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Castlevania: Curse of Darkness 
Arena FAQ
By: Bahakitty
Version: 1
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Table of Contents
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I. Intro
II. FAQs
III. Things You Should Know
IV. Tower of Eternity
V. Tower of Evermore
VI. Legal Junk

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I. Intro
****************************************

Hello again! This is my second FAQ on this site and this time I chose to do it
on the "Arena" of Castlevania: Curse of Darkness. I looked about the site and
didn't see a guide specifically for it so I thought this might help. If you
have any questions that aren't answered in the guide, feel free to e-mail me
at bahakitty666@yahoo.com. Be sure to include Castlevania or something in the
subject.

In this game, there are two towers with 50 floors each. The Tower of Eternity
is the first tower, which you can access in the Forest of Jigramunt near the 
right side of the map. It's the room with the huge hole in the middle. Once
you reach the top of this tower, you can then glide to the Tower of Evermore,
provided you have gotten a bird-type I.D. with the long glide ability.

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II. FAQs
****************************************

Technically, I have no Freaquently Asked Questions from people because noone
has talked to me yet, so I made a few up that you may be asking too.

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1. I can't beat <monster>, what do I do?
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Try using the dodge ability in order to watch for the monster's attack pattern. 
Also using your I.D's magic with your attacks will sometimes halt a monster's
attack, giving you a window to unleash multiple combos.

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2. Is it necessary to beat the arena in
order to beat the game?
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No, it isn't. The purpose for the arena is to test your skills and get a few
items/materials that may be useful to you.

More FAQs to come.

****************************************
III. Things You Should Know
****************************************

You can start the Tower of Eternity once you are able to access the Forest of
Jigramunt, though I do not reccomend it until you are around lvl.25-30. Your
I.Ds should also be at decent levels, just so that they have abilities that
might save your butt. The good thing about entering the tower when you are at
a low level is you can level up quicker, provided that the enemies don't kill
you.

The Tower of Evermore is a different matter. You can access it once you gain
"Long Glide" for a bird-type I.D. If you aren't at least lvl.50, both you and
your I.Ds, come back later. The enemies are TOUGH! I went through this around
lvl.75 and I was still having problems. The reason is because many of the
enemies you face are at extremely high levels and one hit can take over 100
of your health. This may seem overwhelming at first, but if you do the proper
preps beforehand, you will stand a better chance.

First thing I would start with is how to get exp. quick and easy. There is a
room I found in the Infinite Corridor that spawns many bone soldiers and
undead lords. In order to get to this room, work your way through the room
until you reach a room that splits in 4 directions with the giant crystal
in the middle. From there, locate the room with the huge iron door (I
believe it is south on the map). You will need a battle-type with Brute
Force 2 to force it open. Here you can fight to your heart's content.

By this point in the game you should have all of your I.Ds available so I
recommend evolving them into each possible form. I strongly recommend
evolving the devil I.D into it's final form as well. It's sheer power and
aggressiveness will help you clean out rooms of enemies without getting
much damage. To evolve it, you'll need the Chauve-Souris spear, which is
created from a trident, versatile spear, a devil's vein, and a dark
crystal.

Once you think you're at a decent level and ready to try out the tower, use
 these notes to help you set up for the long run.
     * Buy potions + high potions.
     * Bring your strongest I.Ds, which includes your best healer.
     * Bring a weapon that is quick rather than powerful. The strongest weapons
are slow as molasses, which will leave you open to their attacks.
     * Use the dodge roll ability! Avoiding enemy attacks is the key to
survival.
     * Try to avoid excessive damage in the first tower so you'll have most of
your inventory for the second tower.
     * Be sure to break the candles in each room. They may contain meats and
potions.
     * Don't let your I.D do all the work. Keep the "command" option on so
you'll save hearts when it's necessary.
     * Turn off the evo crystals in the "Summon" menu if your I.Ds are low on
hearts. This way enemies drop hearts more often.
     * Don't give up! Losing the fight may mean that your choice of I.Ds
weren't suited right, or that your level is too low.

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IV. The Tower of Eternity
****************************************

This is the first tower. There are 50 floors within it. The only thing in your
favor here is that there is a potion every 5 floors. If your inventory is full,
use a potion (if you can) to clear out a space so you can take the new potion.
The enemies on the first few floors are rather pathetic so it's best that you
avoid a lot of damage from these and save it for the stuff higher up.

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1F: 6 lvl.1 Skeletons
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Lame. Beat them down in order to open the gate.

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2F: 9 lvl.5 Zombies
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Also not very difficult. Watch out for their spew and grab attacks and they're
easy to take out.

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3F: 7 lvl.18 Bone Soldiers
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Watch out for their slashing and charge attacks.

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4F: 5 lvl.14 Orcs
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Dodge their arrows. They only shoot one at a time so it shouldn't be too
difficult.

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5F: Potion + Magical Ticket
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6F: 4 lvl.14 Armor Knights
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Attacking them doesn't halt their attack so be sure to avoid getting smashed
by their axes. Try to isolate one and attack it from the back so it has
difficulty swinging at you.

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7F: 8 lvl.11 Ghosts
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They float about the room trying to backstab you. Sometimes they can be
difficult to catch as they can float through the walls as well. Dodge roll
their knife attacks and attack them.

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8F: 3 lvl.8 Cyclopses
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This can be difficult if you try to fight all 3 at once. Try to get one to ram
you so it moves away from the group. Then it will be easier to fight these
massive beasts. Their attacks aren't really major, just don't let them break
your guard.

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9F: 7 lvl.10 Fenrirs
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These aren't very difficult. Avoid their jump tackle and you'll be fine. They
growl when they're about to attack you.

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10F: Potion
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11F: 8 lvl.9 Skeletons
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Still lame. They just went up in level. Smack em and move on.

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12F: 6 lvl.5 Skeleton Blazes
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These guys hop all over trying to slash you. Dodge roll them and attack when
they are distracted. You can't really isolate them because they warp to where
you are at so you might be dodge rolling for a while.

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13F: 6 lvl.8 Wizards
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They aren't very quick and their only attack is one fireball that you can
easily dodge. Kill them and move on.

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14F: 5 lvl.15 Mermen + 2 lvl.16 Fishmen
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This can be hard. They bounce away from you and either shoot at you or try to
roll into you. You can roll out of the way of the shot and either guard against
their rolling or roll out of the way. The reason why I found this hard is
because while you're trying to attack one, another is most likely trying to
roll into you, which can hurt if you get hit a lot. The fishmen are stronger,
but it doesn't matter which ones you go after first.

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15F: Potion
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16F: 2 lvl.15 Spectral Swords + 4 lvl.15 Phantom Swords
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Besides slashing, the Phantoms throw their swords at you and the spectrals
shoot a beam at you. You start with 1 Spec and 2 Phantoms. Attacking halts
their attacks so it doesn't matter which you go after, but the Specs are easier
to hit when they fire their beam. avoid it and move behind them and unleash
multiple combos, but watch out for the phantom's attacks as well.

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17F: 5 lvl.6 Cockatrices
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They run about, breath stone breath, or headbutt you. The headbutt cannot be
halted so avoid it when it pulls it's head back. You only have a second to do
so, so if you're attacking you will most likely get sent flying. The stone
breath can be guarded against, or you can move around to the back. If you get
stoned, break free asap or else you'll take serious damage from their attacks.

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18F: 11 lvl.7 FLeamen
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You start with one, then 10 more show up. This is more annoying than anything.
The best time to attack them is after they attack. When they leap up and you
see the white streak on their blade, dodge roll out of the way. They sit long
enough for you to slash them.

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19F: 4 lvl.11 Efreets
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Avoid their slashing and fire beams. When they get close to death they will try
to grab you and suicide with you, causing a lot of damage. If they grab you,
shake free. When they let go, you can try to steal from them.

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20F: Potion
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21F: 9 lvl.9 Skeletons
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Added one to the group. They still suck.

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22F: 6 lvl.23 Lizardmen
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I suggest having a bird-type with you for this one. Other than slashing on the
ground, they jump into the air and try to land on you. If you have a bird-type,
he will most likely attack it when it's in the air, causing it to fall and
letting you beat it down while it's on the ground.

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23F: 6 lvl.19 Spirits
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Kinda lame too. Their only attack is life leech, which can be avoided or shaken
off easily.

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24F: 3 lvl.30 Dead Fencers + 3 lvl.31 Dead Barons
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This is quite a challenge, as they can dish out a lot of damage if you aren't
careful. Have your battle or devil type help you out here. The Barons are more
dangerous than the Fencers because they move to your position and upward slash,
which will knock you on your ass if you don't get out of the way. They also do
a quick multistab attack, but that doesn't have much range. The Fencers do a
weird thing with their sword before charging at you, but that attack can be
guarded against. I would take out the fencers first because they are easier to
kill and it will get rid of the nusance of being attacked from behind while
avoiding the barons. The fencers are open to attack after their slash attack.

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25F: Potion
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26F: 3 lvl.23 Lesser Demons
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If you thought one was bad, try taking out 3! It's not as hard as it sounds.
They either slash you or dive into you. Try to take out one at a time. It may
take some work because they attack alternately so you'll most likely get
slapped while you are attacking one. A bird-type can aid you with it's aerial
attacks.

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27F: 5 lvl.14 Slogras
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These guys are very handy with the spear so use caution. This is another fight
where you will get attacked from behind while taking out one. Use your bird to
attack them from the air while you deal with another one. Their spear attacks
hurt and there is one that stabs you, sucks your life away, and then they chuck
you aside, which causes massive damage.

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28F: 5(?) lvl.17 Gaibons
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The ? is because I got a rosario and wasn't sure how many there were. Anyway,
this fight is simiar to the one before it, but your bird type won't be as
useful because these are aerial creatures. They try to tackle you or grab you
before throwing you, and they fire rings at you (not sure what they do though).
Try to take them out one at a time again while dodging their attacks.

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29F: 6 lvl.26 Skeleton Riders
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You start with 2, then 4 more appear. They either throw a spear at you or their
dino breathes fire. If you kill the rider, the dino just runs about the room
trying to tackle you. A bird type you most likely kill the riders so I would go
with a battle type for this one. Not a really difficult fight, just use the
dodge roll and your I.Ds abilities.

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30F: Potion
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31F: 10 lvl.9 Skeletons
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Well, it's an even number this time.

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32F: 9 lvl.32 Spirits
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Pretty much the same as the first fight with them except their attacks do more
damage and the have more health.

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33F: 8 lvl.14 Blaze Masters
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This fight is about the same as the one with the Skeleton Blazes. They still
jump about and try to attack you with their hand axes. They also throw 3 bombs
down on the ground that explode after a few seconds. Dodge roll their attacks
and use a bird to knock them out of the air when they jump to throw bombs.

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34F: 5 lvl.24 Assasin Zombies
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They come in pairs so this isn't really difficult. They crawl around
underground before jumping up. You can tell when they are about to because the
rock trail stops. When they are above ground they either slash you, thrust
their claws foward, or do a slash that looks like they are gonna hug you, which
will poison you if you are hit. Use a serum if you get poisoned. When they are
underground the keep a claw above that tries to hit you, but it can easily be
avoided. Just keep attacking the one that is above ground until it dies.

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35F: Potion
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36F: 6 lvl.25 Vassagos
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They pass in and out of the walls. They have two attacks, they hit you with
their axes or they start to spin around and circle around you. YOu can stop the
spinning with a perfect guard but I wouldn't risk it if you are low on health
or not good at perfect guarding. Any I.D will work for this fight.

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37F: 4 lvl.25 Red Ogres
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This is similar to the Cyclops fight, but these guys are much stronger and have
different attacks. They swing their mallet twice this time. They shoot multiple
beams from their eyes, which can turn you to stone if you are caught in the
explosion. They also try to grab you, which can really hurt if you are caught.
Another attack to look out for is it's jumping attack. While it's in the air
you can steal from it, but the shockwave it creates will knock you back and
cause a lot of damage. I would use a battle type for this to help you beat down
the ogres. The strategy is still the same though, avoid their attacks and try
to take them on one at a time.

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38F: 9 lvl.21 Thieves
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This is another annoying fight because if their claw swipe hits you, which
steals an item from you. Luckily, they don't steal potions. If they manage to
steal an item, you only have a few minutes to kill it or else it teleports out.
Their other attack is swinging their loot around and hitting you with their
bag. Most of the time they run away from you so this isn't a hard fight.

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39F: 12 lvl.24 Sniper Orcs
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This is more difficult than the first Orc fight because they shoot 3 shots this
time. They take a few minutes to reload but it will be difficult to dodge the
shots because of the camera angle and the number that you start out with. Also,
when one spawns, it immediately starts firing at you. Try to take out many in
one combo so the shots fired from all over is smaller.

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40F: Potion
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41F: 12 lvl.9 Skeletons
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I'm getting bored with these guys...

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42F: 5 lvl.23 Basillisks
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Similar to the Cockatrices. They swing their tail at you or try to run you
over. They lean back before they are about to hit you. You will be sent flying
if you are hit.

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43F: 6 lvl.23 Wolf Skeletons
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These are similar to the Fenrirs in that they try to tackle you, but they turn
into a puddle so neither you nor your familiar can hit them. Sometimes they try
to headbutt you but they mainly turn into a puddle and jump tackle you. It can
be dodged or guarded against so not a difficult fight.

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44F: 6 lvl.25 Great Armors
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Like the other Armors, their attacks aren't halted by attacking so try to get
them from the side or behind them. These armors are a little quicker than the
previous ones. They either try to slash you or charge you with their shield.
Dodge roll the shield attacks while your I.D beats up on them.

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45F: Potion
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46F: 5 lvl.31 Flame Demons
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These look like the Lesser demons, but they shoot a fireball at you that
explodes on contact. Avoid being hit and being slashed at and you'll do fine.
A bird type will help because they are aerial.

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47F: 6 lvl.27 Thunder Demons
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Like the other demons, they have a purple slash attack. They also charge up to
place a beam of lightning where you are standing. You can see where it will
land before it hits. Same strategy as the other demons, avoid their projectiles
and attack them with a flying I.D

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48F: 6 lvl.28 Frost Demons
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They have a blue slash and they fire a frost beam. Try to attack them from
behind.

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49F: 6 lvl.26 Executioners
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This can hurt if you aren't careful. They can send you flying with their
swinging mallet attack. Use a battle type to take them out one at a time. They
are kinda slow, but they swing all the way around so watch out.

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50F: Kit Bag
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For all of your troubles, you get a Kit Bag, which allows you to wear an extra
accessory. It may come in handy later.

****************************************
V. The Tower of Evermore
****************************************
From the top of the Tower of Eternity, use a bird's long glide ability to float
towards the Tower of Evermore. If you went in the right direction, you should
land on top of the tower. From here you must fight your way through 50 long
floors of the toughest enemies in the game, and there is a high potion every 10
floors. If you and your I.Ds aren't lvl 50 or above then you will likely get
pummeled. You'll need to bring your strongest I.Ds, which includes a fairy with
strong healing abilities.

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50F: Magical Ticket
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49F: 5 lvl.40 Rapid Snipers + 1 lvl.75 Red Ogre
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Your first real fight. Take out the snipers first while avoiding the ogre. They
fire about 8 shots before reloading. It's easier to just run around them rather
than dodge rolling. Once they are dealt with, take out the ogre. You really
can't afford to get hit by this guy or else you will lose a lot of your health
early in this fight.

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48F: 3(?) lvl.40 Rapid Snipers + 1(?) lvl.43 Flame Demon
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Once again I got a rosario so I wasn't able to count what was there. Take out
the snipers first before taking out the flame demon and the ogre if there was
one.

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47F: 3 lvl.43 Flame Demons + 3 lvl.46 Basilisks
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I would take out the Flame demons first as they hit you more often than the
basilisks. Or you could remove the ground enemies and take out the air enemies.

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46F: 4 lvl.46 Basilisks + 2 lvl.47 Gladiators
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I would take out the turkeys first because they are annoying. The gladiators
are similar to the executoners, but they fire their ball and chain out or swing
it around vertically. Your I.Ds will likely run into this so it would be a good
idea to get them to focus on the birds first before having them attack the
gladiators. They can also break your guard. They are open to attack after they
shoot out their ball and reel it back in.

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45F: 8 lvl.32 Spirits + 2 lvl.47 Gladiators
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Obviously take out the spirits first since they are easier, then use the same
strategy as above to kill the gladiators.

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44F: 6 lvl.46 Great Armors
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The same as the previous fight with these guys except they are much stronger.
Avoid getting hit from their slashing and tackle attacks or you'll rack up a
lot of damage.

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43F: 2 lvl.46 Great Armors + 3 lvl.75 Red Ogres
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This fight is really hard. Your Devil I.D is best for this since he's a killing
machine. Try to remove the armors before going after the ogres if you can. It
will be hard to dodge all 3 Ogres and you will likely lose an I.D trying to
defeat them. I used a battle type with Aura Blast to help stall their attacks
and it likely will hit all 3.

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42F: 9 lvl.75 Fleamen + 2 lvl.75 Red Ogres
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Take out the fleamen with the same strategy as before, hit them after their
attack, then go for the ogres. with the fleamen at this hig a level, you won't
want to get hit.

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41F: 6 lvl.75 Fleamen + 3 lvl.46 Great Armors
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Take out the fleamen because they cause more damage, then go after the armors.

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40F: 3 lvl.75 Fleamen + 3 lvl.32 Thieves + High Potion
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This floor is already open so you don't need to fight these guys unless you
need hearts. Be sure to pick up the High Potion.

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39F: 2 lvl.44 Blaze Phantoms + 4 lvl.38 White Dragons
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I think it would be easier to eliminate the Phantoms first. They have the same
attacks as the Skeleton Blazes, but they also have a whirlwind attack that they
do when they are next to you. You can guard this but your guard might break.
The White Dragons either shoot 3 fire balls or they lunge out at you. You can
guard against both. You'll have to air attack them so a bird type would be
useful.

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38F: 4 lvl.44 Blaze Phantoms + 2 lvl.75 Final Guards
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Take out the Phantoms because they are the easiest to remove. The Finals guards
are also at a high level so make sure not to get hit or you'll lose a chunk of
your health. These guys also put up a shield which makes them invincible to
your attacks. They drop their shield when they run about or attack. They also
have a flame that comes out of their shields. This would be a good time to get
around the back of them and take out a lot of their health. Use an I.D with a
lot of health to withstand their attacks while you beat on them from behind.

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37F: 10 lvl.45 Fishmen
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The same as the fight with the fish and mermen, but these guys do a lot more
damage if you get hit by their fireballs or rolling attacks.

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36F: 4 lvl.43 Lizard Shamen + 2 lvl.75 Final Guards
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Once again, take out the weaken of the group, the Shamen. They are similar to
the lizard men in that they use a spear to attack, but they have a flamethrower
instead of a jump attack. Use the same strategy to defeat the Final Guards, put
an I.D on guard so that the guards focus their attention on it while you attack
from behind.

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35F: 4 lvl.45 Skeleton Riders
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Watch out for their spears and their flamethrowers. Attack them when they are
walking around the room.

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34F: 4 lvl.43 Lizard Shamen + 2 lvl.43 Flame Demons
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It doesn't matter which ones you try to take out, you'll have equal problems
with both the ground and flying enemies. You could try to take out the Flame
demons first because they slash you more often than the lizards use their long
range attack.

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33F: 2 lvl.43 Flame Demons + 3 lvl.45 Efreets
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If you put your battle I.D on guard, the enemies will focus on them. While the
Efreets hover around your I.D you can take out the Flame Demons, then attack
the Efreets.

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32F: 4 lvl.32 Spirits + 2 lvl.75 Blood Skeletons
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The blood skeletons CANNOT BE KILLED unless your mage has the "purify" ability,
but even then it takes forever for it to use it so you are better off avoiding
the skeletons. Once you kill the spirits the gate will lower.

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31F: 3 lvl.75 Final Guards + 3 lvl.75 Blood Skeletons
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This may be difficult because the skeletons are in the way. YOu can use your
devil I.D and just have it go nuts on everything while you focus on the Guards
or you can keep a battle I.D on guard while you beat up on the guards.

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30F: 3 lvl.32 Thieves + 3 lvl.40 Death Rippers + High Potion
----------------------------------------
Take the high potion and leave if you don't want to lose more life than you
need to.

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29F: 4 lvl.35 Mermen + 4 lvl.39 Frost Dragons
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I would go after the mermen simply because they move around more than the
dragons do. Dodge their rolling and ice attacks and take them out, then go
after the dragons. They either lunge or fire a stream of ice shots. They can be
easily taken out because your attacks halt theirs.

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28F: 4 lvl.35 Mermen + 2 lvl.45 Jins
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You can go after either one for this fight. The Jins are similar to the Efreets
in that they try to swat you and try to suicide with you when their health gets
low. I think they have a whirwind attack as well.

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27F: 4 lvl.47 Executioners
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Same as the fight before wiith them. Watch out for their swinging attacks and
you'll finish them off quick.

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26F: 1 lvl.47 Executioner + 4 lvl.38 Frost Demons
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I would go after the frost demons manually while your I.D focuses on the
Executioner. It's easier to smack down the demons while a battle I.D beats on
the big dude.

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25F: 4 lvl.44 Armored Sprinters + 2 lvl.38 Frost Demons
----------------------------------------
Take out the dogs first as they are more annoying than the demons are. They are
like the fenrirs as well, but they have an added howling attack that shoots a
series of rings at you. You can attack them from the side while they do this.

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24F: 4 lvl.44 Unicorns
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Here's a new enemy. These guys either place their book out in front of them and
charge you with a bunch of needle like things, or they read a spell from their
book that causes paper to fly at you. You can dodge roll the needle attack and
you can guard against the paper attack. They are open to attack after their
needle attack and when they float about the room for a short time. I would use
a battle or devil I.D against them to help distract them from attacking you.

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23F: 4 lvl.37 Ectoplasms + 2 lvl.44 Unicorns
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The ectos are like spirits, but when they turn purple and come after you they
have the ability to curse you, which prevents you from attacking. You should
get rid of these guys first because it would suck for you to be in the middle
of a combo and suddenly be unable to attack. Then take out the Unicorns.

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22F: 2 lvl.75 Cyclopses
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Another painful 75 battle. At least the cyclopses are less deadly than their
ogre brothers. Try not to get run over from their ramming attack. There other
attacks are a singe sweeping beam shot and swinging their club only once. I
also just found that they stick their club into the ground and swing it around
before hitting you with it. Use your strongest I.D to team up and take down one
at a time.

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21F: 5 lvl.42 Dark Warlocks + 1 lvl.75 Cyclops
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I strongly recommend killing the warlocks first. They are like the wizards, but
they enhance the cyclops attack and defense, making it a much bigger threat to
you. Once the warlocks are dead, the cyclops will return to normal so kill it
and move on.

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20F: 5 lvl.75 Fleamen + 2 lvl.31 Gi-lees + High Potion
----------------------------------------
The Gi-lees are the same as thieves, except the items they take are rare, like
the accessories that you don't have equipped. Take the potion and move on if
you have no reason to fight.

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19F: 2 lvl.44 Assassin Zombies + 4 lvl.40 Thunder Dragons
----------------------------------------
Kill the Thunder Dragons first because it's hard to kill the zombies while the
dragons are shooting thunder balls or lunging at you. Finish off the Zombies
when they appear above ground.

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18F: 4 lvl.44 Assassin Zombies
----------------------------------------
This is harder to deal with than two because they are popping up all over the
place. Wait for one to pop up above the ground and hit on it with a hit or two
before rolling out of the way of another one that is likely to hit you where
you are standing. If you need to, lock on to one so the camera can focus in
front of you and hopefully you'll see where the others are located. Try to take
one out as it first appears so that you can eliminate the numbers.

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17F: 3 lvl.38 Thunder Demons + 2 lvl.39 Amdusciases
----------------------------------------
Put you I.D on guard so that the Amdus focus on it while you take out the pesky
Thunder Demons. Once they are taken care of, you and your I.D can deal with the
unicorn look-a-likes. These new guys either slap you with their book or do a
whirlwind spell that can't be halted. It throws you out away from them while
dealing damage as long as you stand within the whirling papers. You can't do
massive combos against them because once they get hit two or three consecutive
times they start to preform their whirlwind spell in hopes that you will be
caught in it while doing your own combo. Hit them after they are done and they
will eventually fall.

-----------------------------------------
16F: 3 lvl.38 Amdusciases + 3 Duke Mirages
-----------------------------------------
The Duke Mirages don't have a level, but they do serious amounts of damage to
you. They perform like the dead barons and fencers combined. Use a battle I.D
with Aura blast to finish off the Amdus after they crowd around your guarding
I.D. depending on it's level, 3 or 4 should finish them off. Once they are
dealt with, focus on beating down the mirages. It's quite difficult to get a
good shot at them. Try to get them after they perfom the fencer's lunge at you.
You should be able to get off a few hits before he recovers. Keep doing this
with each one until they die.

-----------------------------------------
15F: 2 Duke Mirages + 4 lvl.75 Ghouls
-----------------------------------------
Remove the Duke Mirages because they are more dangerous than the ghouls. It
would be better to use a floating I.D., like the bird or the mage, to avoid the
Ghoul's puke. The mage is good if you have one that knows a magic attack that
lasts a while, like Sorcery Flame. If not, lightning strike can be useful to
hit them in one spot. Once the Dukes are gone, the Ghouls are easy to take out.
They have the same moves as the zombies. They either make a puke puddle or they
try to suck life out of you. Try to avoid both attacks as these are lvl.75 and
can deal a lot of damage you don't need.

-----------------------------------------
14F: 4 lvl.38 Amdusciases
-----------------------------------------
You know their attacks and how to deal with them. Use a mage I.D. to hit them
from afar with magic attacks, like Lightning Strike, and they will die even
quicker without much damage taken.

-----------------------------------------
13F: 2 lvl.43 White Gravials + 3 lvl.46 Basilisks
-----------------------------------------
I would remove the lizards first because they spit a poison glob at you, which
can be annoying. They also use spear attacks like the lizard men. Then take out
the birds. Any I.D. is good for this.

-----------------------------------------
12F: 6 lvl.43 White Gravials
-----------------------------------------
I think a battle type I.D's Aura Blast would be quite helpful for this. It will
be able to hit all 6 of them. If you have enough hearts for your familiar then
use Aura Blast to finish them all off quickly without taking any damage. If
not, either set your familiar on guard and take out the lizards while they are
distracted, or you can use a flying I.D. to help from the air while you attack
them in groups on the ground. You'll need to dodge roll around in order to
avoid their posion spit.

-----------------------------------------
11F: 3 lvl.44 Assasin Zombies + 3 lvl.75 Ghouls
-----------------------------------------
The zombies start out above ground so be careful for an opening attack. Once
they go under, pick on the ghouls until the zombies resurface. The assasin
zombies are easier to kill than the ghouls so they should be taken out first.

-----------------------------------------
10F: 3 lvl.75 Fleamen + 3 lvl.75 Death Rippers + 2 High Potions
-----------------------------------------
This is the last stretch of the tower and you're probably hurting by this
point, which is why they left you two high Potions. Once you are all healthed
up, continue on.

-----------------------------------------
9F: 2 lvl.45 Slogras + 2 lvl.45 Gaibons
-----------------------------------------
I doesn't matter which ones you get rid of, they're both equally dangerous. The
devil I.D would be good for this because he attacks very quickly and flys
through them both like crazy. Avoid being grabbed by the Gaibons while you take
out the slogras on the ground while your I.D keeps the gaibons busy.

-----------------------------------------
8F: 2 lvl.45 Slogras + 4 lvl.75 Skeletons
-----------------------------------------
Keep an I.D on guard to draw away the Skeletons while you take out the Slogras.
Avoid their spear attacks and attack them when their back is turned. Once they
are defeated, move on quickly to avoid getting hit by the skeletons.

-----------------------------------------
7F: 3 lvl.46 Cockatrices + 3 lvl.75 Blood Skeletons
-----------------------------------------
Use the same strategy is before with the birds. try to hit them from behind
while they are idling or while they are using their stone breath. Once they
die, move on.

-----------------------------------------
6F: 4 lvl.46 Cockatrices + 2 lvl.46 Harpies
-----------------------------------------
A flying type would be good for this match. Take out the harpies first so they
don't annoy you later. They try to dive at you and grab you in their claws.
Once they are dealt with, take on the cockatrices one at a time with help from
your I.D.

-----------------------------------------
5F: 3 lvl.46 Harpies + 1 lvl.75 Red Ogre
-----------------------------------------
I thought we were done with him! Anyway, remove the annoying harpies by
attacking them in the air with your flying I.D before moving on to the ogre. I
think you know how to take him on by now.

-----------------------------------------
4F: 2 lvl.75 Red Ogres + 1 lvl.47 Gladiator
-----------------------------------------
Remove the Gladiator nusance first before facing the Ogres. Also beware that
your I.Ds will fly right into their attacks so watch their health. I found that
a bird type helps most against the Ogres because the Ogre can't hit the flying
ones unless they fly really low.

-----------------------------------------
3F: 50 lvl.75 Fleamen
-----------------------------------------
These guys never end! Use a battle I.D with Aura blast to help finish them off
quickly. Once you blow through all 50 of them, the gate will open.

-----------------------------------------
2F: Vampire Blood
-----------------------------------------
Alright, a break floor! The only thing here is a Vampire blood, which can be
used to syntesize a few powerful weapons (don't ask which ones). Grab it and
face your final challenge...

-----------------------------------------
1F: 5(?) lvl.75 Fleamen + 1 Golden Bones
-----------------------------------------
I don't remember how many fleamen there were for this room, but finish them off
quickly before you focus on the golden bones. This may seem like an ordinary
skeleton, but he has 12000 HP! He is also the rarest enemy in the game. You
only fight him once in the tower. After you complete it, he doesn't appear
again. Take a battle I.D to increase your strength and wail on him until you
finally widdle his HP down to zero. Your reward for killing him is a miracle
egg, which is another material for synthesis. Once you are done, break down the
weak wall where the candles are (or opposite the gate) in order to get out.
You'll be in Garibaldi Temple.

Congradulations! You've completed the Arena! Give yourself a pat on the back!
Once you've completed this task, many of your I.Ds have probably leveled to
extraordinary levels, as have you. If you have not beaten the game yet, then
this exp will help you greatly against the final fights.

*****************************************
VI. Legal Junk
*****************************************
This FAQ that I have written was written by me alone. It's sole purpose is to
help you complete the Arena. Don't steal my work and don't sell this guide to
your friends. This guide is going to be used on GameFAQS.com, please ask me
first if you wish to host it on your own site. My e-mail is
bahakitty666@yahoo.com.