WIZARDRY - TALES OF THE FORSAKEN LAND TACTICS GUIDE Written by thewaynemanor ----------------------------- Table of Contents 1. Disclaimer 2. Introduction 3. Beginner Tips 4. Tactical Walkthrough 5. Boss Tactics 6. Ideal Party 7. Equipment Suggestions for Party 8. Full Equipment List 9. Maximum Levelling 10. Acknowledgements ----------------------------- 1. Disclaimer The Tactics Guide is intended solely for use as a "Companion Edition" to the two existing walkthroughs on the Game FAQ Site. 2. Introduction Please note that the Tactics Guide does not recap the game story or provide a full walkthrough for Wizardry. It is a support tool, and by no means exhaustive, as there are many ways in which to play Wizardry. The methods outlined here are simply designed to maximize players' chances of survival and their enjoyment of the game. 3. Beginner Tips While there are two walkthroughs that offer technical directions, the following Guide offers hints on HOW to survive the journey. Movement & Combat ----------------- Always begin as a Warrior for greater HP and use of better armour + weapons. Always place the strongest character on the left of the front row as the monsters have a general tendency to attack that character. Occasionally the Party will be stopped to converse with an NPC and advance the story. Be ready to move quickly when the cut scene ends as a monster may now be behind the Party. If several party members are only a small amount of XP away from their next level, expend any remaining spells in the final fight as they are replenished after resting at the Lodgings. Stamina will always be at full at the start of a level. A Party can therefore expend all Stamina fleeing a foe such as the Reaper in order to reach a Level exit, and have it instantly replenished at the beginning of the next Level. Try and equip the Party's Back Row with projectile weapons as soon as is possible. Michele provides a Magic Crossbow on B2. Together with 2 Throwing Knives this can make a considerable difference. The key to survival is constant use of the Allied Actions. The Party must become adept at using the Primary AA's quickly: Offensive - DOUBLE SLASH END SLASH RUSH WARP ATTACK Defensive - DEPLOY RESTRICT SHOT SPELL CANCEL NOTE! STUN ATTACK is very effective against Giants, with the Spell ASH being almost 100% effective against Poison Giants. Experimentation with the Secondary AA's is risky, as combat on all levels usually requires an element of both attacking and defending - hence the reliance on the Primary set. Also note that once the Party reaches the advanced stage - Level 40 + - most AA's become unnecessary as Individual Attacks are usually strong enough to kill most monsters. Where possible always target the humanoid monster icons as the Class-based monsters (e.g. Ninjas) yield the most varied equipment. Status Weapons - equip as many as possible. While not necessarily the strongest weapons in the game, they will incapacitate monsters and prevent attacks. The Invisible Flail (PARALYSIS) and the Elf Crossbow (SLEEP) have a high success rate and are effective against even the stronger monsters. Once a monster is incapacitated, target ANOTHER monster rather than finishing the first monster off. Status Effects - unlike the AA STUN ATTACK - last for the duration of combat, so it is advantageous to limit the potential number of monster attacks on the following round. The Reaper cannot pursue the Party across levels. A Party member possessed by the Reaper can effect Undead with any weapon. Although extremely rare, Greater Demons ARE susceptible to an Instant Kill. Even though the Party may clear a room of monsters, the Labyrinth will eventually generate more, with it being possible a monster to materialize behind the Party. Spells ------ Learn and level up FEAL (Priest Spell) and TEAL (Sorcerer Spell) as quickly as possible. These two spells are essential for low-level parties. Recommended Materials: FEAL - Slime's Goo x Slime's Goo Slime's Goo x Broken Sword Broken Sword x Bogey Cat's Fur TEAL - Frog Tongue x Frog Tongue Bogey Bird's Claw x Frog Tongue Frog Tongue x Pixie's Wing All are easily obtainable. TEAL is invaluable if needing to eliminate rows of monsters (eg. Giant Spiders, Stone Flies) quickly. Kyo's high agility will allow a first attack. When making materials, focus on developing offensive spells. When finding Magical Stones for defensive spells, have them separated as this can yield useful ingredients. Once completing the "Help My Boyfriend" Quest, starting selling and the purchasing in bulk those materials needed to level up useful\ spells such as TEAL. If returning to Town and several Quests have been completed, go to the Tavern BEFORE the Lodgings as the reward XP from Quests may level up Party members and save an extra trip back. ALWAYS save after any lengthy sessions in Town fulfilling Quests, buying + selling and dealing in magic stones BEFORE going back into the Labyrinth. NOTE! Always save before trying to resurrect a character as there is a chance the spell will fail and the character will turn to ash. If the spell fails a second time, the character is gone forever. By saving, this can be avoided. NOTE! Materials: While the primary purpose of monster materials is the creation of Magic Stones, each material can also be used individually to cast a spell during combat. It is HIGHLY RECOMMENDED to have 2-3 materials that cast the strongest spells equipped as Items (e.g. Dragon's Tail), as even if a non-spellcaster they will be able to attack with the Item. Group 1 ------- Rotten Meat - casts YAIBA on one character Skull - casts CONAIRU on Party Devil's Horn - casts CONKOWT on front/back row of Party Vampire Claw - casts ZAKULD on one row of monsters Undead Dragon Wing - casts FORCE on one monster Pied Piper's Flute - casts STIGMA Group 2 ------- Giant's Tooth - casts JISCORT on Party Giant's Guts - casts DAIBA on Party Giant's Blood - casts AMOK on one row of monsters Dragon Heart - casts FEALDS on front/back row on Party Dragon Scale - casts SABARRETS on one monster Dragon Tail - casts JAKULD Group 3 ------- Bogey Cat's Fur - casts BLESS on one character Bogey Bird's Claw - casts BARRETS on one monster Frog Tongue - casts TEAL on one row of monsters Wyvern Eyeball - casts KULD on one row of monsters Hound's Ear - casts JAKRETA on one row on monsters Chimera's Head - casts STIPYL on one row of monsters Group 4 ------- Slime's Goo - casts FEAL on one character Pixie Wing - casts HARDY on one character Demon's Egg - casts ZAIBA on front/back row of Party Cocoon - casts DELPUS on one row of monsters Slime Jelly - casts LAFEAL on one character Fairy's Wing - casts DIPPS Group 5 ------- Broken Sword - casts CRETA on one monster Thief's Blood - casts KOWT on one character Ninja's Hood - casts CONAIR on front/back row of Party Priest's Hair - casts SAFEAL on one character Sorcerer's Earring - casts ZATEAL on one row of monsters Samurai's Beard - casts ZAKRETA on one row of monsters Bishop's Bracelet - casts JATEAL Special Items ------------- Incubus Wing - casts LEAP Golem's Flesh - casts NIRVANA Sword Fragment - casts CATHEDRAL Red Moon: A Red Moon is not only the ideal time to combine materials but to also SEPARATE materials. Combining two lower order materials and then separating them may cause the materials to split and morph into higher order materials from one or both of the original materials' groups, OR into materials from another group entirely. Example 1: --------- ROTTEN MEAT + SKULL (both from Group 1) = CONAIRU Stone Separating could = SKULL + PIED PIER'S FLUTE (both still from Group 1) Example 2: --------- GIANT'S TOOTH (Group 2) + BOGEY BIRD'S CLAW (Group 3) = DAIBA Stone Separating could = GIANT'S BLOOD (Group 2) + CHIMERA'S HEAD (Group 3) Example 3: --------- BOGEY CAT FUR (Group 3) + THIEF'S BLOOD (Group 5) = HARDY Stone Separating could = SLIME JELLY + FAIRY'S WING (both from Group 4) By using this strategy during a Red Moon the Party can acquire several rare materials very early on in the game. These can be used in two ways: i) Combat Items At least 2 of each is recommended: Pied Piper's Flute - STIGMA Giant's Guts - DAIBA Dragon's Tail - JAKULD ii) Saved for "Change My Boyfriend" Quest By immediately selling the rare materials to the Merchant, the Party can then have an unlimited supply at an earlier stage of the game. Once the Party have completed the "Change My Boyfriend" Quest, spend several sessions going from the Materials Shop to Vigger's in Town to level up all spells via the stones. NOTE! While a complete set of materials will allow the Party to make a Stone for any spell, the strongest spells - Level 6-7 - will be unavailable until at least one spellcaster is at an appropriate level to use the Stone. Another method for obtaining some rare materials is to successfully disarm Gotz's traps at Level 5 - which yields five mutated stones. Separating these into individual materials will provide an Undead Dragon's Wing and Pied Piper's Flute. General ------- i) When ready to recruit extra Party Members, return to Bar Luna Light and access the Recruit option. Pressing R1 will reveal the next page. Note that if there are already six in the Party (the maximum) then a Party member must be dismissed before recruiting another. Characters can be created as once the Party learn AA’s. ii) Redo Gotz's Level One trap to collect free Transfer Potions (3 per successful attempt) NOTE! An easy way to obtain all items from Gotz is to when possible have three Thieves in the party (which is possible via Class Orbs, with a reversion to original classes after) and simply make repeated trips to Gotz, then Town and return. Each Thief present reduces the number of buttons on screen by 2, making even the last level easy to bypass. iii) Boost Trust: To boost Trust faster, use equipment with a Special Power to change a character's alignment so it matches the rest of the Party. It may be necessary to use an Orb to change the character's class to use an item allowng an alignment change. After the change has been effected, use an Orb again to have the character revert to their original class. Since the Party Leader doesn't have a Trust rating, they can carry many of the more powerful Cursed items and not have Trust reduced. CORRECTION: Stone mutations - while very rare - are possible during a normal phase of the Moon. iv) Bad LucK: From the outset the game pits intelligent foes against the Party, and as such the beginner may find character deaths are commonplace - hence the presence of Salem Temple. While this Guide does offer constructive advice about gameplay and maximising a Party's chances of survival, there is no guarantee in actual combat. The game can generate scenarios over which the player has no control, such as: The Party being automatically surprised despite walking into a monster icon. A monster targeting a Front Row character not protected by a Defensive AA such as RESTRICT SHOT. Two or more monsters using Spells (the Party can only use SPELL CANCEL once per round until attaining Trust at Level 8). A monster scoring an Instant Kill or Status Effect then Critical Hit on a character. 4. Tactical Walkthrough Levels B1-B3: ------------ B1 Initially place Kyo on Front Row Right as he can support the Team Leader and Ricardo's attacks with spells. This becomes vital later when the AA DOUBLE SLASH has been learnt. Immediately return to Town after fighting the Kobolds to level up for the first time. Avoid the Bogey Cat (large Cat icon) until at least Level 3 as the attacks are quite damaging. Collect Sara from the Imperial Quarters and be at least Level 3 BEFORE visiting the room opposite (has a skeleton against the far wall) for the first time as the two Thieves hiding there have a Surprise Attack on the Party. This is essentially two free rounds of attacks before the Party may retaliate. Visit the large segmented chamber where Pei Pei's Books are and meet another Party for the Betrayal Sword. Have the Party Leader equip this weapon as while cursed - Faith is reduced - it does a significant amount of damage against monsters on the B1 level. The 2,000 GP required to Lift Curse at Vigger's Shop is easily affordable after more exploration. Have Kyo equip the Party Leader's Long Sword. Be at least Level 5-6 before reaching the Sword Master - after learning the first two AA's a fight with Virgo follows. Levelling ensures that party members can survive Virgo's CRETA spell. As the Sword Master restores all HP + MP after each AA Trial, Kyo can use the spell TEAL to great effect. TEAL is particularly effective against the Orcs as the spell will kill a row of Orcs and reduce their numbers by half. A successful attack by the Team Leader and Ricardo respectively will then deplete Orc ranks further and reduce the damage incurred by a RUSH. As a Level 3 Samurai (Large Humanoid icon) can be found in the Main Chamber (source of the Reaper in B1) be sure to use RESTRICT SHOT. Appropriate sequence of events after defeating Virgo: Climb the stairs and trigger the first encounter with the Hobbit. Return to Town and recover. PARTY CHANGE: Recruit Cerazyn (Priest) and either Creo (Sorcerer) or Calo (Thief) from the Bar Luna Light. Cerazyn is essential at this point as another Priest means extra healing, while the remainig choice is between extra Spellpower (Creo) or a very fast attack turn (Calo). Obtain Pass to B2 from LeDua Almsay. Accrue enough XP to level up Cerazyn and Creo at least once. Return to the Main Chamber and trigger a Reaper encounter. Let it possess a Party member. Return to the Hobbit's location and trigger the second encounter to unlock the top door at entry level. Meet Rui and defeat Undead Kobold. Show the Elven Soldier the Pass. Enter B2 and access the Reaper Door to obtain the Healing Vellum. If the Possessed Party member is one of the strongest characters, move through and trigger the first encounter with Rui on the second floor of B2, then return and visit Salem's Temple. If the Possessed character is one of the weakest characters (e.g. Sara), return to Town as soon as the Healing Vellum has been obtained. B2 Be VERY careful in moving around B2 as from this level onwards the Party cannot afford to be attacked from behind. Always listen for the presence of monsters before exiting doorways and rounding corners. Note that in B2 the Party may hide and recover in cavities accessed by smashing through false walls. Monsters will not enter. Ensure the Party have learnt the AA SPELL CANCEL BEFORE activating the Elevator and returning the bridge to access the new area. This AA is ESSENTIAL when fighting the first Boss - the Reaper. When speaking with LeDua Almsay regarding the Missing Unit, ask for the Magic Stone and receive the Sabarrets Stone, a powerful Level 4 Priest spell. PARTY CHANGE: Replace Creo or Calo with Rui (Thief). Recruiting characters with a higher Trust rating will allow the Party to learn new AA's. B3 Once Daniel the Thief has given the Party the Guiding Vellum, obtain the materials for the Maps spell on B1-B2. The MAPS spell will be needed to navigate B3. If the Maps Spell does not reveal the exit to B4, then the Party must enter one of the rooms and find the path leading up/down to another level. The Priest encounter: if choosing an Unlucky Card, immediately use a Transfer Potion to Town or ascend the stairs to B2 if nearby and it will render the imminent bad luck null and void. Anne-Marie's Party: they will ask the Party to enter into a competition to see which party can kill the most monsters. Agree and kill at least 8 monsters. Stay away from the stairs to B4 until completed, and then as a reward ask for a CARCASS Stone. This can then be given to the Pixie on B5 for a Crimson Ring. Breath Weapons: B3 is the first level with a monster - the Gas Dragon - with this ability. The strength of the Breath Weapon is always a good indication of the monster's remaining HP. To counter a monster with a Breath Weapon use the AA STUN ATTACK + DOUBLE SLASH. Kyo should initiate the STUN ATTACK as due to his high Agility he will attack first. Levels B4-B6: ------------ B4 Using the Forsetti map, have the Party fall through some pitfalls to access all chests and Quest areas. There is a pitfall with a timer that must be used at least once on the far side of the Cemetery (just outside the enclosed court yard where you meet Daniel and fight the three Thieves). In the underground room are two skeletons. Next to the skeletons is a sack containing Gustav’s Shield. Where possible always move into visible pitfalls backwards, as this way the Party will always land with their backs to a wall and will not be surprised and attacked from behind. The initial priorities on B4 are: a) Completion of the Palo, Rose and Gustav Quests. The Party should return to Town to level up as the XP for Quest completion are considerable. Finding Gustav's Shield is the cue for returning to Town. Complete the Quests BEFORE fighting Kulgan. b) Find the B4 Key. Complete this AFTER returning from Town and BEFORE fighting Kulgan in case a trip to Salem Temple is needed. SAVE the ASH CHARM obtained after completing Palo’s Quest as it will needed on B5. Look for the Insect icon on B4 and practice fighting the Huge Spiders as they will be major foes on B5. If looking for Dragon Hearts, the Dragon icon can almost always be found in the underground area with the locked door to B2 and the room where Kulgan is first encountered. The Party must all be at least Level 10-11 before attempting B5. CORRECTION The Forsetti map of B4 has an incorrect listing. The B4 Key for the locked door leading to B2 is not found at A14. As per the Forsetti map, the correct location is east of A4 and four squares down. Using Forsetti’s map it is possible to plot a safe course from the first door the Party exit from when emerging from the lower levels. The Giorgio encounter is north of this door. B5 Accessing B5 will create the Materials Shop in the Merchant Room. Start collecting materials immediately as once sold to the Merchant each material will always be available. Before going to B5, be sure to have at least 4 Antidotes in case the Party are poisoned in an encounter with the Huge/Giant Spiders. Use the Material Shop to level up Rui's spell ZAIBA to maximum (Level 10). This will be invaluable when fighting the Lesser Demon and Virgo for the second time. Initially stay on the First Floor and spend time levelling up the Party. Complete Helga’s second Quest (Hound's Ear) as soon as is possible and return to Town. NOTE! As per Forsetti’s map, the following areas should be explored carefully, as it is possible to land on a monster or worse yet have a monster drop on the Party for a surprise attack. a) Floor 3 - the ring shaped room off 14. A chute leads to a room with two doors on the same level. b) Floor 6 - the room to the side of the stairs leading to B6. There is a pit in the centre of the room leading to an open area and passage up to the other side of Floor 6. c) The Gondola - once it has been sent to Floor 1, there is a small drop down to Floor 6. The initial priorities on B5 are: a) Purchase a Bishop Orb to change Sara from a Priest to Bishop. The use of additional Sorcerer Spells and instant Appraisals will be invaluable. Change the Party Leader's class from Warrior to Knight when able to afford a Knight's Orb. b) Activate the Magic Fountain - battles on B5 are wearing and a rest point to completely recover is needed. The Fountain will also cure an Abnormal Status such as Poison. c) Take Stairs to B1 - depress the block to open the altar on B1 and create a short cut to B5. NOTE! The Geese Quest. BE SURE to have the CARCASS Stone obtained from Ann-Marie's party on B3, beforeapproaching the Pixie's door on Floor 2 (location 8 on Forsetti's map). The Party can then trade the Carcass Stone and receive a Crimson Ring (has power of Regeneration) from the Pixie BEFORE fighting the Lesser Demon. If the Party access B6 then return to B5 and approach the Pixie, it will have already found a Stone and offer nothing. The materials for the Carcass Stone can also all be found on B3 (Bishop's Bracelet + Dragon's Heart + Priest's Hair). There are several materials scattered throughout the Water Fall: a) Floor One: Demon’s Egg - in bucket in Kasta’s Room. b) Floor Three: Ninja's Hood - on crate in room with drop chute. c) Floor Four: Cocoon - on mound of dirt in the open area where stairs to B1 are located. d) Floor Five: Priest’s Hair - on crate in room with the Black Chest. The second set of rail tracks lead out of this room. Use the Osafune found in the Yellow Chest on Floor 5 to change Ricardo to a Samurai. Like Kyo, Ricardo will now be able to effect an occasional “instant kill.” Omission from Forsetti's Map: there is a Red Chest in the square room on Floor 4. Reaper possession: try for this on the bottom of B5 and reach the Reaper Door on B6. The Spirited Shuriken is invaluable when equipped on Kyo. PARTY CHANGE: Replace Cerazyn with MICHELE (Sorcerer) & Rui with Hina (Samurai). B6 Entering B6 activates Helga’s last Quest. An easy way to deal with this is to backtrack to earlier levels and search for more monster materials. The required 30 battles will expire very quickly. The Party MUST level up two spells before progressing through this level: DAIBA - at least one character must have Mastery. Hina is recommended. FEALDS - at least one character must possess Rank 30. Sara is recomended. These spells are imperatives as the Party must fight both an Incubus and a Greater Demon on B6. When fighting Bosses on B6 and down, each character MUST have a Curing Potion equipped. This will be invaluable when the Back Row are occupied with an AA such as Restrict Shot or Spell Cancel. The priorities on B6 are: a) Access the Reaper Door then return to Salem Temple to cure. b) Defeat the Incubus then return to Town to recover. c) Defeat the Greater Demon.* * NOTE! The Greater Demon is significantly stronger than the other monsters on this level. It is therefore recommended that the Party NOT include Hina when about to descend to B7. By doing this, the encounter can be bypassed temporarily and returned to once the Party is stronger - ideally the end of B8. Note that the Party will need to have levelled up several times before being strong enough to push all the way through to the end of B6. Omissions from Forsetti's Map: a) Behind the entry stairs there will almost always be a Chest containing a random item. b) The U-shaped passage behind and opposite the entry stairs has a cutscene. The Party assist Arabella + Taiga in defeating a group of Ogres (the Party will fight 3). Arabella will then restore all HP/cure any Abnormal Status and give the Party a Mana Quartz. c) A cutscene will be triggered just outside 2, where the Party encounter Orphe and Aoba again. There is also a second cutscene with the two NPC's and a fight with four Fairies. It takes places in a square room to the south of the one-way door (the Party must travel through) opposite the room where Kaza is encountered. The Light-Up Vellum is also found here. d) Black Chests - there are 2. The first is at the end of the small L-shaped corridor, and the second is in the room behind the northernmost door. There are several materials scattered throughout the Moldy Fort: a) Bishop’s Bracelet - on the Barrels at the end of the U-shaped passage. b) Demon's Egg - in the Reaper room. c) Priest's Hair - in the Reaper room. At least two characters need to have mastered POIZKEA before exploring the poisoned corridors at the end of B6. Open the chests in the large room with poisoned squares and then move down the end of the ramp and open the chests at the base of the stairs BEFORE using an Antidote, Curing Potion or POIZKEA so the Party will only have to cure the Poison Status once. As per Forsetti’s map if at 8 wait at the opposing end of the corridor for the portal to open. This prevents monsters dropping down from the opening above the corridor and surprising the Party. After B6, the game become rushed and it is possible for the Party to descend several levels quickly. It is recommended that the Party stay on B6 and continue levelling up before moving to B7. Find the Spider icons as the Giant Spiders and Red Slimes yield the most experience. Levels B7-B10: ------------ B7 Once the Party have reached B7, access B8 immediately as this will open a portal on B1 directly to B8 and save unnecessary transit time. Once the Party is strong enough be sure to explore all rooms on levels B7 as valuable items can be found in Chests. B8 When using the B1 teleporter to B8, be prepared to move immediately to the far end of the hall as there may be a monster right behind the Party. When on B8 use Forsetti’s map and make constant use of the Crystals to restore HP + MP and cure any Abnormal Status. When in the final Hall of B8, move down the sides of the room to avoid the rotating squares. Walking into the final Hall of B8 almost always triggers a Reaper appearance. PARTY CHANGE: Replace Ricardo with Kulgan (Ninja). CORRECTION The Resurrection Vellum is found on this level, with the proper ingredients needed for a CATHEDRAL Stone being Bishop's Bracelet + Slime Jelly + FAIRY'S WINGS - not Pixie's Wings as listed in the Forsetti walkthrough. B9 Find the exit to B10 quickly as a portal will again be opened on B1 leading to B10. It is strongly recommended that the Party continue levelling on B8 and B9 before entering B10 proper. Many of the rooms on this level can contain Chests with highly useful items (eg. Megadeath Stone) CORRECTION The Party can encounter Gimrey the Sorcerer during any phase of the Moon. It does not have to be Red. B10 At this stage the Party should be making trips back and forth from the Materials Shop to Vigger’s Shop to level up spells. The following spells MUST be levelled and ideally mastered to boost the Party's attack strength. Many of the monsters on B10 have very damaging attacks and if at all possible should be killed on the first round. Priest Spells: AMOK (Party Leader + Sara) FEALDS (Party Leader + Sara) STIGMA (Sara) Sorcerer Spells: DAIBA (Hina + Michele)DIPPS (Hina + Michele) JAKULD (Hina + Michele) As a Chest almost always appears in the entry room of B10, the Party should move between B9 and B10 several times to accrue useful items such as Curing Potions and Magic Stones. Once B10 is opened up, the Party can backtrack for new discoveries: Complete B4 again to meet Orphe and Aoba and gain the AA Warp Attack. Visit Floor 6 of B5 to access the now drained stairs and portal to B8, where the Party will meet Grace and Wolfe and fight a Raver Lord. Once the Party have found the Blazing Vellum, the spell MEGADEATH should be raised to Mastery level by at least two characters. If the Party proceed any further than the second Red Chest in the final Hall, the Reaper encounter is triggered. Dimension World --------------- As per Forsetti’s map, the final Vellum - Conversion - can be found on Floor 2 of Dimension World. Make return visits as new Chests will appear. Multiple Katannas - such as the Osafune and Kikuichmonji - can be a common find. The Abyss --------- Use the Zombie Pharmacist. This NPC will always appear soon after the party arrive on an Abyss level. If depleted of Potions/Antidotes soon after arriving, simply exit then reenter the level and the NPC will reappear. Corpsa Lodge is randomly located in a room on each level. It may take some exploration to find it. Maximum HP and Spell Mastery are necessary for exploration of the Abyss. Although the Jerrold Ng walkthrough does overrate many of the monsters, the party must guard against the unexpected. While strong characters can with tactical use of the AA's defeat most monsters quickly, there is always the possibility of a surprise attack. A surprise attack by Greater monsters can make maximum HP vital as they may score two free attacks before the party recovers. These monsters require particular attention and should not be underestimated: Berserkers - Physical Attack Copper Dragon - Breath Weapon Elder Demon - Physical Attack + Spells Fuma Ninjas - Physical Attack (Possible Instant Kill) Gold Dragon - Physical Attack + Breath Weapon Nine Tail - Physical Attack + Spells + Breath Weapon Shogun - Physical Attack (Possible Instant Kill) Vampire Lord - Physical Attack + Spells Additional Missions ------------------- There are 7 optional challenges: a) Acquire and equip all Cursed Items Equip as many Cursed Items as is possible on one character, preferably a Warrior, Knight or Samurai for maximum effect. By completing Gotz's traps at the 10th and final level, the Party can receive all Cursed items as a reward. b) The Reaper-Possessed Party Best attempted from B9 by entering and exiting the final Hall in B8. Once the entire Party are possessed the entire screen will be blood red and visibility will be reduced. All normal AA's are lost in favour of the Reaper AA's as listed in the Jerrold Ng walkthrough. If attempting this feat journey to and from the point of Reaper activation on B8 down the sides of the Hall. Once successful it is recommended that the Party do not journey any lower than B6 as a character death will be permanent. c) Acquire the Special Spells Once the Moon is Red, immediately return to Town and sell all unnecessary items then save. Go straight to the Materials Shop and purchase the following combinations, then apply at Vigger's Shop: Rotten Meat x Priest's Hair - attempt to make a BARRETS Stone for ASH (Mastered Level 1) Level 5: Sorcerer Spell Skull x Priest's Hair - attempt to make a TEAL Stone for ASH Devil's Horn x Priest's Hair - attempt to make a TEAL Stone for SHULARD (Maximum Rank 20) Level 5: Priest Spell Vampire Claw x Priest's Hair - attempt to make a KULD Stone for PUNISH (Mastered Level 1) Level 6: Sorcerer Spell Undead Dragon Wing x Priest's Hair - attempt to make a KULD Stone for MERCIFUL (Mastered Level 1) Level 6: Priest Spell Pied Piper's Flute x Priest's Hair - attempt to make a JAKRETA Stone for DEADLY (Maximum Rank 10) Level 6: Priest Spell Note that these material combinations under a Red Moon will always yield the Special Spells - there is no need to purchase multiple quantities in case an attempt fails. d) Find Gimrey the Sorcerer A rare but possible encounter on B9. Gimrey will offer a magical item if the Party will sacrifice a character, who is then lost forever. If the Party refuse, Gimrey will summon two Fire Dragons to attack the Party. If the Party win Gimrey will raise all HP by 20 permanently. e) Steal from Smiley's Shop Once the Party are all Level 30+, shed all GP (constantly buying and using Revival/Curing Potions can assist here) and attempt to steal from Smiley's Shop by purchasing an item the Party can't afford. This will summon 4 Maelifics, who if killed will yield: 120,113 XP 20,000 GP If the Party win, the two pouches and boxes will disappear. The sign will remain but change and now read: "Due to an unexpected raid by heartless adventurers, the Smiley Shop has been forced to close. Excuse us for the inconvenience." Note the Party MUST have Trust at Rank 8 so as to be able to perform two SPELL CANCEL per round as the Maelifics in the rear will attempt to cast MEGADEATH. f) Defeat an Elder Demon (Abyss encounter) Elder Demons are greenish-yellow but otherwise similar in appearance to the Greater Demon and Maelific. These Demons, however, have three times the HP and attacking power of a Greater Demon. g) Defeat Nine Tail (Abyss encounter) The strongest individual monster in the game. Nine Tail can be found on Floor B10 of the Abyss and then on every 10th floor that follows. There will always be a room with a long entrance corridor lined with candles that ends at an Oriental altar. Nine Tail is encased in the glowing ball of energy on the altar and will emerge once the Party arrive. Note that Nine Tail will respawn once the party leave the floor. Once the party is strong enough, it is possible keep returning to the floor and after recovering in Corpsa Lodge battle Nine Tail for the XP. 5. Boss Tactics There are 7 Bosses in the game, two of which are Side Quest related. Reaper - Minor form + 2 Undead (Zombies) ----- Boss Abilities: Physical (Sword) Spells Underworld Cry (causes FEAR) Recommended Party level: 6-7 Recommended Configuration: 1. Team Leader 2. Ricardo 3. Kyo 4. Sara 5. NPC** 6. Rui To win this battle decisively, the Party must first recruit Rui, as an AA she brings with her higher Trust is SPELL CANCEL. Suggested tactics: 1st Round: --------- Team Leader - Ricardo : DOUBLE SLASH Kyo : Cast TEAL to kill Undead Sara/NPC : SPELL CANCEL Rui: Cast ZAIBA on Front Row 2nd Round: --------- Team Leader - Ricardo : Repeat Tactic Kyo: Cast TEAL again if Undead still standing or physical attack on Reaper Sara: Heal Spells + Aids NPC/Rui: SPELL CANCEL Repeat and the Reaper should be defeated by Round 4. If the Reaper uses its special weapon - Underworld Cry - then it may take longer as effected characters may try to flee. 2. Incubus + 2 Undead (Spirits) or Priests/Priestesses ------- Boss Abilities: Physical Attacks Spells Poison Breath Recommended Party level: 14-15 Recommended Configuration: 1. Hina 2. Team Leader 3. Ricardo 4. Sara 5. Kyo 6. Michele 1st Round: --------- Hina: Cast DAIBA on Front Row Team Leader - Ricardo : DOUBLE SLASH Sara/Kyo : SPELL CANCEL Michele: Use material such as Dragon's Tail (casts JAKULD) to kill Undead or Priests/Priestesses 2nd Round: --------- Hina: Physical attack or use Curing Potion on Party member if needed Team Leader/Ricardo: DOUBLE SLASH Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA on Front Row OR... Sara : Cast FEALDS on one Row Kyo/Michele: SPELL CANCEL With two castings of DAIBA and an occasional CRITICAL HIT it is possible to defeat the Incubus by Round 4. If the Incubus attempts Spells first this will work to the Party's advantage. Note that while possible to defeat the Incubus at a slightly lower level, the Party need to be strong enough to withstand the Incubus' Poison Breath should it be used. 3. Greater Demon * ------------- Boss Abilities: Physical Attacks (can cause Paralysis) Spells Recommended Party level: 14-15 Recommended Configuration: 1. Hina 2. Team Leader 3. Ricardo 4. Sara 5. Kyo 6. Michele 1st Round: --------- Hina: Cast DAIBA on Front Row Team Leader - Ricardo : DOUBLE SLASH Sara/Kyo : SPELL CANCEL Michele: Cast DAIBA on Front Row 2nd Round: --------- Hina: Physical attack or use Curing Potion on Party member if needed Team Leader/Ricardo: DOUBLE SLASH on Greater Demon Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA on Front Row OR Curing Potion on Party member if needed With two castings of DAIBA and an occasional CRITICAL HIT it is possible to defeat the Greater Demon by Round 4-5. If the Greater Demon attempts Spells first this will work to the Party's advantage. Note that Curing Potions are a MUST as the Greater Demon does large physical damage. 4. Flesh Golem + 2 Undead (Ghosts) or 2 Ninja ----------- Boss Abilities: Physical Spells Recommended Party level: 17-18 Recommended Configuration: 1. Hina 2. Party Leader 3. Ricardo 4. Sara 5. Kyo 6. Michele Suggested tactics: 1st Round: --------- Hina : Cast DAIBA on Front Row Team Leader/Ricardo : DOUBLE SLASH on Golem Sara/Kyo : SPELL CANCEL Michele : Use material such as Dragon's Tail (casts JAKULD) to kill Undead or Ninja 2nd Round: --------- Hina : Physical attack or use Curing Potion on Party member if needed Team Leader/Ricardo : DOUBLE SLASH on Golem Sara/Kyo : SPELL CANCEL Michele : Use material if necessary OR Cast DAIBA OR Curing Potion on a Party member if needed With two castings of DAIBA and an occasional CRITICAL HIT it is possible to defeat the Golem by Round 4-5. Again, any attempts by the Golem to utilize a Spell works to the Party's advantage. Note that if the two minor monsters are Ninja, the use of a material to cast a Spell becomes essential as they must NOT be allowed to attack the Party. The Back Row will not have RESTRICT SHOT in use and high-level Ninja can score an Instant Kill in every 1-3 strokes. 5. Vampire Lord * + 2 Undead (Vampires) ------------ Boss Abilities: Physical Spells Level Drain Recommended Party level: 18-19 Recommended Configuration: 1. Hina 2. Party Leader 3. Ricardo 4. Sara 5. Kyo 6. Michele Suggested tactics: 1st Round: --------- Hina : Physical attack on Vampire Team Leader/Ricardo : DOUBLE SLASH on Vampire Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA on Front Row OR Material such as Dragon's Tail (casts JAKULD) to kill any remaining Vampires 2nd Round: --------- Hina : Physical attack or use Curing Potion on Party member if needed Team Leader/Ricardo : DOUBLE SLASH on Vampire Lord Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA on Front Row OR Curing Potion on a Party member if needed Repeat and with two castings of DAIBA and an occasional CRITICAL HIT it is possible to defeat the Golem by Round 4. Again, any attempts by the Vampire Lord to utilise a Spell works to the Party's advantage. Note that the two minor Vampires MUST be killed on the first round if at all possible as one of them may cast a Spell and waste the Party's attempt at SPELL CANCEL, leaving the Vampire Lord free to cast JAKULD. 6. Reaper - Major form + 4 Undead (Ghosts) ------ Boss Abilities: Physical Spells Instant Kill Recommended Party level: 24-25 Recommended Configuration: 1. Hina 2. Party Leader 3. Kulgan 4. Sara 5. Kyo 6. Michele Suggested tactics: 1st Round: --------- Hina : Cast DAIBA on Front Row Team Leader/Kukgan : DOUBLE SLASH on Reaper Sara/Kyo : SPELL CANCEL Michele : Cast MEGADEATH to kill all Ghosts 2nd Round: --------- Hina : Physical attack on Reaper Team Leader/Kulgan : DOUBLE SLASH on Reaper Sara/Kyo : SPELL CANCEL Michele : Cast MEGADEATH if any Ghosts are remaining OR DAIBA on Front Row OR Revival/Curing Potion on a Party member if needed If the Party have suffered no real casualties, the Front Row should continue to attack while Michele keeps casting DAIBA and Sara/Kyo maintain SPELL CANCEL. 7. Bu Shin ------- Boss Abilities: Physical Spells Underworld Cry Recommended Party level: 30 Recommended Configuration: 1. Hina 2. Party Leader 3. Kulgan 4. Sara 5. Kyo 6. Michele Suggested tactics: Target Bu Shin itself when wearing the male face. 1st Round: --------- Hina : Cast DAIBA on Front Row Team Leader/Kukgan : DOUBLE SLASH on Bu Shin Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA on Front Row 2nd Round: --------- Hina : Cast DAIBA on Front Row Team Leader/Kukgan : DOUBLE SLASH on Bu Shin Sara/Kyo : SPELL CANCEL Michele : Cast DAIBA OR Curing Potion on a Party member if needed 3rd Round: --------- Front Row + Sara : WARP ATTACK Kyo/Michele : SPELL CANCEL OR Hina/Team Leader: DOUBLE SLASH Kulgan: Physical Attack Sara: Healing Spells + Aids Kyo/Michele: SPELL CANCEL Halfway through the battle, Bu Shin will shift from a male to a female face. At this time target the smaller female face on Bu Shin's chest. When Bu Shin has sustained too much damage to this area, it will shift to a male face again. The Party should then attack Bu Shin itself again. Note that this battle requires a surplus of healing aids as it can take 10 rounds or more to kill Bu Shin. * Side Quest Boss ** Calo, Creo or Cerazyn ------------------------------ 6. Ideal Party While there is no perfect combination, it is possible to create a strong and varied combination that will cope in all circumstances. Therefore: Front Row: Party Leader - Knight (former Warrior) i) The strongest class, and will reach maximum HP first ii) Access to some of the best personalised items iii) Priest Spells - secondary healer iv) The story suggests that the Party Leader is a Knight Samurai - Hina (joins B6) i) High HP + Abilities on joining ii) Occasional Instant Kill iii) Sorcerer Spells iv) Very effective attacking partner when coupled with the Party Leader for AA's such as DOUBLE SLASH and END LASH Ninja - Kulgan (joins B8) i) High Agility = 1st attack ii) High Instant Kill probability iii) Use of low-level Sorcerer spells* Back Row: Bishop - Sara (former Priest - joins B1) i) Primary Healer ii) Use of Priest + Sorcerer spells iii) Identify Items Ninja - Kyo (joins B1) i) High Agility = 1st attack (2nd once Kulgan in party) ii) High Instant Kill probability iii) Use of low-level Sorcerer spells* Sorcerer - Michele (joins B5) i) High Wisdom = more Spell use ii) Use of rare Sorcerer Spells The other original characters should be considered as lesser options due to factors such as the stage of the game they are available to join the party, alignment (eg. some are evil), average equipment and/or low spell levels. ------------------------------ 7. Equipment Suggestions For Party Recommended equipment for Party as listed under Ideal Party: i) Party Leader - Knight (allowed 6 items) - QUEEN'S GUARD SWORD - PHEROMONE SHIELD - SHIELDED CHEST PLATE - OGRE POWER WRIST - KNIGHT'S HELMET - 1 Trinket* ii) Samurai - Hina (allowed 4 items) - MASAMUNE - SHIELDED CHEST PLATE - OGRE POWER WRIST - 1 Trinket* iii) Ninja - Kulgan (allowed 4 items) - INVISIBLE FLAIL - NINJA ARMOUR - 2 Trinkets* iv) Bishop - Sara (allowed 3 items) - ELF'S CROSSBOW - FAITH ARMOUR - STAMINA BOOTS v) Ninja - Kyo (allowed 4 items) - SHINOBI SHURIKEN - NINJA ARMOUR - 2 Trinkets* vi) Sorcerer - Michele (allowed 3 items) - ELF'S CROSSBOW - PASHMINA ROBE - DEVILISH CHARM * Trinkets Invaluable if used wisely. Four inventory items in particular should be equipped immediately if found: a) ASH CHARM - * Casts spell ASH for Instant Kills on any lesser monster (2-4 charges) Very effective against groups that need to be eliminated quickly, such as Huge Spiders who attack en masse with Poisonous Breath or Boss minions so the party can target the main threat. b) DEVILISH CHARM - * Casts NIRVANA at no cost to the character. A guaranteed out for the Party if losing a fight (2-4 charges) c) VALIANT HELMET - Evade: 2 Defence: 4 * Resist Abnormal Status * RESTORES ALL CHARACTER HP (1 charge) d) ANTI-EVIL CLOAK - * Prevents Direct Damage, Cold, Flame, Thunder * RESTORES ALL CHARACTER MP (1-3 charges) Please note that expending all charges will destroy the item, so in the case of the ANTI-EVIL CLOAK and VALIANT HELMET it is best to have replacement items ready to equip. NOTE! Orbs = Superior Equipment It is possible to change a character's class via Orb, equip the character with different equipment and then change the class back. Providing the equipment is not removed, the character can retain their original class AND use items they normally would not be able to equip. For example: Kulgan - a Ninja - uses an Orb and becomes a Samurai. Kulgan then equips a Masamune (Samurai only) and Shielded Chest Plate (Warriors, Knights and Samurai only) and then uses another Orb to change back into a Ninja. Kulgan now possesses a Katanna with high attacking power and superior armour, both of which allow the regeneration of HP. ------------------------------ 8. Full Equipment List Class Listed under each Item: W = Warrior K = Knight M = Samurai N = Ninja T = Thief P = Priest B = Bishop S = Sorcerer WEAPONRY -------- Under each weapon is the alignment + Special Power, if any. * Indicates a Cursed item. Dagger: ------ 1. Dagger 2. Craftman's 3. Petrified 4. Assassin's 5. Thief's 6. Wind 7. Cursed* 8. Prowler's 9. Bloodied* Attack Freq Damage Fixed 1. Bloodied 1 12 40% All WKMNTS Decreases HP by equipping 2. Dagger 2 3 20% All WKMNTS 3. Craftsman’s 2 4 22% All WKMNTS 4. Petrified 2 5 22% All WKMNTS Petrify & Kills Undead 5. Assassin's 2 6 23% All WKMNTS Instant Kill on Undead 6. Thief’s 2 7 25% All WKMNTBS + Agility & can change Thief to Ninja 7. Wind 2 8 25% All NT Kills Undead 8. Cursed 1 5 25% All WKMNTS Causes Sleep & - HP when equipped 9. Prowler’s 1 20 25% All WKMNTS Short Sword: ----------- 1. Short 2. Magus 3. Banishing* 4. Spiritual 5. Skeletal* 6. Ancient 7. Evil 8. Cursed* Attack Freq Damage Fixed 1. Short 1 7 5% All WKMNT 2. Magus 1 10 5% All WKMNT Kills Undead 3. Banishing 1 11 15% All WKMNT Kills Undead & Halves Wisdom when equipped 4. Spiritual 1 13 7% All WKMNT Kills Undead 5. Skeletal 1 15 15% All WKMNT - Wisdom & Kills Undead 6. Ancient 1 16 7% All WKMNT Kills Undead & can cause change to Neutral 7. Evil 1 19 9% Evil WKMNT Causes Sleep 8. Cursed 1 21 -20% All - Accuracy & Resistance to Fire Long Sword: ---------- 1. Long 2. Slashing 3. Splitting 4. Betraying 5. Blessed 6. Dark 7. Evil Saber 8. Ghost 9. Holy Knight Attack Freq Damage Fixed 1. Long 1 9 0% All WKMN 2. Slashing 1 12 0% All WKMN Can Stun 3. Splitting 1 16 0% All WKMN 4. Betraying 1 17 0% All WKMN - Faith 5. Blessed 1 20 0% All WKMN Can cause change to Good 6. Dark 1 20 0% All WKMN - Resistance to Paralysis & can cause change to Evil 7. Evil Saber 1 28 0% Evil WKMN Kills Undead & casts ZATEAL 8. Ghost 1 28 0% All WKMN Halves Faith just carrying 9. Holy Knight 1 28 0% All K + Life & Kills Undead Great Sword: ----------- 1. Great 2. Magus 3. Demon Slayer 4. Fire 5. Thunder 6. Neck Breaker 7. Massive 8. Nightmare 9. Demonic 10. Queen's Guard Attack Freq Damage Fixed 1. Great 1 12-15 -15% All WKM 2. Magus 1 18-23 -10% All WKM 3. Demon Slayer 1 22-29 -15% All WKM Kills Undead 4. Fire 1 27-36 -15% All WKM Kills Undead 5. Thunder 1 30-43 -15% All WKM Kills Undead & casts JATEAL 6. Neck Breaker 1 36-53 -15% All WKM Causes Instant Kill 7. Massive 1 1-24 -15% All WKM - Agility & Curse 8. Nightmare 1 2-35 -15% All WKM Drains HP 9. Demonic 1 40-56% -15% All WKM 10. Queen’s Guard 1 46 50% All All Regenerate 1 HP per round Katanna: ------- 1. Bereaved* 2. Grievous* 3. Cursed* 4. Katanna 5. Craftman's 6. Osafune 7. Kotetsu 8. Kikuichimonji 9. Kanesada 10. Muramasa 11. Masamune Attack Freq Damage Fixed 1. Bereaved 1 26-40 0% All M Drains HP 2. Grievous 1 36-50 0% All M Lose trust after battle 3. Cursed 1 46-60 0% All M Drains HP 4. Katanna 2 13 10% All M 5. Craftsman’s 2 17 10% All M 6. Osafune 2 20 12% All M Can cause change to Samurai 7. Kotetsu 2 23 12% All M Kills Undead 8. Kikuichimonji 2 26 13% All M Regenerate 1 HP per round & Kills Undead 9. Kanesada 2 27 13% All M Kills Undead 10. Muramasa 2 100 15% All M Kill Undead & cast STIGMA 11. Masamune 3 24 15% All M Kills Undead & cast CATHEDRAL Staff: ----- 1. Healing 2. Guiding 3. Cursed* 4. Silencing 5. Blazing 6. Useless 7. Freezing 8. Suffocating Attack Freq Damage Fixed 1. Healing 1 6 0% All All + Wisdom 2. Guiding 1 8 0% All All Casts MAPS 3. Cursed 1 9 0% All All - Sorcerer MP 4. Silencing 1 11 0% All All + Wisdom & casts SAROME 5. Blazing 1 13 0% All All + Wisdom & casts ZAKRETA 6. Useless 1 14 0% All All - Wisdom 7. Freezing 1 15 0% All All + Wisdom & casts KULD 8. Suffocating 1 18 0% All All + Wisdom & casts PUNISH Mace: ---- 1. Mace 2. Holy 3. Skeptical* 4. Combo 5. Crushing 6. Crimson* 7. Devout 8. Blazing 9. Tainted* Attack Freq Damage Fixed 1. Mace 1 9 0% All WKMNTPB 2. Holy 1 12 0% All WKMNTPB + Faith 3. Skeptical 1 12 -5% All WKMNTPB - Faith 4. Combo 1 15 0% All WKMNTPB Kills Undead 5. Crushing 1 19 0% All WKMNTPB Kills Undead & causes Stun 6. Crimson 1 20 -5% All WKMNTPB Drains Priest MP from wielder + foe 7. Devout 1 22 0% All WKMNTPB + Faith & can cause change to Bishop Casts LAFEAL 8. Blazing 1 26 0% All WKMNTPB Casts ZAKRETA 9. Tainted 1 27 -5% All WKMNTPB Prevents Spellcasting Hand Axe: -------- 1. Hand 2. Steel 3. Apprentice 4. Slicing 5. Craftman's 6. Thunder 7. Cursed* 8. Evil 9. Knight's Attack Freq Damage Fixed 1. Hand 1 10-13 -7% All WKMN 2. Steel 1 15-20 -10% All WKMN 3. Apprentice 1 19-26 -10% All WKMN Kills Undead 4. Slicing 1 22-31 -10% All WKMN Kills Undead 5. Craftman’s 1 26-37 -5% All WKMN 6. Thunder 1 31-46 -5% All WKMN Casts TEAL 7. Cursed 1 16-24 -10% All WKMN Drains HP when equipped 8. Evil 1 23-37 -10% All KMN Drains HP when quipped 9. Knight’s 1 34-49 -20% All K Kills Undead Battle Axe: ---------- 1. Battle 2. Slashing 3. Swordmaster's 4. Dwarf's 5. Demonic 6. Deceased* 7. Guard's 8. Faithless* 9. Evil* Attack Freq Damage Fixed 1. Battle 1 12-19 -20% All WK 2. Slashing 1 19-30 -15% All WKM + Accuracy 3. Swordmaster's 1 24-39 -15% All WKM Kills Undead 4. Dwarf's 1 33-56 -20% All WKM Protects vs. Breath Attacks 5. Demonic 1 39-70 -20% All WKM Cause Poison & Resist Poison 6. Deceased 1 21-30 -20% All WKM Wielder Loses $$$ 7. Guard’s 1 28-47 -20% All WKM Can cause change to Good 8. Faithless 1 31-45 -20% All WKM Decrease Trust 9. Evil 1 46-65 -20% All WKM Can kill Undead Reduces HP Shuriken: -------- 1. Shuriken 2. Spirited 3. Shinobi 4. Resentful 5. Cursed* Attack Freq Damage Fixed 1. Cursed 1 6 -5% Neutral N Loses all Trust 2. Shuriken 2 6 -7% All N 3. Spirited 3 7 -10% All N 4. Shinobi 4 6 -7% All N 5. Resentful 6 1-4 -5% All N - Trust Crossbow: -------- 1. Crossbow 2. Magic 3. Wishing 4. Thief's 5. Elf's Attack Freq Damage Fixed 1. Crossbow 1 7 7% All All 2. Magic 1 10 8% All All + Luck 3. Wishing 1 15 9% All All Casts TEAL & can cause change to Neutral 4. Thief’s 1 19 20% All T Causes Stun 5. Elf’s 1 20 10% All All Causes SPLEEM Flail: ----- 1. Flail 2. Magus 3. Power 4. Rusty* 5. Dwarf's 6. Dazer 7. Invisible 8. Bloody* 9. Hateful* Attack Freq Damage Fixed 1. Flail 2 7 -15% All WKMNP 2. Magus 2 14 -15% All WKMNP Kills Undead 3. Power 3 7 -18% All WKMNP 4. Rusty 3 10 -20% All WKMNP - Priest MP 5. Dwarf’s 3 11 -15% All WKMNP 6. Dazer 3 13 -15% All WKMNP 7. Invisible 3 14 -15% All WKMNP Causes Stun 8. Bloody 4 10 -20% All WKMNP 9. Hateful 5 13 -20% All WKMNP Lose Trust & can cause change to Evil Throwing Knife: -------------- 1. Throwing 2. Poison 3. Shade's 4. Unwieldy* Attack Freq Damage Fixed 1. Throwing Knife 1 4 -5% All All 2. Poison 1 5 -8% All All Causes Poison 3. Shade’s 1 8 20% All All Can Petrify 4. Unwieldy 4 2 -65% All All - Wisdom ----------------------------- ARMOUR ------ Under each item is the alignment + SP if any. Robe: ---- 1. Robe 2. Magus 3. Cursed* 4. Elf's 5. Bloody* 6. Pashmina 7. Betrayal* Evade Defence 1. Robe 2 1 All All 2. Magus 4 3 All All 3. Cursed 6 4 All All Reduces Sorcerer HP & Casts PUNISH 4. Elf's 9 5 All NTPBS SP restores all MP 5. Bloody 9 6 All All Disables User’s Spells & Casts STIPYL 6. Pashmina 12 6 All NTPBS + Agility 7. Betrayal 12 8 All All - Wisdom Light Armour: ------------ 1. Leather 2. Magus Leather 3. Decorated 4. Silver 5. Deceased* 6. Faith 7. Ninja 8. Evil 9. Betrayal* Evade Defence 1. Leather 1 2 All WKMNTPB 2. Magus Leather 2 3 All WKMNTPB 3. Decorated 3 5 All WKMNTPB 4. Silver 5 6 All WKMNTPB 5. Deceased 6 7 All WKMNTPB Halves Agility 6. Faith 6 8 All WKMNTPB + Agility, Faith & Resistance Poison & SP can cause change to Bishop 7. Ninja 7 9 All NT Resist Poison + Sleep & can cause change to Ninja 8. Evil 7 9 Evil WKMNTPB Drains HP 9. Betrayal 7 10 All WKMNTPB Trust Lost Chain Mail: ---------- 1. Chain 2. Magus 3. Deceased* 4. Knight 5. Dragon 6. Rusted* 7. Blessed 8. Cursed* 9. Freeze 10. Evil Evade Defence 1. Chain 2 2 All WKMNP 2. Magus 2 4 All WKMNP 3. Deceased 2 6 All WKMP Reduces Priest MP 4. Knight 2 8 All WK Can cause change to Knight 5. Dragon 3 6 All WKMNP Protects vs. Fire 6. Rusted 3 8 All WKMNP - Resistance to Fire + Sleep 7. Blessed 4 8 All WKMNP Can cause change to Good 8. Cursed 4 10 All WKMNP Weak vs. Cold, Fire, Paralysis Poison & Sleep 9. Freeze 5 10 All WKMNP Resists Fire & Prevents Poison 10. Evil 6 11 Evil WKMNP Chest Plate: ----------- 1. Chest 2. Decorated 3. Mystic 4. Ceasing 5. Spirited 6. Betrayal* 7. Cynical* 8. Shielded 9. Deceased* Evade Defence 1. Chest Plate 1 3 All WKMP 2. Decorated 1 5 All WKMP 3. Mystic 2 6 All WKMP 4. Ceasing 3 8 All WKMP Protects vs. Energy Drain 5. Spirited 4 10 All WKMP Protects vs. Thunder & can cause change to Samurai 6. Betrayal 4 9 All WKMP - Faith 7. Cynical 5 12 All WKMP Disables User's Spells 8. Shielded 5 12 All WKMP Regenerate 1 HP per round 9. Deceased 6 7 All WKMNTPB - Agility Plate Mail: ---------- 1. Plate 2. Quality 3. Craftman's 4. Neutral 5. Broken 6. Prime 7. Evil 8. Cursed* 9. Knight's Metal Evade Defence 1. Plate Mail 1 5 All W 2. Quality 1 6 All WK 3. Craftsman’s 2 7 All WK 4. Neutral Armour 3 10 Neutral WK Resistance to Cold 5. Broken Armour 3 12 All WK 6. Prime 3 12 All WK 7. Evil 3 12 All WK Causes Fire Damage 8. Cursed 3 14 All WK - Resistance to Cold + Fire & can cause change to Evil 9. Knight's Metal 4 17 All K Small Shield: ------------ 1. Small 2. Small Steel 3. Magus 4. Charmed 5. Dwarf's 6. Gnome's 7. Shady 8. Demon's 9. Cursed* Evade Defence 1. Small 1 1 All WKMNTPB 2. Small Steel 1 2 All WKMNTPB 3. Magus 2 3 All WKMNTPB 4. Charmed 2 4 All WKMNTPB 5. Dwarf’s All WKMNTPB 3 5 + Resistance to Sleep 6. Gnome's 3 6 All WKMNTPB Can cause change to Good 7. Shady 4 5 All WKMNTPB Drains $$$ 8. Demon’s 4 7 All WKMNTPB Reduces HP 9. Cursed 4 8 All WKMNTPB Lose HP Large Shield: ------------ 1. Shield 2. Metal 3. Reinforcing 4. Pheromone 5. Ragged* 6. Prime 7. Depleting* 8. Evil 9. Knight's Evade Defence 1. Shield 2 2 All WKM 2. Metal 2 3 All WKMNT 3. Reinforcing 3 4 All WKM 4. Pheromone 3 6 All WKM Increases Luck 5. Ragged 4 5 All WKM Drains HP + Weak vs. Cold, Fire & Thunder 6. Prime 4 7 All WKM Raises HP by 1 7. Depleting 4 8 All WKM Drains HP 8. Evil 4 8 Evil WKM 9. Knight’s 5 9 All K Prevents Cold, Fire & Thunder Gauntlet: -------- 1. Gauntlet 2. Steel 3. Silver 4. Demon's 5. Ragged* 6. Corrupt* 7. Evil 8. Strength 9. Knight's Evade Defence 1. Gauntlet 0 1 All WKMN 2. Steel 1 1 All WKMN 3. Silver 1 2 All WKMN 4. Demon’s 2 2 All WKM Can cause change to Evil 5. Ragged 0 3 All WKMN - Agility 6. Corrupt Gauntlet 2 4 All WKMN - Power 7. Evil 2 4 Evil WKMN + Critical Hit Rate 8. Strength 2 4 All WKMN + Fire Resistance & prevents Paralysis 9. Knight’s 2 5 All K Raises Agility by 1 Helmet: ------ 1. Helmet 2. Enduring 3. Transfer 4. Evil 5. Cursed* 6. Grievous 7. Valiant 8. Knight's Evade Defence 1. Helmet 0 1 All WKMN 2. Enduring 1 2 All WKMN Resists Sleep, Stun & can change to Neutral 3. Transfer 2 3 All WKMN Resists Poison, Paralysis & Petrify & can cast TRANSFER 4. Evil 2 3 All WKMN Prevents Energy Drain, Confuse,Sleep & Stun 5. Cursed 2 3 All WKMN - resistance to Poison, Paralysis & Petrify 6. Grievous 2 4 All WKMN Susceptible to Death, Sleep & Unconscious 7. Valiant 2 4 All WKMN Resist Abnormal Status & Heal all Party HP 8. Knight's 2 5 All K Prevents all abnormal status ----------------------------- TRINKETS -------- Ring: ---- 1. Crimson 2. Death 3. Sorcerer's 4. Cursed* 1. Crimson Regenerate 2 HP per round All All 2. Death Reduces HP even if only carried All All 3. Sorcerer’s + Wisdom & Cures Paralysis G/E All 4. Cursed - Luck All All Charm: ----- 1. Ash 2. Decorative 3. Devilish 4. Samurai 5. Sculpture 6. Cursed* 1. Ash + Accuracy & Casts ASH All All 2. Decorative + Accuracy All All 3. Devilish + Accuracy and casts NIRVANA All All 4. Samurai + Accuracy & allows change to Samurai All M 5. Sculpture + Accuracy & Casts STRAIN All All 6. Cursed + Accuracy & Decreases Priest MP All All Ornament: -------- 1. Elf Hair 2. Lapis 3. Mitral 4. Water 5. Cursed* 1. Elf Hair + Life & Prevents Paralysis/Poison/Sleep/Stun All PBS 2. Lapis + Luck & Protect vs. Sleep All PBS 3. Mitral Protect vs. Paralysis/Poison/Sleep/Stun All PBS 4. Water Prevents all Status Changes All PBS 5. Cursed Prevents Status Change and reduces Sorcerer MP All All Wrist: ----- 1. Knight's 2. Ogre Power 3. Parvenu 4. Weakling* 1. Knight’s + Power & Protect vs. Fear & can cause change to Knight All All 2. Ogre Power + Power & Critical Rate All All 3. Parvenu + Luck All All 4. Weakling - Power All All Boots: ----- 1. Speed 2. Stamina 3. Cursed* 1. Speed + Evade & allows change to Ninja All All 2. Stamina + Evade & Power & - direct damage All All 3. Cursed Causes loss of $$$ All All Cloak: ----- 1. Cloak 2. Anti-Evil 3. Blazing 4. Bishop's 5. Thunder 6. Poison 7. Cursed* 1. Cloak All All 2. Anti-Evil Reduce Direct Damage & Protect vs. Cold/Fire/Thunder + Restore all Party MP All All 3. Blazing + Evade & Fire Resistance All All 4. Bishop’s Allows change to Bishop All All 5. Poison + Defense Prevents Freeze/Poison All All 6. Thunder Reduces Damage & Thunder Damage All All 7. Cursed Prevents Spellcasting All All ------------------------------ 9. Maximum Levelling Once the Party is strong enough to perform the AA RUSH for 140 + damage, they should remain on B9 and watch for the Spider and Bird icons. The Spider icon will ALWAYS be Silver Slime while the Bird icon will occasionally be Will O'Wisps. Each can yield 40,000 + XP. It is possible for parties to jump multiple levels by repeatedly engaging these monsters. Until the Party is strong enough, use RESTRICT SHOT against the Silver Slimes as a single Slime can do 70 HP + damage in one attack. How much is enough? In real terms, a party will peak at around Level 50. Once 999HP and spell mastery are achieved, acquiring elusive items or confronting rare monsters (eg. Gold Dragon) become the priorities. It is still possible, however, to advance in numerical levels and raise each characters personal attributes to a maximum of 99, which takes place at these levels: Kulgan Level 71 Hina Level 76 Sara Level 74 Kyo Level 95 Michele Level 124 It should noted that this task is for the completist. Kulgan doesn't require 99 FAITH, Sara 99 AGILITY or Michele 99 POWER as they are not pivotal attributes for those characters. At Level 50 + a character's prime attributes (eg. Agility for a Ninja) will be at maximum levels and it is these that largely determine the outcome of combat. ------------------------------ 10. Acknowledgements Thanks to Forsetti for mapping each level of the Labyrinth. Thanks to rajahsan and thunderstruck9 for assisting with the missing items in the Equipment List.