile is broken, it becomes a Broken Wall Tile, as do any others
that will form a path out of the room.

Fake Pit Tile

When you in an adjacent square to a Fake Pit Tile and YOU'RE FACING IT, a
running person will be displayed in a speech bubble. You must be facing it for
the speech bubble to appear. These Fake Pit Tiles work exactly as an Empty
Floor Tile does. If a non-flying enemy moves across what appears to be a pit
tile, it is in fact a Fake Pit Tile. These aren't random in their placement.
They appear in the same places in rooms. If you remember the layouts of certain
rooms, the Fake Pit Tiles will always be in the same places. They're quite
often used as invisible paths over pits to seemingly cut-off sections of some
rooms. Items can be dropped on Fake Pit Tiles. They appear as their respective
general item icon, but the background is white and featureless. They just
appear to float over empty air. They can be used to easily show where Fake Pit
Tiles are and that it's walkable there, but it's not worth wasting an item just
to show that you can walk on that tile when there are other ways to.

Lava Tile

Lava Tiles are dangerous. If you accidentally walk onto one - INSTANT DEATH.
This is why you should always be extremely cautious around them and go slower
than normal. Do you really want to spend hours on a level and then have to
restart just because you moved one tile to far and fell into lava? I thought
not. No enemies, flying or not, except for the Salamander can move onto Lava
Tiles. Salamanders are special, in the fact that Lava Tiles are the only tiles
that they *can* walk on. Lava Tiles have the appearance of moving flames
shooting out of lava.

Broken Wall Tile

Broken Wall Tiles are the tiles that appear when you break a Breakable Wall
Tile. They have the appearance of the Empty Floor Tile design that is being
used for the current level but with small amounts of rubble strewn on them.
They function exactly as an Empty Floor Tile does. Items can be placed on
Broken Wall Tiles.

Stream Tile

Stream Tiles function in the exact same way as an Empty Floor Tile does. See
that entry for more information. The only difference is that they have the
appearance of a stream. These streams only every run vertically. When the
player walks into one, the sound of splashing water will play. Items can be
placed on the Stream Tile and appear as the general icon with a clear
background when placed.

Bridge Tile

Bridge Tiles function in the exact same way as an Empty Floor Tile does. See
that entry for more information. These tiles have the appearance of a bridge
however. These tiles vary in design, but function the same way. Items can be
placed on the Bridge Tile and appear as the general icon with a clear
background. The corners of bridges look like featureless white tiles except for
a couple of small cracks on the edges. The bridge tiles are only found in rooms
that contain alot of lava and are used as a path from one ledge of a lava area
to another.

Grey Tiles

These tiles are the tiles that appear beyond walls of rooms and cannot be
reached except for the occasional Breakable Wall Tile that when broken will
create an exit out of the room that takes you next to these tiles. They are all
grey in colour and featureless. They function just as Wall Tiles do.

Chest Tile

These tiles cannot be stood on by character or enemies at all, so they count
for impassable terrain until broken. When broken they drop a random item. This
item appears on the ground (see Item Tile for more information on this), for
you to pick up if you wish to. To break a chest you must try and walk onto it
as you would an Empty Floor Tile, the chest will then be targetted and you must
press the 'A' button to destroy the chest (this uses a turn). If you have
targetted the chest but decided against destroying it pressing the 'B' button
will cancel the targetting and won't waste a turn either. Breaking a chest in
fact works the exact same way as attacking an enemy does. These chests can be
used for obstacles for enemies so that you can move past safely or to keep them
from attacking you. Keep this in mind. I've found it's not always best to
destroy chests, if it keeps you safe. The Chest Tile has the appearance of
chest on the Empty Floor Tile design of the current level.

Item Tile

Item Tiles can be found on the ground. You can walk over an Item Tile as you
would any other tile. To pick up the item on the ground, walk on top of it and
press the 'A' button. This uses a turn and picks up the item, if you have room.
If you don't then another item must be dropped to make room. You cannot drop
items on a tile already containing an item. When an item is picked up, it turns
into a normal Empty Floor Tile. The Item Tile has the appearance of the general
icon of each item (see the item section for an item's general icon). This can
be used to narrow down what the item on the ground may be or, in some cases,
may reveal the exact item (for items that have unique general icons). Item
Tiles appear when you break a chest or sometimes when you kill an enemy. The
item you receive from the chest is random, while the item you sometimes
receive from an enemy is dependent on what type of enemy is killed.

Stair Tile

Stair Tiles can be found on Empty Floor Tiles. When you stand on a Stair Tile
and press the 'A' button, you proceed to the next floor and get spawned on a
random Empty Floor Tile. Enemies and the player can both walk on this tile. It
has the appearance of a staircase leading to a lower floor. Items cannot be
placed on a Stair Tile (you cannot actually reach the item screen, because
pressing 'A' will take you to the next floor instead of to the item screen as

Teleporter Tile

There are two Teleporter Tiles randomly placed somewhere on the current floor.
They must be in seperate rooms. They can be walked on by both the player and
enemies. If the player presses the 'A' button on the Teleporter Tile, they
'teleport' and reappear on the other Teleporter Tile in the room. This takes
up one turn, so if an enemy is next to the Teleporter Tile when you appear
there, they can attack you. If an enemy is on the Teleporter Tile you are
trying to teleport, you won't teleport and will simply stay on the tile you
are on, wasting a turn. If an enemy is next to you when this happens, they
will attack you. The Teleport Tiles has the appearance of a 'T' on a greyish
tile that appears to be raised above the Empty Floor Tiles slightly. Two small
vertical lines appear on either side of the 'T'. Items cannot be placed on a
Teleporter Tile (you cannot actually reach the item screen, because pressing
'A' will attempt to teleport you instead of taking you to the item screen as

Door Tile

Door Tiles appear only when your objective has been reached. They can be walked
on by both the player and enemies. To exit the dungeon you must stand on the
Door Tile and press the 'A' button. When this is done, you win the current
level. Items cannot be placed on the Door Tile (you cannot actually reach the
item screen, because pressing 'A' will attempt to teleport you instead of
taking you to the item screen as normal). The Door Tiles have the appearace of
a door (who would of thoughtsed it?).

|                                                                             |
|  3.0                             Quests          [QUEM]                     |
|                                                                             |

Questing makes up the entirety of the game. There are four quests to choose
from, each with a different objective. Below you'll find information on each
quest, including the specific objective of each level, an explanation of the
quest, the difficulty and some tips to help you out.

Each quest is made up of a total of 10 levels - Levels 1 to 9 and Level M,
which I assume stands for 'Master' or something of the like. This isn't
necessarily the hardest level (you get much better starting stats for this
level than any other), but has the hardest objective to complete.

At higher levels, your starting stats aren't the only thing that is increased.
Some item's effects last longer, some are more effective, although some don't
change at all. See each item's entry in the Items Section for information on
its differing effect, if there is one.

Your starting stats are as follows:

Level 1-3 Starting Stats

HP		10
Attack		4
Defense		4
Luck		4

Level 4-6 Starting Stats

HP		11
Attack		4
Defense		4
Luck		5

Level 7-9 Starting Stats

HP		12
Attack		4
Defense		4
Luck		6

Level M Starting Stats

HP		13
Attack		5
Defense		6
Luck		7

The fact that you already have a starting Attack of 5 and a Defense of 6 makes
your Level M massively easier as you can still find swords and shields to raise
these stats even higher and pretty much protects you from the odd attack from
skeletons, titans and the like.

Whenever you complete an objective, a door appears somewhere on the floor
you're on. If you move down a staircase a door will appear somewhere on that
floor. You must reach this door, stand on it and press 'A' to complete the
level. If you get killed in between completing an objective and entering the
exit door, you lose the game and have to do it all over again, so keep this in
mind. You aren't told where the door is either, so a bit of searching may be

 3.1          Quest 1 - Monster   [QUE01]   \

Objective: To defeat a set amount of monsters.

Level 1: Defeat 3 monsters
Level 2: Defeat 4 monsters
Level 3: Defeat 5 monsters
Level 4: Defeat 7 monsters
Level 5: Defeat 10 monsters
Level 6: Defeat 12 monsters
Level 7: Defeat 15 monsters
Level 8: Defeat 18 monsters
Level 9: Defeat 20 monsters
Level M: Defeat 25 monsters

This quest starts off hard, but if you know what to do you'll find this the
least tedious and probably the most fun of all the four quests. I think the
main reason is that you are always going to have opportunities to reach your
objective (ie. you always have enemies you need to kill). The other quests
quite often work so that you find next to no gold, fairies or orbs, depending
on the quest. This gets very tiring and makes it feel as though you're a long
way from finishing a quest. Monsters on the other hand, are always there to
kill and are actually quite fun to fight against.

Strategy: At low levels, you can generally get away with just running at any
enemy you see and smacking it till it dies. This is because enemies are pretty
weak and you only need to kill a few to finish the level. Pretty quickly you'll
realise that lacking any real strategy isn't going to work. This will be around
Level 4. At this time you need to implement a few things to keep yourself

It's always better to run from a strong enemy than fight it, even if you've
accidentally taken a hit. Actually you should try and dodge everything except
for the very weakest enemies. This will really minimise the damage you'll take
as you're reaching your objective. You're being asked to kill a specific amount
of enemies, but it doesn't matter whether they're strong or not, so why kill a
fire dragon when you could kill a flare? Pretty simple.

Items are a big thing too. Swords and shields are by far the most valubale
items in this quest. If you can kill an enemy before it can retaliate because
your attack is so high, you're not going to die. It also means you can start
taking on decently powerful enemies so that you're not just killing one enemy
every floor and dodging every other one. Heals as always are very helpful for
whenever you make a mistake and take some damage. Fire spells should always be
picked up when found and carried around for when you're in dire need of them.
As a general rule, items are used to escape taking damage from enemies and you
should only really use them for this reason unless it's something like Light,
in which case you just use it whenever you want really.

On early floors especially, before more powerful enemies become more common,
you should be searching through the whole floor, trying to find items. Finding
a Wooden Shield two floors early could be the difference between winning and
losing the level, so be sure to find every item you can early on.

If you enter a room with something quite dangerous such as a Titan or Skeleton,
it may be a better idea to avoid the room entirely. One accidental press of the
'B' button, move into a wall or stumble upon a dead end can be really
unforgiving and if you're low on HP or don't have any shield or sword it may be
a good decision. If you're confident, go ahead, but always be cautious. If you
do need to go into the room, to access stairs or some such thing, again
exercise caution, especially if it has fog of war. Be careful that you don't
accidental rush movement and run into a wall when the enemy is right behind
you. If you're not sure you can handle a room, skip it and do other rooms.
Dungeons are made plenty long for you to complete your objective in time.

This quest is actually quite fun, especially at higher levels. You need to
learn to pick your fights so that you minimise damage taken and get each level
done quickly and safely. Quest One's Level M is actually hugely fun. You get,
if I'm being honest, an insane buff to your attack and defense and can then
get +3 Attack and +3 Defense items on top of that, which makes you bascially
invincible against around 60% of enemies. If you dodge the other 40%, you'll
win in no time at all.

 3.2          Quest 2 - Gold      [QUE02]   \
Objective: To collect a set amount of gold.

Level 1: Collect 2 gold
Level 2: Collect 4 gold
Level 3: Collect 6 gold
Level 4: Collect 9 gold
Level 5: Collect 15 gold
Level 6: Collect 25 gold
Level 7: Collect 38 gold
Level 8: Collect 55 gold
Level 9: Collect 79 gold
Level M: Collect 99 gold

This quest has you gold digging. This one can be frustrating, early in a high
level especially. You tend to find one or two gold at a time, which can be
horrible when you need to collect over 50 gold to win. Patience is really
needed with this one. Once you get to lower levels, you'll find that you're
picking up 4 or more gold at a time. Combat isn't actually required with this
quest, but you'll sometimes find yourself having to fight a monster or take a
hit or two to get to a stair. As long as you're dodging like a ninja you
should be relatively fine. Invisible is surprisingly helpful in this quest.
You find that you need to pick up alot of items, quite often with enemies
bearing down on you at the same so stopping them from chasing you just long
enough to pick up some gold and run for the door can be very helpful. Swords
and Shields are always helpful and only take up a slot each so always keep
them if you find them. Fire spells are always good for getting out of tight
spots and Heal is great for well, healing.

This quest can get hard quickly and at higher levels, the jumps in difficulty
can be insane. It starts off simple enough, but they can be some of the
longest and most demanding levels.

 3.3          Quest 3 - Orb       [QUE03]   \

Objective: To find a set amount of Orbs and have them all simultaneously within
your inventory.

Level 1: Collect 1 Orb
Level 2: Collect 2 Orbs
Level 3: Collect 3 Orbs
Level 4: Collect 4 Orbs
Level 5: Collect 5 Orbs
Level 6: Collect 6 Orbs
Level 7: Collect 6 Orbs
Level 8: Collect 6 Orbs
Level 9: Collect 7 Orbs
Level M: Collect 8 Orbs

This quest can be a real pain at high levels. It is deceptively easy to begin
with, but as you get further into a level, you have less item slots, meaning
it's much harder to stay alive. This is because you need to have a specified
number of Orbs in your inventory to complete a level, so the more you collect
and keep in your inventory, the less room you have for other items.

You should be trying to go through every floor if you can in the levels for
this quest. Obviously, always keep Orbs when you come across them. You really
need to pick the right items to keep; they become more valuable when you only
have a few to use. Usually, Swords and Shields are most valuable. They aren't
one use items and they will help you in every combat, so why not? The second
are Heal potions and spells. They keep you alive and healthy, so they're an
obvious choice. The importance of the rest are based on personal preference.
They each have their own use, so it depends on your style and which you prefer.

You really need to be patient in this quest, as you're more likely to die near
the end of a level because you don't have as many items to use because most are
taken up by Orbs. Level 9 is by far the hardest level. You only have one spare
item slot when you are running for the door to finish the level. This is always
difficult and you really need to be cautious. You're more likely to die further
into a level and it can be really frustrated dying because you don't have
enough useful items and just wasting an hour. Level M isn't quite as hard even
though you need to collect an extra cup. The starting stats are a real benefit
and serve to make the final level much easier.

 3.4          Quest 4 - Fairy     [QUE04]   \

Objective: To help a set amount of fairies by freeing them from their cages.

Level 1: Help 1 Fairy
Level 2: Help 2 Fairies
Level 3: Help 3 Fairies
Level 4: Help 4 Fairies
Level 5: Help 5 Fairies
Level 6: Help 6 Fairies
Level 7: Help 7 Fairies
Level 8: Help 8 Fairies
Level 9: Help 9 Fairies
Level M: Help 9 Fairies

This quest is deceptively hard at higher levels especially. Your objective
is to use keys to open cages that fairies are kept in. Whenever a cage is
opened, you not only gain one point to your objective, but all enemies in the
room are destroyed and if there is fog of war, a small area around the cage is

On the earlier floors of these levels you really want to try and find some
keys. Always use these on every cage you find. Keep in mind that all enemies
in the room are destroyed when you open a fairy cage, so if you're being chased
by a titan or skeleton that's only one square behind, you can still open the
cage without taking a hit as the enemy will die before then.

The reason this quest is so hard is the lack of Swords and Shields. The only
way to find a Sword is to kill a skeleton and hope it drops one and it's
impossible to find a shield. This means that attack and defense are always
going to be at 4, except for when playing Level M where attack will be 5 and
defense will be 6. This makes the quest very unforgiving of mistakes which
can leave you very frustrated. Make use of every item and be extremely careful
not to taking unneeded hits from enemies.

|                                                                             |
|  4.0                             Items           [ITEM]                     |
|                                                                             |

Below is a complete list of all items in the game. The list isn't overly
expansive, but I think it's well balanced. There are enough to keep things
interesting (and each item is well thought out), but not too much to
oversaturate the game with them so that you need to spend a lengthy amount of
time committing them to memory.

In brackets next to the English name is the untranslated Romaji. General Icons
are the icons that you see before you pick up an item. More or less the item
'type'. The items are grouped into sections below. A description of each item
icon is also included so that you can identify the item without needing to
translate. It's not ideal, but I can't think of a better solution. The
items are grouped in sections to narrow your search and make it easier to find
the item you're looking for. Hope this helps.

 4.1          Potions             [ITE01]   \

Heal (Kaifuku)
General Icon: Potion
Use: Heals player by a specific amount depending on the level of the quest you
are currently playing. The corresponding amount can be found below:
   Levels 1-3: 4HP
   Levels 4-6: 5HP
   Levels 7-8: 6HP
   Level 9, M: 7HP
When you get far enough into a level, you will be healed one extra health point
when this item is used.
Icon Description: A potion with a small heart on the front.

Poison Antidote (Doku Keshi)
General Icon: Potion
Use: Removes the poisoned status ailment.
Icon Description: A triangular potion with a black ghost-like shape on it.

Raise HP (HP no Moto)
General Icon: Potion
Use: Automatically raises player's current and maximum HP by 1. Vanishes
Icon Description: A potion with 'HP' on it.

 4.2          Spells              [ITE02]   \

Fire (Fyaiya)
General Icon: Scroll
Use: Inflict a large amount of damage on an enemy of your choice anywhere in
the room. The amount of damage depends on what level you're playing of any
Quest. The damage for each level can be found below:
   Level 1-5: 12HP
   Level 6-9: 13HP
   Level M:   15HP
Icon Description: A small fireball.

Fire (Faigaa)
General Icon: Scroll
Use: Inflicts 14HP of damage to any enemy within the four tile square area of
effect. If an enemy takes up more than one tile, every tile that is within the
area of effect is damaged (eg. if a two tile enemy has both tiles within the
area of effect it takes 28HP of damage, one per tile).
Icon Description: A large fireball.

Heal (Kaifuku)
General Icon: Scroll
Use: Heals player by a specific amount depending on the level of the quest you
are currently playing. The corresponding amount can be found below:
   Levels 1-3: 4HP
   Levels 4-6: 5HP
   Levels 7-8: 6HP
   Level 9, M: 7HP
When you get far enough into a level, you will be healed one extra health point
when this item is used.
Icon Description: A heart with a capital 'P' on it.

Light (Akari)
General Icon: Scroll
Use: Clears away all Fog of War in the room.
Icon Description: A lit candle.

Rock (Ganseki)
General Icon: Scroll
Use: Places an impassable rock in an empty square. Can hinder enemies movement
Icon Description: A strangely shaped rock.

Stairs (Ariru)
General Icon: Scroll
Use: Creates a staircase in an empty tile adjacent to the player. This
staircase functions as normal.

 4.3          Rings               [ITE03]   \

Attack (Kougeki)
General Icon: Ring
Use: Raises attack by an amount and for a length of time that depends on the
level you're playing. See below for the amount Attack is raised by and the
length of time it's raised for:
   Level 1: +4 Attack for 4 Turns
   Level 2: +4 Attack for 5 Turns
   Level 3: +4 Attack for 6 Turns
   Level 4: +4 Attack for 7 Turns
   Level 5: +4 Attack for 8 Turns
   Level 6: +4 Attack for 9 Turns
   Level 7: +5 Attack for 10 Turns
   Level 8: +5 Attack for 11 Turns
   Level 9: +6 Attack for 12 Turns
   Level M: +6 Attack for 13 Turns
Icon Description: A hand holding a dagger.

Defense (Mamori)
General: Ring
Use: Raises defense by an amount and for a length of time that depends on the
level you're playing. See below for the amount Defense is raised by and the
length of time it's raised for:
   Level 1: +4 Defense for 4 Turns
   Level 2: +4 Defense for 5 Turns
   Level 3: +4 Defense for 6 Turns
   Level 4: +4 Defense for 7 Turns
   Level 5: +4 Defense for 8 Turns
   Level 6: +4 Defense for 9 Turns
   Level 7: +5 Defense for 10 Turns
   Level 8: +5 Defense for 11 Turns
   Level 9: +6 Defense for 12 Turns
   Level M: +6 Defense for 13 Turns
Icon Description: An arrow bouncing off some object.

Change (Chenji)
General Icon: Ring
Use: Turns all monsters into a random Low-Level monster.
Icon Description: Silhouette of a monster with a question mark on the body.

Fly (Tobu)
General Icon: Ring
Use: Teleports player to the tile of their choice, anywhere in the room.
Icon Description: The outline of a person with wings.

Invisible (Toumei)
General Icon: Ring
Use: Turns player invisible for a number of rounds depending on the level of
any given Quest that you're playing. The rounds per use for each level can be
found below:
   Level 1-3: 8 rounds
   Level 4-6: 9 rounds
   Level 7:   10 rounds
   Level 8:   12 rounds
   Level 9:   13 rounds
   Level M:   16 rounds
Using the item counts as a round, so in effect you only have 7 rounds when
playing Levels 1 to 3, only 11 rounds when playing Level 8 or only 15 rounds if
playing Level M for example If you move into a space adjacent to an enemy on
the round you become visible again, you won't be able to attack the enemy, but
the enemy will be able to attack you. When invisible, the player can do
everything except for attack enemies and open chests. Enemies also ignore you
as if you weren't there. If they would normally move onto a space that you're
on, they instead count you as a tile of impassable terrain for movement
Icon Description: The silhouette of a man. As you get lower, the body gets
lighter in shade from black at the head to white at the feet.

Luck (Rakki)
General Icon: Ring
Use: Raises luck by 1 when you pick it up. Disappears on pick up.
Icon Description: Circular object with a white tail coming from the top (I have
no clue what it's actually meant to be).

 4.4          Weapons/Armour      [ITE04]   \

Magic Sword (Mahou no Ken)
General Icon: Sword
Use: Raises attack by 1 when kept in your inventory.
Icon Description: A sword with a fairly thick blade; looks similar to a

Flame Sword (Honoo no Ken)
General Icon: Sword
Use: Raises attack by 2 when kept in your inventory.
Icon Desription: A sword with a thin blade. The blade is aflame; looks similar
to a rapier.

Lightning Sword (Inazuma no Ken)
General Icon: Sword
Use: Raises attack by 3 when kept in your inventory.
Icon Description: A sword with a very thick blade; looks similar to a bastard

Legendary Sword (Densetsu no Ken)
General Icon: Sword
Use: Raises attack by 5 when kept in your inventory.
Icon Description: A sword with a hilt that ends with prongs on either side. The
blade widens as it gets closer to the point. 

Wood Shield (Ki no Tate)
General Icon: Shield
Use: Raises defense by 1 when kept in your inventory.
Icon Description: A square shield.

Iron Shield (Tetsu no Tate)
General Icon: Shield
Use: Raises defense by 2 when kept in your inventory.
Icon Description: A shield with a square top and circular bottom.

Steel Shield (Hagane no Tate)
General Icon: Shield
Use: Raises defense by 3 when kept in your inventory.
Icon Description: A round shield with a kind of emblem emblazoned upon it. The
shield has a rim.

Legendary Shield (Densetsu no Tate)
General Icon: Shield
Use: Raises defense by 5 when kept in your inventory.
Icon Description: A shield with eight edges and faces The bottom and top faces
have small black triangles on them.

 4.5          Miscellaneous       [ITE05]   \

Gold (Gorudo)
General Icon: Coin
Use: No use except to complete Quest 2.
Icon Description: No icon, your current gold can be found on the top right of
the inventory screen however.

Key (kagi)
General Icon: Key
Use: Opens fairy cages. Only useful in Quest 4. To use, stand next to cage,
select item and use it on the tile containing the cage.
Icon Description: A key - simple.

Orb (Oobu)
General Icon: Orb (A cup with a snake wrapped around it)
Use: No use except to complete Quest 3, in which case it must be held in your
inventory, but has no real use.
Icon Description: A cup with a snake wrapped around it.

|                                                                             |
|  5.0                          Monster List       [MONM]                     |
|                                                                             |

There are 27 enemies in all. Below you'll find a complete list of each one with
a variety of other helpful information to go with them. In brackets next to the
translated name of the monster is the untranslated romaji.

 5.1          Low Level           [MON01]   \

Barokusu (Barokusu) Mole lookgin thing
Hp 5
Movement: Doesn't move
Size: Takes up a single tile
Attack: Low

Bobin (Bobin) Scared Thing
HP 4
Movement: Doesn't move unless the player is within in two tiles of the Bobin
Size: Takes up a single tile
when it's its turn to move, in which case it will move away from the player

Bukirika (Bukirika)
Movement: Doesn't move
Size: Takes up a single tile
(Doesn't move, looks like it has a halo on its head)

Centipede (Jigejige)
6 HP
Movement: Vertical between two impassable objects
Size: Takes up a single tile
Attacks can poison player. Poison lasts 5 turns.
Centipede is actually gejigeji in Japanese, I'm assuming it's simply an error.

Crab (Kurabu)
5 HP
Movement: Horizontal between two impassable objects (always moves right first)
Size: Takes up a single tile
Sometimes drops Defense

Flare (Fureimuai)
HP 4
Movement: Moves back and forth between three horizontal spaces (always moves
right first, always begins in middle tile)
Size: Takes up a single tile
When defeated on in a room with Fog of War, the rest of the floor is revealed.
Sometimes drops Light.

Ghost (Gosuto)
HP 5
Movement: Diagonal, 'bounces' off impassable terrain. Flies (always moves
diagonally down and left first).
Size: Takes up a single tile
Sometimes drops Invisible.

Minotaur (Minotaurusu)
HP 7
Movement: Moves in a clockwise square pattern (always moves up first)
Size: Takes up a single tile
Sometimes drops Rock

Tarantula (Taranchura)
HP 6
Movement: Move around the edges of impassable terrain in an anti-clockwise
direction (always move right first, until it reaches impassable terrain where
it then commences normal movement)
Size: Takes up a single tile
Attack can poison player. Poison lasts 5 turns.
Sometimes drops Antidote.

 5.2          Medium-Low Level    [MON02]   \

Gas (Gasu)
HP 1
Movement: Chases player
Size: Takes up a single tile

Mimic (Mimikku)
HP 7
Movement: Doesn't move
Size: Takes up a single tile

Pest (Pesutaa)
HP 8
Takes up two spaces horizontally
Movement: Vertical between two impassable objects.
Size: Takes up two tiles horizontally
Sometimes drops Luck

Puranarian (Puranarian)
HP 1
Movement: Horizontal between two impassable objects (always moves right first)
Size: Takes up a single tile

 5.3          Medium-High Level   [MON03]   \

Cyclops (Saikuropusu)
HP 12
Movement: Vertical between two impassable objects
Size: Takes up two tiles vertically

Desu (Desu)
HP 8
Movement: When player is directly above or below a Desu, it moves in that
direction until it reaches impassable terrain, where it stops
Size: Takes up a single tile

Giant Crab (Kurabubu)
HP 12
Takes up two spaces (horizontal)
Movement: Horizontal between two impassable objects
Size: Takes up two tiles horizontally

King Bat (Kingu Batto)
HP 12
Movement: Right, down, right, up, left, down, left, up (repeat) (always moves
right first) the second right listed in the movement thing the line above this
Size: Takes up two tiles horizontally

Salamander (Saramandaa)
HP 13
Takes up two spaces (vertical)
Size: Takes up two tiles vertically

Skeleton (Sukeruton)
HP 9
Movement: Chases player
Size: Takes up a single tile
Sometimes drops a magic sword.

 5.4          High Level          [MON04]   \

Blue Dragon (Buruu dorako) Thick-bodied dragon
HP 20
Movement: Moves in an anti-clockwise square pattern (always moves up first)
Size: Takes up a two tile by two tile square
On death always drops gold in each of the four spaces he took up
Attacks can poison

Dark Dragon (Daaku Dorako)
Dragon, Thin-Bodied, Dark Colours
HP 20
Movement: Moves in an anti-clockwise square pattern (always moves up first)
Size: Takes up a two tile by two tile square
Drops 4 lots of gold
Attacks can poison

Fire Dragon (Hi-Ryuu) (Flying Dragon)
HP 18
Movement: Moves in an anti-clockwise square pattern (always moves up first)
Size: Takes up a two tile by two tile square

Giant (Jaianto)
HP 17
Takes up four spaces (square)
Movement: Vertical between two impassable objects (always moves up first)
Size: Takes up a two tile by two tile square
Sometimes drops attack

Hydra (Hidora)
HP 17
Movement: Moves back and forth between three horizontal spaces (always moves
right first, always begins in middle tile)
Size: Takes up a two tile by two tile square
Sometimes drops Raise HPs

Titan (Titan)
HP 14
High defense
Movement: Chases player
Size: Takes up a single tile

White Dragon (Howaito Dorako)
HP 20
Takes up four spaces (square)
Movement: Moves in an anti-clockwise square pattern (always moves up first)
Size: Takes up a two tile by two tile square
Attacks can poison
Drops four lots of gold on death

|                                                                             |
|  6.0                       General FAQ Stuff     [FQSM]                     |
|                                                                             |

All that generic stuff you find in an FAQ.

|                                                                             |
|  6.1                        Version History      [FQS01]                    |
|                                                                             |

Version 0.01     Started 5:30 PM 2/12/2011       To 9:59 PM 2/12/2011

Update: Major

Change Log:

- Played the game a heap
- Added in a foreword
- Translated around half of the in-game text
- Cleared up and reformatted some of the stuff

Notes: A spur-of-the-moment guide I started. Cave Noire doesn't seem overly
time consuming and seems to be quite a cute little game. My biggest job will
most likely be translating all the screens and having a very small background
in Japanese means it may take quite awhile. I have two reasons for writing the
guide: the completion project and experience. Well that and a bit of fun.

I'm almost falling asleep so I shall stop now and continue this after work
tomorrow morning.

Version 0.02     Started 12:42 PM 3/12/2011      To 10:41 PM 3/12/2011

Update: Major

Change Log:

- Expanded the foreword
- Added in more section headings
- Collected alot of info - I now understand all mechanics except for how damage
is calculated
- Translated all screens except for Quest 2 information, the Snake Cup item, a
few enemies and the Raise HP potion
- Added in screen translations
- Added in ASCII art.

Notes: A very productive session if I do say so myself. Got alot done and I
really understand how the game works and I must say, it's better than I was
expected. I had an open mind, but it still surpassed my expectations. The
section I'm dreading is the mechanics section. It's going to be by far the
most demanding section. Once I have that though, as well as information on each
quest, tips for each and a fairly complete enemy list, I'll be ready to make a
first release. Kind of excited even if I get 10 hits for it ever.

Version 0.03     Started 7:39 AM 4/12/2011        To 8:28 AM 4/12/2011

Update: Minor

Change Log:

- Added in a couple items
- Added in Controls under Basics Section
- Added in a bit of Quest information

Notes: Just a quick one, I'll get back into when I get home. Some of these
levels are insanely hard. It might be awhile before I even complete the game.

Version 0.04     Started 9:47 PM 4/12/2011       To 11:22 PM 4/12/2011

Update: Minor

Change Log:

- Added in a bit for quests
- Fixed up a few item entries

Notes: Really crap productivity for an hour and a half. I'm STUMPED at what the
fireball/ghast type monster's name is. It's frustrating insanely bad. -_-

Version 0.05     Started 5:03 PM 6/12/2011       To 5:45 PM 6/12/2011

Update: Minor

Change Log:

- Did some more playthroughs of the game.
- Added in a few minor notes on items, quests and monsters.

Notes: Just a quick one, feel like doing something on at least one of my

Version 0.06     Started 8:31 AM 8/12/2011       To 9:11 AM 8/12/2011

Update: Minor

Change Log:

- More playthroughs, now up to Level 9 of both Quests 1 & 4. Quite happy with
- Added in a couple more notes about monsters, quests and items.

Notes: Well I'm driving up to Brisbane for a day with some mates in the city
and a visit with family, so I thought I'd get a little more done on the guide.
Getting more information slowly, but I need to get complete playthroughs before
I can make good progress. May have to leave some monster names in Japanese. Not
ideal, but may be the only way to do it.

Version 0.07     Started 3:50 PM 9/12/2011       To 5:23 PM 9/12/2011

Update: Major

Change Log:

- Translated a few monster names
- Found a few more monster names that I couldn't translate
- Finished Quest 1, Level 9 and found that Level M is the final level (I assume
it is anyway).
- Added in a bunch of room maps

Notes: Just realised that my item list is complete! :D And that I've
encountered every possible monster, although I'm far from getting information
for every monster. Quite a productive version and I believe I should be able
to get this done with arounde 20 hours more work.

Version 0.08     Started 9:47 PM 9/12/2011       To 10:35 PM 9/12/2011

Update: Minor

Change Log:

- Added in a couple of extra monster names
- Worked out some possible mechanics of items
- Fully completed Quest 1! Turns out there are 10 levels per quest, so 40
levels all up, unless you unlock new ones or something

Notes: Just a quick update. Trying to keep me doing something guide related
instead of just focussing on Portal 2. :P

Version 0.09     Started 3:19 PM 11/12/2011      To 4:25 PM 11/12/2011

Update: Minor

Change Log:

- Added in a couple more room maps
- Found an extra +3 Attack sword; this means there will be a +3 defense shield
counterpart that I'm going to have to find before the item list's complete
- Did further playthroughs, made decent progress

Notes: Well, I'm doing this version in VERY rural Australia, driving through
the countryside around 5 hours west of Brisbane. Half of the roads are covered
in water from the recent rains. Pretty hectic. :P I seem to be working on my
guides in the strangest of places.

Anyway, making good progress on my guide overall. Getting there slowly but
surely. General hints and tips will probably be the biggest pain as it isn't
just data collecting. Enjoying getting this written though.

Version 0.10     Started 9:09 PM 12/12/2011      To 9:51 PM 12/12/2011

Update: Minor

Change Log:

- More progress in-game
- Added a few item drops for enemies
- Added in information for Quest 1 - Level 1

Notes: Now in NSW so this would actually be an 8:09 PM start if I was a couple
hundred kilometres north. Anywho, just a small update, I'm now up to Level 7
in Quest 2 and up to Level 9 for Quest 3 & 4. I'm making good progress and just
saw the first little ending 'Congratulations!' kind of thing. I've decided that
I probably won't bother with all the room maps, but I'll probably go into
detail with the Titan and Skeleton movement as it kind of needs it. I still
don't quite understand it myself. :P

My internet is being frustrating so I'm just going to give up for now and
reading instead.

Version 0.11     Started 11:47 AM 13/12/2011     To 4:25 PM 13/12/2011

Update: Major

Change Log:

- Added in more enemy entries.
- Added in final item entry! :D Still need to verify a few things still though
- Added in more to The Basics section and the Quest Section
- Added in a bit more to the legal notice

Notes: The guide's starting to really get fleshed out. Still more to come of
course, but I'm getting fairly close to an initial release. After that I'll
just add any extra stuff then I'm done.

I'm currently near the centre of Australia. Pretty much flat, with trees and
dirt. Who knew?

Version 0.12     Started 7:46 PM 13/12/2011      To 10:54 PM 13/12/2011


Change Log:

- Added heaps of information into the Quest Section
- Added heaps of information into The Basics Section
- Found out part of the name of Flare. Still don't know what 'Muai' means.

Notes: In Broken Hill. It's close enough to the border of South Australia that
it uses their time, so the clock has been put back half an hour since last

This was another really 'flesh out the guide' version. I'm getting the guide
much closer to complete now. A few more translations (some of which seem to be
a problem), more information into mechanics and Quests and a tiny bit into
Items as well as actually finishing off the game and I'mn done! :D Pretty happy
with that. :)

Version 0.13     Started 8:11 AM 14/12/2011      To 10:05 AM 14/12/2011

Update: Minor

Change Log:

- Added more item information; all done except for one item name and a bit of
  damage info for the stronger Fire item.
- Played through even more, only four more levels to complete

Notes: I'm getting there. It's all going quite well actually, a few more
updates and I should be done. It will probably be my first complete guide.

Version 0.14     Started 3:42 PM 17/12/2011      To 5:47 PM 17/12/2011

Update: Major

Change Log:

- Changed the Contents structure and a heap Subheadings
- Added in some Quest info
- Added in a bunch to The Basics section
- Completed more levels; only 2 levels left
- Found more info on items and monsters (some is yet to be added)

Notes: It's been a few days. In Adelaide but I thought I may as well do a bit
more. My brother-in-law's enthralled in FFIX which he's only just found, so I'm
free for time. I'm near the end of the guide now, although a few updates after
the initial published version might be in the making.

Still need to complete the Tiles, Quest 3, Monster List and Hints & Tips
sections. Also need to make sure there are no '% - needing verification'
things, as well as getting the rest of the Monster info.

Version 0.15     Started 8:35 PM 17/12/2011      To 9:02 PM 17/12/2011

Update: Minor

Change Log:

- Added in a heap to the Tiles section

Notes: Just a quick one. I'm bored, a guide needs doing; it's being done.

Version 0.16     Started 8:58 PM 18/12/2011      To 10:31 PM 18/12/2011

Update: Minor

Change Log:

- Added in more information for the Fog of War and Tiles sections

Notes: Keeping myself going with some form of guide work, so I can keep making
steady progress. Everything's going well although my productivity is fairly low
at the moment. Just remember that I need to add a Map section into the Basics,
as well as Movement mechanics.

I've finished the game! So great to know I'm actually done. :D

Version 0.17     Started 9:45 AM 19/12/2011      To 10:00 AM 19/12/2011

Update: Minor

Change Log:

- Added more into the Quest 3 section

Notes: Well I've completed the main part of the game. I might publish in the
next version and then add monsters in after. Just remembered I really need to
explain how Items work in general too (you only have eight slots, how to
actually use an item etc.).

Version 0.18     Started 2:15 PM 19/12/2011      To 2:37 PM 19/12/2011

Update: Minor

Change Log:

- Added in monster information and cleaned some of the useless mess

Notes: Just a quick one, nothing much to say.

Version 0.19     Started 11:26 AM 20/12/2011     To 12:48 PM 20/12/2011

Update: Minor

Change Log:

- Added more into the Tiles and Monster sections.

Notes: Few more updates for both sections and I shall be done those. These are
the major parts of the guide still left.

Version 0.20     Started 1:39 PM 20/12/2011      To 4:48 PM 20/12/2011

Update: Major

Change Log:

- More added to monster info
drops* :P Added them to the guide
- Added in heaps of tile info
- Wrote down extra information that'll be need to added into the guide
- Wherever I found 'oobu' or 'snake cup' I changed it to 'Orb' (except for

Notes: This update was great! I found two pieces of great information.

Had a random eureka moment where I realised I was writing 'oobu' into the
online dictionary wrong, wrote it in correctly and the word just appeared
before my eyes. It was wonderful. The other was picking up a sword and
realising there is a fourth-tier sword and shield. That was really good too.
Finding this information has really pushed me on and made me more enthusiastic.
I just want to finish this guide now! *BIG UPDATE*

Version 0.21     Started 10:13 PM 20/12/2011     To 11:15 PM 20/12/2011


Update: Minor

Change Log:

- Fixed up ASCII art so that it's in better proportion
- Finished the Tiles section
- Added in an extra section for the Monster List (the low level monsters
section was getting too crowded)
- Worked on monster section
- Saved the stuff I still plan to implement in a seperate document
- General clean-up

Notes: Well I've decided to publish. I'll fix up the monster list in the coming
days, but first I want to get it up and out there. Beyond that it's just a few
things here and there to do with a bit of extra testing as I'm curious as to a
few mechanics. Stuff like that. Quite excited, this may be very well my first
complete guide.

Version 0.22     Started 8:53 AM 22/12/2011      To 9:19 AM 22/12/2011

Update: Minor

Change Log:

- Fixed up a small formatting error
- Noticed the item section intro wasn't complete so I completed it

Notes: Just started another FAQ and I noticed that some of the minor
subheadings aren't formatted correctly so I thought I better fix it up. I
also noticed the item section intro wasn't completed as I was starting my next
FAQ so I thought I better fix that too.

Version 0.23     Started 8:22 PM 23/12/2011      To 10:50 PM 23/12/2011

*Published Version!*

Update: Major

Change Log:

- Started on weight and height information for monsters
- Translated the Salamander enemy's name
- Added in sizes for all monsters
- Added in movement for almost all monsters

Notes: Really getting close to finishing the guide properly, for which I'm very

Version 0.24     Started 8:11 PM 24/01/2012      To 8:15 PM 24/01/2012

*Published Version!*

Update: Minor

Change Log:

- Added in a couple of self-promotion things

Notes: Just implementing a couple of self-promotion things in all of my guides
to try and help out a bit. I feel that they aren't overly distracting and will
benefit me as a guide-writer which will ultimately benefit you, the reader.

|                                                                             |
|  6.2                          Legal Notice       [FQS02]                    |
|                                                                             |

Copyright (C) 2011 Jesse Paech (aka. RedIsPoetic).
This guide is the property of Jesse Paech (aka. RedIsPoetic) and is
protected under copyright laws. It cannot be reproduced or edited in any form.
It is for personal use only, unless I grant permission to do otherwise. No
profit is to be made from this guide, directly or indirectly, it is totally
free. I take no responsibility for any error or mistake found within this

The following sites have my permission to host this guide:


If you want this placed on your site, ask permission. It is illegal to host
this on an unauthorized site.

If you would the guide placed on your site, email me: redispoetic@hotmail.com
Make the subject of your email something related to the guide and I'll
eventually end up reading it. IMPORTANT NOTE: More than likely I won't allow
any other sites except for very major ones to host my guide. If you're a small
site, don't go expecting permission to be given. I'm lazy and this game's

If you are hosting this guide, make sure that you're updating the file on
your site soon after the guide is offically updated on GameFAQs.

|                                                                             |
|  6.3                           Contact Me        [FQS03]                    |
|                                                                             |

If you have any additions, constructive criticism, want to say thanks or
anything relating to the guide in general feel free to contact me at:


Make the subject 'Cave Noire FAQ' or something like that.

No spam or any other crap though please.

Credit will be given where it's due.

|                                                                             |
|  6.4                            Credits          [FQS04]                    |
|                                                                             |

Thanks to Konami for making this game.

Thanks to you the reader for reading this guide.

Any sites I've used to translate text, there are too many to list. As in 100+.

A shout out to CJayC and SBAllen! :D

The biggest thank you, of course, goes to grilled cheese sammiches. I wouldn't
be where I am today without you! *sheds tear*

|                                                                             |
|  6.5                           Final Word        [FQS05]                    |
|                                                                             |

I hope this guide was in some way helpful - have fun! Personally it's been nice
to write for an obscure game. It goes to show that you can still have some fun
playing games that probably aren't of the best quality and just making the
most of what they are and what they have to offer, even if it's been done a
million times before. It does have an interesting and different dynamic to
other Roguelikes thought, in the sense that instead of the importance being put
on fighting enemies, it's instead put on NOT fighting (ie. dodging) enemies.

- RiP

            ___         _____   ___
         | |   / __    |  |   _|   /_   __ _|_' __  |
         | |__/ /  \__/|  |  / |__/  \ /  \ | ||    |
         | |  \/___/   |  |  \ | /    \___/ | ||    |
         | |   \___\__/|__|__/ | \____/___  |/||__/ |

Copyright (C) 2011-2012 RedIsPoetic