Shining in the Darkness
(c) 1991 Climax

Walkthrough v1.0 by: 
TheStarbird

e-mail: thestarbirds@roadrunner.com
website: http://www.rpgclassics.com/~hideout

Copyright 2007 Eric Starbird

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.
===============================================================================
To easily use this walkthrough, use the find option on your internet explorer
and type in the exact title of the place you want to go to from the index.
===============================================================================
Index:
I. Introduction
II. Characters
     a. You
     b. Milo
     c. Pyra
III. Walkthrough
     a. Level 1
     b. Cave of Strength
     c. Cave of Courage
     d. Cave of Truth
     e. Cave of Wisdom
     f. Level 2
     g. Level 3
     h. Level 4
     i. Level 5
IV. Enemies
V. Weapons
     a. Swords
     b. Staves
     c. Axes
     d. Flails
     e. Whips
     f. Lances
     g. Shield-Handed
VI. Armor
     a. Body Armor
     b. Helmets
     c. Shields
VII. Items
VIII. Spells
     a. Attack Spells
     b. Defensive Spells
     c. Field Spells
IX. Tips & Tricks
X. Thanks
===============================================================================
II. Characters
===============================================================================
Below are short descriptions of each character, followed by their stats.
What is given are their initial stats, along with a +(#-#)x, meaning that for
each time they level up (x), the earn # amount of points for that stat. For
instance, your starting HP would look like this:

HP (1st): 24 + (6-10)x 

This means that you start at 24 HP, but gain anywhere between 6-10 HP per
level. The (1st) after the HP means that your HP stats are the best of the
3 characters.
-------------------------------------------------------------------------------
a. You
-------------------------------------------------------------------------------
The nameless hero of this story is none other than... YOU! That's right, you
are the hero of this game. You are the son of the King's most trusted Knight,
Mortred, and are sent out on a quest to find the Princess Jessa.

As important as you are, there are a few things about you to add to the list.
1. You are super strong. Most monsters you encounter in the game will be
destroyed in one hit by you
2. Your HP is high compared to your comrades... which is good because...
3. Your Defense is the lowest compared to your allies, and you will be taking
   a lot of the damage.
4. You are the slowest in your group. Until you reach higher levels, your
   friends and foes will all get a shot off.
5. You cannot use magic.

So, basically, all you are really good for is attacking and running. It's good
to be a knight. Lol.

Stats:                      Rate:
HP: 24 + (6-10)x            1st
MP: 0                       3rd
ATK: 18 + (3-5)x            1st
DEF: 4 + (1-3)x             3rd
IQ: 8 + (2-4)x              3rd
Speed: 8 + (2-3)x           3rd
Luck: 6 + (1-3)x            3rd

The bad news is, aside from HP and ATK, you're the worst statistical character
in the game. The good news is that your equipment will more than make up for
it.
-------------------------------------------------------------------------------
b. Milo
-------------------------------------------------------------------------------
Though nobody can be as strong as you are in this party, Milo is 2nd on the
list in terms of strength. Milo is basically a well-rounded fighter. He can
do some decent damage, can use some powerful magic spells, and can heal your
party of all that ails it. If Milo dies while in your party, hopefully you
have an Angel Wing ready, because once you get him, he is very valuable to
your party. In fact, he is more valuable than you, considering that if you
die, Milo can still revive you, but if he were to die... well, you've got to
go back to down, revive, and trek all the way back to where you were.

Spell Chronology:

Spell           Level
Heal 1          1
Vision          3
Detox 1         5
Heal 2          7
Blast 1         9
Quick 1         12
Burst 1         14
Detox 2         15
Screen 1        16
Blast 2         17
Quick 2         18
Revive 1        20
Heal 3          21
Burst 2         22
Desoul 1        23
Blast 3         24
Screen 2        25
Burst 3         27
Heal 4          30
Blast 4         32
Desoul 2        34
Revive 2        35
Burst 4         38

Stats:                      Rate:
HP: 20 + (5-8)x             2nd
MP: 7 + (5-7)x              2nd
ATK: 13 + (2-3)x            2nd
DEF: 5 + (1-3)x             2nd
IQ: 15 + (3-6)x             2nd
Speed: 10 + (2-4)x          2nd
Luck: 12 + (2-4)x           1st

Milo was just born to be runner-up to everything. He is, however, built
tough to handle everything thrown at him.
-------------------------------------------------------------------------------
c. Pyra
-------------------------------------------------------------------------------
Pyra is a very interesting character, but don't let this little hot-head fool
you. She is a very powerful spellcaster and very quick on her feet. She will
always attack first (if her level is about even with yours), but because her
attacks are so weak, she's more of a build-up for Milo to finish a monster
off. She is the only one who can use a Whip, however, which means that while
she has one, she can attack a group of monsters at once. This really makes
the game a lot easier because any battle can be finished in two or less
rounds, providing she can kill a monster in two rounds. Her strongest whip,
the Hex Whip, does quite a bit of damage even late in the game.

Spell Chronology:

Spell           Level
View            1
Slow 1          1
Blaze 1         2
Sleep 1         4
Freeze 1        6
Blaze 2         8
Heal 1          8
Egress          12
Freeze 2        13
Slow 2          14
Bolt 1          15
Muddle 1        17
Sleep 2         17
Blaze 3         18
Peace           19
Heal 2          22
Boost 1         22
Freeze 3        24
Bolt 2          27
Blaze 4         31
Boost 2         34
Freeze 4        35
Bolt 3          36
Muddle 2        42
Bolt 4          44

Stats:                      Rate:
HP: 16 + (4-7)x             3rd
MP: 10 + (4-7)x             1st
ATK: 8 + (1-2)x             3rd
DEF: 6 + (2-4)x             1st
IQ: 10 + (4-7)x             1st
Speed: 12 + (3-5)x          1st
Luck: 10 + (2-3)x           2nd

She is basically the statistical opposite of you. Her equipment, however
is somewhat lacking, so it all balances out in the end.
===============================================================================
III. Walkthrough
===============================================================================
The following here is a walkthrough of the entire game, broken down into
each Level. Each section will have a map of the floor at the top of it,
though you may have to refer back to the Level 1 map to get directions to
the next 5 maps. Later on, you will have to flip back and forth between maps
just to find what you are looking for.

Note that the walkthrough is not entirely detailed, as the game itself is
very straightforward. What is given is generally tips on how to defeat the
level.
-------------------------------------------------------------------------------
a. Level 1
-------------------------------------------------------------------------------
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Key:                            Treasure:
E: Entrance                     J, A: Herb
L: Locked Door                  W, G: Smelling Salts
T: Treasure                     N, P: 100 Gold
S: Slime                        4, P: Morning Star
D: Altar                        R, R: 100 Gold
1: To Cave of Strength          X, T: Depoison
2: To Cave of Courage           Z, T: Herb
3: To Cave of Truth             2, T: Wisdom Seed
4: To Cave of Wisdom            N, U: Bronze Knife
5: To Level 2                   D, V: Herb
W: Grimwall                     H, 2: 50 Gold
F: Fountain                     D, 4: Herb
/: Temporary Wall
?: Kaiser Krab/Royal Tiara

-Castle-
As you start the game, King Drake of Thornwood will call you up to help him
find his daughter Jessa. You will be given 200 Gold and be sent on your way.

-Town-
This is where you will be making all your pit stops in the game. There are a
couple of things you want to do right now. The first is to stop into the
Weaponry and spend your 200 Gold on a Short Sword. After you sell him your
old Bronze Knife, head to the Alkemist and buy a couple of Herbs. Your next
stop is the Tavern, where you will run into Old Vik. Let him talk for a bit,
then head to the Shrine to save. Go back to the Castle.

-Castle-
You won't be talking long about how Jessa was last seen with your father,
Mortred, when an dark being named Dark Sol crashes into the castle and says
that he has the Princess inside the Labyrinth. After he leaves, you are
allowed to enter the Labyrinth.

-Labyrinth, Level 1-
Level: 1
Monsters: Slimy Ooze, Cave Slug, Pit Worm

You will be very weak to start off with, but your Short Sword should be able
to kill any monster you start off against in one hit. Hang around the first
couple of hallways near the entrance. You should only be fighting the above
3 monsters, as anything else will crush you. Stay near the door for a quick
exit when your HP runs low. Try to go up to Level 3.

-Town-
Buy yourself a Gauntlet now, rest and save up. Head back to the Labyrinth.

-Labyrinth, Level 1-
Level: 3
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly

You can now venture a bit further to the west. There are a couple of Herbs and
50 Gold that you can possibly pick up now. Just stick around the southwest
section of the floor until you reach Level 5. Exit again.

-Town-
Now buy yourself a Leather Helmet, then rest and save. Buy an Angel Feather
and then return to the Labyrinth.

-Labyrinth, Level 1-
Level: 5
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly, Dark Bat,
Killer Bee

Now you'll want to explore the northwest side of the map. Don't attempt to
face the Kaiser Krab yet, as he will still crush you. Try to earn about
650 Gold (the treasure chest containing 100 Gold should help) and make your
way up to Level 8.

-Town-
Finish your equipment off by buying a Bronze Saber and a Fur Robe. Sell
whatever equipment you don't need. Make sure you have a couple of Herbs and
an Angel Feather. Rest and Save, then head back.

-Labyrinth, Level 1-
Level: 8
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly, Dark Bat,
Killer Bee, Kaiser Krab

You should easily be able to make your way to the spot where the Kaiser
Krab appears.

Boss: Kaiser Krab
HP: 45
EXP: 40
Gold: 50
Item: Royal Tiara

Beware, the Kaiser Krab does have double strike and can hit you very hard.
All you can do is strike at it and use an Herb when your HP closes in on
20 or lower. Keep up your HP and when you have him beat, claim the Royal
Tiara as your own. Exit the Labyrinth.

-Castle-
The King will recognize the Tiara as Jessa's and asks that you find her.
There is a new person in the castle named Melvyl, who knows a lot about how
to enter the Labyrinth Proper, which is where Jessa is believed to be held.
Whatever you do, do not talk to Tristan, else you will lose the Royal Tiara.
You will be asked to form a party.

-Town-
Enter the Tavern and you will see Pyra and Old Vik getting into a fight.
Soon after, Pyra will join you, but not before running into a man named
Gila, whom Pyra hits with a Slow 1 spell before he leaves for the Labyrinth.
Rest at the Tavern and head to the Shrine, where Milo will await and then
join.

Give Pyra the Royal Tiara to equip. You should buy a Short Axe for Milo before
heading back to the castle.

-Castle-
After you have formed your party, you will be given the Dwarves Key, which
will allow you access to the Cave of Strength.

-Labyrinth, Level 1-
Levels: 8 & 1
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly, Dark Bat,
Killer Bee

Again, stay near the entrance for a little bit. Monsters will appear in
larger numbers now that you have the added help. You shouldn't have much of
a problem getting Milo and Pyra up to around level 3 or so. After you get
them that high, you can use the Dwarf’s Key at V, 2 to unlock the door. The
monsters on the other side are a bit stronger, so continue to stay close to
this door. Fight around until Milo and Pyra reach Level 8 themselves, then
head back to town.

-Town-
There are only two more items for you to buy. Get a Sword for yourself and
a Leather Shield for Milo. Give Pyra your old Bronze Saber. Rest and save.

Current Equipment:
You: Sword, Fur Robe, Gauntlet, Leather Helmet
Milo: Short Axe, Cotton Robe, Leather Shield
Pyra: Bronze Saber, Cotton Robe, Royal Tiara

-Labyrinth, Level 1-
Levels: 8-10
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly, Dark Bat,
Killer Bee, Kaiser Krab, Scavenger, Mad Gnome

Head towards the bronze door again and make your way to the Cave of Strength,
grabbing the three treasures above if you wish to. Be careful about left
turns, as you may end up face to face with some more Kaiser Krabs.
-------------------------------------------------------------------------------
b. Cave of Strength
-------------------------------------------------------------------------------
Upper Floor:
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Key:                            Treasure:
1: To Level 1                   H, A: Chestbeak
2: To Lower Floor               J, A: Wisdom Seed
T: Treasure                     T, D: Wisdom Seed
F: Fountain                     T, F: Forbidden Box
G: Iron Gate                    4, G: Short Sword
?: Gila                         A, N: Chestbeak
O: Pit                          L, Q: Wisdom Seed
!: Finish                       P, Q: Depoison
                                C, U: Herb
                                J, U: Mithril Ore
                                C, Y: Chestbeak
                                M, 2: 100 Gold
                                O, 2: Smelling Salts
                                4, 4: Woven Robe

Lower Floor:
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Key:                            Treasure:
2: To Upper Floor               J, L: Healing Fruit
T: Treasure
X: Pit Landing

-Labyrinth, Cave of Strength-
Levels: 8-10
Monsters: Chestbeak, Killwave, Darkbat, Widowfang, Neanderthal, Killerbee,
Scavenger, Mad Gnome, Cave Goblin, Dark Hermit, Kaiser Krab, Triklops,
Vampyre, Punkinhead, Vile Ooze, Skeletar, Deathguide

Beware what you are opening for treasures here, as some of them contain
Chestbeaks. These pesky monsters do hit hard, but can easily be defeated with
Sleep or Slow. Defeating one lands you a lot of Exp, and there are 3 in this
dungeon.

Make sure you carry an Angel Feather with you at all times. If anybody dies
while in the cave, use it to return to town and start all over. It's better
than trying to crawl back and dying on the way, thus losing half of your
Gold.

Looking into every chest is a good way to fight and earn Exp and Gold, even
if you know what the chest will contain and even if you don't like it. This
will allow you to build up your levels so that the challenges become easier.

Don't worry if you have to make a few trips in and out. This gives you a good
chance to upgrade your equipment.

Make sure you find Gila at (X, J). Gila is the person that Pyra put the Slow
spell on earlier. He seems to be wounded, but he will help you out if you
bring him back to down. Do so and he will join as a non-playable character.
He can automatically attack once in a while, and his attacks are usually
kill-shots, so the extra attack can help. When you return to town with him,
he will tell you that he's been looking for the Orb of Truth.

Get what treasures you can get, though you won't be able to get the Mithril
Ore or the Forbidden Box. Once you are ready, visit the Alter at (R, C) and
press up. You will be sent back to Level 1.

-Labyrinth, Level 1-
The wall to the right of the stairs leading to the Cave of Strength will be 
gone now. This will allow you to go towards the Cave of Courage next.
However, before doing so, return back to town.

-Town-
As usual, rest, save up, and make sure you have an Angel Feather. Depending
on how much money you get from the Cave of Strength, upgrade your equipment
accordingly. Though your equipment could differ slightly, depending on how
you play, this is what I recommend as a minimum.

Current Equipment:
You: Sword, Leather Armor, Leather Shield, Leather Helmet
Milo: Short Axe, Fur Robe, Leather Shield, Woven Hood
Pyra: Bronze Saber, Hemp Robe, Royal Tiara

If you've been offered a Morningstar, don't take it, as you can get a free
one very soon. Head back to the Labyrinth.

-Labyrinth, Level 1-
Levels: 13-15
Monsters: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly, Dark Bat,
Killer Bee, Kaiser Krab, Scavenger, Mad Gnome, Deathguide, Punkinhead,
Skeletar, Vile Ooze, Stinger, Killer Gnome

Make your way back to the entrance to the Cave of Strength, but this time,
take the path that was unveiled by the wall coming down. If you wish to walk
through the slime (1 step or turn drains 1 MP from Milo and Pyra, so be
careful), you can get the Morningstar at (4, P). Give this to Milo and then,
unless you need to rest, head to the stairs leading to the Cave of Courage.
-------------------------------------------------------------------------------
Cave of Courage
-------------------------------------------------------------------------------
Upper Floor:
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Key:                            Treasure:
1: To Level 1                   L, A: Wisdom Seed
2 & 3: To Lower Floor           I, G: 50 Gold
T: Treasure                     J, K: 100 Gold
F: Fountain                     T, K: Smelling Salts
G: Iron Gate                    A, O: Angel Feather
M: Tortolyde/Orb of Truth       C, O: Woven Robe
O: Pit                          E, O: Chestbeak
L: Locked Door                  G, O: Morningstar
S: Slime                        K, O: Depoison
!: Finish                       O, S: Demon Staff
                                A, U: Bronze Shield
                                2, U: Wisdom Seed
                                K, W: Smelling Salts
                                2, Y: Woven Hood
                                4, 4: Healer Fruit

Lower Floor:
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4

Key:
2 & 3: To Upper Floor


-Labyrinth, Cave of Courage-
Levels: 13-15
Monsters: Killer Gnome, Stinger, Vile Ooze, Deathguide, Wild Orc, Hydrax,
Clodhopper, Killwave, Chestbeak, Grimfowl, Nightstalker, Cyblok, Minotaur,
TORTOLYDE

You will probably end up making 4 or 5 trips into this Cave, depending on
how well you are handling the fights. The first thing you will want to do is
to find the Tortolyde and defeat him. By taking the door that leads south
(unlock it with the Dwarves Key), follow the path south until you reach a
path going west. Follow it to the stairs. Follow them to another set of stairs
going back up. At (1, N) you should see something roll across the screen.
Heal up and then go to it and you will face Tortolyde.

Boss: Tortolyde
HP: 85
EXP: 100
Gold: 80
Item: Orb of Truth

The battle isn't insanely tough, though watch out if Tortolyde tries to
double strike you. Most likely he will try to cast Quick on the first round,
which gives you ample opportunity to destroy him in a round or two. Have Pyra
cast Sleep on him for a couple of rounds, unless you need to heal, then have
her do that. If Sleep hits, the battle won't last very long and you will be
awarded with the Orb of Truth. After the battle, head back to town and upgrade
your equipment again if need be.

Make another trip to the Cave, but this time, head through the western door.
Attempt to get the 5 treasures beyond the halls of slime (which start at K, F).
If you need to leave again after getting everything there, do so.

Again, crack at the western path, even though it is the longest. This time,
try to go for the Bronze Shield in the corner (by the slime of course) and
give it to Milo. From here, you are close to the Alter, but again, you haven't
explored everything yet. Head back out and rest in town again.

For the last trip(s) for this cave, take the southern path. Grab any treasures
that you have missed and make your way for the alter. Press up and you will
return to Level 1. Head back to town.

-Town-
Again, upgrade your equipment. Hopefully, you are offered a deal for
a Thorn Whip at the weapon shop. If you aren't, fight around in the cave of
Courage until you get 5500 gold so that you can buy it. If it's still not
offered, exit town and try again. This weapon for Pyra will make the fights a
lot easier.

As a minimum, you should have the following equipment.

Current Equipment:
You: Long Sword, Chain Mail, Leather Shield, Bronze Helmet
Milo: Sword, Leather Armor, Bronze Shield, Woven Hood
Pyra: Thorn Whip, Hemp Robe, Royal Tiara

Sell the Dwarves Key to make some extra room. You won't need it again. Rest
and Save and head back to the Labyrinth.

-Labyrinth, Level 1-
Levels: 17-19
Monsters: Grimwall, Hydrax, Grimfowl, Toadstool, Nightstalker, Dark Wing,
Minotaur

Where you want to go now is to (P, S) (check Level 1 Map, it's not too far
from the entrance). You will notice at the end that the wall is now glowing.
Use the Orb of Truth here and a monster will pop out of the wall. This is
Grimwall. He will be tough at first, and he will hit hard, but it's still
nothing Slow or Sleep can't handle. Kill him in a couple of rounds and the
wall will disappear.

From there, just head straight to the Cave of Truth at the northeast corner.
-------------------------------------------------------------------------------
Cave of Truth
-------------------------------------------------------------------------------
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1    #     # S   S # # # # ####
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3# # # #     S     #   #      #
41 ### ########################

Key:                            Treasure:
1: To Level 1                   A, A: Chain Mail
T: Treasure                     O, A: Ghost
F: Fountain                     U, G: Rune Key
G: Iron Gate                    2, I: Battle Axe
?: Doppler                      A, J: Healer Fruit                     
L: Locked Door                  W, O: Ghost
!: Finish                       Y, O: Magic Ring
@: Spinner                      I, R: Wood Staff
S: Slime                        M, R: Depoison
I: Niche (place Idol here)      Z, S: False Idol
                                G, T: 50 Gold
                                M, T: Smelling Salts
                                A, V: Wisdom Seed
                                Q, Y: Angel Feather
                                O, Z: Ghost


-Labyrinth, Cave of Truth-
Levels: 17-19
Monsters: Grimfowl, Toadstool, Nightstalker, Dark Wing, Minotaur, Bullsnout,
Tombwalker, Deathgrin, Ghost, Cyblok, Sea Stallion, Ostrik, Dark Wizard,
Jackobutch, War Lizard, Death Rattle, DOPPLER

The game may have been easy for you during the first three levels, but now
playtime is over and the real challenge beings. There is only one floor,
so there are no pits to worry about here. However, the game now introduces
the spinners, which will spin you 270 degrees from the direction you are
facing and will send you that way. So, if you are facing north, you will end
up going west. If you are facing south, you will go east, and so forth. The
trick to make this go by quicker so that you don't have to turn around and
use the spinner again to get to the direction you want to go (for instance,
you want to go east, but you are facing north, so you'd normally have to use
the spinner 3 times) is to walk backwards onto the spinner. For instance,
you are still going north, but since you are facing south, you will end up
east. But yeah, don't let the spinners confuse you.

Like any other level from here on out, you will be making multiple trips.
Lucky for you that you have the Thorn Whip to make these battles easier. By
giving Pyra this weapon, she can attack a group of monsters, allowing her
to kill them in 1-2 rounds while you and Milo finish off another group of
monsters by yourselves.

The chestbeaks are gone and Ghosts now inhabit the chests. Be VERY careful of
them as they can use Desoul 1 on you. Again, try to get them to sleep or slow
them down to make it easier.

You absolutely NEED to get the False Idol located at (Z, S). You cannot get
to the next trial without it. You will have to go through some slime to get
to it, but it shouldn't be much of a problem.

Starting at (I, G), you will see a large open room. Don't let it fool you,
as there are many places that when you step, a wall will come down and block
your path. The maps I have given shows what the path will look like when all
the walls are down. Don't panic if you think you're lost though. Grab the
Chain Mail if you wish to have some extra money.

After the room of falling walls you will find the Alter... except for the
fact that it remains motionless. Use the Orb of Truth on it to open it up and
reveal the remainder of the cave.

After you take a couple turns from the false alter, you will hear a voice. It
is Princess Jessa, but she is behind a gate. She says that if you put the
False Idol in the niche up ahead, the gate will open. Before you do so, make
sure you are fully healed (else go back and rest up). Use the False Idol at
the Niche to open the gate. Go around to get her and she will reveal that she
is not Jessa, but is Doppler!

Boss: Doppler
HP: 150
EXP: 300
Gold: 130

This battle can be a pain, but like any battle before it, by using the
right combination of spells, this monster will fall. Casting Quick 2 and
Sleep/Slow will make the battle go by a lot easier. Doppler will hit hard,
but he is slow, so use that to your advantage. Freeze 2 and Bolt 1 work real
well against him. Once he is defeated, grab the Rune Key from the chest behind
him.

The rest of the path is pretty straight-forward. There is a Battle Axe beyond
the slime right before the Alter that you should get for Milo. Once you reach
the real Alter, press up to return to Level 1. Then head back to town.

-Town-
Hopefully you've been keeping tabs on upgrading your equipment. This is what
you should have by now.

Current Equipment:
You: Long Sword, Bronze Armor, Bronze Shield, Bronze Helmet
Milo: Battle Axe, Chain Mail, Madu, Fur Hood
Pyra: Thorn Whip, Hemp Robe, Wood Shield, Royal Tiara

The Wood Shield is a deal that the Armorer will offer you. Since this is the
last trial before entering the rest of the labyrinth, you will need all the
defense you can get.

By getting the Madu for Milo, his attack and defense will go up a bit. You
won't be keeping this item for long, but it is handy for the time you need
it.

Some people take the deal of the Long Spear when offered. Trust me and don't
take it. It does offer a lot more attack than the Battle Axe and Thorn Whip,
but paying almost 10000 Gold for it is not worth the cash.

Rest and save, and when you are ready, head back to the Labyrinth.

-Labyrinth, Level 1-
Remember where you fought the Kaiser Krab? The entrance to the Cave of Wisdom
is just beyond the door to the west of it. You can either make the trek there
like you did the first time, or defeat the Grimwall and just head left after
it (makes the trip shorter). Either way, use the Rune Key to open the door
then head into the cave.
-------------------------------------------------------------------------------
Cave of Wisdom
-------------------------------------------------------------------------------
Upper Floor:
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Key:                            Treasure:
1: To Level 1                   M, A: Ghost
2-6: To Lower Floor             S, A: Mithril Ore
T: Treasure                     G, D: Map 2
F: Fountain                     U, F: Dark Block
G: Iron Gate                    Q, G: Steel Saber
?: Dai                          J, W: Map 1
V & ^: One-way Doors            T, Y: Herb Water
O: Pit                          4, 1: Ghost
S: Slime                        F, 3: Smelling Salts
!: Finish

Lower Floor:
 ABCDEFGHIJKLMNOPQRSTUVWXYZ1234
A                5##
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Key:                            Treasure:
2-6: To Lower Floor             2, C: 200 Gold
T: Treasure                     G, K: Fire Sword
V & ^: One-way Doors
x: Pit Landing

-Labyrinth, Cave of Wisdom-
Levels: 20-22
Monsters: Ostrik, War Lizard, Jackobutch, Smoke, Cokatoris, Sorceror, Tarantia,
Mazerunner, Nightwraith, Fungoid, Driffid, Ghost, Sea Stallion, Krusher

Just a note, don't attempt to upgrade any equipment when you return to town.
You'll see why later, just stick with what you've got.

This is by far the most annoying level in the game, just because of all the
trap holes that look like floors but indeed will drop you like a bad habit to
the floors below. There are only 2 places where I recommend this, but I will
tell you later. My map does show you where all the holes are, so keep that
in mind.

At (J, W) you will find Map 1. By using it, you will see all the holes in the
area you are in. Refer to it if you are indeed lost (though you shouldn't need
to use it, but it is extra money). The first hole I recommend you take is
located at (E, M). Once you fall, you can go either north to the door or
east. East takes you to a chest containing a Fire Sword, which is twice as
powerful as your Long Sword. Now you can take the door and then take a left
which will take you to the stairs. Back at that floor, you can take a left
to get Map 2. Take this time to return to town and rest.

After returning to the cave, instead of going to the hole you were at before,
go south until you reach the set of doors located at (F, Q). Follow these
doors until you find Dai. It seems that he has gotten lost in the cave and
wishes to head back home. He will join your party. Like with Gila before,
Dai will get some attacks in... and he will do probably about 1-2 damage
per shot. Um, yeah. Take him back to town as soon as you can.

The place where Map 2 shows the holes starts at (L, D). Navigate your way
through this maze, making sure you grab the Steel Saber and Dark Block on
your way. The hole you want to take is located at (R, J). From there, take
the stairs back up.

The rest of the cave is pretty easy to navigate. Grab the Herb Water before
making your way to the Alter. Also, before you reach the Alter, go to the
eastern hallway and walk past the slime until you reach the chest with the
Mithril Ore. Grab it, then head back to the Alter. Press up and you'll go
back to Level 1. Head to the castle.

-Castle-
It seems that after you completed the last trial, Melvyl ran away. Talk to
everybody to find out how to enter the Labyrinth Proper and to learn about
the Arms of Light. Head back to town.

-Town-
By now you should have plenty of money in stock. The Trader is now open for
business as well, which will be where you'll do most of your shopping from
now on. The Trader can also fix broken items (if you've used a magical item
too many times, he can fix it if it isn't beyond repair) and he can craft
equipment from Dark Blocks and Mithril Ore. Since you have one of each, have
him craft a weapon for Pyra with the Dark Block, and a Shield for Pyra from
the Mithril Ore. It will probably cost around 30000 Gold, but you've probably
got that tucked away somewhere. If not, just fight around in the Cave of
Wisdom some more until you do. What will result is the Hex Whip and
Mithril Shield.

The Hex Whip, though it will curse Pyra, is very powerful. It is as strong
as the Fire Sword and can attack a group of monsters just like the Thorn
Whip. This will be her last weapon that you should ever get her.

Also, you can cell the Rune Key now.

You should have the following equipment by now.

Current Equipment:
You: Fire Sword, Iron Armor, Wood Shield, Bronze Helmet
Milo: Battle Axe, Bronze Armor, Madu, Fur Hood
Pyra: Hex Whip, Leather Robe, Mithril Shield, Royal Tiara

Rest and save, then head back to the Labyrinth.

-Labyrinth, Level 1-
Fight the Grimwall to get it over with, then head to where you fought the
Kaiser Krab. Face North and follow the pots of fire to the alter, which will
give way to the warp to the Labyrinth Proper.
-------------------------------------------------------------------------------
Level 2
-------------------------------------------------------------------------------
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Key:                            Treasure:
1: To Level 1                   K, E: Magic Hood
2: To Level 3                   T, E: Angel Feather
T: Treasure                     Q, I: Healer Fruit
F: Fountain                     V, I: Fire Staff
G: Iron Gate                    Q, K: Mithril Ore
V & ^: One-way Doors            Q, M: Smelling Salts
S: Slime                        T, Q: 300 Gold
$: Gold Fountain                Y, S: Worn Robe
D: Door to outside              M, U: 500 Gold
@: Spinner                      C, V: Great Axe
M: Sentinel                     G, V: Depoison
x: Pit Landing                  Y, W: Sun Armor
                                I, 1: Barrier Ring

-Labyrinth Proper, Level 2-
Levels: 23-25
Monsters: Cokatoris, Driffid, Fungoid, Sorceror, Maligator, Billow, Reaper,
Mantoro, Deadhead, Demi-Wight, Berserker, Mandrake, Salamander, Kamil, 
Deathserpent, Wingblade, Brikeye, Sentinel, Kromeball, Headhunter

Now the game gets really fun (the music makes the difference, trust me).
The monsters do get stronger, but the Hex Whip should be able to take care of
most of them. Just follow the same strategy you've been following with the
whips. If you find the monsters are getting too hard for even the whip,
have Milo follow Pyra's attacks with a Blast 2 or 3 spell.

To the east of the teleporter is another Mithril Ore. Since you probably do
not have the money yet to make anything out of it, just hang onto it. When
you have around 25000 Gold, head back to town and create a Shield for Milo.
At this time, the Alkemist might also offer a Mithril Ore of her own. Buy it
and make a helmet for Pyra. This will create the Mithril Hood.

Pick up any treasure you see during your venture. Make sure you pick up the
Great Axe for Milo. You will have to fight a Sentinel for it (they do hit
hard, so use Sleep/Slow to fix their wagon).

When you reach the door, you will be taken to the east half of the floor. 
Here you can pick up the Magic Hood from behind the one-way door and past
the slime (give it to Milo) as well as the Fire Staff (which is good for
some free spells and some money.

Be VERY careful while walking down the hallway going south. You will most
likely run into Kromeballs, and they WILL hurt you very much. If you're not
prepared, they will kill you. Use Slow or Sleep on it to make the fights
easier. Boost helps as well as it will allow you to do more damage to it. If
you don't kill it fast enough, it will explode and do around 100 damage to
each of your party members.

There will be a place towards the end where there are a bunch of Sentinels
blocking various hallways. The one you want to face is located at (1, W).
Defeat it and the Sun Armor is yours for the taking.

Be very careful when you see a hole in the ceiling. Sometimes Head Hunters
pop out and attack, and they will hurt worse than the Kromeballs. The
easy way around this is to walk backwards until you are under the hole, then
turn around and walk straight.

Near the stairs you will see a Gold Fountain. Keep this in mind and head up
the stairs. When you are at Level 3, warp out and head back to the Castle.

-Castle-
Here you will meet Xern, a wise old wizard. He will tell you that Melvyl is
really Dark Sol himself! Xern will also give you the Medallion, which is
VERY VITAL to your progress. When you see a Gold Fountain, you can place one
half of the Medallion in it and then use the other half from ANYWHERE to
return to that Gold Fountain. However, to use it in another fountain, you
first have to retrieve the other piece, so just keep the piece in the
fountain until you found the next fountain and are certain you can get to it
without any trouble.

Head back to town.

-Town-
Rest and save at the town. You should be able to upgrade your equipment
once again. You should have at least this.

Current Equipment:
You: Fire Sword, Sun Armor, Steel Shield, Steel Helmet
Milo: Great Axe, Bronze Armor, Mithril Shield, Magic Hood
Pyra: Hex Whip, Leather Robe, Mithril Shield, Mithril Hood

When you are ready, head back to Level 2.

-Labyrinth Proper, Level 2-
Just make your way back to the Gold Fountain for now. Use the Medallion there,
then head back to town to rest up. Use the Medallion from town to return to
the Gold Fountain, then head back up the stairs.
-------------------------------------------------------------------------------
Level 3
-------------------------------------------------------------------------------
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Key:                            Treasure:
1: To Level 2                   A, I: Light Shield
2 & 3: To Level 4               3, I: Light Helmet
T: Treasure                     4, Q: Ice Staff
F: Fountain                     A, U: Storm Sword
G: Iron Gate                    K, W: Herb Water
V & ^: One-way Doors            P, W: 500 Gold
S: Slime                        Q, 1: Great Flail
$: Gold Fountain                X, 1: Mithril Ore
@: Spinner                      A, 2: Mystic Rope
M: Shell Beast                  A, 4: Healer Fruit
W: Grimwall
O: Pit
x: Pit Landing
?: Blackbone

-Labyrinth Proper, Level 3-
Levels: 27-30
Monsters: Deathserpent, Mandrake, Kamil, Sea Stallion, Wingblade, Tommyhawk,
Grim Specter, Hellknight, Mad Tut, Battle Oxe, Kromeball, SHELLBEAST,
Soulthief, Scizzar, Necormancer, Living Dead, Dreampuff, Bloodrooster,
Demonika, Gryphon, Troll, BLACKBONE

Right now, your main priority is to get the elusive Mystic Rope. The way you
do this? You have to go through the Shellbeast first. Take your time here,
since now the monsters are going to start to appear more often and will hurt
you more and more. Leveling up on this floor is key. Try to combo Pyra's
Whip attacks with Milo's Blast spells to make quick work while you take out
one monster at a time.

The center corridors wind around in a weird spiral-like shape. Deep along this
path is the mighty Shellbeast.

Boss: Shellbeast
HP: 335
EXP: 1500
Gold: 500

Much like the Tortolyde, the Shellbeast is a monster you will only have to
face just the once. However, the quicker you kill him the better. Have Pyra
start off with Sleep and pray that it hits as Milo casts Quick on yourself.
Make sure you heal when needed and just keep up the attacks after that and
the Shellbeast should fall quickly.

If you have enough power, make your way to (A, 2) to grab the Mystic Rope. Now
you can do one of two things: You can use the Mystic Rope now to climb up to
Level 4 and grab the Enduro Staff at the end of the hall, or just leave the
Labyrinth and head back to town.

-Town-
If you've sold it already, grab the Dwarf Key and rest up. Save and head
back to the Labyrinth and to the Cave of Strength.

-Labyrinth, Cave of Strength-
If you need to look above at the map again, do so. What you need to do is fall
down the hole at (H, R) and then use the Mystic Rope to come back up. Step on
the other side of the hole and you'll soon be at a chest containing a piece of
Mithril Ore. Head back to town.

-Town-
Sell the Dwarf's Key again and head to the Trader. This time, make some Armor
for yourself. You will receive the Mithril Armor, but give it to Milo. Rest
and head back to the Labyrinth, this time going back to Level 2.

-Labyrinth Proper, Level 2-
Here you will want to use the Mystic Rope at two places. The first being at
(O, Y) where it will take you to Level 3, which leads you to the Great Flail,
which is a great weapon for Milo (even though it is a bit weaker, but given
that fact you can strike twice with it, making it a perfect match for following
after Pyra's attack). Once you have it, fall back down the hole and make your
way to (A, K). Use the Rope here back up to Level 3, where you can follow to...
a dead end? Nope, just use the Orb of Truth here and smash the Grimwall to
reveal a chest with the Storm Sword. This will be the 2nd strongest sword that
you will ever have, so make good use of it. Head back to town.

-Town-
Save and rest, selling any unwanted equipment that you have. Make sure again
that you are carrying an Angel Feather. Warp back to Level 3.

-Labyrinth Proper, Level 3-
With the Great Flail and the Storm Sword, the battle should be getting a bit
easier now. There is another Grimwall at (1, Q) that you can defeat to obtain
an Ice Staff if you would wish. At (2, E), there is a one-way door that you
can take. This door will lead you to the chest that is behind the Iron Gate
that you passed to get to that door, and in that chest is the Light Helmet.
Make sure you equip it immediately. If you need healing, make sure you exit
out and head to town.

Before going too much beyond that point, try to get Pyra up to at least
Level 34... just trust me on this.

After you get the Helmet, head to (4, A) and use the Mystic Rope to go up the
hole. Follow on Level 4 to the other hole and come back down. Make sure you
keep your HP up around here. Follow the path provided until you reach the
area near the stairs. You are so close to Level 4... however, somebody doesn't
want you to go up.

Boss: Blackbone
HP: 435
EXP: 3000
Gold: 2500

Have a load of fun with this battle. Blackbone is NOT very easy. Start out
with Pyra casting Boost 2 and Milo casting Quick 2. Blackbone has a double
strike attack, so make sure you are keeping Milo on hand to heal when needed.
Have Pyra cast Blaze 4 on Blackbone to deal massive damage. If you run out of
MP for Blaze 4, start working with Slow and Sleep. Blackbone should eventually
fall. After you kill him, head back to town.

Rest up and save, then warp back to Level 2. Go up to Level 3 and then walk to
(V, C). Use the Mystic Rope and follow the hallway to a Guardian. These
red Sentinels hurt a lot more, but it's still nothing that sleep and slow
cannot cure. Grab the Elven Hood from the chest and go back to town, saving
and resting. Give the Elven Hood to Milo.

Last trip I promise. Grab the Medallion from the fountain and head back to
Level 3. If you go to (4, 1), you can use the Mystic Rope to lead you to a set
of stairs and some Holy Water. The stairs will lead you to a piece of Mithril
Ore.

Head back to where you faced Blackbone. Beyond the stairs is a Golden Fountain.
Use the Medallion there and then head back to town.

-Town-
Use this piece of Mithril Ore to craft Pyra a piece of Armor, which will end
up being a Mithril Robe. Make sure you have the following equipment now:

Current Equipment:
You: Storm Sword, Sun Armor, Steel Shield, Light Helmet
Milo: Great Flail, Mithril Armor, Mithril Shield, Elven Hood
Pyra: Hex Whip, Mithril Robe, Mithril Shield, Mithril Hood

When you are ready, head to the Castle.

-Castle-
Here you will see a battle scene between Dark Sol and Xern. Just enjoy the
battle that they put on and learn some more about the power that Dark Sol
possesses.
-------------------------------------------------------------------------------
Level 4
-------------------------------------------------------------------------------
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N### G B   #   # #    # ###   #
O  # # # ####### #####@## #####
PT ##### # #   # #    #       #
Q#     # # # T## #### # #######
R##### # # #   #      # #     #
S#   # # # # T## ###### ##### #
T  ### # # #     #          # #
U# #         ################ #
V#### ########                 
W#    #        ##### #### #####
X#### # # T### #   # #  # # # #
Y#  # # x    # ##1 ###  # # 2 T
Z  ## # ##4 ## #   # #### #
1O #  #     #  ### #      # # O
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3#           # ### #    #   # #
4##########T ### ### T##### ###

Key:                            Treasure:
1 & 2: To Level 3               K, E: Light Blade
3-6: To Level 5                 V, E: Elven Hood
T: Treasure                     C, F: Miracle Herb
F: Fountain                     M, K: Heal Ring
G: Iron Gate                    I, M: Cell Key
V & ^: One-way Doors            M, M: Hand Eater
S: Slime                        Q, M: Hand Eater
$: Gold Fountain                S, M: Frost Armor
O: Pit                          A, P: Steel Whip		
D: Door to outside              J, X: Herb Water
@: Spinner                      4, Y: Holy Water
M: Guardian                     K, 4: Enduro Staff
W: Grimwall                     U, 4: Healer Fruit
x: Pit Landing
?: Jessa
B: Dark Knight

-Labyrinth Proper, Level 4-
Levels: 34-36
Monsters: Meat Zombie, Mandagora, Vyper, Deathbringer, Dragonspawn, Gryphon,
Necromancer, Demonika, Warbird, Living Armor, Troll, Scizzar, Cerebus,
Troglodyte, Lancerot, Handeater, Gollum, Deathmask, Hobgoblin, Bildblok,
Syren, Blackbone, DARK KNIGHT

Be very careful of the Mandagoras. The reason being is that they will use an
attack that can instantly kill everybody. The good news is that Milo and Pyra
at this point will have some protection with their Mithril Items, but you will
have absolutely none and will die almost every time. When you see them, do
not hesitate to use a Whip/Blast Combo or Bolt/Blast combo to rid of them.

You will probably, like the last few levels, be making a few trips here just
because the enemies are so tough. The treasures here are really worth getting,
including the Miracle Herb, Heal Ring, and Herb Water. However, the two items
you are longing for are the Frost Armor and the Light Blade. The Frost Armor
can be found at (S, M), which is easy enough to get, but the Light Blade is
located at (K, E) and is behind a Grimwall. Make sure you get this, as it is
the best weapon in the game. Keep the Storm Sword if you wish for some extra
Bolt 2 power.

Just a note, on your way back from the Light Blade, you will find a hole in
the ceiling at (O, C). Climb up the Mystic Rope and follow to obtain the
last piece of Mithril Ore. Head back to town.

-Town-
Now is the time to craft the last piece of Mithril equipment, and that is the
all powerful Mithril Axe. Just make a weapon for Milo using it and you will
get his strongest weapon. Though the Great Flail was good for a while, this
will be what you end with. Rest, save, and return to Level 4.

-Labyrinth Proper, Level 4-

By the time you reach (E, P), you will hear a voice calling to you. Turn to
face the cell and you will find Princess Jessa! She is locked up in the cell
and is being guarded by Mortred, your father, who Dark Sol made into his
personal Dark Knight! She asks that you get the Cell Key. After she asks this
of you, you can do one of two things: Either return to town to heal if you
need it or go straight for the key, which is located at (I, M).  However,
on your way you will be stopped by the Dark Knight.

Boss: Dark Knight
HP: 1600
EXP: 1000
Gold: 0

This guy hits fast and hits hard... and also hits twice per round, so make
sure you are ready for him. Attack and have Milo cast Quick 2 on all while
Pyra casts Boost 1 on you. If you've survived the first round, attack again
and have Milo heal while Pyra casts Boost 1 on Milo. Now, with the Light
Blade and Mithril Axe, having these two attack will take a lot of life out of
the Dark Knight. Any move Pyra makes after this point should be to Heal,
unless Milo needs to cast Heal 4 or Heal 3 to completely heal somebody.

After about 1000 HP of damage, Dark Knight's helmet will come off. He doesn't
get any harder after this change, but it does note that he is almost done.
Just keep attacking to finish him off.

After the tearful Father-Son reunion and then the even more tearful Father-
Son separation, grab the Cell Key and open up Princess Jessa's cell. She will
join the party (and like Gila and Dai, will be able to fight... just not well).
Egress out and head to the castle.

-Castle-
Finally, the princess is safe and sound... but all is not done. Dark Sol still
needs to be encountered. However, to help in this struggle the King will 
reward you with a Magic Ring. Give this to Pyra and then head back to town.

-Town-
Before getting rid of the Cell Key, you still remember the cells that you've
seen along the way? Well, it is time to get them. Buy the Dwarves Key back
again (don't worry about the Rune Key, as the chest behind that cell just
contains some Ghosts). Instead of just giving detailed instructions on how
to get to what, I'll just list off where the chests are and what they
contain.

Cave of Strength: Forbidden Box (T, F)
Cave of Courage: Demon Staff (O, S)
Cave of Truth: Magic Ring (Y, O)
Level 2: Barrier Ring (I, 1)
Level 3: Light Shield (A, I)

The Magic Ring and Barrier Ring should be given to Milo, while you should take
the Light Shield. This will leave you with one piece of the Arms of Light to
go.

The Forbidden Box and Demon Staff can both be handy items if you like a little
randomness. Be very weary of the Forbidden Box (see reasons why in the Items
Section of this guide). The Demon Staff is an excellent way to get some rare
items from enemies, though at this point in the game they are not worth
getting, except for maybe the Mercy Staff (if anybody can tell me whether this
item can be found in the game from enemies, please e-mail me), as the Mercy
Staff can cast Heal 3.

Sell your Keys and even the Orb of Truth and the Mystic Rope, as you will
never need them again.

Anyways, when you are ready, rest, save and head back to the Labyrinth.

-Labyrinth Proper, Level 3-
Grab the Medallion and head back to Level 4.

-Labyrinth Proper, Level 4-
Make your way back to where the Dark Knight was. It's not far from there
where you will find the Gold Fountain and the stairs to Level 5. Make sure
you use the Medallion here, else it is a long way back.

Current Equipment:
You: Light Blade, Frost Armor, Light Shield, Light Helmet
Milo: Mithril Axe, Mithril Armor, Mithril Shield, Elven Hood
Pyra: Hex Whip, Mithril Robe, Mithril Shield, Mithril Hood
-------------------------------------------------------------------------------
Level 5
-------------------------------------------------------------------------------
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1# #  # #   #   #   #   # #   #
2# ########## T## T## # T #   #
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4###################### #######

Key:                            Treasure:
1-4: To Level 4                 2, D: Mithril Ore
T: Treasure                     I, E: Light Armor
F: Fountain                     E, L: 2000 Gold
G: Iron Gate                    2, L: Hand Eater
V & ^: One-way Doors            K, N: 2000 Gold
S: Slime                        S, N: Miracle Herb
$: Gold Fountain                W, R: Hand Eater
O: Pit                          T, V: Dark Scimitar
@: Spinner                      F, Z: Dark Block
M: Guardian                     N, Z: Magic Robe
!: Alter                        N, 2: Hand Eater
?: Spirit Fountain              R, 2: 1000 Gold
B: Dark Sol                     X, 2: Magic Ring

-Labyrinth Proper, Level 5-
Levels: 40-42
Monsters: Gargoyle, Centaurian, Hellhound, Hobgoblin, Ghoul, Colossus,
Chimera, Graveroc, Lancerot, Gollum, Deathpaw, Brimstone, Warhorse, Syren,
Dragonfyre, Serpi, Ragnarock, Demonesk, Lokjaw, Kamilun, Bildblock, Guardian,
Blackbone, Ramiun, Crystal Ooze, DARK SOL

Of course, like any ending to a game, the toughest monsters will lay in wait
here. Bolt 3 will work wonders on some of the best ones, but so will Burst
spells. You will gain a lot of levels here, so don't be afraid to go back and
forth between town and here.

You will have two ways to go here at the fork, north and south. Start off by
going south to get the treasure that lay below. The three treasures here you
are really looking for are the Miracle Herb (S, N), the Magic Ring (X, 2),
and the Light Armor (I, E). Give the Magic Ring to Pyra so that she has two.
Once you have the Light Armor, give it to yourself and head back to the Castle.

-Castle-
At the castle, Jessa will let the cat out of the bag and tell the story of
how you had to kill your father to save her. She starts to cry while Theos
starts to collect the tears and give them to you. Rest in town and head back
to the Labyrinth.

-Labyrinth Proper, Level 5-
Now the place where you want to go is at (D, Z). This is where you will find
a fountain unlike any other you've seen. It is not a useless Blue one, nor a
Gold one (so your Medallion will not work here to get you closer to the end).
However, the Vial of Tears will work. Using them here will reveal the Water
Spirit, who will make you a Shining Knight. Now you are ready to take on
Dark Sol.

Keep this place in mind, because in coming back here, you will fully restore
your HP and MP. Now that you are almost set, everybody should have the
following equipment.

Final Equipment:
You: Light Blade, Light Armor, Light Shield, Light Helmet, Medallion,
     Barrier Ring, Miracle Herb
Milo: Mithril Axe, Mithril Armor, Mithril Shield, Elven Hood, Heal Ring,
     Magic Ring, Miracle Herb*
Pyra: Hex Whip, Mithril Robe, Mithril Shield, Mithril Hood, Magic Ring,
     Magic Ring, Miracle Herb*

*The 2nd and 3rd Miracle Herb will be found shortly.

The final spot on everyone's inventory can be replaced with whatever. Some
items I recommend are Herb Water (since it reduces Magic Damage), the Storm
Sword, the Fire Sword, the Fire Staff, or the Forbidden Box. If you've
managed to snag up an Ogre Flute or Earth Hammer, those are worth it as well.
If you have used the Miracle Herb already, then yes, have the Herb Waters
first on hand.

From the spot where you got the Light Armor (I, E), head to the hole located
at (G, F). Fall down and follow to a chest containing the last Miracle
Herb. Go up the stairs back to Level 5.

This is the final hallway to Dark Sol. On the way you may encounter the
Crystal Oozes, which are worth a truckload of XP. If you find that you haven't
gotten everyone to around 46-48 yet, this may be the best time to fight around,
else just go back to the Spirit Fountain and stick around so you can heal.
Anyways, Crystal Oozes are tough to beat, as they usually run away or use
Freeze 4 to do the job. Not only that, they are fast and usually take no
damage from attacks and very little from magic. The Solution? The Forbidden
Box is probably the best trick unless you have found the Earth Hammer or
anything else similar. The problem with the Forbidden Box is that it may
backfire, so use it wisely.

Once you are ready, grab the last Miracle Herb at (S, N), then head up the
lit hallway until you find the door leading to Dark Sol. Before going in,
make sure to heal and use the Magic Rings to restore some MP.

Boss: Dark Sol
HP: 1500

Dark Sol will not say a whole lot as he begins his assault. In all actuality,
this is a fairly simple battle. Try not to use your magic yet unless you need
Milo to Heal (in which case, use the Heal Ring). For starters, use the
Barrier Ring and just follow with Boost 1 to yourself and Milo. Dark Sol's
attacks are fairly strong, but nothing like facing Blackbone or Dark Knight's
double strike attacks. Demonbreath will probably be your worst enemy, but
even so, it is nothing Milo cannot cure. As long as you keep your HP up,
Dark Sol will fall...

And then he will beg the Darkness for another chance... ask and ye shall
receive.

Boss: Dark Sol
HP: 3500

Now you have a bit to worry about, as Dark Sol now has a double strike ability
of his own. This means that you should instantly start off by using the
Barrier Ring, Boost 1 to Milo, and an Herb Water if Milo has one to help
against the possibility of the double strike of Blaze 3 or Bolt 3 (or even
worse, an upgraded Demonbreath). The 2nd round should pit yourself attacking,
Pyra using Boost 1 on you, and Milo either attacking or healing, depending
on what Dark Sol did and what the Herb Water didn't help out, else he should
attack. 

Once you've boosted both yourself and Milo, let Pyra loose with her explosive
Bolt 4 spells. Yes they eat up a ton of MP, but so what, it will hit Dark Sol
a lot harder than your sword will. Once you've dealt about 2000 damage to him,
the arms will drop and his tail will come out (which hits a lot harder than
his arms). To make up for this, Dark Sol will now cast Demonbreath more often,
but his double strike is less frequent. Just keep up the attacks and use a
Magic Ring if you need some extra MP. Milo will be mostly used for Healing as
the battle goes out longer. Just keep attacking and it will be over.

-Castle-
You will find yourself outside the Labyrinth after the battle. Not much else
you can do except go to the Castle to see the ending.

Congrats on beating this ancient game. Hope the walkthrough helped.
===============================================================================
IV. Enemies
===============================================================================
Here is a list of all the enemies in the game, in alphabetical order.

NOTE: The HP on the list is the lowest that it takes the kill them. Enemies
of the same name can generally have 1-5 more HP than listed.

*Spells listed with an * behind it are non-magical breaths that the monster
uses that are not called by that name, but are the equivalent of it.

Name            HP    Exp   Gold  Found                  Abilities
Battle Oxe      63    470   130   Level 3                Freeze 2*
Berserker       60    180   91    Level 2
Bildblok        475   2500  1000  Level 4 & 5            Freeze 4*, Paralysis
Billow          52    165   73    Level 2
BLACKBONE       435   3000  2500  Levels 3, 4, 5         2x Strike
Bloodrooster    56    560   153   Level 3                Paralysis
Brikeye         95    200   250   Level 2                Heal 2
Brimstone       154   3580  1500  Level 5                Muddle 2
Bullsnout       36    37    32    Truth                  Defends, Heal 2
Cave Goblin     17    8     13    Strength               Defends
Cave Slug       7     1     2     Level 1 Entrance
Centaurian      115   1680  790   Level 5
Cerebus         81    1100  450   Level 4                2x Strike, Blaze 3*
Chestbeak       95    85    60    Strength, Courage
Chimera         95    1860  980   Level 5                Freeze 3*
Clodhopper      21    22    26    Courage
Cokatoris       49    127   70    Wisdom                 Paralysis
Collossus       120   2030  840   Level 5                Throws boulders
Crystal Ooze    2     30000 5000  Level 5                Freeze 4, Muddle 2,
                                                         Calls help, high
                                                         defense
Cyblok          85    80    50    Courage
Darkbat         11    3     6     Level 1 NW
Dark Hermit     13    6     7     Strength
Dark Jelly      9     3     5     Level 1 SW
DARK KNIGHT     1600  1000  0     Level 4                2x Strike
DARK SOL        1500  --    --    Level 5                Bolt 3, Demonbreath
                3500  --    --    Level 5                2x Strike, Bolt 3,
                                                         Blaze 3, Demonbreath  
Dark Wing       27    33    24    Level 1 N/NE           Poisonous
Dark Wizard     35    66    37    Truth                  Blast 1, Screen 1
Deadhead        55    146   76    Level 2                Defends
Deathbringer    68    1010  380   Level 4                Defends, Revive 2
Deathgrin       27    39    32    Truth
Deathguide      22    19    19    Strength, Level 1 E    Sleep 2*
Deathmask       95    1330  470   Level 4                Instant Death
Deathpaw        104   2270  962   Level 5                2x Strike, Muddle 2
Death Rattle    35    50    30    Truth
Deathserpent    58    270   115   Level 2 & 3            Blaze 2
Demi-Wight      58    175   88    Level 2                Burst 2, Blast 2
Demonesk        113   2600  1030  Level 5                Freeze 4*
Demonika        65    770   265   Level 3 & 4            2x Strike
DOPPLER         150   300   130   Truth                  Sleep attack
Dragonfyre      102   2100  830   Level 5                Blaze 4*
Dragonspawn     70    900   270   Level 4                Blaze 3* on 1
Dreampuff       59    640   210   Level 3                Calls help, Group
                                                         attack (10x single)
Driffid         49    138   74    Wisdom, Level 2        Sleep 2*
Fungoid         44    114   82    Wisdom, Level 2        Splits, Sleep 2*
Gargoyle        93    1680  550   Level 5
Ghoul           105   2240  800   Level 5                Poisonous
Gollum          105   1460  590   Level 4 & 5 
Graveroc        91    1860  760   Level 5                Blast 4*           
Grimfowl        22    26    24    Courage, Level 1 N/NE  Paralysis
Grim Specter    58    380   124   Level 3                Desoul 1
Grimwall        60    150   100   Levels 1, 3, 4
Gryphon         63    710   230   Level 3 & 4            Blaze 3*
Guardian        345   4500  3000  Level 4 & 5            2x Strike
Handeater       95    1500  500   Level 4 & 5            Freeze 3*, Desoul 2*
Head Hunter     275   600   300   Level 2                2x Strike
Hellhound       90    1640  620   Level 5                2x Strike
Hellknight      64    430   128   Level 3
Hobgoblin       89    1570  480   Level 4 & 5
Hydrax          20    21    19    Courage                Paralysis Powder
Jackobutch      41    73    41    Truth                  Heal 1
Kaiserkrab      45    40    50    Level 1, Strength      2x Strike
Kamil           57    240   97    Level 2 & 3            Calls help, Group
                                                         attack (15x party)
Kamiliun        118   2520  1120  Level 5
Killerbee       12    4     8     Level 1 NW             Poisonous
Killer Gnome    23    19    22    Level 1 E, Courage     Calls Killer Gnome
Killwave        60    50    30    Stregnth, Courage      2x Strike, Freeze 2
Kromeball       295   500   300   Level 2 & 3            Explodes when HP Low
Krusher         195   350   200   Wisdom
Lancerot        103   1500  450   Level 4 & 5            2x Strike, Slow 2
Living Armor    60    950   230   Level 4
Living Dead     57    600   185   Level 3                Poison powder
Lokjaw          124   2450  1000  Level 5                Screen 1
Mad Gnome       12    5     7     Level 1 SE, Strength
Mad Tut         61    500   138   Level 3                Slow 2
Maligator       53    163   84    Level 2                Blaze 2*
Man-Ape         10    2     4     Level 1 SW
Mandragora      67    1060  420   Level 4                No attack, Heal 2,
                                                         DeSoul 2*
Mandrake        55    200   101   Level 2 & 3            Heal 1, Drains MP
Mantoro         56    170   85    Level 2
Mazerunner      44    108   62    Wisdom
Meat Zombie     94    1250  390   Level 4                Poisonous
Minotaur        24    28    25    Courage, Level 1 N/NE  Quick 1
Neanderthal     16    7     9     Strength
Necromancer     64    820   250   Level 3 & 4            2 moves, Heal 2,
                                                         Call Meat Zombie,
                                                         Defend
Nightstalker    23    24    27    Courage, Level 1 N/NE  Blaze 2*
Nightwraith     43    120   65    Wisdom                 Blaze 2
Ostrik          37    58    35    Truth                  Group attack 
                                                         (10x single)
Pit Worm        9     1     3     Level 1 Entrance
Punkinhead      18    14    18    Strength, Level 1 E    Heal 1
Ragnarock       137   2800  1350  Level 5
Ramiun          147   3200  1200  Level 5                Blaze 4*
Salamander      61    220   120   Level 2                Blaze 3*
Scavenger       11    4     8     Level 1 SE, Strength   Blaze 1
Scizzar         300   1000  600   Level 3 & 4            Freeze 3*
Sea Stallion    95    250   120   Truth, Wisdom, Level 3 2x Strike, Freeze 3
Sentinel        165   430   250   Level 2                2x Strike
Serpi           110   2900  1400  Level 5                Desoul 2
SHELLBEAST      335   1500  500   Level 3                Blaze 3*
Skeletar        20    13    16    Stregnth, Level 1 E
Slimy Ooze      6     1     2     Level 1 Entrance
Smoke           42    89    59    Wisdom                 Slow 1, Freeze 3
Sorceror        40    132   74    Wisdom, Level 2        Defends, Bolt 1
Soulthief       375   700   400   Level 3                2x Strike, Sleep
Stinger         22    18    20    Level 1 E, Courage     Slow 1
Syren           455   3400  2900  Level 4 & 5            2x Strike, Paralysis,
                                                         Muddle 1
Tarantia        40    97    59    Wisdom                 Web
Toadstool       33    36    22    Level 1 N/NE           Defends, Sleep attack
Tombwalker      32    42    28    Truth                  Paralysis Powder
Tommyhawk       60    300   108   Level 3                Defends
TORTOLYDE       85    100   80    Courage                2x strike, Quick 1
Troglodyte      94    1300  510   Level 4                Freeze 3*
Troll           61    670   165   Level 3 & 4
Triklops        16    9     17    Strength               Drains MP
Vampyre         17    12    13    Strength               Paralysis
Vile Ooze       21    16    21    Strength, Level 1 E    Freeze 1
Vyper           66    930   302   Level 4                No attack, Paralysis
Warbird         76    970   310   Level 4                Blast 3*
Warhorse        131   2110  1230  Level 5                Shoots an arrow
War Lizard      39    85    52    Truth                  Quick 1
Widowfang       17    8     11    Strength               Poisonous
Wild Orc        17    20    23    Courage                Defends
Wingblade       59    300   115   Level 2 & 3            Waits
===============================================================================
V. Weapons
===============================================================================
Here is the list of all the weapons in the game, broken down into category and
by strength.

*Marks a cursed item
NOTE: If anybody knows how to get the Doom Blade, Ice Saber, Dream Blade,
Mercy Staff, and War Hammer (like which monster drops it), please tell me
and I will post it on here and give you full credit.
-------------------------------------------------------------------------------
a. Swords
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Bronze Knife       +5      You, Milo, Pyra  100
Short Sword        +10     You, Milo, Pyra  200
Bronze Saber       +15     You, Pyra        300
Sword              +20     You, Milo        750
Steel Saber        +25     You, Pyra        1250
Long Sword         +30     You              2530
Broad Sword        +50     You              9000
Ice Saber          +55     You              15000   Casts Freeze 3
Fire Sword         +60     You              12500   Casts Blaze 3
Doom Blade         +90     You              24000   Chance of Instant Kill
Storm Sword        +110    You              25000   Casts Bolt 2
Dark Scimitar*     +120    You              28000   50% chance of paralysis
Mithril Sword      +125    You              42000
Light Blade        +150    You              65000
Dream Blade*       +175    You              36500   Wearer goes berserk,
                                                    Casts Muddle 2
-------------------------------------------------------------------------------
b. Staves
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Enduro Staff       +15     Pyra             1000    Backlashes when attacking
Fire Staff         +15     Pyra             2000    Casts Blaze 3
Demon Staff        +20     Pyra             6774    Casts Muddle on everything
Woodstaff          +20     Pyra             760
Ice Staff          +25     Pyra             3500    Casts Freeze 3
Mercy Staff        +35     Milo, Pyra       10000   Casts Heal 3
Mithril Rod        +100    Milo, Pyra       45000
Doom Staff*        +105    Milo, Pyra       15000   Damages an ally
-------------------------------------------------------------------------------
c. Axes
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Short Axe          +15     Milo             330
Battle Axe         +23     Milo             1380
Double Axe         +30     Milo             3200
Great Axe          +45     Milo             11800
Mithril Axe        +120    Milo             38000
-------------------------------------------------------------------------------
d. Flails
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Wooden Club        +6      You, Milo        120
Flail              +12     Milo             800     Double-strike
Morningstar        +18     You, Milo        350
Super Flail        +25     Milo             17500   Triple-strike
Great Flail        +28     Milo             7500    Double-strike
Battle Hammer      +38     Milo             8800
War Hammer         +90     Milo             16500
-------------------------------------------------------------------------------
e. Whips
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Bull Whip          +15     Pyra             2000    Attacks monster group
Thorn Whip         +25     Pyra             5500    Attacks monster group
Steel Whip         +35     Pyra             13500   Attacks monster group
Hex Whip*          +60     Pyra             20000   33% chance of being tangled
                                                    Attacks monster group
-------------------------------------------------------------------------------
f. Lances
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Short Spear        +25     You, Milo, Pyra  2800
Bronze Lance       +35     You              5000
Long Spear         +35     You, Milo, Pyra  9500
Iron Lance         +75     You              12000
Steel Lance        +100    You              20000
-------------------------------------------------------------------------------
g. Shield-handed
-------------------------------------------------------------------------------
Name               ATK     Used By          Price   Special
Main Gauche        +8      You, Milo        900     DEF +10
Madu               +15     You, Milo        2500    DEF +20
===============================================================================
VI. Armor
===============================================================================
Here is the list of all the armor in the game, broken down into category and
by strength.

*Marks a cursed item
!Marks a blessed item, which increases magic defense

NOTE: If anybody knows how to get the Thunder Armor, Glass Armor, and
Tamayoshi in the game without hacking (like which monster drops it), please
tell me and I will post it on here and give you full credit.
-------------------------------------------------------------------------------
a. Body Armor
-------------------------------------------------------------------------------
Name               DEF     Used By          Price   Special
Glass Armor*       @0      You, Milo, Pyra  2       DEF=0
Worn Robe          +2      You, Milo, Pyra  40
Cotton Robe        +4      You, Milo, Pyra  80
Woven Robe         +8      You, Milo        200
Straw Robe         +8      Milo, Pyra       250
Hemp Robe          +14     Milo, Pyra       700
Fur Robe           +16     You, Milo        450
Leather Armor      +20     You, Milo        700
Leather Robe       +20     Milo, Pyra       1800
Chain Mail         +26     You, Milo        1200
Breast Plate       +32     You, Milo        1850
Bronze Armor       +40     You, Milo        3200
Magic Robe         +40     Milo, Pyra       16000
Light Robe!        +44     Milo, Pyra       24000
Iron Armor         +48     You              5600
Magic Mail         +50     You, Milo, Pyra  30000
Sun Armor          +52     You              5000     Increases Fire Resistance
Steel Armor        +58     You              10000
Frost Armor        +64     You              7500     Increases Ice Resistance
Mithril Armor      +68     You, Milo        18000
Dark Robe*         +70     Milo, Pyra       22000    25% of helping enemy
Thunder Armor      +70     You              13800    Increases Bolt Resistance
Light Armor!       +80     You              36000
Dark Armor*        +100    You              18000    Instant Paralysis
-------------------------------------------------------------------------------
b. Helmets
-------------------------------------------------------------------------------
Name               DEF     Used By          Price   Special
Tamayoshi*         @0      You, Milo, Pyra  3       Wearer goes Berserk, DEF=0
Cloth Hood         +4      Milo, Pyra       120
Leather Helmet     +8      You              300
Woven Hood         +8      Milo, Pyra       450
Fur Hood           +12     Milo, Pyra       1030
Bronze Helmet      +14     You              1200
Royal Tiara        +16     You, Milo, Pyra  1000
Magic Hood!        +18     Milo, Pyra       5800
Iron Helmet        +20     You              3400
Elven Hood!        +22     Milo             14000
Steel Helmet       +25     You              5980
Mithril Hood!      +26     Pyra             11800
Mithril Helmet     +32     You, Milo        9800
Dark Hood*         +35     Milo, Pyra       18000   Lowers Magic Defense
Light Helmet!      +40     You              19200
Dark Helmet*       +50     You              26400   Blinds wearer
-------------------------------------------------------------------------------
c. Shields
-------------------------------------------------------------------------------
Name               DEF     Used By          Price   Special
Gauntlet           +6      You              120
Leather Shield     +12     You, Milo        300
Bronze Shield      +18     You, Milo        700
Wood Shield        +20     You, Milo, Pyra  3500
Iron Shield        +26     You, Milo        2300
Steel Shield       +32     You, Milo        6400
Magic Shield       +35     You, Milo, Pyra  16500
Mithril Shield!    +40     You, Milo, Pyra  10000
Light Shield!      +50     You              20000
Dark Shield*       +60     You, Milo, Pyra  27000   Halves ATK
===============================================================================
VII. Items
===============================================================================
Here is the list of items listed in alphabetical order.

Name               Price    Effect
Angel Feather      24       Escape from Labyrinth, 1 use
Barrier Ring       7800     Casts Quick 2
Black Box          65000    Instantly kill all enemies, except bosses
Cell Key           1000     Use to Open Iron Gates
Dark Block         4500     The Trader can make cursed equipment out of this
Depoison           15       Purges poison from an ally, 1 use
Dwarf's Key        300      Open the doors to Caves of Strength & Courage
Earth Hammer       40000    Deals 60+ HP of damage to all enemies
False Idol         500      Place in Niche in Cave of Truth
Forbidden Box*     6000     Has random effects in battle
Healer Fruit       100      Casts Heal 2, 1 use
Heal Ring          9000     Casts Heal 3
Herb               12       Casts Heal 1, 1 use
Herb Water         2200     Reduces magic damage, 1 use
Holy Water         8600     Removes a curse, 1 use
Magic Mirror       3500     Reflects magic spells
Magic Ring         12000    Restores about 20-30 MP
Map 1              500      Shows traps of first area in Cave of Wisdom
Map 2              500      Shows traps of second area in Cave of Wisdom
Medallion          1800     Warp to Gold Fountain that other half rests in
Miracle Herb       8000     Casts Revive 1, 1 use
Mithril Ore        4000     The Trader can make strong equipment out of this
Mystic Rope        400      Use to climb up holes in a ceiling
Ogre Flute         60000    Instantly kill all enemies, except bosses
Orb of Truth       1500     Use to reveal Grimwalls and false alter
Rune Key           500      Opens the door to Cave of Wisdom
Shock Box          50000    Instantly kill all enemies, except bosses
Smelling Salts     30       Cures Paralysis, 1 use
Vial of Tears      1000     Use at Spirit Fountain on Level 5
Wisdom Seed        8        Casts View, 1 use

*The Forbidden Box does do a lot of random things, both good and bad. Here
is a list of what it can do.

Good Effects:
1. Uses effect of Earth Hammer
2. Uses effect of Shock Box
3. Uses effect of Ogre Flute
4. Uses effect of Black Box
5. Instant death to all enemies
6. Casts a high-level Quick spell on the party
7. Casts Heal 4 and removes all status affects

Bad Effects:
1. All allies and enemies fall asleep
2. All allies and enemies become blind
3. The one who opened the box falls asleep
4. Casts Boost 2 on all enemies
5. All allies and enemies become cursed

Neutral Effects:
1. Hits a random enemy or ally for 150 HP of damage
2. Nothing Happens

All in all, the Forbidden Box can be a blessing, or a true curse, depending
on what happens.
===============================================================================
VIII. Spells
===============================================================================
-------------------------------------------------------------------------------
a. Attack Spells
-------------------------------------------------------------------------------
Name               MP          Element       Affect
Blast 1            2           Wind          1 enemy
Blast 2            4           Wind          1 group
Blast 3            8           Wind          1 group
Blast 4            14          Wind          All enemies
Blaze 1            2           Fire          1 enemy
Blaze 2            4           Fire          1 group
Blaze 3            8           Fire          1 group
Blaze 4            14          Fire          All enemies
Freeze 1           3           Ice           1 enemy
Freeze 2           5           Ice           1 group
Freeze 3           10          Ice           1 group
Freeze 4           17          Ice           All enemies
Burst 1            5           Fire          1 group
Burst 2            8           Fire          1 group
Burst 3            12          Fire          All enemies
Burst 4            20          Fire          All enemies
Bolt 1             5           Lightning     1 group
Bolt 2             8           Lightning     1 group
Bolt 3             20          Lightning     All enemies
Bolt 4             40          Lightning     All enemies
Desoul 1           8           Death         1 enemy
Desoul 2           15          Death         1 enemy

*Wind spells gain a boost against anything flying or that has wings
*Fire spells gain a boost against anything undead or ice-based
*Ice spells gain a boost against fire-based and stone-monsters
*Lightning spells does not discriminate and is an equal-opportunity monster
 crusher
*Desoul 2 has a better chance of working than Desoul 1
-------------------------------------------------------------------------------
b. Defensive Spells
-------------------------------------------------------------------------------
Name               MP          Effect
Boost 1            9           Attack up by 2x, 1 ally
Boost 2            20          Attack up by 1.5x, all allies
Detox 1            3           Cures Poison, 1 ally
Detox 2            5           Cures Poison and Paralysis, 1 ally
Heal 1             3           Restores 20-30 HP, 1 ally
Heal 2             5           Restores 60-100 HP, 1 ally
Heal 3             10          Restores all HP, 1 ally
Heal 4             50          Restores all HP, all allies
Muddle 1           3           Low chance to Confuse enemies
Muddle 2           7           Higher chance to confuse enemies
Revive 1           15          Revives fallen ally with 33% HP
Revive 2           35          Revives fallen ally with all HP
Quick 1            3           Speed & Defense up by 1.5x, 1 ally
Quick 2            5           Speed & Defense up by 1.33x, all allies
Screen 1           4           Stops enemy from using magic
Screen 2           6           Stops all enemies from using magic
Sleep 1            4           Puts an enemy to sleep
Sleep 2            6           Puts all enemies to sleep
Slow 1             2           Lowers Speed and Defense of enemy by .5x
Slow 2             5           Lowers Speed and Defense of all enemies by .33x
-------------------------------------------------------------------------------
c. Field Spells
-------------------------------------------------------------------------------
Name               MP          Effect
Egress             9           Escape from Labyrinth
Peace              7           Stops enemies from attacking for a while
View               1           See where you are in the Labyrinth
Vision             1           Look at what an item does
===============================================================================
IX. Tips & Tricks
===============================================================================
-Whip & Blast-
This technique has saved a lot of time and energy throughout the game. The
tip is simple, have Pyra with a Whip (Thorn Whip early on, then Hex Whip
later) and follow that up with Milo's Blast spell on the same group. This
will most likely kill the group enough for you to finish off any other
monsters. However, only use this trick if there are 3 or more monsters in
the group. This works well against monsters that either attack as a group or
use Desoul.

-Sleepy Time-
Sleep is a real life saver early in the game. While Chestbeaks, Ghosts,
Killwaves, Sea Stallions, Kaiserkrabs, and the like want to crush you into
oblivion with their massive attack points, Sleep 1 makes short work of these
monsters. Have Pyra cast it in the opening round, then have Milo and yourself
hack away at the monster. Sometimes the monster will awaken though, but by
then you may be able to take it out easily.

-Keep Milo Alive-
I've mentioned this above in the characters, and it is probably common sense,
but since Milo's life is the only thing keeping you in the labyrinth, you
should make sure to keep him alive. If he dies, you're screwed as far as
healing or revival unless you have one of the revival items, which are better
off saved for the end.  Just make sure to keep him alive.

-Don't Buy Weapons from the Trader-
In all honesty, you shouldn't be buying any weapons from the Trader unless
they are custom made from a Mithril Ore or Dark Block. The most powerful
weapon he sells is the Steel Lance (+100), which at 20000 is very expensive
to come by, especially when by the time you get it, the Fire Sword is still
effective enough for fighting and the Storm Sword is only 1 level away.

-Flails-
Flails are some of Milo's best weapons, even if they are not the most
powerful. The Great Flail should be found as soon as you get the Mystic Rope
because it will allow you to strike twice, and mixed with Pyra's Hex Whip,
you should be able to take out two monsters if you team up with her. If you
manage to find the Super Flail, you're in even better shape because this
rare item has a triple-strike effect and is only 3 ATK weaker than the Great
Flail. Though these items are generally weaker than Hammers or Axes, being
able to strike twice and taking down more than one enemy more than makes up
for it. The only time you shouldn't be using the Great or Super Flails is
when Milo has a Great Axe and you are at Level 4.

-Crystal Ooze-
On the last stretch leading to Dark Sol (right after you fall down the
hole back to Level 4 then up the stairs back to Level 5), you may run into
these elusive monsters. Your normal attacks won't phase it, so it is up to
Pyra and Milo to take them out for 30000 EXP a piece. The best way to do this
is to have Pyra use Bolt 1 and have Milo use Blast 2. This is purely luck
based, as these attacks still may do 0 damage, but then again their level 4
counterparts will do the same, so save the magic and think low. If you want
an extra shot at it, have yourself use the Storm Sword. If you can defeat
one before they retreat or Freeze 4 you to death, you'll land 30000 EXP a
pop.

However, if you've managed to get an Earth Hammer, Shock Box, Ogre Flute,
or Black Box, then you can give them to Pyra and have her use it for an
instant victory.

-Special Deals-
Special Deals pop up often, so make sure that every time you return from the
Labyrinth to check the 3 stores. You won't see them right away, but if you
try to leave, they might ask you to look at something. Keep this in mind for
when you need the Thorn Whip.
===============================================================================
X. Thanks
===============================================================================
-To my beautiful wife Ashley for her love and support
-To Nintendo for re-releasing this classic on the Wii Virtual Console
-To my father and uncle for introducing this game to me
-To me for spending so much time to create a complete walkthrough such as this.
===============================================================================