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    FAQ/Walkthrough by Marak

    Version: 1.0 | Updated: 11/05/04 | Search Guide | Bookmark Guide

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    Shining in the Darkness
    A complete FAQ/Strategy Guide
    by Marak
    
    Version: 1.0
    Author: Mark Quaintance, a.k.a. Marak
    e-mail: nematocyst@hotmail.com OR mquaintance@sbcglobal.net
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    Table of Contents:
    
      1. Legal Text
      2. Revision History
      3. Introduction to my Guide
      4. Getting Started
      5. The Labyrinth (full game walkthrough)
      6. Quick Monster Reference Chart
      7. Full Shop/Item Lists
      8. Potent Magic Items
      9. Magic Spells: Tips on Usage and Full Spell Lists
     10. XP Charts For All Three Party Members
     11. Wrap up and things to come
     12. Credit where credit is due
    
    
    -------------
    1. Legal Text
    -------------
    This FAQ is copyrighted material.
    
     LIMITED REPRODUCTION LICENSE: This FAQ may be posted, emailed, or saved to a
     disk without express permission, provided that the FAQ remains unaltered, and
     the full copyright notice is in place. Removing the copyright notice and
     rights disclaimer voids any rights assigned.
    
     Exclusions: This FAQ may not be used for promotional purposes, nor may it be
     incorporated in guides, magazines, secured websites, or in any state or place
     where a fee is charged in order to obtain the information contained within.
     All professional use rights are retained by the author.
    
     Future revisions of this FAQ may be found at http://www.gamefaqs.com.
    
    Contact me!
    
     If you have anything you want me to add to this guide, if you know something I
     don't know, if you have a better way to beat a certain enemy or Boss, or if 
     you have CONSTRUCTIVE criticism/feedback, or heck, even if you just have a
     question about the game, PLEASE e-mail me at:
    
       nematocyst@hotmail.com
    
       OR
    
       mquaintance@sbcglobal.net
    
    This FAQ should be found in only one place:
     http://www.gamefaqs.com
    
    (and I better not see it anywhere else...)
    
    
    -------------------
    2. Revision History
    -------------------
    Version 1.0 - Completed 11/03/04
    
    My first effort.  I think it turned out pretty well, but we'll see.  Guide
    includes a walkthrough of the entire game from start to finish, tips on
    fighting EVERY monster (yes, Bosses included) in the game, and where to find
    every essential item.  Also included is a comprehensive set of Appendices that
    list EVERY SINGLE item in the game and what it does; every spell in the game
    with tips on when/where/how to cast them, and XP charts for all three
    characters up to Level 99 (you can beat the game at Level 55 easily).
    
    Now that we have all that out of the way, it's time for the...
    
    
    ---------------------------
    3. Introduction to My Guide
    ---------------------------
    Welcome!  I'm glad you've chosen to at least check out my complete Shining in
    the Darkness Guide.
    
    I picked up playing this oldie-but-goodie after my most recent play-through of
    Shining Force II, and when I went to GameFAQs to look at the FAQs available, I
    found that they were woefully inadequate.  The guides at GameFAQs at the time
    were ALL incomplete!  This irritated me to no end; this game deserves a
    COMPREHENSIVE Guide, a complete guide, for those fanatics like me that still
    play this game because it's one of the best RPGs EVER made, period.  Yeah, all
    ten of you :P
    
    Seriously, this game is in need of a full, complete source of info.  I'm hoping
    that this Guide can fill that niche.  No "to be continued" or "to be completed
    later" CRAP in MY guide!  *looks around with a manic gleam in his eye*
    
    ANYway, I'm going to state a few things here: this is not going to be a
    hand-holding, step-by-step walkthrough.  No "walk 3 steps, turn left, take the
    first right, open the chest" instructions.  Nope.  Half the fun of this game
    (at least in my humble opinion) is the exploration.  The mapping.  Discovering
    that chest nestled away in a dead-end in the middle of nowhere that might
    contain a powerful new piece of equipment, an important Artifact - or a
    soul-sucking Ghost!
    
    So, I'm going to instead give a general overview of the Labyrinth Levels as
    they become available.  In each Labyrinth Level's entry, I'll note what
    Level(s) your Party should be at when they attempt to tackle this area.  After
    that, I give you General Advice on important things you should do, see, or be
    wary of on this Floor of the Labyrinth.  After that, I launch right into the
    Monster Menagerie, which describes ALL the monsters that you will encounter in
    this portion of the Labyrinth.  And finally, I give some Final Thoughts before
    moving onto the next section.  The Final Thoughts give some basic instructions
    on how to proceed to the area covered in the next section, as well as some tips
    on what you should spend your hard-earned Gold coins on.  Your equipment is
    vitally important to your success in this game, so don't forget to go shopping
    every time you leave the Labyrinth and return to Town.
    
    After the Labyrinth Walkthrough are several appendices (in order):
    
    1: A Quick Monster Reference Chart, which lists the statistics, Special 
      abilities, XP, and Gold reward for EVERY monster in the game, including all 
      Mini-bosses (and full-fledged Bosses).
    
    2: Full Shop and Item lists.  Every shop, every item, where they're found and
      what they can do for you.  Includes item prices (to buy and to sell), times
      available, strength of equipment, area(s) found, and item/equipment special
      abilities, among other things.
    
    3: Magic Spells, including tips on spell usage and full spell lists for both
      Milo and Pyra.  The spell lists tell you when each Spell is learned, when a
      Spell increases in Level, how much MP a spell requires to cast it (per 
      Level), how many targets it affects (at each Level), and what its effects are
      and/or how much damage it deals (and the Element of said damage).
    
    4: XP Charts for all three Party members.  This allows you to see how close a
      character is to Leveling up at a glance, without having to go back to the 
      Shrine (which is horribly inconvenient).  Milo and Pyra's charts also show
      what spell(s) (if any) they learn at each Level.
    
    
    -----------------------
    Game Menus and Controls
    -----------------------
    For the sake of completeness, I'll go through the game's controls and menu
    screens:
    
    Genesis Controller (featuring the worst ASCII art ever, compliments of yours
     truly):
    
           ____/_\___            Buttons A and C: both function to confirm menu
        __/          \__                          choices.
      _/ _              \_      
     / _| |_  Start    C  \      Button B: cancels menu choices, exits the Town 
    / | Pad |        B     \               or the Castle if no menus are open.
    |  -|_|-       A        |    
    |        _______        |    Start Button: generally does nothing.
    |      _/       \_      |    
    \     /           \     /    Control Pad: moves Party around, and highlights
     \___/             \___/                  menu choices.
    
    
    Pressing the A or C button while standing in Town or the Labyrinth will bring
    up the game's Main Menu.  It should be noted that the B Button will act to
    either cancel the current selection (if you're confirming something) or take
    you back to the previous set of Menus (if you're not).
    
    Each Menu has four choices, and I will list the options in each menu by
    starting with the top choice (or option) and working clockwise.
    
    Town Main Menu:
    
    ENTER: Enter the building you're standing the front of.  The name of the
     building you will Enter using this command will be shown in large, white
     letters.
    
    ITEM: Brings up the Item sub-menu.  The Item sub-menu is as follows:
    
    --USE: Use an item.  Press left and right to select a character's inventory.
      Press A or C to enter said character's inventory.  Use the Pad to select an
      item.  Press A or C to select the item, then select the character you wish to
      use it on and press A or C one final time.
    
    --EQUIP: Change a character's equipment.  Press A or C.  Select the character
      you wish to equip, and press A or C again.  Use Up and Down on the Pad to
      select from available weapons, and press A or C to equip it.  Your Weapon
      Factor will change accordingly.  Follow the same steps to equip a character's
      Armor, Helm, and Shield.
    
    --DROP: Drop an unwanted item.  Press left and right to select a character's 
      inventory.  Press A or C to enter said character's inventory.  Use the Pad to
      select an item.  Press A or C to drop the item.  Please note that dropped
      items CANNOT BE RECOVERED BY ANY MEANS!  So be careful.
    
    --GIVE: Give an item from one character to another.  Press left and right to  
      select a character's inventory.  Press A or C to enter said character's 
      inventory.  Use the Pad to select an item.  Press A or C to select the item
      to be transferred, and finally select the character to receive the item.
      Press A or C one final time to complete the transfer.
    
    STATUS: Brings up the Status screen.  Press up or down to select a character,
      and press A or C.  The top of the screen shows the character's silhouette,
      Level, HP, and MP.  The lower window shows the character's Statistics
      (IQ, Speed, Luck, Attack, and Defense), along with the Party's Gold. Pressing
      A or C again will show the character's inventory, with an "equipped" tag on 
      equipped items.  Pressing A or C a second time will show a full list of all
      the spells that character knows (for Milo and Pyra only).  Press A or C again
      to exit the menu.
    
    SPELL: Use this command to cast a spell outside of battle.  Select either Milo
      or Pyra and press A or C.  Select the spell to be cast and press A or C.
      Finally, select the character to receive the benefits of the spell and press
      A or C one last time to cast the spell.  Some spells do not have a specific
      target; in this case, the Spell icon will flash instead, prompting you to
      press A or C to confirm that you really, truly want to cast the spell.
    
    The Labyrinth Menu is identical to the Town Menu, except that ENTER is replaced
    with:
    
    SEARCH: Use this command to open Treasure Chests, or to examine extremely
      suspicious locations (of which there are very few; this command is primarily
      there for the opening of chests).
    
    When you encounter monsters within the Labyrinth, the game will automatically
    display the Combat Menu, which has the following options, starting from the top
    and working clockwise:
    
     For the Hero (who is the first to receive your commands):
    
    --ATTACK: Attack with the Hero's equipped weapon.  This is the default option,
      so you have only to press A or C to use it.  Use the D-pad to select which
      monster group you wish to target, and press A or C again.
    
    --ITEM: Brings up the Hero's inventory of items.  Highlight the item you wish 
      to use with the D-pad, and press A or C.  If the item affects a specific 
      target, you must choose the target by pressing left or right on the D-pad, 
      and then press button A or C again.
    
    --RUN (Hero only): The Party attempts to flee the battle.  The higher your
      characters' Levels, the greater the chance for success.  Failure means the
      monsters will spend a round attacking you.  You cannot flee from any Bosses
      or Mini-boss monsters.
    
    --SPELL: the Hero cannot use spells.  If you select this option, the game will
      tell you that the Hero is not a magic-user, then return the cursor to 
      "Attack".
    
    
     For Milo and Pyra (who are given commands after the Hero):
    
    --ATTACK: Attack with Milo or Pyra's equipped weapon.  This is the default
      option, so you have only to press A or C to select it.  Use the D-pad to
      select which monster group you wish to target, and press A or C again.
    
    --ITEM: Brings up Milo or Pyra's inventory of items.  Highlight the item you
      wish to use with the D-pad, and press A or C.  If the item affects a specific
      target, you must choose the target by pressing left or right on the D-pad, 
      and then press button A or C again.
    
    --DEFEND (Milo and Pyra only): Milo or Pyra take a defense stance on their 
      turn, halving the physical damage they take this round.  This command does
      not actually take effect until the character has "acted" and a message 
      appears telling you that they have taken a defensive stance.
    
    --SPELL: have Milo or Pyra cast a spell.  Milo or Pyra's combat spells appear
      on the right-hand side of the screen.  Select the spell you wish to cast
      with the D-pad, and press A or C.  If the spell affects a specific target, 
      you must choose the target by pressing left or right on the D-pad, and then
      press button A or C again.
    
    That's all you really need to know to play the game.  Now we'll move on to...
    
    
    ---------------------------------------------------------
    4. Getting Started (and how to name all three characters)
    ---------------------------------------------------------
    When the game begins, you will be greeted by a sleepy sage.  He asks you for
    your name.  Unlike in other games, the Hero does NOT have a default name.  You
    must enter a name for yourself no more than five characters long.  Thus, I will
    refer to the Hero as Marak (in fact, my nickname Marak originated after playing
    this game.  Marak, son of Mortred).
    
    Yeah.  Enough about me.  Once you've named your Hero, the cursor will
    automatically place itself on "End".
    
    DO NOT PRESS A BUTTON AT THIS POINT!!!!!
    
    It's a secret (that apparently only I know of, I've never seen anyone else EVER
    mention it) that you can name your other two characters at this point!  They do
    have default names - Milo and Pyra - but you can now name them whatever you
    like.  Do the following:
    
    The cursor is on "End" right now.  Move it with the D-Pad.  Select the first
    letter of your second character's name (he's a Cleric), and press A or C.  The
    cursor will pop back to End.  Move it back to the alphabet, and you can enter
    the rest of his name, 1 character at a time.  If you want a name less then five
    characters, put in spaces (that empty spot next to "Z") until you have five
    characters entered.
    
    So, you'll now have 10 consecutive characters: the first five for your Hero's
    name, and the second five for the Cleric's name.  You may now enter five more
    characters for your third character's name (she's a Magic-user).  You won't be
    able to see the final two letters in her name (they "scroll" off the side of
    the screen), so be careful when you're inputting them.
    
    Once you have all three characters named, select "End".  The game will take you
    back to the sage.  He'll ask you to pick a message speed.  This game involves a
    LOT of turn based combat, so I STRONGLY recommend choosing "FAST" messages.
    The sage then gives you some background info:
    
    You are *insert name here*, son of Mortred, a fledgling knight in the Kingdom
    of Thornwood.  You have two good friends: Milo Brax and Pyra Myst.  (Note: the
    game will always refer to your two friends as Milo and Pyra, even if you've
    renamed them.  However, YOUR names will appear in battle and in all the menu
    screens, which is what's important.)  He goes on to tell you that bad things
    are about to happen, you may be the only hope, etc., and then he sends you on
    your way...
    
    
    -------------------------------
    Introduction: a Knight's Errand
    -------------------------------
    You will appear in the throne room, standing before King Drake and his
    advisors.  The nameless Minister (a trend in Shining games, it seems)
    introduces you to the King.  It seems you have volunteered to find the missing
    Princess Jessa, since your father, Mortred, was safeguarding the Princess when
    both of them vanished.  The King asks Tristan what his opinion of you is, and
    Tristan answers that you are skilled in battle, second only to your father in
    swordplay.  Impressed by Tristan's words, the King tells you to begin searching
    for the Princess.  The Minister then gives you 200 Gold pieces, tells you to
    buy yourself some equipment in town, and then return to see the King.
    
    And thus, the game takes you to the World Map and gives you control.  You'll
    notice that there are three locations: a blue keep-looking building to the
    left, the Castle (currently flashing) in the upper right corner, and a town in
    the lower right corner.  Press down and highlight the town, then press A or C
    to enter it.
    
    The town is one big square, shown in a first person view.  Press left and right
    to select a building (its name will appear in large white letters) and use the
    A or C button to enter it.  If you scroll in a single direction long enough,
    you'll wrap around the town and end up back where you started.  Here's a quick
    overview, starting with the town entrance and working to the right:
    
    EXIT: This is where you enter the town.  Selecting this "building" will take
     you back to the world map.  You can leave town in a much more efficient manner
     (from ANY position within it) simply by pressing the B button when no menus
     are open.  You can also exit the Castle by pressing the B button.
    
    WEAPONS: Believe it or not, this shop sells weapons.  More on that later.
     Don't buy anything here yet; your starting weapon and big muscles are more
     than sufficient to take you through the first areas of the Labyrinth.
    
    TAVERN: The Tavern serves as the game's Inn: press left until you highlight the
     BELL, press A or C to ring it, and for 10 coins (per person) you can restore
     all your lost HP and MP.  In addition, a large number of folks gather at the
     Tavern, and you can talk to them.  They generally won't tell you much, but
     some of their conversations can be amusing and/or informative, so stop in to
     chat whenever anything important happens.
    
    ARMORER: Sells various types of armor - helms, shields, and suits of armor.
     This will be our first stop, but more on that in a bit.  You'll visit this
     place a LOT: there are 3 "categories" of Armor, and you'll be updating each
     type (for each Character) frequently.
    
    ALKEMIST: Well, the shop owner may not be able to spell (a-l-c-h-e-m-i-s-t),
     but she can still sell you a variety of useful consumable items and magical
     relics.  If you sell any obsolete Artifacts (Keys, mainly) to any vendor,
     they will wind up in her "Deals" display, should you decide you need to buy
     the Artifact back at a later point.
    
    SHRINE: This indispensable building is where you can see how many XP you need
     to go up a Level (if you're not using my charts, that is), cure any Status
     Ailments (Poison, Paralyzation, Curses) for a nominal donation, and - most
     importantly - save your game.  Always make this your last stop before leaving
     town.
    
    Note: if you "walk" right from the Shrine you'll end up back at the EXIT.
    
    Okay, now to put that 200 Gold to good use.  Go to the Armorer.  Select BUY,
    then SHIELD, and purchase a Gauntlet for 120 Gold.  Exit the shop and equip it
    (a process described in the Controls section above, if you don't know how to do
    it), and it will raise your Defense by 6.
    
    Now, enter the "ALKEMIST" shop, and purchase at least 2 Herbs, if not 3 or 4.
    You'll be relying on Herbs to keep yourself alive early, and since they're only
    two more gold than a stay at the Inn, you should stock up early and often.
    
    Now you're equipped, stocked with Herbs, and almost ready to rumble.  But
    first, let's take a closer look at what our Hero can do:
    
    
      Marak, son of Mortred (the Hero)
    
    Class: Knight  Starting Level: 1
    
      Starting Stats:
    
    MHP: 24   IQ   : 8   Attack : 18 (23 with the Bronze Knife, already equipped)
    MMP: 0    Speed: 8   Defense: 4 (12 with the Woven Robe, already equipped)
              Luck : 6
    
      At Level up:
    
    HP: 6-10 (avg 8)  IQ   : 2-4 (avg 3)  Attack:  3-5 (avg 4)
    MP: 0             Speed: 2-3 (avg 2)  Defense: 1-3 (avg 1)
                      Luck : 1-3 (avg 2)
    
    ***** Please note that the numbers after avg (average) are not, in fact, a true
    numerical average.  Instead, this number denotes the most common number -
    within the given range - that a statistic will increase by when the Character
    Levels up.  Thus, a typical (or average) Marak Level would give him 8 HP, 3 IQ,
    2 Speed, 2 Luck, 4 Attack, and 1 Defense. *****
    
    And yes, before you ask, throughout this Guide I'm going to refer to the Hero
    as Marak.  I hate calling him "Hero" or "the Hero" all the time.  Just a pet
    peeve of mine; the Hero HAS TO HAVE A NAME, or it bothers me.  Thus, the Hero
    will be called Marak.  Feel free to read "Marak" as "whatever name you gave to
    your Hero" instead.
    
    So, what do all these numbers mean, exactly?  It's pretty simple, really: Marak
    will always have a LOT of HP, but no MP.  His Attack will always be very high.
    He will have average IQ and Luck.  His BASE Defense and Speed will be low.
    Keep in mind that Attack and Defense are BASE values - they only show you what
    a character's attack and defense power are BEFORE all their equipment is
    factored in.
    
    Now, consider that Marak, being a Knight, can equip the BEST weapons and armor
    in the game, period, and you have a character that deals a LOT of physical
    damage - and typically has a very high defense - but suffers from an utter lack
    of magic ability and generally poor speed.  It's not uncommon to have Marak
    strike last in battle, especially when you first enter a new area.  Marak is
    rather one dimensional, being purely a physical fighter, but at least he fights
    exceptionally well.
    
    
    And now, a quick rundown of your characters' statistics and what they affect:
    
    Hit Points (HP): Your life force.  When a character drops to 0 HP, they're 
     dead.  HP are lost whenever a character is attacked, but they can be
     restored with healing items, the Heal spells, or a stay at the Tavern.
    
    Magic Points (MP): A character's ability to cast spells.  Each spell has a 
     specific MP cost, and a character cannot cast a spell if he/she does not have
     enough MP to cover that cost.  Marak cannot use magic and thus has no MP.  MP
     can only be restored by using a Magic Ring or by staying at the Tavern.
    
    IQ: A character's mental capacity.  Has a very minor effect on how much damage
     a character's spells deal.  Has a much greater effect on a character's Magic 
     Resistance, Breath Weapon Resistance, and Status Ailment Resistance.
    
    Speed: How quickly the character acts in combat.  The higher the number, the
     more likely they are to act before their foes can.  This stat also affects
     how much Quick spells will affect a character.
    
    Luck: A character with high Luck will strike more Critical blows and will enjoy
     a greater chance of not being affected by Status Ailments.
    
    Attack: The character's basic, unmodified attack strength.  This stat is 
     modified by the character's equipped weapon.  It determines how much damage a
     character will deal in melee combat.  Finally, this stat determines how much 
     Boost spells will affect the character.
    
    Defense: The character's basic, unmodified defensive strength.  This stat is
     modified by the character's equipped defensive gear.  It determines how much
     damage is absorbed when the character is struck in melee combat.
    
    Weapon Factor: the sum of a character's Attack and the power of his/her
     equipped weapon.  This number - less a monster's Defense - is how much damage
     a character will deal in melee combat.
    
    Armor Factor: the sum of a character's Defense and the strength of his/her
     equipped defensive gear.  Each point in this stat reduces how much damage the
     character takes in melee combat by one.  However, large discrepancies between
     a monster's Attack and a character's Armor Factor can result in less damage
     being absorbed.
    
    Okay, okay, enough about numbers and statistics; it's time to get on with the
    storyline.  Right now, you should be ready to return to the Castle.  Press B to
    exit the Town, highlight the Castle with the D-pad, and press A or C to enter.
    I'll take this time to tell you about King Drake and his advisors (from left to
    right):
    
    Melvyl: Absent at first, Melvyl appears once you begin the Trials of the
     Ancients.  Melvyl is curiously knowledgeable about the Labyrinth, and is
     usually willing to tell you useful info about the Trial that you're currently
     facing.
    
    Theos: the King's Counsel is a lot like Melvyl in that he will ramble on about
     what you can expect to find within the Labyrinth.  He'll also describe some of
     the Artifacts you come across in your explorations.
    
    King Drake: the monarch of Thornwood Kingdom.  King Drake is a benevolent ruler
     who is distraught over the disappearance of his daughter.  He doesn't usually
     say much, but there are many times when you must speak to him in order to
     proceed.
    
    Minister: more often than not, the Minister speaks for the King and gives you
     new directives.  It is he who kick-starts your quest to overcome the Trials of
     the Ancients by giving you an important artifact - once you find proof of
     Jessa's whereabouts.
    
    Baron Vyrun: The ambitious Baron doubts your abilities at first, but later
     wises up and offers (mostly worthless) advice.  He's never really worth
     talking to, except for back story reasons.
    
    Tristan: this seasoned commander will offer you encouragement.  And, uh, that's
     about it.  Like Vyrun, he's fun to speak with, but very little of what he says
     is vitally important.  However, he does reward you when you bring back proof
     of Jessa's whereabouts.
    
    In order to get on with your mission, you must speak to King Drake.  He
    welcomes you back, and then the Minister tells you that Jessa and your father
    were last seen in the vicinity of the Labyrinth.
    
    Just then, the screen flashes and shakes!  The King, the Minister, Baron Vyrun,
    and Tristan all take a defensive stance as a tall, dark, mysterious,
    blue-skinned stranger appears out of thin air and addresses the King.
    
    This man calls himself Dark Sol (Sol is another word for Sun.  A very
    appropriate name for a villain that wants to cover the world in Darkness, no?),
    and he shows off some disturbing powers: he knows all the members of the King's
    court BY NAME, and seems to know what they will do - or say - ahead of time.
    After intimidating Tristan and Vyrun, he tells you that he has Princess Jessa
    "safely tucked away", and that he'll return her - if King Drake agrees to
    abdicate his throne and leave the Kingdom forever.  Before the King can say Yea
    or Nay, Dark Sol disappears, saying that he'll be back when the King is ready
    to leave.
    
    Speak to the King and his advisors (who are more than a little unnerved by what
    just transpired), and then press the B button to leave the castle.  A message
    appears saying that, by order of the King, you have been given permission to
    enter the Labyrinth.
    
    It's not a bad idea to go to the Town and save at the Shrine before venturing
    into the Labyrinth.  The penalty for dying is 1/2 your current Gold coins, and
    that's a LOT of battles you'll need to fight in order to recoup your losses.
    It may be better to reset if you die early - and thus, saving before you
    venture forth.  Resetting without saving would be bad, mmm-kay?
    
    Return to the World Map, and press Left.  The Labyrinth will highlight.  Press
    A or C, and prepare to explore...
    
    
    ------------------------------------------------------------
    5. The Labyrinth (and thus begins the full-game walkthrough)
    ------------------------------------------------------------
    As I said before, I'm not going to hold your hand and walk you step by step
    through the Labyrinth.  I VERY STRONGLY RECOMMEND you either get yourself
    several sheets of graph paper and a mechanical pencil, or consult the handy
    .gif maps at GameFAQs:
    
    http://www.gamefaqs.com/console/genesis/game/6727.html
    
    Your call there.  I prefer to map as I go and savor each section of the
    Labyrinth, but to each his own.  Speaking of sections, let us begin with the...
    
    -------------------------------
    Labyrinth Entry Level, Part One
    -------------------------------
    Marak's Starting Level: 1
    Recommended Level to Reach: 3 (12 XP to Level 2, 34 to Level 3)
    Foes you'll face: Slimy Ooze, Cave Slug, Pit Worm
    
    
     General advice:
     ---------------
    STAY CLOSE TO HOME.  If you travel too far West (you begin facing North, for
    reference), you'll begin to encounter monsters that are too tough for you to
    handle at such a low Level.  Stay near the entrance and fight the Slimy Ooze,
    Cave Slugs, and Pit Worms you find there until you're at least Level 3.  Yes,
    it's boring fighting Slimes over and over (ack! Shades of Dragon Warrior I!),
    but you need the extra HP, Speed, and Defense that a few Levels will give you
    before you can venture deeper into the Labyrinth.
    
    WATCH YOUR HP!  When you're Level 1, even the lowly Slimy Ooze can deal 2
    damage per hit, and they're often faster than you.  Try not to start a fight
    with less than 16 HP, or you may regret it.  The game loves to have monsters
    ambush you when you're low on HP.  Herbs are your friends; use them.
    
    DON'T GET LOST!  Either make a map as you go, keep a window with an online map
    open, or print an online map out on paper for reference.  Getting lost could
    mean that you wander into hostile territory (and die at the hands of monsters
    that deal a LOT of damage); or, you might wind up wandering aimlessly until
    your Herb supply runs out (and then you die at the hands of the lowly Slimy
    Ooze).  The moral of the story is: to avoid a frustrating early death, don't
    get lost!  Make and/or use maps!
    
    
     Monster Menagerie:
     ------------------
    Here's a breakdown of my Monster entries:
    
    Monster Name (Monster Type and incarnation)
    # Appearing: how many you can expect to encounter at once
    HP: how much damage the monster can take before dying
    Attack: its attack - your defense = how much it can hurt you
    Defense: your attack - its defense = how much you can hurt it
    Speed: how fast the monster is; if your speed is lower it will often act
     before you do
    XP: how many points of experience your Party will gain by killing this critter
    Gold: how many gold coins the Party will collect after killing this foe
    Description: what to expect when fighting this foe.  I'll tell you what special
     attacks or spells it has as its disposal, as well as general tips for killing
     them in an expedient manner.
    
    Got all that?  Then let's begin with...
    
    Slimy Ooze (Slime 1)
    # Appearing: 1-3
    HP: 6-8  Attack: 14  Defense: 14  Speed: 8
    XP: 1  GP: 2
    Slimy Ooze are weak, pathetic creatures.  With a Gauntlet equipped, they can
    barely hurt you at all.  One whack will usually kill them, so just attack them
    repeatedly until they're all dead.
    
    Cave Slug (Slugite 1)
    # Appearing: 1-3
    HP: 7-9  Attack: 13  Defense: 15  Speed: 8
    XP: 1  GP: 2
    Cave Slugs are almost identical to Slimy Ooze, but they occasionally take no
    damage from your attacks.  Ugh.  They give the same amount of XP and Gold that
    the Ooze do, but are harder to kill.  Running may not be a bad idea.
    
    Pit Worm (Trihead 1)
    # Appearing: 1-3
    HP: 9-12  Attack: 15  Defense: 12  Speed: 8
    XP: 1  GP: 2
    Pit Worms are very slightly tougher than the Slimy Ooze, but give the same XP.
    Bleah.  At least the 3 Gold (instead of 2) makes them worth fighting: at this
    point, you need all the gold you can get your grubby little mitts on.
    
     
     Final Thoughts:
     ---------------
    The goal here is to pick a hallway near the Labyrinth's Entrance, and wander
    back and forth, fighting foes until you're Level 3.  Don't try to explore yet;
    a Bronze Door blocks progress to the East, and powerful foes await you to the
    West.  Just stay put in one of the beginning hallways and fight.
    
    If the status bar at the top of the screen turns yellow, it means that you've
    dropped below 50% of your Maximum HP.  This is a good time to use an Herb.
    
    Once you're Level 3, head back to town, and rest at the Tavern to recover all
    your HP.  Once you've done that, buy a Leather Helm (if you can; it costs 300
    Gold and you probably don't have enough yet) from the Armorer, and equip it.
    Save at the Shrine, replace the Herbs you used, and you're ready to explore
    deeper into the Labyrinth.
    
    
    -------------------------------
    Labyrinth Entry Level, Part Two
    -------------------------------
    Marak's Level: 3
    Recommended Level to Reach: 5 (116 XP to Level 4, 188 to Level 5)
    Foes you'll face: Slimy Ooze, Cave Slug, Pit Worm, Man-Ape, Dark Jelly
    
    
     General advice:
     ---------------
    HERBS ARE YOUR FRIENDS!  Keep at least 2 or 3 on hand at all times.  The
    monsters over here can deal more than 1 damage at a time, and you might find
    your HP reserved running dry very quickly.  Use an Herb when the screen goes
    yellow!
    
    CONSIDER PURCHASING AN ANGEL FEATHER.  For a mere 24 Gold, it allows you to
    instantly leave the Labyrinth, no matter how deep in it you are.  A great item
    if you overextend yourself, if you fill up your inventory with loot, or even if
    you just don't feel like walking back out.
    
    LOOT, LOOT, LOOT.  There are quite a few chests in this area: be sure to track
    them all down.  You can make a lot of money that way, and at this point, you
    need every coin.
    
    UPGRADE YOUR ARMOR FREQUENTLY!  Your starting weapon, combined with the large
    increases Marak gets to his Attack power every Level, means that you can kill
    everything in this part of the dungeon - typically with a single blow - without
    having to buy any new weaponry.  So, focus instead on buying new pieces of
    armor whenever you can.
    
    
     Monster Menagerie:
     ------------------
    Man-Ape (Hybrid 1)
    # Appearing: 1-3
    HP: 10-13  Attack: 21  Defense: 18  Speed: 9
    XP: 2  GP: 4
    Man-Apes can put the hurt on you if you've been neglecting your armor.  Other
    than that, they're nothing special.
    
    Dark Jelly (Slime 2)
    # Appearing: 1-3
    HP: 9-12  Attack: 24  Defense: 20  Speed: 12
    XP: 3  GP: 5
    Dark Jellies are merely stronger versions of Slimy Ooze.  They have that
    annoying "takes no damage" thing going on, but other than that, they should
    pose little threat if you're at least Level 3.
    
    
     Final Thoughts:
     ---------------
    Not much happening in this part of the Labyrinth, to be honest.  Just fight
    your way along, raiding chests and amassing XP.  Once you head down a twisting
    hall and begin encountering Darkbats and Killerbees, you'll know that you've
    entered...
    
    
    ---------------------------------
    Labyrinth Entry Level, Part Three
    ---------------------------------
    Marak's Level: 5
    Recommended Level to Reach: 8 (188 XP to Level 6, 294 to Level 7, 448 to
      Level 8)
    Foes you'll face: Man-Ape, Dark Jelly, Darkbat, Killerbee, Kaiser Krab
    Artifacts found: Royal Tiara, Dwarf's Key (from the Minister)
    
    
     General advice:
     ---------------
    PURCHASE AN ANGEL FEATHER.  It's a long walk out, and the monsters won't make
    it any easier - or faster.  A feather is only 24 Gold (that's only 3
    Killerbees' worth of Gold); make sure you have one on you before you leave
    Town.
    
    BEWARE: KILLERBEES CAN POISON YOU.  It doesn't happen often, but when you get
    Poisoned, you lose 1 HP for every 4 steps you take.  Your options at that point
    are to either A) walk around anyway, losing HP, which cuts your visit short; or
    B) use a Depoison to cure yourself; however, you have to buy them in town and
    they're basically a waste of inventory space.  What I'm getting at here is that
    Killerbees should always be the first foes you kill.
    
    BEWARE THE LONG HALLWAY WITH THE TORCHES.  At the end of this hallway is the
    game's first truly tough fight, which you WILL NOT win unless you're Level 8
    and have the best equipment you can afford - and at least 2 Herbs.  You've
    been warned.
    
    
     Monster Menagerie:
     ------------------
    Darkbat (Werebat 1)
    # Appearing: 1-3
    HP: 11-14  Attack: 30  Defense: 25  Speed: 15
    XP: 3  GP: 6
    Darkbats can do some serious damage if attempt to fight them before Level 5
    and/or have inadequate protection, but if you're ready for them, they fall
    rather easily.
    
    Killerbee (Hornet 1)
    # Appearing: 1-3
    HP: 12-15  Attack: 35  Defense: 23  Speed: 16
    XP: 4  GP: 8
    Killerbees are the strongest standard monster you'll face in this part of the
    Labyrinth.  On top of that, they can Poison you (it only has about a 3% chance
    of affecting you, fortunately), which can be irritating to no end.  On the
    bright side, they are worth quite a bit of XP and Gold.
    
    
     Final Thoughts:
     ---------------
    There are a few more chests to snag here, so explore!  You'll need to fight a
    lot of battles anyway, since the upcoming Mini-Boss, the Kaiser Krab, is
    basically unbeatable until you're Level 8 (well, okay, you CAN beat it at Level
    7, but it's dang hard) and have a decent weapon and some Herbs.  So, fight
    everything you run into and try to save up about 600 Gold - 300 for the
    Leather Shield and 300 for a Bronze Saber.  Once you have those, and are Level
    8, go ahead and head to the end of that long, lit hallway, and turn left.  Take
    a step forward and prepare to battle...
    
    
     The Kaiser Krab
     ---------------
    HP: 45-50  Attack: 55  Defense: 50  Speed: 22
    XP: 40  GP: 50  Reward: Royal Tiara
    
    The Kaiser Krab means business.  He can attack twice per round (but won't
    always), and on top of that, his attacks will sometimes be Critical Hits -
    which can deal as much as 30 damage!  You have little choice here but to trade
    blows with the Krab and using Herbs when your HP nears 30.  If you're Level 8
    and have at least a Bronze Saber and 2 Herbs, you will be able to out-last the
    Krab and claim victory.
    
    
    Once you've vanquished the Kaiser Krab, you will find the Royal Tiara.  If you
    wish, you can look down the brazier-lined passage the Krab was hiding in, but
    you can't do anything there... yet.  Use your Angel Wing to get out of here,
    and head for the Castle.  For the curious: yes, you CAN equip the Royal Tiara 
    - it's a darn good helm in fact - but you won't be able to keep it (without
    cheating, which I'm not going to get in to), so there's really no point in
    donning it - you'll just end up re-equipping your old Helm anyway.
    
    Once back at the Castle, you have no choice but to talk to the King.  He says
    that he gave that Tiara to Jessa on her 12th birthday, and that he suspects
    that Jessa is being held somewhere in the Labyrinth.  Gee, ya think?  Didn't
    Dark Sol come right out and tell you that before?  I think the Princess' loss
    has rattled the King more than he's willing to admit...
    
    Anyway, talk to Theos, and he and the Minister will ask you to form a search
    Party.  After all, the more people looking for the Princess, the better chances
    that someone will be successful, right?  The Minister then says that he has
    something for you once you have your Party assembled.  Talk to Tristan and
    he'll take the Tiara and give you 200 Gold coins in return.  Hey, money is
    money.  Take your leave of the King now and head back to town, because...
    
    
    --------------------------------
    You've Got Friends in Low Places
    --------------------------------
    Well, it's time to meet your other Party members.  Go the Tavern, where you
    will find Old Vic and Pyra arguing.  After they notice you watching them, Pyra
    joins you, an event that incites some harsh words from Vic.  As you try to
    leave the Tavern, Pyra (literally) bumps into a mercenary named Gila.  After
    some humorous dialogue, you're free to look for Milo.
    
    Milo is skulking around the Shrine, so head there next.  Save, don't save,
    whatever, nothing you do matters until you try to leave the Shrine, at which
    point Milo finally pipes up and says that he's not going to let you enter the
    Labyrinth without him.
    
    Boy, that was rough, wasn't it?  Now that your Party is formed, let's take a
    quick look at what Milo and Pyra can do.
    
    
     Milo Brax
     ---------
    
    Class: Cleric  Starting Level: 1
    
      Starting Stats:
    
    MHP: 20   IQ   : 15   Attack : 13 (18 with Bronze Knife, already equipped)
    MMP: 7    Speed: 10   Defense: 5 (9 with Cotton Robe, already equipped)
              Luck : 12
    
    Starting Spell: Heal Level 1
    
      At Level up:
    
    HP: 5-8 (avg 6)  IQ   : 3-6 (avg 4)  Attack:  2-3 (avg 3)
    MP: 5-7 (avg 5)  Speed: 2-4 (avg 3)  Defense: 1-3 (avg 2)
    40+:3-4 (avg 3)  Luck : 2-4 (avg 3)
    
    ***** Note: the "40+" entry listed under MP is the new range of MP that Milo
    will receive starting with Level 41.  Also note that it's lower than his
    "original" range.*****
    
    Milo is an all-around average character in pretty much every way.  Good HP, MP,
    and Luck; average IQ and Speed.  He has respectable Attack and Defense, as
    well.  Milo eventually learns a host of curative and Party-buffing magics as
    wall as a trio of attack spells.  In addition, he can equip all but the
    heaviest and bulkiest weapons and armor.
    
    While Milo can't fight quite as well as Marak (although he IS faster) nor fry
    foes with spells quite like Pyra can, he more than holds his own since he can
    do a little bit of everything, and still do it all well.  He's also
    (statistically) the best character.  All these are reasons why Milo needs so
    many more XP go up each Level, and why he eventually lags several Levels behind
    Marak and Pyra.
    
    
     Pyra Myst
     ---------
    
    Class: Magic-User  Starting Level: 1
    
      Starting Stats:
    
    MHP: 16   IQ   : 10   Attack : 8 (13 with Bronze Knife, already equipped)
    MMP: 10   Speed: 12   Defense: 6 (10 with Cotton Robe, already equipped)
              Luck : 10
    
    Starting Spells: Slow Level 1 and View Level 1
    
      At Level up:
    
    HP: 4-7 (avg 6)  IQ   : 4-7 (avg 6)  Attack:  1-2 (avg 2)
    MP: 4-7 (avg 6)  Speed: 3-5 (avg 4)  Defense: 2-4 (avg 3)
    40+:3-4 (avg 3)  Luck : 2-3 (avg 3)
    
    ***** Note: the "40+" entry listed under MP is the new range of MP that Pyra
    will receive starting with Level 41.  Also note that it's lower than her
    "original" range.*****
    
    Pyra is your typical Wizard-type: great MP but only moderate HP; good IQ,
    Speed, and Defense; mediocre Luck and Attack.  She has a rather limited set of
    weapons and armor that she can used - well, compared to her companions, anyway.
    Pyra learns a wide variety of damaging, disabling, and dungeon delving magics,
    and is adept at killing or incapacitating entire groups of monsters using her
    spells.  While she's fast as all get out, Pyra can't do much in physical combat
    due to her weak weaponry and poor base Attack power.  Pyra's physical damage
    output gets MUCH better once you starting finding/buying Whips, but that
    doesn't happen until much later.
    
    Pyra is a bit of a mixed bag.  She can do some serious damage with her spells;
    however, it's hard to keep her MP up.  The game gives you exactly three items
    that restore MP while in the Labyrinth (and even then, you won't find them
    until almost the end of the game), and given the sheer number of battles you
    fight, it always seems that Pyra is running out of MP just when the going is
    getting rough.  However, if you need to kill several monsters at once, Pyra's
    definitely your gal.  That, and she has Sleep, which by itself makes her your
    most useful character for reducing the amount of damage the Party takes.
    
    
    First things first, your new allies need some weapons - badly!  Unlike Marak,
    they cannot kill everything with only a Bronze Knife, their bulging muscles,
    and a few Levels.  If you can afford it, buy a Short Axe for Milo and a Bronze
    Saber for Pyra.  That should allow them to at least kill some of the "basic"
    Labyrinth monsters in a single blow right off the bat.  If you find yourself
    short on coins, try getting them both Short Swords instead.  If you have any
    spare gold after purchasing weapons, also buy your Allies some basic armor: a
    Woven Robe for Milo, a Straw Robe for Pyra, and Cloth Hoods for both.  Whatever
    you can afford.
    
    Now, you're (theoretically) ready to begin the Trials of the Ancients.  When
    you return to the Castle, the Minister will give you an Artifact: the DWARF'S
    KEY, which will unlock any Bronze Door in the Labyrinth (yes, there's more than
    one).  Bronze Doors are the ones with a strange greenish hue (as opposed to the
    Rune Doors which are stone colored).  Anyway, what you must do now is return to
    the Labyrinth, find that Bronze door just to the East of the entrance, and from
    there find and pass the Trial of Strength.  No problem!
    
    Once you have the Key, you can talk with the King and his advisors.  Speak to
    Melvyl and Theos in order to get some basic info about the Trial (the others
    don't say anything terribly important), and you're ready to leave the Castle.
    
    Before we go gallivanting off for parts unknown, however, I very strongly
    recommend that you buy an Angel Feather (or two) and SEVERAL Herbs.  Now, take
    your new friends back to the area where you fought the Kaiser Krab, and get
    them both up to at LEAST Level 5 by fighting Killerbees, Darkbats, and 
    Man-Apes.  It shouldn't take too long, seeing as how the monsters magically
    start appearing in larger groups (up to 6 monsters per battle, instead of only
    3) now that you're not alone anymore.
    
    Why power Milo and Pyra up instead of venturing through the Bronze Door, you
    ask?  Well you see, there's a good chance that you'll encounter Kaiser Krabs on
    your way to the Cave of Strength, and an angry Krab will eat your 1st Level
    allies for breakfast.  So, in order to save you the hassle of dealing with a
    lot of dying, leaving, reviving, and backtracking, it's best to get Milo and
    Pyra up several Levels (and then buy them all the armor you can) before you go
    unlocking that Bronze Door.
    
    Once Milo and Pyra are up to snuff Experience-wise and geared up in some shiny
    new armor, it's time to head...
    
    
    -----------------------
    To the Cave of Strength
    -----------------------
    Marak's Level: 9; Milo and Pyra's Level: 5
    Level to reach: Marak - 10, Milo and Pyra - 8
    Foes you'll face: Man-Ape, Dark Jelly, Darkbat, Killerbee, Scavenger,
     Mad Gnome, Kaiser Krab
    
    
     General Advice:
     ---------------
    WATCH MILO AND PYRA'S HP.  They're big wussies compared to Marak, so heal them
    early and often.  If you wait until they're "in the yellow" to restore their
    HP, they can wind up dead before the healing gets to them, which is always a
    blast.  You can hold a LOT of Herbs at this point, and Milo has a Heal spell,
    so - heal, heal, heal!
    
    KAISER KRABS NOW APPEAR AS STANDARD FOES.  And they're all just as tough as the
    one you fought to get the Tiara.  So, either practice walking backwards (they
    will ONLY appear in places where the passage turns left relative to which way
    you're facing) or be prepared for a potentially lethal Krab battle.  Pyra's
    SLOW spell makes these things much easier to handle, so... use it!
    
    
     Monster Menagerie:
     ------------------
    Scavenger (Slugite 2)
    # Appearing: 1-3
    HP: 11-14  Attack: 31  Defense: 27  Speed: 18
    XP: 4  GP: 8
    Scavengers will appear beyond the Bronze Door to harass you.  They're not too
    hard to handle (Freeze will do a number on them), but if you leave them alive
    long enough they can cast Blaze Level 1, which will damage a character for 7-12
    damage or so.  Kill these things first, it will save you some pain.
    
    Mad Gnome (Little People 1)
    # Appearing: 1-4
    HP: 12-16  Attack: 35  Defense: 25  Speed: 17
    XP: 5  GP: 7
    The Gnomes hit hard, but their defense and HP are lacking.  If you have your
    defense up near 30, they won't be able to do much to you; if not, you may want
    to try to kill them quickly.
    
    
     Final Thoughts:
     ---------------
    OK, this ends up being another short little power-up run.  Collect the chests
    beyond the Bronze door and fight everything that gets in your way.  Ignore the
    staircase for now, as we're not QUITE ready for the Cave of Strength: Milo and
    Pyra really need a few more Levels and some better armor, first.
    
    There are 2 ways to gain Levels and Gold at this point:
    
    1) The easy, safe, slower way.  Pick a long hallway with NO left-hand corners
     or side-passages and walk back and forth, killing monsters.  Or...
    
    2) The dangerous but generally faster way.  Find a left-hand corner or side-
     passage and walk into and out of it.  A Kaiser Krab will occasionally scuttle
     out from around the bend.  Have Pyra cast Slow on it, then beat on it for
     another round until it dies.  Yes, it can kill Milo or Pyra if you get 
     unlucky, but you get 40 XP PER PERSON and 50 Gold coins per Krab killed.  You
     see?  Faster, but more dangerous.
    
    What we're shooting for here is to get Milo and Pyra up to Level 8 while
    amassing several hundred Gold pieces.  Use that Gold to buy a Cloth Hood and a
    Fur Coat for Milo and Cloth Hood and a Straw Robe for Pyra (if you
    didn't/couldn't buy them earlier).  With their HP up and defense boosted, it's
    time to take that ominous staircase down to the...
    
    
    -------------------------------
    Cave of Strength, initial areas
    -------------------------------
    Marak's Level: 10; Milo and Pyra's Level: 8
    Level to reach: Marak - 12, Milo and Pyra - 10
    Foes you'll face: Darkbat, Killerbee, Scavenger, Mad Gnome, Dark Hermit,
     Neanderthal, Widowfang, Cave Goblin, Killwave, Chestbeak
    
    
     General Advice:
     ---------------
    LOOT AT YOUR OWN RISK.  Some of the chests in the early parts of the Trial will
    contain Chestbeaks instead of treasure.  Chestbeaks are the first type of
    "chest beast", and like all their brethren, they're dangerous and hard to kill.
    It might not be a bad idea to skip chests entirely until you have a map of
    entire Western half of the cave, because by that point your Party will be more
    than up to the task of killing Chestbeaks.  If you're feeling brave, be sure to
    follow the tips I give you in the Chestbeak monster entry below.
    
    BEWARE THE PUDDLES OF WATER, as some contain Killwaves - the first form of
    Water Elemental.  Killwaves can attack twice in a round and cast Freeze Level
    2, so make sure you're healed before walking over any puddles!
    
    OPEN PITS ARE NOT YOUR FRIENDS.  There's an area beyond an open pit in the
    floor that you cannot get to until MUCH later, when you acquire a certain
    helpful Artifact.  You're free to walk into the pit if you like: it will merely
    dump you into a small sub-basement level.  There's a chest down there, so it's
    actually not a bad idea to venture down there (via pit or stair) at some point
    to get the item it contains; that particular chest is NOT a Chestbeak chest.
    
    
     Monster Menagerie:
     ------------------
    Dark Hermit (Apparition 1)
    # Appearing: 1-3
    HP: 13-16  Attack: 30  Defense: 30  Speed: 21
    XP: 6  GP: 7
    While they look like that might be nasty, Dark Hermits don't pose any more of a
    threat than Mad Gnomes do.
    
    Neanderthal (Hybrid 2)
    # Appearing: 1-3
    HP: 16-19  Attack: 45  Defense: 28  Speed: 23
    XP: 7  GP: 9
    These guys pack a punch compared to what you've been facing.  On the bright
    side, they're not difficult to kill.
    
    Widowfang (Spider 1)
    # Appearing: 1-3
    HP: 17-20  Attack: 43  Defense: 28  Speed: 22
    XP: 8  GP: 11
    While Widowfangs don't have quite as much Attack power or Speed as
    Neanderthals, they make up for it with more HP and higher Defense.  They can
    also Poison you, but the chance of infection is quite low.
    
    Cave Goblin (Goblin 1)
    # Appearing: 1-3
    HP: 17-20  Attack: 46  Defense: 31  Speed: 25
    XP: 8  GP: 13
    These beasties are a bit like bigger, tougher, slower Neanderthals.  They can
    spend a turn defending, which greatly increases their Defense, but big deal.
    They have a critical hit like the Kaiser Krab's, but it deals nowhere near as
    much damage (15-18 is typical).  All in all, you should be able to hack your
    way through these guys without too much difficulty.
    
    Killwave (Water Elemental 1) - Mini-Boss (pools of water)
    HP: 60-65  Attack: 50  Defense: 40  Speed: 30
    XP: 50  GP: 30
    While not quite as bad as Chestbeaks, Killwaves are still dangerous due to
    their ability to attack twice in a round (although they won't always) and cast
    Freeze Level 2.  My advice is to have Pyra SLOW it, and then beat it down as
    quickly as you can, hopefully finishing it off before it can Freeze your Party.
    
    Chestbeak (Chest Beast 1) - Mini-Boss (appears in treasure chests)
    HP: 95-100  Attack: 80  Defense: 48  Speed: 25
    XP: 85  GP: 60
    Ugh.  Chestbeaks hit hard, have a crapload of HP, high defense, and (to top it
    all off) they are outrageously magic resistant.  A real fun battle.  About all
    you can do is have Marak and Milo attack while Pyra casts Heal on whomever is
    taking the hits.  On the bright side, you get a good chunk of XP for killing
    one.
    
    
     Final Thoughts:
     ---------------
    Once your characters have explored the Western half of the trial, they ought
    to reach Levels 12 (Marak) and 10 (Milo, Pyra).  You should also have at least
    1,000 Gold coins to spend.  So, when you're ready, head back to town and make
    some equipment upgrades.  I recommend the following, but there's a lot of
    choices as to what you can buy at this point, so the final decision is yours:
    
    For Marak: for now, a Fur Robe should be all he needs, and even then, only buy
    that if you have coins left over when you're done buying for Milo and Pyra.
    
    For Milo: a Leather Shield is the best buy right now, and a Woven Hood is also
    nice if you have enough coinage.  Another option is to forget the Hood and buy
    him a Sword instead, sacrificing defense for offense on par with Marak's - at
    least, for now.
    
    For Pyra: a Straw Robe (if she doesn't have one already) is a must, as is a 
     Woven Hood.  Since Pyra can't use any Shields (yet), you should give her 
     priority over Milo on Armor and Helms.
    
    Once you begin venturing further than points 17 steps East (use Pyra's View
    spell or a Wisdom Seed to find your position) you'll begin encountering newer,
    stronger foes.  This is the sign that you have entered the...
    
    
    -------------------------------
    Cave of Strength, deeper depths
    -------------------------------
    Marak's Level: 13; Milo and Pyra's Level: 12
    Level to reach: Marak 14; Milo and Pyra: 13
    Foes you'll face: Widowfang, Cave Goblin, Triklops, Vampyre, Skeletar, 
     Punkinhead, Vile Ooze, Deathguide, Killwave, Chestbeak
    
    
     General Advice:
     ---------------
    HARDER, FASTER, STRONGER.  That's what the new monsters around here are.  If
    you don't have good armor (Fur Robes and Woven Hoods, a Leather Shield for
    Milo, etc.), the stronger monsters will be dealing 8 damage (or more) per hit,
    and it won't be long before you find your MP reserves sucked dry by repeated
    castings of various Heal spells.
    
    SLEEP IS YOUR FRIEND.  While it's tempting to have Pyra hitting large groups of
    monsters with Blaze Level 2 to open every fight, it's normally better to cast
    Sleep Level 1 instead.  Why?  Because Blaze Level 2 rarely deals enough damage
    to kill anything outright... but a successful Sleep spell (which has the same
    MP cost) will disable every monster it successfully affects for at least 2
    rounds - rounds in which they aren't attacking you!  Sleep is especially nice
    to use on Triklops (see below), Punkinheads, and Vampyres.
    
    TRIKLOPS IS THE DEVIL!  These annoying little buggers can "shine with a strange
    aura" and suck up to 10 (!!!) MP from Milo or Pyra.  THESE THINGS MUST TAKE
    PRIORITY IN EVERY BATTLE YOU ENCOUNTER THEM IN.  If you leave them alive ANY
    longer than you absolutely must, you can lose SEVERAL spells' worth of MP!
    Kill them immediately, or you'll regret it.
    
    RESCUE GILA, IF YOU WISH.  Your good buddy Gila (the "green" mercenary from
    before) is stranded in a long dead-end passage in the Northeast corner of the
    cave.  If you agree to take him back out of here, he will become a "free" Party
    member:  while he doesn't appear on your status screen or battle screen, he
    will still occasionally "join the fray" (WA-CHUNGA!) and smack something upside
    the head to the tune of 80 damage.  The downside is that he will leave you once
    you spend a night at the Tavern.
    
    THE END IS NIGH.  In order to complete the Trial, you must find a long hall
    flanked by three pairs of basket-shaped braziers.  The "dead-end" at the end of
    this hall is the end of both the Cave and the Trial.  If you choose to complete
    the Trial at this point (you can back away and return later, if you like), you
    will be teleported back to the entrance of the Cave.  This is a nice way to
    leave the Cave if you've finished looting it, but it also means a lot of
    backtracking if you left chests behind!  So, don't complete the Trial until
    you've finished exploring and you're quite sure you've found and looted every
    chest.
    
    
     Monster Menagerie:
     ------------------
    Triklops (Trihead 2)
    # Appearing: 1-3
    HP: 16-20  Attack: 45  Defense: 30  Speed: 29
    XP: 9  GP: 17
    THESE THINGS MUST DIE ASAP!  If you don't kill them immediately, they will
    "shine with a strange aura" and suck up to 10 MP from Milo or Pyra.  That is
    very, very bad.  Kill Triklops on sight, ignoring all other threats, or you'll
    be sorry.
    
    Vampyre (Werebat 2)
    # Appearing: 1-3
    HP: 17-20  Attack: 52  Defense: 30  Speed: 31
    XP: 12  GP: 13
    Vampyres wouldn't be so bad... if they didn't occasionally Paralyze a
    character.  The ONLY way to cure Paralysis at this point is to use Smelling
    Salts on the afflicted character.  Paralysis WILL wear off on its own, if you
    walk around long enough, but then you run the risk of getting into a battle and
    being forced to fight shorthanded.  Put Vampyres at the top of your priority
    list (unless you're also fighting Triklops).
    
    Skeletar (Skeleton 1)
    # Appearing: 1-3
    HP: 20-24  Attack: 55  Defense: 33  Speed: 28
    XP: 13  GP: 16
    Skeletars are dangerous to the inadequately armored adventurer, due to their
    high attack power.  In addition, they can Poison a character.  Still, you'll
    find that Skeletars are the least of your worries in the deeper depths of the
    Cave of Strength.
    
    Punkinhead (Gourdemon 1)
    # Appearing: 1-3
    HP: 18-21  Attack: 47  Defense: 32  Speed: 34
    XP: 14  GP: 18
    A nasty little critter.  They may not be the greatest fighters, but they can
    heal themselves and their monstrous brethren with Heal Level 1 spells.  Again,
    these things should take priority, or their ability to heal will make a lot of
    battles last longer than they should.  Pyra's Sleep spell will also keep the
    amount of Heal spells they cast to a bare minimum.
    
    Vile Ooze (Slime 3)
    # Appearing: 1-3
    HP: 21-23  Attack: 49  Defense: 35  Speed: 36
    XP: 16  GP: 21
    Oh, another weak Slime monster, right?  Wrong.  Vile Ooze may not have the most
    impressive stats, but they CAN cast Freeze Level 1, which will pound a
    character for 10-14 damage.  You should attempt to kill them before they can do
    that.
    
    Deathguide (Apparition 2)
    # Appearing: 1-3
    HP: 22-25  Attack: 52  Defense: 38  Speed: 38
    XP: 19  GP: 19
    Deathguides are annoying for one reason only: they can sprinkle Sleeping
    Powder, which attempts to put all 3 characters to sleep.  This gets irritating
    in a big hurry, since there's no way to "cure" sleeping characters; all you can
    do is wait for them to wake on their own after a few rounds (or when the battle
    ends).  You can turn the tables on Deathguides by putting THEM to sleep with
    Pyra's Sleep spell.
    
    
     Final Thoughts:
     ---------------
    Once you finally reach the end of the Trial, the Spirit of Light will greet
    you.  She tells you to step forth, and when you do, your Party will have
    completed the Trial.  You'll then be returned to the entrance of the Cave of
    Strength.  With the Trial completed, the wall immediately to your right will
    crumble away.  This opens up a new passage which leads, eventually, to the Cave
    of Courage.
    
    Before you go that way, however, you should really head back to Town.  Rest up
    at the Tavern (and say good-bye to Gila) to restore your HP/MP.  Now, it's time
    to go SHOPPING!  You should have at least 3,500 Gold coins at this point.  This
    gives you a lot of options; I recommend the following purchases:
    
    For Marak: a Sword, some Leather Armor, and a Bronze Shield.
    
    For Milo: a Sword (if you bought a Woven Hood before), a Woven Hood (if you
     bought a Sword before), and a Bronze Shield.
    
    For Pyra: a Woodstaff and a Hemp Robe.
    
    Once you've spent all your hard-earned cash, be sure that you have an Angel
    Feather, a couple of Herbs (or, even better, Healing Seeds), and a Smelling
    Salts or two.  You still need the Dwarf's Key, as well.  Save your game, and
    make your way back to the stairs that lead to the Cave of Strength.  The new
    passage in front of you leads...
    
    
    ----------------------
    To the Cave of Courage
    ----------------------
    Marak's Level: 14; Milo and Pyra's Level: 13
    Level to reach: Marak - 15, Milo and Pyra - 14
    Foes you'll face: Skeletar, Vile Ooze, Deathguide, Stinger, Killer Gnome
    
    
     General Advice:
     ---------------
    MP MOSS AND YOU.  You'll come upon some glowing green... something (I'll call
    it moss, but it could be lichen, too) in the hallways beyond the "strength
    wall".  Each step you take while traversing the MP Moss will sap Milo and
    Pyra's MP by 1.  Yes, this is extremely irritating, but you must cross the Moss
    in order to reach all the treasure chests both here and in the Cave of Courage
    itself.  There is a way to save a few MP, however: whenever you come to a
    corner while walking over the Moss, walk into the wall in front of you.  The
    screen will flash red and you'll hear a "boom" sound.  Now, when you turn the
    Party around the corner, you won't lose 1 MP.  Big deal, you say?  Well, you'll
    see things my way after my little "corner trick" saves you several MP over the
    course of a twisty, Moss-ridden hallway.  Or two.  Or three...
    
    YOU SHOULD SCOOT AFTER YOU LOOT.  There's a LOT of MP Moss (see above) between
    you and the chests in this short area.  If you try to re-cross the Moss after
    getting the chests, and then enter the Cave of Courage, you'll find yourself
    starting the trial with about half your maximum MP (Milo and Pyra will both
    lose 28 MP - 24 with the Corner Trick).  It's better to Egress out after
    raiding the chests and start the Trial fresh, with a full reserve of MP.
    
    
     Monster Menagerie:
     ------------------
    Stinger (Hornet 2)
    # Appearing: 1-3
    HP: 22-25  Attack: 61  Defense: 42  Speed: 45
    XP: 18  GP: 20
    Stingers don't seem to be able to Poison you like their smaller cousins - the
    Killerbees - could.  However, they are fast and can cast Slow Level 1, making
    one character more slower and more vulnerable (if it works).
    
    Killer Gnome (Little People 2)
    # Appearing: 1-3
    HP: 23-26  Attack: 63  Defense: 45  Speed: 40
    XP: 19  GP: 22
    Killer Gnomes pack a punch, and their high HP and defense means that Milo and
    Pyra are going to have a hard time felling a Gnome in one blow.  On top of
    that, they can howl for help, which will usually (about 75% of the time) cause
    another Gnome to instantly join the battle.  Once again, Sleep is a good idea,
    especially if the howling results in a large group of Gnomes.  Another good
    thing about Gnomes: each Gnome that arrives via howling gives you full XP and
    Gold.
    
    
     Final Thoughts:
     ---------------
    After a few twists and turns, you'll come across a side passage (see SCOOT
    AFTER YOU LOOT, above).  This passage contains a LOT of MP Moss but only a
    little treasure, making it completely optional.  If you continue to go straight
     down the "main" passage, you will eventually reach the descending staircase
    which leads to...
    
    
    ----------------------------------
    The Cave of Courage, initial areas
    ----------------------------------
    Marak's Level: 15; Milo and Pyra's Level: 14
    Level to reach: Marak - 17, Milo and Pyra - 16
    Foes you'll face: Vile Ooze, Deathguide, Stinger, Killer Gnome, Wild Orc,
     Hydrax, Clodhopper, Killwave
    
    
     General Advice:
     ---------------
    GO WEST, YOUNG MAN.  There are 2 Bronze Doors in the Cave's initial "room": one
    to the South, and one to the West.  For now, go West.  There are several chests
    to be looted, and MP Moss to contend with, and the monsters here are generally
    not that strong.  Going South is another matter entirely, and should be saved
    for your second or third trip into the Cave.
    
    MORE MP MOSS means a lot of leaving to restore your allies' MP and coming back.
    Yes, it's irritating, but your only other recourse is to skip virtually ALL the
    treasure in the Cave and attempt to go straight for the Orb of Truth.  I don't
    recommend that, as you'll be trying to do the Trial's deeper depths first, and
    that's never a good idea.
    
    
     Monster Menagerie:
     ------------------
    Wild Orc (Goblin 2)
    # Appearing: 1-3
    HP: 17-20  Attack: 73  Defense: 37  Speed: 40
    XP: 20  GP: 23
    Wild Orcs can defend themselves (similar to Milo and Pyra's Defend command),
    and, uh, that's about it, really.  They're just fodder otherwise.
    
    Hydrax (Jellybeast 1)
    # Appearing: 1-3
    HP: 20-23  Attack: 66  Defense: 36  Speed: 40
    XP: 21  GP: 19
    And you thought Deathguides with their Sleeping powder were bad.  Well, guess
    what?  Hydrax can sprinkle Paralyzing powder, which will attempt to Paralyze
    each Party member in turn.  Fun!  These guys should get a Sleep spell when they
    appear, and then follow that up with a thorough beating.
    
    Clodhopper (Runner 1)
    # Appearing: 1-3
    HP: 21-24  Attack: 75  Defense: 38  Speed: 42
    XP: 22  GP: 26
    These things are all about strange looks, attack power, and speed.  However,
    they lack HP and defense, and thus are not really that hard to kill, nor are
    they ever much of a threat.  Just mow 'em down and keep moving.
    
    
     Final Thoughts:
     ---------------
    By the time you've opened all the chests in the West half in the Cave, you'll
    most likely be tapped out of MP and inventory space, making that an ideal time
    to head back to town for some shopping.  After selling everything you don't
    need, you ought to have at between five and six thousand Gold coins.  Here are
    some options for equipment:
    
    For Marak, Chainmail and a Bronze Helm.  Or you could choose one of those two,
     and then buy a Longsword - but I would only do this if you have a lot of spare
     cash, since Marak doesn't really need an attack power boost at this point.
    
    For Milo, Chainmail and a Fur Hood.  Or, you just buy a Madu (for far less 
     defense but a lot more attack power).
    
    For Pyra, about all you can get at this point is a Fur Hood.  So get it!
    
    Once you've picked up all the treasure in the Cave's Western half, you have two
    choices: head down that long, twisty, torch-lined corridor and complete the
    Trial, or head through the South Bronze Door and get the Orb of Truth.
    Actually, it's not really a choice at all... you have to do both eventually,
    and the monsters are about the same in both areas, so just pick one to do first
    and finish the other one later.  At any rate, it's time to look at...
    
    
    ----------------------------------
    The Cave of Courage, deeper depths
    ----------------------------------
    Marak's Level: 17; Milo and Pyra's Level: 16
    Level to reach: Marak - 18, Milo and Pyra - 17
    Foes you'll face: Wild Orc, Hydrax, Clodhopper, Nightstalker, Grimfowl,
     Minotaur, Cyblok, Tortolyde
    Artifacts found: Orb of Truth
    
    
     General Advice:
     ---------------
    WHEN YOU ABSOLUTELY, POSITIVELY HAVE TO KILL THOSE MONSTERS IN ONE ROUND,
    nothing beats a combination of Milo's Burst Level 1 and Pyra's Freeze Level 2
    (or Bolt Level 1).  Those two spells, when cast on the same monster grouping,
    pretty much guarantee that the entire group will lay dead at your feet by the
    end of the combat round.  This technique of doubling up attack spells is what
    I like to call "the double whammy", and it's viable throughout the game - just
    cast your highest Level attack spells.  The double whammy does have a major
    drawback: it will quickly sap both your magic-users' MP reserves dry, so try
    to save it for particularly nasty and/or dangerous monster groupings.
    
    WHEN YOU SEE A GIANT BLUE BALL ROLL ACROSS THE HALL, STOP.  That's a boss, so
    be sure to restore all your HP before you follow it to the end of the hall and
    a fight begins.  If you're low on MP, leave, heal, and come back.  The
    Tortolyde certainly isn't going anywhere: it will patiently wait for you to
    return with enough MP to defeat it.
    
    
     Monster Menagerie:
     ------------------
    Nightstalker (Slugite 2)
    # Appearing: 1-3
    HP: 23-26  Attack: 76  Defense: 41  Speed: 41
    XP: 24  GP: 27
    While they may look all innocent, Nightstalkers are actually a force to be
    reckoned with. If left to their own devices, they will unleash lungfuls of
    scorching hot air (basically, a non-magical version of a Blaze Level 2 spell).
    This is not something you want to be standing around enduring all day, so do
    your utmost to kill or disable any and all Nightstalkers you encounter without
    delay.
    
    Grimfowl (Darkfowl 1)
    # Appearing: 1-3
    HP: 22-25  Attack: 78  Defense: 39  Speed: 43
    XP: 26  GP: 24
    In addition to hurting a lot, an attack from a Grimfowl can Paralyze a
    character.  As with most foes around here, you can do a little "damage control"
    by putting them to sleep.
    
    Minotaur (Werebull 1)
    # Appearing: 1-3
    HP: 24-28  Attack: 80  Defense: 40  Speed: 44
    XP: 28  GP: 25
    Minotaurs are the most physically powerful foes that you'll face in the Cave of
    Courage.  They can take a fair amount of abuse - especially when they boost
    themselves with their Quick Level 1 spell - and aren't shy about dishing out
    the damage, either.  As always, large groups should be dealt with by using
    Sleep.
    
    Cyblok (Blokhead 1) - Mini-Boss (appears most anywhere)
    HP: 85-90  Attack: 90  Defense: 50  Speed: 45
    XP: 80  GP: 50
    Cybloks, seeing as how they are given the same sort of billing as Killwaves and
    Kaiser Krabs, seem like they're going to be this big, nasty, powerful creature.
    They're not.  Sure, they have high stats, but since you only ever face one at
    time, you really have little to worry about.  To make life even easier, have
    Pyra cast Slow on it to lower its defense.
    
    Tortolyde (Shellbeast 1) - Boss, Unique
    HP: 85-90  Attack: 95  Defense: 44 (66 with Quick)  Speed: 50
    XP: 100  GP: 80  Reward: Orb of Truth
    This large, aggressive beastie is the "boss" that you must defeat in order to
    recover the Orb of Truth.  And without the Orb of Truth, you cannot face the
    Trial of Truth... so get cracking!  The 'lyde packs a whallop - and can attack
    twice in a round - so I recommend using Quick on all 3 Party members in turn,
    while Pyra heals whoever is injured.  The 'lyde will also cast Quick Level 1,
    but there's nothing you can do to prevent it.  Anyway, once everyone's defense
    is up, it's just a matter of beating on the 'lyde and healing.  You can outlast
    it easily as long as you don't try to fight it after you've walked over a ton
    of MP Moss.
    
    
     Final Thoughts:
     ---------------
    As I said above, you have two goals in the deeper depths: complete the Trial,
    and claim the Orb of Truth from the Tortolyde.  Once you have the initial areas
    explored, go ahead and hunt down the Tortolyde for the Orb, and then worry
    about finding the Hall the leads to the conclusion of the Trial.  You need MP
    to fight the 'lyde with, and you DON'T need MP to complete the Trial; so, if
    you have an unfortunate encounter with MP Moss on the way to the Trial's end
    it won't be such a big deal, since you've already beaten old 'lyde and claimed
    the Orb.
    
    Once you have the Orb in hand and completed the Trial, you'll be taken back to
    the entrance to the Cave of Courage.  For now, it's best to head back to Town,
    in order to buy equipment and to find out just how, exactly, this Orb is
    supposed to get you into the Cave of Truth.
    
    Once back in town, you know the drill.  Tavern.  Shops.  Buy.  Save.
    
    Okay.  With all the equipment options you have at this point, it's getting hard
    to say, "buy this for character A, that for character B."  So, I'm going to
    list what equipment each character should end up with by the end of the Trial
    of Truth.  Buy what you can, when you can, and make every effort to have your
    Party equipped with the following items as soon as you can manage it:
    
    Marak should be equipped with a Longsword, Bronze Armor, an Iron Helm, and a
     Madu.  If you're rolling is cash (and the Weapon seller has offered it to 
     you), go ahead and pick up that Long Spear.
    
    Milo should be equipped with a Sword, Bronze Armor, a Fur Hood, and a Madu.  If
     you so desire, you could give him the Magic Hood, but I typically give that to
     Pyra instead.  Your call.
    
    Pyra should be equipped with a Woodstaff, a Hemp Robe, the Magic Hood, and the
     Wood Shield.  Yes, Pyra's armor costs 10,000 Gold coins, but trust me - by the
     time the Trial of Truth is over, you won't be hurting for money.  Just
     buy the Magic Hood and the Wood Shield when you can afford them.
    
    When you're done shopping, healing, and saving, and are in possession of an
    Angel Feather, return to the Tavern and speak to Lupo.  He will give you some
    idea of what to do with the Orb of Truth.  When you're finished speaking with
    him, leave Town and make tracks for the Castle.  Speak with the Minister and
    Theos, as both will tell you a bit about the Cave of Truth.
    
    Where you have to go now is still a bit obscure, so I'll spell it out in case
    you're lost.  Look at your map of the Labyrinth Entry Level; right smack in the
    center (about 5 steps East of where you fought the first Kaiser Krab, in fact)
    is the Demon Wall that you need to destroy in order to advance.  We'll cover
    the encounter with the Demon Wall in this next section, entitled...
    
    
    --------------------
    To the Cave of Truth
    --------------------
    Marak's Level: 18; Milo and Pyra's Level: 17
    Level to reach: Marak - 18, Milo and Pyra - 17
    Foes you'll face: Hydrax, Nightstalker, Grimfowl, Minotaur, Dark Wing,
     Toadstool
    
    
    First things first: when you get to that wall I told you about, you'll notice
    that it's begun glowing.  It didn't do that before, but then, you didn't
    possess the Orb of Truth before, either.  Once you're standing directly in
    front of the wall, use the Orb of Truth.  A demon will (kind of) burst out of
    the wall, and you'll have to do battle with the...
    
    
     Grimwall
     --------
    
    HP: 75-80  Attack: 120  Defense: 70  Speed: 45
    XP: 150  GP: 100
    
    The Grimwall is more annoying than anything.  Yeah, it packs a whallop, and
    it's got a lot of defense (and is magic resistant to boot), but all you really
    need to do is cast Slow on it (it will work, but it might take more than one
    casting), then attack it for a round or two and it will, um, die, and the way
    to the Cave of Truth will be open to you at last.
    
    
     General Advice:
     ---------------
    SELL THE DWARF'S KEY; YOU WON'T BE SEEING ANY MORE BRONZE DOORS.  Since you can
    only hold 8 items per person (and 4 of those item slots are taken up by
    equipment), inventory space starts to get a bit slim.  Selling the Dwarf's Key
    means you have one more slot for, say, the Orb of Truth, or maybe another
    Healing Fruit or Smelling Salts.  If you ever need it back (you won't until
    MUCH later, and only then if you're being extra thorough), you can buy it from
    the "ALKEMIST"s Deals display for a mere 300 Gold.
    
    MARVELOUS.  MORE MOSS.  At least you can circumvent it this time.  Basically,
    you have a choice to make: take the shorter, MP-sapping, Moss-covered route,
    or the longer, MP-sapping, monster-infested route?  Hmm, come to think of it,
    it's not much of a choice after all...
    
    MUCH LARGER GROUPINGS, MORE HP.  You'll begin to fight battles that require a
    bit more strategy than "push A six times and gain XP".  Most battles in this
    area contain 5 or 6 monsters, chiefly 3-packs of Grimfowl and Minotaurs.
    Toadstools also appear in large groups.  Sleep Level 2 is a great way to keep
    them from dealing much damage to you while you whittle away at their numbers.
    
    BE ON THE LOOKOUT FOR MORE GLOWING WALLS, especially in areas where the map
    doesn't "line up" properly, or if the wall in question has a "blank space"
    behind it.  If walls like these are glowing, you can use the Orb to call out a
    Grimwall.  When you defeat it, you'll normally find a chest (or something
    important) behind ol' Grimmy.  You can find Grimwalls like this all the way
    through the game, up to and including the upper reaches of the Labyrinth
    Proper, so again, keep your eyes peeled for suspicious locales and/or glowing
    walls.
    
    
     Monster Menagerie:
     ------------------
    Dark Wing (Werebat 3)
    # Appearing: 1-3
    HP: 27-30  Attack: 78  Defense: 44  Speed: 46
    XP: 33  GP: 24
    Eh, what's to say?  You hit them and they'll die.  They hit you and do little
    damage with a small chance to Poison the character struck.  Next!
    
    Toadstool (Fungoid 1)
    # Appearing: 1-7
    HP: 33-37  Attack: 82  Defense: 42  Speed: 43
    XP: 36  GP: 22
    When you see a huge group of Toadstools pop up, you might be tempted to blast
    them with Burst and Bolt, but since Toadstools are magic resistant, that
    strategy might not be such a good idea.  Instead, try putting them to sleep or
    Muddling them, and then you can pick them off one by one.  They also have an
    irritating tendency to "flex their muscles" (defend), which turns them into
    meat shields for the rest of the group.  AND they can sprinkle Sleeping powder!
    Ugh.  At least the XP they give you is nice.
    
    
     Final Thoughts:
     ---------------
    There's only one chest here, and it's about 3 steps away from the Grimwall.
    So, once you've looted it, just make your way to the far Northeast corner of
    the Entry Level and look for the descending staircase that will take you down
    to...
    
    
    --------------------------------
    The Cave of Truth, initial areas
    --------------------------------
    Marak's Level: 18; Milo and Pyra's Level: 17
    Level to reach: Marak - 20, Milo and Pyra - 19
    Foes you'll face: Grimfowl, Minotaur, Darkwing, Toadstool, Bullsnout,
     Deathgrin, Tombwalker, Cyblok, Ghost, Sea Stallion
    
    
     General Advice:
     ---------------
    FLOOR SPINNERS AND YOU.  OK, these spin-you-around-floor-disc-things are pretty
    confusing - until you know their secret.  If you walk forward onto one, it will
    force you to "rotate" right three times and then take a step forward: the end
    result is the same as if you had turned left and walked forward one step.  If
    you BACK onto one, the same thing occurs: you "spin" right three times
    (equivalent of a "left turn") and walk forward.  If you're still confused,
    think of it this way: stepping onto a spinner results in an automatic left
    turn.  Armed with this knowledge, you can navigate the Spinners with getting,
    uh, turned around.
    
    HEAL BEFORE CROSSING ANY BODIES OF WATER!  The new Water Elemental - the Sea
    Stallion - is the toughest monster you can encounter at this point.  They can
    attack twice, which is just insane because while their regular attack deals 40
    damage, they can also use Freeze Level 3 to deal about 40 damage to the entire
    Party.  And yes, they can Freeze you twice in a single round.  These things are
    unfairly powerful when you first fight them, so don't be surprised if you get
    killed by one.  All you can do is try not to let it live very long by launching
    a furious offensive.
    
    GHOSTS SUCK.  They can kill characters outright with the Desoul spell, plus
    they're fast and have insane attack power.  If you're tracking down all the
    chests for goodies, be prepared to fight a few of these "placed by the
    programmers to make you backtrack" monsters.  At least Ghosts have a weakness
    or two that you can take advantage of: Slow and Sleep spells will both work on
    them (but not 100% of the time). 
    
    
     Monster Menagerie:
     ------------------
    Bullsnout (Goblin 3)
    # Appearing: 1-4
    HP: 36-40  Attack: 84  Defense: 42  Speed: 49
    XP: 37  GP: 24
    Bullsnouts are only a "threat" because they can cast Heal Level 2 to keep their
    companions alive.  Of course, monsters that heal should always be near the top
    of your priority list...
    
    Deathgrin (Runner 2)
    # Appearing: 1-4
    HP: 27-30  Attack: 85  Defense: 44  Speed: 50
    XP: 39  GP: 32
    Deathgrins don't appear to be much of threat - until one scores a critical kick
    for 30+ damage!  While they may not get a critical every time, they still get
    them often enough that you should try to kill any Deathgrins you encounter off
    before they gang-tackle Milo or Pyra and kick them into oblivion.
    
    Tombwalker (Mummy 1)
    # Appearing: 1-5
    HP: 32-35  Attack: 88  Defense: 45  Speed: 46
    XP: 42  GP: 28
    These walking dead can be troublesome: they can Paralyze your characters with
    their attacks, plus they can sprinkle Paralyzing power, and they can defend
    themselves.  That's quite the combination of abilities, but at least they're
    worth a lot of XP.
    
    Ghost (Chest Beast 2) - Mini-Boss (appears in treasure chests)
    HP: 105-110  Attack: 135  Defense: 70  Speed: 56
    XP: 160  GP: 90
    I'll level with you: Ghosts are crap.  They are worth so much more XP than they
    give you, it's not even funny.  With the ability to deal 50 damage with its
    standard attack and kill a character outright with its Desoul spell, a fight
    with a Ghost is a bit like playing Russian roulette: you never know when one is
    going to Desoul a character, forcing you to go back to the Shrine to revive
    them.  Alas, the only way to avoid Ghosts is to not open any treasure chests...
    
    Sea Stallion (Water Elemental 2) - Mini-Boss (pools of water)
    HP: 95-100  Attack: 125  Defense: 55  Speed: 70
    XP: 250  GP: 120
    Since Sea Stallions pull double duty as the Water Elemental for both the Truth
    and Wisdom Trials, they are insanely powerful when you first face them at the
    beginning of the Cave of Truth.  They can deal 80-90 to the entire Party in a
    single round (if you get unlucky), so your best bet is to HEAL BEFORE
    APPROACHING ANY PUDDLES and forget about magic - just attack, attack, attack,
    and hope you kill it before it kills you.
    
    
     Final Thoughts:
     ---------------
    After facing Spinners, a slew of new monsters, Sea Stallions lurking in puddles
    and a Ghost that pops out of a treasure chest, you'll eventually make your way
    to a long hall that runs along the southern edge of the Cave.  Near the end of
    this hallway, you'll find that you have entered...
    
    
    --------------------------------
    The Cave of Truth, deeper depths
    --------------------------------
    Marak's Level: 20; Milo and Pyra's Level: 19
    Level to reach: Marak and Pyra - 21, Milo - 20
    Foes you'll face: Bullsnout, Deathgrin, Tombwalker, Death Rattle, Ostrik,
     Dark Wizard, Jackobutch, War Lizard, Ghost, Sea Stallion, Doppler
    Artifacts found: False Idol, Rune Key
    
    
     General Advice:
     ---------------
    OH, YOU HAVE MORE PARTY MEMBERS?  WELL, SO DO WE!  Once again, the game ramps
    up the number of monsters that it will throw at you at once: from 6 to 8.
    You'll also begin to encounter more than 2 types of monsters at once.  This is
    the game's subtle way of telling you that playtime is over, and that from here
    on out the monsters are going to get progressively more varied, powerful, and
    yes, even unfair.  Be on your toes and watch your MP!
    
    FALSE IDOLS AND YOU: you will come across an area in the Southeast corner of
    the Cave that contains 2 Spinners in close proximity.  Before you head North,
    along the East wall of the Cave, make sure you venture West and pick up the
    False Idol in a chest cleverly hidden down a long, MP Moss-ridden passage.  If
    you don't get it now, you'll just have to backtrack - and I mean REALLY
    backtrack - to get it later, when you find an empty niche that needs filling.
    
    THE END IS NOT THE END?  Nope.  You'll come to a place that looks to be the end
    of the Trial... but it's not.  You still have an entire corner the Cave to
    explore, after all, and that's your BIGGEST HINT THAT ALL IS NOT AS IT SEEMS.
    Remember, you still have an Orb of TRUTH in your inventory.  *Cough*
    
    WOE IS ME.  When you hear this, grab your trusty False Idol, restore your HP,
    and remind yourself that you're facing the Trial OF TRUTH.  That's all I'm
    gonna say to keep this relatively spoiler-free.
    
    
     Monster Menagerie:
     ------------------
    Death Rattle (Naga 1)
    # Appearing: 1-3
    HP: 35-38  Attack: 100  Defense: 48  Speed: 52
    XP: 50  GP: 30
    That 100 Attack power may look intimidating, but after your first trip through
    the Trial, it won't scare you much anymore.  Another enemy you can beat down
    without too many problems.
    
    Ostrik (Darkfowl 2)
    # Appearing: 1-5
    HP: 37-40  Attack: 98  Defense: 48  Speed: 53
    XP: 58  GP: 35
    Ostriks seems like nothing special at first.  Alone, they're nothing too
    dangerous.  It is when you get GROUPS of Ostriks, however, that you'll learn to
    fear them.  You see, when you have 2 or more Oskriks in a group, they will
    "attack as one massive force", dealing exactly 10 * (number of Ostriks) damage
    to one character.  So, if there's 4 Ostriks, and they "dance", someone is
    taking 40 damage.  The worst part is that if there is more than one Ostrik
    alive, they will ALWAYS attack in this manner.  Your best defense against this
    is to double up attack spells from Milo and Pyra and kill them all.  Be warned
    that Sleep and Muddle are quite ineffective on Ostriks.
    
    Dark Wizard (Magic-User 1)
    # Appearing: 1-6
    HP: 35-39  Attack: 90  Defense: 42  Speed: 65
    XP: 66  GP: 37
    You'll learn to hate these guys REAL quick.  They're FAST, and they LOVE to
    pick away at your HP reserves with shots of Blast Level 1.  They also have a
    lot of HP (especially for a magic-user) and can cast Screen Level 1 in an
    effort to shut down Milo and Pyra's spell casting ability for the battle.
    Give these foul magic-users priority, and snuff them with extreme prejudice.
    
    Jackobutch (Gourdemon 2)
    # Appearing: 1-3
    HP: 41-44  Attack: 110  Defense: 41  Speed: 65
    XP: 73  GP: 41
    Jackobutchs are surprisingly similar to their cousins, the Punkinheads.  They
    hit hard and have good HP, but mediocre defense and speed.  Oh, and they also
    cast Heal Level 1 on their injured comrades.
    
    War Lizard (Lizardfolk 1)
    # Appearing: 1-4
    HP: 39-43  Attack: 120  Defense: 50  Speed: 55
    XP: 85  GP: 52
    There's a reason these things are worth the most XP of any monster of the
    Trial.  Massive attack power, good HP, high Defense, and the ability to cast
    Quick Level 1 - which only makes them harder to kill.  I recommend trying Sleep
    to keep their damage output down, combined with Slow Level 2 when you can sneak
    one in.
    
    Doppler (Blokhead 1) - Boss, Unique
    HP: 150-155  Attack: 140  Defense: 65  Speed: 55
    XP: 300  GP: 130
    This surprising foe fights just how he looks: hard hitting but slow.  For
    reasons I'm unsure of, getting punched in the face by the Doppler can lull your
    characters to sleep (??).  His critical hits can deal up to 100 (!) damage, but
    fortunately are pretty rare.  You can make life easier by casting Quick Level 2
    and Slow Level 1 in the first round, and then having Marak and Milo beat on the
    Doppler while Pyra heals whomever needs it most.
    
     
     Final Thoughts:
     ---------------
    Once you've overcome a pair of tricky obstacles, you'll find yourself with that
    shiny new Rune Key in hand, standing in front of the happy end-of-Trial
    braziers with a satisfying number of Gold coins rattling around in your purse.
    You know what that means, right?  Yep, time for more shopping.
    
    If your characters already have everything on the above list (Cave of Courage,
    deeper depths, Final Thoughts), consider the following purchases:
    
    For Marak and Milo, well, there isn't much.  You could buy one of them the
    Long Spear, but 9500 is a lot to drop on a single piece of equipment at this
    point, and to be honest, Marak doesn't need the attack power boost, so it's
    really only good for Milo and only if are rolling in coinage.
    
    For Pyra, I'd pick up that Thorn Whip pronto.  It's not that much better than
    her Woodstaff Weapon Factor-wise, but it allows Pyra to STRIKE EVERY MONSTER
    IN A GROUP WITH HER REGULAR ATTACK.  Huge.  Get it as soon as you can.
    
    You can talk to Lupo and Theos to find out the purpose of the Rune Key, if
    haven't guessed it yet.  But think about it... there's exactly ONE place in
    the Labyrinth Entry Level that you couldn't get to with the Bronze Key and/or
    the Orb of Truth.  That's right, it's that Stone Door to the West of where you
    fought that first Kaiser Krab.  Open the Stone Door, take seven steps, and take
    those stairs down to...
    
    
    ---------------------------------
    The Cave of Wisdom, initial areas
    ---------------------------------
    Marak and Pyra's Level: 21; Milo's Level: 20
    Level to reach: Marak - 23, Milo and Pyra - 22
    Foes you'll face: Ostrik, Jackobutch, War Lizard, Smoke, Tarantia, Mazerunner,
     Sea Stallion, Krusher
    Foes you'll face on Floor B1F: Smoke, Tarantia, Mazerunner, Nightwraith,
     Cokatoris, Sorceror, Sea Stallion, Krusher
    
    
     General Advice:
     ---------------
    THE LEVEL CURVE BEGINS TO TAKE EFFECT HERE.  What does this mean?  Well, you'll
    notice that Milo needs more XP to reach Level 22 than Marak does to reach Level
    23.  From this point onward, Milo will slowly fall behind the Marak and Pyra in
    Level, but don't be concerned; they did this to balance out the fact that Milo
    is, statistically speaking, the best character.
    
    YOU CAN NO LONGER PLAN ON BUYING SOME ARMOR AND REDUCING THE DAMAGE YOU TAKE
    FROM EVERY MONSTER TO ONE.  The game's difficulty ramps up significantly for
    this final Trial.  The monsters' Attack ratings finally start outpacing your
    characters' Armor Factors, the result being that you can no longer expect to
    take 1 damage per hit from everything you meet.  Instead, you'll be taking 6 or
    10 or even more damage per hit, even with optimal equipment on.  Also, almost
    every monster you fight has a Spell or Ability that you get to, uh, discover...
    and contend with.  Things get especially fun when you near the end of the
    Trial, and you're low on MP, searching desperately for the Happy Braziers, and
    then you encounter some new monster (like the Cockatoris) and say, "It just did
    HOW much damage to my half-dead Milo?" when it clocks you for more damage than
    you can afford to be taking.  In short: be prepared to make more than a few
    trips through the Cave of Wisdom.
    
    HOARD YOUR GOLD.  You might have noticed that your Party is running out of
    things to buy from the Armorer and Weapon stores.  Well, let's just say that
    you'll have some new equipment options once you earn the right to enter the
    Labyrinth Proper, so save those coins as you WILL have a good use for them
    soon.
    
    HIDDEN PITFALLS WILL PLAGUE YOU.  There's almost TWO DOZEN concealed pitfalls
    scattered throughout this Cave, but fear not: all of them are concentrated in
    two major areas, and you can find maps for both areas which show you the
    location of said pitfalls ahead of time.  If you start falling into concealed
    pit traps, start looking around for one of these Maps when you return from the
    basement level (there's always a way back up, and it always forces you to
    backtrack to get back to where you fell) - the Map you need is somewhere near
    to where the pits are.
    
    ONE WAY DOORS: A SURVIVAL GUIDE.  You'll come across some purple doors that
    open to your touch, requiring no key.  Seem like a gimme in a Trial full of
    traps and trickery?  Well, it is.  Once you pass through such a door, it
    becomes an impassable wall!  If you come across a one-way door from the wrong
    side, rest assured that there is SOME way to get behind it... you just need to
    find it.
    
    DON'T LET DAI DIE!  Awful puns aside, you can find Dai (formerly of the Tavern
    crowd) cowering in the Southwest corner of the Labyrinth.  As with Gila, Dai
    will kinda sorta join the Party.  Unlike Gila, when Dai joins the battle (with
    a very fey "Tally-ho!", I might add), he'll be lucky to do 10 damage.  Right.
    This wuss boy's doing 10 damage with his Bronze Knife and he fought his way
    halfway through the Trial of Wisdom HOW?  Oh well, we'll overlook that, I
    guess.  When you next visit the Tavern, Dai will have a tearful reunion with
    his sister Dyan, and you'll be rewarded with a warm, fuzzy feeling and a bit of
    dubiously useful information.
    
    
     Monster Menagerie:
     ------------------
    Smoke (Gaseous Form 1)
    # Appearing: 1-5
    HP: 42-45  Attack: 123  Defense: 48  Speed: 73
    XP: 89  GP: 55
    *Rant mode: On* I hate Smoke.  They're one of the most unfair and overpowered
    monsters in the game.  You look at their stats and say, "big deal," for the
    most part.  BUT.  They have high speed.  And a fair amount of HP.  AND THE
    ABILITY TO CAST FREEZE LEVEL 3, WHICH WILL POUND YOUR PARTY FOR 30-40 HP PER
    CHARACTER PER CASTING.  Now imagine getting ambushed by 5 Smoke, all of whom
    decide to Freeze you.  That's right, game over, all because you had the gall to
    step foot in the Cave of Wisdom.  Oh, and they're only worth 89 XP.  You have
    to wonder what the programmers were thinking here (I'M thinking someone goofed
    and made their Freeze Level THREE instead of Level TWO, which is what it SHOULD
    be).  Anyway, about all you can do to prepare for these guys is keep your HP up
    at all times.  Once battle is joined, Sleep is about your only viable option,
    since Smoke are ALSO Magic Resistant and take lessened damage from pretty much
    every elemental attack spell.  Whatever.
    
    Tarantia (Spider 2)
    # Appearing: 1-4
    HP: 40-43  Attack: 123  Defense: 53  Speed: 68
    XP: 97  GP: 59
    When a Tarantia is feeling threatened, it will spew out stick webbing, which
    basically amounts to something like Sleep or perhaps temporary Paralysis, in
    that if the character is affected they will be unable to act until they
    "wriggle free of the webbing" a few rounds - usually 1-3 - later.
    
    Mazerunner (Runner 3)
    # Appearing: 1-4
    HP: 44-47  Attack: 122  Defense: 54  Speed: 72
    XP: 108  GP: 62
    These grinning things continue the irritating Runner trend of looking stupid
    while critically kicking you for 40+ damage.  Sleep is a good way to avoid a
    very painful kick to the groin from these guys.
    
    Nightwraith (Apparition 3)
    # Appearing: 1-4
    HP: 43-47  Attack: 120  Defense: 55  Speed: 75
    XP: 120  GP: 65
    While not quite as dangerous as Smoke (well, nothing is, really), the
    Nightwraiths still make a nuisance out of themselves by continuously casting
    Blaze Level 2, which "only" deals 9-15 damage on average (but still adds up
    when you fight large groups of 'wraiths).  On the plus side, a single 'wraith
    only has enough MP for a single casting of Blaze, after which it will waste
    turns trying to cast it again with insufficient MP.
    
    Sorceror (Magic-User 2)
    # Appearing: 1-4
    HP: 40-43  Attack: 120  Defense: 51  Speed: 69
    XP: 132  GP: 72
    Another spell-casting foe placed in this Trial by the programmers for your
    enjoyment.  Sorcerors can cast Bolt Level 1 (which thankfully only hits a
    single Party member for about 15 damage) as well as defend themselves.  As with
    most monsters, you can put them to Sleep, which will keep the number of Bolt
    spells your Party has to eat to a minimum.
    
    Krusher (Sphere Demon 1) - Mini-Boss (long hallways)
    HP: 195-200  Attack: 175  Defense: 68  Speed: 70
    XP: 350  GP: 200
    Another mini-boss type of creature, that only appears in long hallways where
    you cannot see a wall in the distance.  These things REALLY pack a whallop -
    with the ability to strike Critical hits that can deal over 175 (!!!!!) damage
    - so keeping your HP up and casting Quick Level 2 are essentials when fighting
    one!  You have a few things in your favor, namely that it's easy to affect a
    Krusher with Sleep and Slow spells, and an asleep Krusher will normally die
    before waking.  So, open with Sleep and Quick, and cross your fingers.
    
    
     Final Thoughts:
     ---------------
    Once you've passed the first "room" of concealed pitfalls and braved the
    one-way doors to rescue Dai, you'll find yourself in...
    
    
    ---------------------------------
    The Cave of Wisdom, deeper depths
    ---------------------------------
    Marak's Level: 23; Milo and Pyra's Level: 22
    Level to reach: Marak - 25, Milo and Pyra - 24
    Foes you'll face: Smoke, Mazerunner, Nightwraith, Cokatoris, Sorceror, Driffid,
     Fungoid, Sea Stallion, Krusher
    
    
     General Advice:
     ---------------
    PIT TRAPS YOU'LL ENJOY FALLING INTO: The first one, at 5 steps East, 13 steps
    South, leads to a small B1F area.  Grab the outrageously powerful Flamesword
    from the chest behind you before heading through the one-way door and North to
    the stairs.  Once you're back on ground level, and grab Map 2 from the chest to
    the East.  Map 2 shows you another pit trap-infested section of the Cave (the
    Northeast corner) - and where there's a rip in the map, that's your destination
    (it's 18 steps East, 10 steps South).
    
    DON'T MISS THE MITHRIL!  Before you complete the Trial, don't miss that long,
    long hall (complete with MP Moss) the wraps around the outer edge of the Cave
    and ends in a chest containing Mithril Ore.
    
    
     Monster Menagerie:
     ------------------
    Cokatoris (Cockatrice 1)
    # Appearing: 1-4
    HP: 49-52  Attack: 125  Defense: 45  Speed: 73
    XP: 127  GP: 70
    You might expect that a Cokatoris would have some sort of instant
    death/petrification attack, but then you would be mistaken.  The worst they can
    do to you (other than peck you with that 125 attack power beak) is "glare at
    you with bloodshot eyes".  This ability is identical to Paralyzing Powder.
    Their standard attacks also have a small chance to Paralyze you.  A fairly
    powerful foe, and yet nothing terribly dangerous, either.
    
    Driffid (Jellybeast 2)
    # Appearing: 1-4
    HP: 49-52  Attack: 130  Defense: 56  Speed: 78
    XP: 138  GP: 74
    Much like the Hydrax before them, the Driffids are here to harass and annoy,
    what with their not inconsiderable attack power and Sleep-inducing grey mist
    that they are fond of spewing.
    
    Fungoid (Fungoid 2)
    # Appearing: 1-4
    HP: 44-47  Attack: 127  Defense: 57  Speed: 72
    XP: 138  GP: 74
    Fungoids are... weird.  The can sprinkle Poison Powder (always irritating), and
    they can "split in two" (creates a new Fungoid with full HP that gives full XP
    and Gold as well).  Unlike Toadstools, however, Fungoids are not magic
    resistant at all, and you can kill entire groupings with a well-placed shot of
    Frost Level 3.
    
     
     Final Thoughts:
     ---------------
    Once you've completed the Trial, head back to Town and sell everything you're
    not currently using: both Maps, the Dark Block, the Flail, the Steel Saber...
    everything.  Don't forgot to rest at the Tavern and make a save, and then it's
    time to return to the Castle.
    
    Once again, you must speak with King Drake, as the advisors will say nothing
    until you do.  After chatting with everyone, you'll come away a few useful
    tidbits of info:
    
    1) Melvyl mysteriously vanished upon hearing that you passed the final Trial.
     Hmm.
    
    2) "Past the unseen demon and between the pots of fire lies your path," says
     Theos.  I have confidence that you can figure out where the entrance to the
     Labyrinth Proper is even without Theos' cryptic comments.
    
    3) The Arms of Light are also mentioned.  The Arms of Light are the penultimate
     weapons and armor for the Shining Knight - that's you.  Or, it will be.  Yeah.
     The Arms of Light are REALLY potent arms and armor for Marak, so be on the
     lookout for them.
    
    Also, the Town will undergo 2 major changes: the clientele of the Tavern has
    been... slightly altered, and our good, good friend the Trader is now open for
    business!  The Trader, nestled snugly between the Weapon store and the Tavern,
    sells a wide array of new equipment.  And, if you give him Mithril Ore a
    sizable quantity of Gold coins, he can craft a piece of Mithril equipment for
    you.
    
    We'll get to what you should Craft first in a minute.  If you bought the Long
    Spear for Milo and the Thorn Whip for Pyra and got the Flamesword from the Cave
    of Wisdom, you won't need to buy any new weapons right now.  Instead, consider
    the following purchases:
    
    For Marak, choose two of the following: Iron Armor, Steel Helm, Steel Shield.
    
    For Pyra, a Leather Robe.
    
    After selling your old equipment, you should still have at least 22,500 Gold
    coins, two hunks of Mithril, and a Dark Block.  Now, you have a choice here:
    save up 38,000 Gold coins and use one of your pieces of Mithril Ore to Craft
    the Mithril Axe for Milo, or blow 20,000 coins and the Dark Block in order to
    Craft the Hex Whip for Pyra.  There are pros and cons for both options:
    
    Mithril Axe - Pros: awesome Weapon Factor; lets Milo deal more damage than
    Marak for a little while; you'll never need to equip Milo with any other
    weapon, ever.
    Cons: very expensive, you won't be able to afford until after you've made at
    least one more trip into the Labyrinth.
    
    Hex Whip - Pros: Pyra's best weapon, a +60 Weapon Factor beast that hits an
    entire group of monsters; cheaper than the Mithril Axe; Pyra is most in need of
    an attack power boost at this point.
    Cons: the Hex Whip is cursed, and will occasionally entangle Pyra - effectively
    removing her from battle for a few rounds (but she deals her damage before
    getting entangled).
    
    Despite the curse, I still recommend the Hex Whip, for a few reasons: the curse
    won't take effect until AFTER Pyra deals her damage, so you can make a pseudo
    double whammy by having Pyra attack and then having Milo cast a spell.  Also,
    the curse won't take effect IF PYRA DOESN'T ATTACK.  So, it's okay to leave the
    Hex Whip equipped for Boss battles and such, as long as you remember to have
    Pyra stick to Spell-casting and Item-using ONLY.  Finally, the Hex Whip, with
    its +60 Weapon Factor, is like a Mithril Rod that hits multiple foes, turning
    Pyra into an offensive juggernaut... well, for a magic-user, anyway.
     
    After your first trip into the Labyrinth Proper, you will have enough coinage
    to worry about Crafting LightRobes, Mithril Shields, etc.  For now, focus on
    Crafted weaponry.
    
    One final note: the Trader can also Repair damaged equipment.  What damaged
    equipment, you ask?  Well, if you use an item in battle (like, say, the
    Flamesword), it may become damaged, and the game will give you a message like
    "the Flamesword warps from the heat of the flames".  If you use the Flamesword
    again, it will "break" and be gone forever.  Ouch.  However, for a fee of 25%
    of the item's value, the Trader can repair the item to like-new condition, and
    you'll be free to use its special ability again.
    
    One final note on Crafting and Repairing things: the Trader will tell you to
    "come back later" to pick the item up.  In order to make it be "later", simply
    exit Town, enter the Labyrinth, turn around and leave the Labyrinth, and
    re-enter Town.  Now hit the Trader's stall and claim your shiny new item.
    
    Oh, and you can sell the Rune Key now.  You won't be needing it anymore.
    
    Once your preparations are complete, head for the "pots of fire".  What was
    once is blank wall is an obstacle no longer.  In the final unexplored space of
    the Entry Level is a Magic Teleporter that will instantly whisk you away to...
    
    
    -------------------------------------------------
    The Labyrinth Proper, Second Floor, initial areas
    -------------------------------------------------
    Yes, the Second Floor.  The Labyrinth Entry Level could really be called the
    Labyrinth Proper, Ground Floor or something similar.  At any rate, the Entry
    Level is the ground Level, and this is one floor up; therefore, we are on the
    Second Floor.
    
    Marak's Level: 25; Milo and Pyra's Level: 24
    Level to reach: Marak - 26, Milo and Pyra - 25
    Foes you'll face: Cokatoris, Sorceror, Driffid, Fungoid, Deadhead, Reaper,
     Maligator, Billow, Mantoro, Demi-Wight, Berserker, Brikeye, Sentinel
    
    Before going anywhere, cast View.  You'll notice that the Teleporter in the
    Labyrinth Proper is located at 13 steps East, 11 steps South.  This is
    significant because the Teleporter in the Labyrinth Entry Level is located at
    12 steps East, 10 steps South.  Why the discrepancy?  I'm not sure, but it sure
    can %*!@ up your map of the Second Floor if you assume the Teleporters are in
    identical locations on both Maps (which they logically should be).  This whole
    "teleporter location shift" wouldn't be so bizarre if it wasn't for the fact
    that it is the ONLY thing in the ENTIRE game that doesn't line up properly.
    Anyway...
    
    
     General Advice:
     ---------------
    FEAR THE REAPER, for he can put a quick end to your trip into the Labyrinth
    Proper.  Yes, Milo has the Revive spell now, but what happens if he himself
    gets Desouled?  Yep, you're heading back to Town.  So, Sleep the Reapers when
    you encounter them; or, destroy them with a double whammy of Blaze and Blast
    from Milo and Pyra.
    
    STOIC SENTINELS BAR THE WAY, so be prepared.  These once-dormant statues will
    now animate and attack when you approach!  Restore your HP before walking up to
    one, and be sure to follow my battle tips below.
    
    THE BEAUTIFUL BALCONY BECKONS.  Once you reach the northern portions of the
    floor, you'll come to a grey stone-looking door.  It's unlocked, fortunately,
    and it leads to a long, curved balcony that takes you from the Northwest corner
    of the floor to the Northeast corner.  The whole process is automatic, so sit
    back and enjoy the view.
    
    
     Monster Menagerie:
     ------------------
    Deadhead (Skeleton 2)
    # Appearing: 1-4
    HP: 55-58  Attack: 131  Defense: 70  Speed: 62
    XP: 146  GP: 76
    Deadheads are just like Skeletons, really, only they're red and have better
    stats.  If you've been buying what I tell you to, you'll mow these things down
    like grass.  If you like, you can put large groups to Sleep (how do you put
    something that's undead to Sleep, anyway?) and cut down their damage output.
    
    Reaper (Grim 1)
    # Appearing: 1-4
    HP: 48-51  Attack: 132  Defense: 55  Speed: 63
    XP: 155  GP: 89
    As their name and appearance would imply, Reapers are more than capable of
    casting Desoul Level 1, which can (as you're probably aware) slay one character
    instantly.  My advice is to use Sleep spells liberally to keep the chances of a
    successful Desoul-ing down.
    
    Maligator (Lizardfolk 2)
    # Appearing: 1-4
    HP: 53-56  Attack: 140  Defense: 61  Speed: 66
    XP: 163  GP: 84
    Another foe to be wary of, the Maligators are fond of releasing their scorching
    hot breath, which deals 20-26 damage to every character.  What fun.  As is the
    norm, Sleep will put them down and reduce the number of times you're breathed
    on, so use that.  Then kill them.
    
    Billow (Gaseous Form 2)
    # Appearing: 1-4
    HP: 52-65  Attack: 135  Defense: 56  Speed: 80
    XP: 165  GP: 73
    If you're like me, when you first saw these things appear, you envisioned them
    casting Freeze Level 4 (or something equally nasty) on you.  However, strangely
    enough, Billows have NO SPECIAL ABILITIES whatsoever.  They have good speed,
    and that's it.  Just wipe them out at your leisure.  And yes, you can Sleep
    them.
    
    Mantoro (Werebull 2)
    # Appearing: 1-4
    HP: 56-59  Attack: 135  Defense: 62  Speed: 66
    XP: 170  GP: 85
    Mantoros are straight-out fighters.  As such, they're not much of a threat, as
    a shot of either Sleep or Quick will negate a lot of the damage they can deal.
    Once either spell has been cast, you can switch to physical attacks to polish
    them off.
    
    Demi-Wight (Mummy 2)
    # Appearing: 1-4
    HP: 58-62  Attack: 137  Defense: 62  Speed: 65
    XP: 175  GP: 88
    No Paralyzing powder this time, just a healthy variety of direct damage spells:
    Burst Level 2 and Blast Level 2, both of which deal between 18 and 25 damage to
    your Party.  Another monster that needs to be put to Sleep as soon as you see
    one.
    
    Berserker (Demonic Warrior 1)
    # Appearing: 1-4
    HP: 60-63  Attack: 142  Defense: 63  Speed: 90
    XP: 180  GP: 91
    Another purely physical foe, but these guys are actually a bit troublesome, due
    to their surprisingly high attack power and incredible speed.  Oh, and they can
    Critical blows deal upwards of 45 damage.  That kind of damage output shouldn't
    be taken lightly, and I strongly recommend you open every Berserker battle with
    a Level 1 (or 2) Sleep spell.
    
    Brikeye (Blokhead 2) - Mini-boss (appears most anywhere)
    # Appearing: 3
    HP: 95-100  Attack: 145  Defense: 59  Speed: 63
    XP: 200  GP: 250
    Don't let the fact that there are three Brikeyes intimidate you, these things
    are only moderately dangerous.  Your best bet is to use Sleep (or Slow) and
    then pound on them.  The Brikeyes should expire in a few rounds, hopefully
    without getting too many licks in.  However, if you get unlucky, one of their
    attacks might Paralyze someone, or your Sleep/Slow spell might fail, leaving
    all three Brikeyes to pound on you and keep each other alive with their Heal
    Level 2 spells.
    
    Sentinel (Guardian 1) - Mini-boss (statues that animate)
    HP: 165-170  Attack: 190  Defense: 80  Speed: 65
    XP: 430  GP: 250
    Sentinels typically guard treasure chests, but some are just standing around in
    dead ends or other suspicious places.  They act as powerful physical guardians,
    a job they do well.  Insane attack power, high defense, magic resistance, and
    the ability to attack twice per round make these things something to not
    underestimate.  They won't attack until you approach, so heal up first, then
    open the battle with Quick Level 2 and Boost Level 1 (cast on Marak).  A second
    round of attacks should kill it, but have Pyra heal whomever is most hurt, just
    in case.
    
    
     Final Thoughts:
     ---------------
    Once you've walked across the balcony and emerged in the Floor's Northeast
    corner, you'll find yourself smack dab in the middle of...
    
    
    -------------------------------------------------
    The Labyrinth Proper, Second Floor, deeper depths
    -------------------------------------------------
    Marak's Level: 26; Milo and Pyra's Level: 25
    Level to reach: Marak and Pyra - 28, Milo - 27
    Foes you'll face: Reaper, Maligator, Billow, Mantoro, Demi-Wight, Berserker,
     Mandrake, Salamander, Kamil, Deathserpent, Wingblade, Sentinel, Kromeball
    
    
     General Advice
     --------------
    SILLY SENTINEL, SURRENDER THE SUN ARMOR.  In the Southeast corner of the Floor
    you'll find a four-pack of Sentinels, 3 of which guard chests.  Two of the
    chests are nothing special - some Gold coins and a Worn Robe - but the third
    chest contains the mighty Sun Armor.  Equip this on Marak as soon as you get
    it, as it will give him some protection from Fire-based attacks (and it will
    also raise his Defense, unless you sprung for some Mithril Armor).
    
    KROME-PLATED HALLWAYS.  The long hall that stretches north-south the entire
    length of the Floor is filled with the fearsome Kromeballs, who really pack a
    whallop.  I recommend putting them to Sleep and then dealing as much damage
    (Slow cast by Pyra in the 2nd round helps) as you can before they have a chance
    to wake.  In any case, keep your HP up as close to maximum as you can while
    traveling this and any other long halls, just in case.
    
    ONLY THE BEGINNING.  When you come finally come to the stairs that lead up to
    the Labyrinth Proper's Third Floor, don't overlook the gold-colored fountain a
    few steps away.  You can't do anything at the Gold Fountain now... but you WANT
    to remember its location for later.  This is important!  Mark the Gold Fountain
    on whatever map you're using for later reference.
    
    
     Monster Menagerie:
     ------------------
    Mandrake (Tree Devil 1)
    # Appearing: 1-5
    HP: 55-58  Attack: 143  Defense: 65  Speed: 64
    XP: 200  GP: 101
    Deceptively dangerous, Mandrakes should be feared for two reasons: they can
    cast Heal Level 1 (not good when you're fighting Mandrakes and, say,
    Salamanders) to help their monstrous brethren; also, a Mandrake can (and will)
    "furrow its brow in concentration" and drain 6-12 MP from Milo or Pyra.  Yeah,
    that lovely little ability is back.  Destroy Mandrakes on sight.
    
    Salamander (Elezard 1)
    # Appearing: 1-4
    HP: 61-64  Attack: 155  Defense: 62  Speed: 62
    XP: 220  GP: 120
    Salamanders begin appearing on the eastern side of the Floor, and boy will you
    ever wish that they never began popping up at all.  Not only do they have a ton
    of HP and good Defense, they're VERY fond of spewing crimson flames that scorch
    the entire Party for 50-65 (!!) damage.  Yeah, ouch.  If you get ambushed by
    these, you could be in serious trouble.  The worst part is, Sleep won't affect
    them (although Muddle will, strangely), so what I recommend doing is going
    "all out" and having Pyra cast Freeze Level 3 while Milo casts Blast Level 3,
    and cross your fingers that those two spells combined can kill a 'mander or
    two.
    
    Kamil (Naga 2)
    # Appearing: 1-4
    HP: 57-60  Attack: 160  Defense: 66  Speed: 65
    XP: 240  GP: 97
    Beware here!  Kamils may look innocent at first, but they will suddenly
    "shuffle their feet in an eerie dance", which deals 15 points of damage PER
    KAMIL DANCING to the entire Party!  Couple this attack with an ability to call
    for help and an immunity to sleep spells, and you can suddenly find yourself in
    a lot of trouble.  It's not a bad idea to give groups of two or more Kamils a
    Triple Whammy: Marak uses the Firesword, Pyra the Flamestaff, and Milo casts
    Blast Level 3.  That should ensure that all Kamils lie dead at your feet.
    
    Deathserpent (Lizardfolk 3)
    # Appearing: 1-3
    HP: 58-61  Attack: 152  Defense: 68  Speed: 68
    XP: 270  GP: 115
    While not as strong as Wingblades (see below), the Deathserpents make up for it
    by being able to cast Blaze Level 3.  That's a lot of damage (although not as
    bad as the Salamander's crimson flames) to the Party, so make every effort to
    off these guys as quickly as you can manage it.  Sleep is effective, so
    consider casting that.
    
    Wingblade (Bird Battler 1)
    # Appearing: 1-4
    HP: 59-62  Attack: 160  Defense: 70  Speed: 70
    XP: 300  GP: 115
    Oof, these guys pack a punch!  And you can't use Sleep on them either, they
    resist it.  Slow will work, but only rarely.  You COULD muddle them, but I
    prefer just to waste them all at once with a combination of Freeze and Blast
    Level 3. 
    
    Kromeball (Sphere Demon 2) - Mini-Boss (long hallways)
    HP: 295-310  Attack: 225  Defense: 85  Speed: 75
    XP: 500  GP: 300
    Kromeballs are another unfair monster.  They have ludicrously high attack
    power, attack twice a round nearly every round, a large supply of HP, and - to
    top it all off - they sometimes explode if you badly injure one but don't quite
    kill it before it has a chance to act.  If it explodes in this manner, it will
    deal 90-100 damage to the entire Party.  Right, sure, whatever.  If you're
    running low on MP and are walking down a Kromeball-infested Hallway, consider
    Egressing out of the Labyrinth before you get caught by one of these with your
    pants down and are slaughtered.  When a Kromeball appears, try to put it to
    Sleep and then Slow it, while Marak beats on it and Milo uses Quick.  Pyra
    using Boost Level 1 on Marak instead of Slow on the Kromeball is another viable
    option.
    
    
     Final Thoughts:
     ---------------
    Once you're all done exploring this floor, take a few moments to ascend the
    stairs up to the Third Floor - but don't go anywhere just yet.  You see, merely
    by reaching the 3rd Floor you will advance the storyline and open up some new
    information at the Castle.  Once you've set foot on the Third Floor, however,
    your "job" is done and there's no further reason to hang around (your Party's
    probably not in the best of shape anyway), so just Egress out.
    
    At some point (now would be good) you'll want to return to town to heal up and
    spend some of your Gold coins.  I recommend buying both Marak and Milo Magic
    Shields as soon as you can afford them, as the monsters are starting to deal
    more and more damage, and the extra defense will certainly help.  Also consider
    crafting Milo or Pyra a LightRobe, if you have a hunk of Mithril Ore left.
    
    When you're healed up and done shopping, return to the castle.  Speak with King
    Drake, who will introduce you to Xern the Elder, who's taken Melvyl's place on
    the far left.  Apparently Xern was Melvyl's mentor, and... well, it's best to
    hear the story from Xern himself.
    
    Xern drops ye olde bombshell: Melvyl was/is Dark Sol!  That explains a lot,
    doesn't it?  Remember how Melvyl was absent when Dark Sol appeared in the
    beginning of the game, only to return later?  Remember how Dark Sol knew all
    the King's advisors by name?  Yep, information he picked up masquerading as
    Melvyl.
    
    Anyway, it appears that Melvyl himself passed the Trials of the Ancients in
    secret years ago, and managed to unlock some of the Labyrinth's dark secrets -
    and thus, Dark Sol was born.  Xern goes on to explain that the Labyrinth was
    built by the Ancients to serve two purposes: to contain and seal in the powers
    of Darkness, and to train a champion of Light should the need arise.
    
    Xern then gives you the MEDALLION.  This item is just plain awesome.  It comes
    in two halves: you drop one half in the waters of a Gold Fountain, and when you
    use the other half, you will be INSTANTLY TELEPORTED TO THE GOLD FOUNTAIN THAT
    THE FIRST HALF IS IN.  Oh yeah!  This item will save you a TON of time
    backtracking and fighting "obsolete" foes.
    
    There's one drawback to the Medallion: you have to remove it from the Gold
    Fountain it's currently in (by SEARCHing it) if you want to relocate it to a
    Gold Fountain on a higher Floor.  By the time you find a "new" Gold Fountain
    to put the Medallion in, however, you should be more than strong enough that
    one more trip across the Floor to transfer the Medallion should be more than
    manageable.
    
    Well, enough chatter.  Return to the foot of the stairs up to the 3rd Floor,
    restore your HP, USE the Medallion while standing in front of the Gold
    Fountain, take a deep breath, and you'll be ready to explore...
    
    
    ------------------------------------------------
    The Labyrinth Proper, Third Floor, initial areas
    ------------------------------------------------
    Marak and Pyra's Level: 28; Milo's Level: 27
    Level to reach: Marak: 31, Milo: 29, and Pyra: 30
    Foes you'll face: Mandrake, Kamil, Sea Stallion, Deathserpent, Wingblade,
     Tommyhawk, Grim Specter, Hellknight, Battle Oxe, Kromeball, Mad Tut,
     Shellbeast
    Artifacts found: Medallion (from Xern at the Castle for reaching this Floor)
    
    
     General Advice:
     ---------------
    A FIRESIDE CHAT WITH "MELVYL" will occur the next time you go to the Tavern.
    After he learns that you know about his alter-ego, he stands up and sheds his
    disguise.  Dark Sol now stands before you, and says that he has a proposal for
    you.  He wants you to join him, to embrace the Darkness and rule this land
    together.  Of course, you refuse, and Dark Sol prattles on about how he would
    kick your butt from here to kingdom come - but it's only an "image" that stands
    before you.  He then vanishes, leaving Old Vik and his wife rather befuddled.
    Well, Dark Sol knows of you now, and you can be sure that he has some nasty
    surprises in store for you as you climb ever nearer his sanctum at the top of
    the Labyrinth Proper.
    
    WHY YES, THE GAME DID JUST RAMP UP THE DIFFICULTY, THANKS FOR NOTICING.  The
    monsters in this area take giant leaps in nastiness: more HP, more Speed, and a
    wide array of damaging and/or deadly special attacks.  There's a reason for
    this: the monsters have to be able to drain your resources in only a single
    Floor's worth of space, since you now have the Medallion that allows you to
    skip the Second Floor entirely.  Don't worry, however; even though you'll get
    stomped pretty badly when you first enter the Level, things will be easier
    once you've beaten the Shellbeast and purchased/crafted some Magic/Mithril
    equipment.
    
    SHELL BEASTS AND YOU.  The one and only Shellbeast is waiting for you smack dab
    in the center of the map, at the end of a long passage that wraps around itself
    several times.  If you follow my advice above, you shouldn't have too many
    problems in defeating it, but be warned: there a couple of much more powerful
    bosses in the near future, so be diligent about keeping your HP up (and leaving
    when your MP gets too low).
    
    MORE MONSTERS THAN YOU CAN SHAKE A STICK AT!  This floor is basically split
    into three distinct "encounter zones", each with a wide new array of foes to
    torment you.  There are no less than TWENTY different monster types on this
    Floor (including the unique Shellbeast), so read up carefully on each of the
    following monster entries so you have an idea of what to expect.
    
    
     Monster Menagerie:
     ------------------
    Tommyhawk (Darkfowl 3)
    # Appearing: 1-5
    HP: 60-63  Attack: 173  Defense: 71  Speed: 75
    XP: 330  GP: 108
    No Ostrik-esque dancing here.  Tommyhawks are straight melee fighters that pack
    a mean punch with their beaks and can (oh no!) defend themselves from physical
    blows.  These things are the least of your worries on this Floor.
    
    Grim Specter (Grim 2)
    # Appearing: 1-5
    HP: 58-61  Attack: 165  Defense: 70  Speed: 74
    XP: 380  GP: 124
    Grim Specters are simply a tougher, stronger, faster version of the Reapers you
    fought on the Second Floor.  They still use Desoul Level 1 in an attempt to
    snuff out a character's life, and there is one thing that makes them more
    dangerous: you cannot use Screen to stop their spells.  Either try Sleep, or
    give them the double whammy: Blast Level 3 combined with Blaze Level 3 or Bolt
    Level 2.
    
    Hellknight (Animated Armor 1)
    # Appearing: 1-4
    HP: 64-67  Attack: 175  Defense: 75  Speed: 76
    XP: 430  GP: 128
    Another purely physical foe, the Hellknights look pretty intimidating, but
    they're not very dangerous compared to monsters like Grim Specters and Battle
    Oxen.  As with most foes of their ilk, Hellknights are relatively easy to put
    to Sleep, so do that and start hacking away.
    
    Battle Oxe (Werebull 3)
    # Appearing: 1-5
    HP: 63-66  Attack: 185  Defense: 68  Speed: 78
    XP: 470  GP: 130
    These guys are sure to coax a groan out of you when they appear.  In addition
    to having a LOT of HP and high attack power, the Oxen can exhale a "freezing
    blast of icy breath" which will deal 32-38 damage to the entire Party.  The
    best way to deal with a group of Battle Oxen is to double whammy them with
    Blast Level 3 and Bolt Level 2, since they are apparently COMPLETELY IMMUNE to
    Sleep spells.  A real fun monster.
    
    Mad Tut (Mummy 3)
    # Appearing: 1-4
    HP: 61-64  Attack: 170  Defense: 71  Speed: 76
    XP: 500  GP: 138
    The Tuts are worth the most XP of any monster on this floor, and I'm not sure
    exactly why.  I'm not going to deny that Slow Level 2 will weaken your
    characters, but you can counteract its effects with a Quick Level 2 spell of
    your own.  I'd rather be slowed than take 30-60-90 damage from multiple blasts
    of Icy Breath, wouldn't you?  At any rate, you can put these things to Sleep,
    so do that and save your "double whammy" MP reserves for Oxen and Grim
    Specters.
    
    Shellbeast (Shellbeast 2) - Boss, Unique
    HP: 335-355  Attack: ??  Defense: 125  Speed: 74
    XP: 1500  GP: 500
    A rather one-dimensional creature, the Shellbeast is only capable of breathing
    crimson flames at the Party.  Now, the flames will deal 55-65 damage to
    everyone at once, but you can plan ahead once you know this.  I recommend the
    following battle plan: first, restore your HP before approaching the "shell".
    In the first round of combat, have Marak and Milo attack while Pyra Boosts
    Marak.  In subsequent rounds, Marak attacks, Milo attacks or heals an injured
    comrade, and Pyra casts Slow Level 1 until it works, then switches to healing
    duty.  The Shellbeast has insane defense but not too many HP (for a mini-boss)
    and it should go down in 3 or 4 rounds.
    
    
    Basically, once you've found and beaten the Shellbeast, every step you take
    beyond that point takes you further and further into...
    
    
    ------------------------------------------------
    The Labyrinth Proper, Third Floor, deeper depths
    ------------------------------------------------
    Marak's Level: 31; Milo's Level: 29; Pyra's Level: 30
    Level to reach: Marak: 34, Milo: 32, and Pyra: 35
    Foes you'll face: Tommyhawk, Grim Specter, Hellknight, Battle Oxe, Mad Tut, 
     Bloodrooster, Living Dead, Dreampuff, Troll, Soulthief, Gryphon, Demonika, 
     Necromancer, Scizzar, Blackbone
    Artifacts found: Mystic Rope, Light Helm (Arms of Light found: 1/4)
    
    
     General Advice:
     ---------------
    THE LONG, LONG HAUL.  The Third Floor wins the coveted Marak Award for Most
    Irritating Floor Ever (tm).  The bulk of this Floor consists of long, LONG
    passages that double back on themselves and generally force you to walk thirty
    steps in order to advance five steps in a specific direction.  Of course, this
    means that you'll encounter more than your fill of monsters on the way.  If you
    go treasure hunting with the Mystic Rope (see below) and claim all of the loot
    on this Floor (which includes the LightHelm; again, see below), be prepared to
    make seven (or more!) trips across this Level before you finally drop the
    Medallion in that shiny Gold Fountain nestled at the foot of the stairs that
    lead up the Fourth Floor.
    
    THE MAGICAL, MYSTERIOUS, MYSTIC ROPE opens up a LOT of things for you.  You've
    been walking under holes in the ceiling for a LONG time now, and you probably
    just assumed that they were there for "decoration", like torches and fountains.
    Well, you'd be wrong.  With the Mystic Rope, you can climb up into those holes
    from below!  Not only does this nullify open pits as a hazard, but it allows
    you to use ceiling holes as a staircase of sorts, and if you do enough hopping
    between the Labyrinth Proper Floors, you'll come across some nice treasure.  Of
    course, climbing up to the next Level of the Labyrinth Proper before you have
    the current Floor cleared and, uh, Medallion-ed is always risky (due to the
    powerful, dangerous creatures you encounter), so be cautious when using the
    Rope - keep your HP full at all times.  If you're willing do spend some time
    and do some backtracking, you can now go on a bit of a treasure hunt with the
    Mystic Rope:
    
    First, buy back the Dwarf's Key from the Alkemist, and return to the Trial of
    Strength (the Peace Spell is your friend for this endeavor; re-cast it whenever
    it wears off).  Fall into the Pit at 8 steps East, 18 steps South, then use the
    Rope to climb right back up.  At the end of a short wrap-around hallway is a
    treasure chest.
    
    Now, return to the Labyrinth Proper, Second Floor via the teleporter in the
    center of the Entry Level.  There will be a Pit in the ceiling at 15 steps
    East, 25 steps South.  Use the Rope to climb up to the 3rd Floor.  Just around
    the corner ahead of you is a treasure chest.
    
    Return to the Second Floor (by falling back down that pit you climbed up
    through) and continue along as though you were heading towards the Balcony.  In
    a dead end at 1 step East, 11 steps South there is a another hole in the
    ceiling.  Ascend with the Mystic Rope and head south.  Beware; you'll face the
    most powerful Third Floor monsters in this hallway!  At the end of the passage
    is a glowing wall; use the Orb of Truth, defeat the Grimwall, and claim your
    reward.
    
    In addition, there are THREE ceiling holes on the Labyrinth Proper's Third
    Floor that take you to small, treasure-laden areas of the Fourth Floor:
    
    1) The hole at 22 steps East, 3 steps South leads to a short wrap-around hall 
     with a Guardian (think Sentinel on steroids, a dangerous fight at this point) 
     that, uh, guards a treasure chest.
    
    2) The hole at 1 step East, 27 steps South leads to a longish hallway that ends
     in a treasure chest.  You'll have some nasty Fourth Floor foes to contend 
     with here, so don't get complacent.
    
    3) The hole at 30 steps East, 27 steps South leads to a small area containing
     both a treasure chest and a staircase that leads back down to the Third Floor.
     Open the chest, then head down the stairs to find ANOTHER chest.  Score!
    
    HOW LIGHT WAS MY HELM, AND MANY MORE BOOKS.  Pardon the obscure Shining Force
    reference, but I couldn't resist.  At any rate, in the Third Floor's Northeast
    corner you'll come across a one-way door heading East.  Go through it, walk a
    few paces South, and you'll come upon a chest containing the Light Helm!  This
    thing is a significant improvement over the Steel Helm (or even a Mithril
    Helm), so put it on Marak immediately, and just think... only 3 more pieces of
    Light gear to go...
    
    MIGHTY MINI-BOSSES WILL SURELY TEST YOUR METTLE.  First off, Scizzars - the new
    and improved version of the Kaiser Krab - await you in the Southern reaches of
    the Floor.  With their high attack power and freezing breath, they're sure to
    take large chunks out of your HP.  Even more amusing, however, are the
    Soulthieves that, with Mystic Ropes of their own, drop down from the holes in
    the ceiling and attack.  These guys might not look like much, but they have
    some outrageous attack power.  With the help of Quick, Slow, and Sleep spells,
    however, you can put them out of their misery.  Last but not least, we have the
    Blackbone, which raises from the ground near the end of this torturous Floor.
    The Blackbone is a dangerous foe; it can deal 100 damage in a single stroke,
    and it will often strike twice!  Only with Quick, Slow, and diligent healing
    (and a bit of luck) will you prevail over these foul things without losing
    anybody.
    
    USE THE ROPE, LUKE.  There will come a point (right after you get the Light
    Helm, in fact) on this Floor where you reach a dead-end - with a hole in the
    ceiling.  In order to reach the end of this Floor, you must use the Mystic Rope
    to ascend to the Fourth Floor, follow the short wrap-around passage to an open
    Pit trap, and fall back down.  From that point you can reach the Gold Fountain
    and the stairs that lead to the Fourth Floor.  If you somehow missed the Mystic
    Rope, you HAVE to go back now and get it, as you cannot advance without it.
    
    
     Monster Menagerie:
     ------------------
    Bloodrooster (Cockatrice 2)
    # Appearing: 1-4
    HP: 56-59  Attack: 188  Defense: 75  Speed: 78
    XP: 560  GP: 153
    Think Cokatoris with better stats, and you've got Bloodroosters.  These things
    will be the least of your worries around here, so don't waste any MP when
    fighting them if you can help it - large groups may require a Sleep spell,
    however.
    
    Living Dead (Ghoul 1)
    # Appearing: 1-5
    HP: 57-60  Attack: 190  Defense: 90  Speed: 76
    XP: 600  GP: 185
    The Living Dead have decent attack power and defense, but are slow and not too
    difficult to put down.  They can sprinkle Poison powder, which is irritating,
    but other than that they pose little threat to the Party.  As with
    Bloodroosters, consider Sleeping large groups, and saving your MP for more
    dangerous adversaries.
    
    Dreampuff (Gaseous Form 3)
    # Appearing: 1-4
    HP: 59-62  Attack: 192  Defense: 91  Speed: 82
    XP: 640  GP: 210
    Dreampuffs are actually an easy source of XP!  They will howl for help
    (summoning more Dreampuffs) when the going gets tough, and each new Dreampuff
    gives full XP and Gold.  They can attack as one massive force, but it only
    affects one character, and only deals 10 HP per 'puff (???).  Did the "massive
    force" damage of the Dreampuffs and Kamils get switched around as a programming
    mistake?  One has to wonder.
    
    Troll (Troll 1)
    # Appearing: 1-4
    HP: 61-64  Attack: 200  Defense: 82  Speed: 75
    XP: 670  GP: 165
    They're big and they're dumb, but Trolls still have respectable HP and Speed
    and high attack power.  Putting them to Sleep is never a bad idea.  Trolls have
    no special abilities for you to worry about.
    
    Soulthief (Rope Raider 1)
    HP: 375-400  Attack: 255  Defense: 85  Speed: 90
    XP: 700  GP: 400
    These guys drop down from holes in the ceiling on their own version of the
    Mystic Rope.  Note their incredible 255 attack power - that HURTS.  You can
    fight back by having Milo cast Quick Level 2 on the Party.  Pyra should cast
    Sleep Level 1 until it works, then switch to Slow Level 1 until THAT works.
    Once Quick, Sleep, and Slow have all taken effect, the fight should be yours.
    
    Gryphon (Griffon 1)
    # Appearing: 1-4
    HP: 63-66  Attack: 205  Defense: 84  Speed: 81
    XP: 710  GP: 230
    Gyrphons don't appear to be very dangerous - until one of them "flaps its
    wings", which is a non-magical effect identical to Blast Level 3, dealing 30-35
    damage to the whole Party.  Great: they're Battle Oxen with more HP and Speed.
    Wonderful.  You can always try Sleep or the old double whammy if you encounter
    a large group.
    
    Demonika (Demonic Warrior 2)
    # Appearing: 1-4
    HP: 65-68  Attack: 210  Defense: 83  Speed: 84
    XP: 770  GP: 265
    A fierce opponent indeed!  The Demonika has high attack power - and will
    occasionally attack twice in a single round!  Needless to say, a group of these
    can put the hurt on someone in a very short period of time, so consider a shot
    of Quick Level 2 from Milo and Sleep from Pyra.
    
    Necromancer (Magic-User 3)
    # Appearing: 1-4
    HP: 64-67  Attack: 180  Defense: 78  Speed: 83
    XP: 820  GP: 250
    Another good source of XP.  Necromancers will howl for help - but instead of
    calling more Necromancers, Meat Zombies are summoned.  Meat Zombies are a
    Fourth Floor creature with very high attack power and a lot of HP, so don't be
    afraid to double whammy them if the Necromancers get summon-happy.  The
    Necromancers also love to annoy you by casting Heal Level 2 on wounded Meat
    Zombies, so be ready for that.  A battle with a large group of Necromancers and
    Meat Zombies can really drain your HP, but it can also be worth almost 10,000
    XP, making such battles well worth your while.
    
    Scizzar (Krab 2)
    HP: 300-325  Attack: 235  Defense: 130  Speed: 80
    XP: 1000  GP: 600
    Hoo boy, it's the Kaiser Krab's big brother.  Scizzars are a pain in the rear,
    I'll warn you now: first off, they love to use their special attack, during
    which a "freezing cloud billows forth from Scizzar's jaws".  This deals 67-82
    damage to the entire Party.  Yeah, 67-82 damage, sure, that's fair *Sigh*.  You
    can make the fight a bit faster by having Pyra cast Boost Level 1 on Marak, and
    then Slow Level 1 on the Scizzar.  No matter what the Scizzar hits you with,
    you're going to take some considerable damage, so keep your HP up when
    traveling through Scizzar-infested areas.  As with Kaiser Krabs, Scizzars only
    appear from side-passages to YOUR left.  Remember that you can (sometimes) walk
    backwards to keep such passages on your right, and thus avoid encountering any
    Krabs at all.
    
    Blackbone (Skeletal Fiend)
    HP: 335-360  Attack: 300  Defense: 105  Speed: 88
    XP: 3000  GP: 2500
    Blackbones will plague here from here until the highest reaches of the
    Labyrinth Proper, but it's here where you first meet them that they are the
    most dangerous.  How dangerous?  Well, a Blackbone can deal over 100 damage in
    a single attack - and it attacks twice per round more often than not.  Oh, and
    it can critical for 180 damage or more.  Insane enough for you yet?  You can
    make things a bit fairer by using Quick Level 2, Slow Level 1, Boost Level 1
    (on Marak or Milo), and by using Milo's Heal Level 3.  Don't forget that Milo
    can Revive a fallen comrade, because if the Blackbone attacks a character twice
    AND gets a critical hit, they're dead.  At least you get a reasonable amount of
    XP for killing one...
    
    
     Final Thoughts:
     ---------------
    A quick question and answer session:
    
    Q: WHY ARE THERE "HOLES" IN MY MAP?  A: Because you didn't use the Mystic Rope
    to explore EVERY hole in the ceiling.  Now get going!
    
    Q: WILL I EVER BE ABLE TO OPEN OR BYPASS THOSE STUPID METAL GATES?  A: Yes,
    soon.
    
    MORE ON MITHRIL ORE: if you've been diligent about grabbing the contents of
    EVERY chest you can reach, you'll have found a total of 4 hunks of Mithril Ore.
    You can buy a 5th hunk of Ore out of the Alkemist's Deals display.  I recommend
    using ALL FIVE on equipment for Milo and Pyra.  Craft your allies some
    LightRobes, Mithril Hoods, and Mithril Shields.  As soon as you have the coins, 
    be sure to Craft the Mithril Axe for Milo.
    
    Why aren't we Crafting anything for Marak, you ask?  Simple.  Marak gets the
    Arms of Light, which are FAR more powerful than anything you can Craft for him
    out of Mithril.
    
    Of course, you COULD use some of your IRREPLACEABLE Mithril Ore to Craft Marak
    some Mithril equipment that will quickly become obsolete, replaced by the Arms
    of Light... but it's really a better idea to use all the Mithril Ore on Milo
    and Pyra, who will benefit from their Crafted Mithril gear until the very end
    of the game.
    
    Once you've grabbed the Mystic Rope, scaled every hole in the ceiling, gotten
    the LightHelm, and transplanted your Medallion to the Gold Fountain on the
    Third Floor (see, I TOLD you it was going to take several trips to accomplish
    everything), you're ready to move on to...
    
    
    -------------------------------------------------
    The Labyrinth Proper, Fourth Floor, initial areas
    -------------------------------------------------
    Marak's Level: 34, Milo's Level: 32, and Pyra' Level: 35
    Level to reach: Marak: 38, Milo: 36, and Pyra: 37
    Foes you'll face: Troll, Gryphon, Demonika, Necromancer, Dragonspawn, Vyper,
      Living Armor, Warbird, Scizzar, Deathbringer, Mandagora, Meat Zombie
    
    
     General Advice:
     ---------------
    GO TOWARD THE LIGHTS.  The way to the deeper depths of the Fourth Floor lies at
    the end of an EXTREMELY long, twisting, torch-lined hallway.  The best thing to
    do when exploring this floor is to take every side passage, saving this "main"
    hall for last.  That way, you're sure to find all the chests - and you won't
    have to do any backtracking.
    
    STEAL THE STEEL WHIP from that lone chest nestled along this Floor's West wall.
    The Steelwhip is Pyra's most versatile weapon (assuming you're not using the
    Hex Whip).  It only increases her Weapon Factor by 35 (just 10 more than the
    Thorn Whip) but the point is that it attacks every monster in a group at once
    - it's like turning her standard attack into a free Bolt Level 2 spell!  Never
    a bad thing, if you ask me, but I'm sure some will prefer the higher "single
    target" damage that a finely Crafted Mithril Rod provides - or the "high risk,
    high damage" Hex Whip.
    
    MATTERS OF LIFE AND DEATH: the Mandagoras that appear here can "howl in pain",
    which is identical in effect to a Desoul Level 2 spell - Instant Death
    attempted on all three characters!  Now, if Milo and Pyra have either a
    LightRobe or a Mithril Shield equipped, they will have some protection from
    being slain instantly, but Marak will fall prey to this "attack" almost every
    time.  Kill Mandagoras on sight, or you'll regret it.  Conversely, the
    mis-named Deathbringers don't use any Instant Death attacks at all; instead,
    they cast Revive Level 2 on their fallen comrades, which sucks because you end
    up killing quite a few Deathbringers more than once, and yet you don't get any
    extra XP (or Gold coins) for all your hard work.  Bleah.
    
    
     Monster Menagerie:
     ------------------
    Dragonspawn (Dragon 1)
    # Appearing: 1-4
    HP: 70-74  Attack: 215  Defense: 80  Speed: 83
    XP: 900  GP: 270
    While they may appear intimidating, Dragonspawn really aren't too threatening.
    I expected them to breathe fire for massive damage to the entire Party, but
    fortunately they can only hurl balls of flame at a single character for 55-60
    damage (less if they target Marak in the Sun Armor).  You should be able to
    tackle these with little trouble, but a large group might require a Sleep
    spell, just to be safe.
    
    Vyper (Naga 3)
    # Appearing: 1-4
    HP: 6x-6x  Attack: ??  Defense: 95  Speed: 86
    XP: 930  GP: 302
    A truly bizarre monster, the Vyper will never attack physically.  The only
    thing they will do is attempt to Paralyze you with their piercing gaze.  Now,
    since having all three characters Paralyzed at once means that it's Game Over,
    you shouldn't feel inclined to let them live too long.  Sleep is iffy on these
    things, so a double whammy may be in order if you get a large group (or
    groupings).
    
    Living Armor (Animated Armor 2)
    # Appearing: 1-4
    HP: 60-63  Attack: 220  Defense: 135  Speed: 85
    XP: 950  GP: 230
    Living Armor can pose a bit of a problem.  Unlike most construct monsters, they
    follow logic - and thus, you can't affect them with Sleep or Slow spells.
    Living Armor will also get lucky and score the occasional Critical hit.  On the
    bright side, they have low HP - thus making a Boost Level 1 spell cast on Milo
    a very good idea.
    
    Warbird (Bird Battler 2)
    # Appearing: 1-4
    HP: 76-80  Attack: 225  Defense: 93  Speed: 88
    XP: 970  GP: 310
    Yet another foe that can damage the entire party at once - by flapping their
    wings and creating an effect like a Blast Level 3 spell.  War Birds also have
    high attack power, but you can help nullify both of their attack modes with
    Pyra's Sleep spells - or a Freeze/Bolt and Blast double whammy.
    
    Deathbringer (Grim 3)
    # Appearing: 1-4
    HP: 68-72  Attack: 235  Defense: 92  Speed: 87
    XP: 1010  GP: 380
    Deathbringers have quite a few things in their favor, and few weaknesses.  They
    posses very high attack power, resistance to all elemental damage, and the
    ability to cast Revive Level 2 to bring their monstrous comrades back to life
    with full HP.  Ugh.  Your best bet, really, is to use Quick Level 2 or Boost
    Level 2 and just slug it out with the 'bringers.  You don't have to worry about
    them casting Desoul on you, as - unlike their lesser brethren - they do not use 
    it. 
    
    Mandagora (Tree Devil 2)
    # Appearing: 1-4
    HP: 67-71  Attack: ??  Defense: 95  Speed: 86
    XP: 1060  GP: 420
    Oh, here we go.  HERE'S the monster that uses an instant-kill attack!  You knew
    there had to be one... the Mandagora will never attack you physically, and will
    even waste the occasional turn "watching you warily" - but it can and will howl
    in pain, which is identical to a Desoul Level 2 spell and can thus kill the
    entire Party if you get unlucky.  They can also use Heal Level 2 to restore the
    HP of injured comrades.  In short, these are the nastiest monsters you will
    face on this Floor.  I recommend going all out and blasting them with a
    combination of you highest Level Bolt/Freeze and Blast/Burst spells.
    
    Meat Zombie (Ghoul 2)
    # Appearing: 1-4 (or summoned by Necromancers)
    HP: 94-99  Attack: 235  Defense: 95  Speed: 80
    XP: 1250  GP: 390
    Meat Zombies are the tanks of this Floor - they're slow, but they pack a punch
    and have a LOT of HP, plus their attacks will randomly induce Poison.  You can
    double whammy them with Blaze and Blast, but it's really better to save your MP
    for more dangerous foes.  Instead, consider using Quick and just duking it out
    with them in melee combat.
    
    
     Final Thoughts:
     ---------------
    Be sure to grab the Steelwhip before you head too far North; any point on this
    Floor that is less than "15 steps South" qualifies as...
    
    
    -------------------------------------------------
    The Labyrinth Proper, Fourth Floor, deeper depths
    -------------------------------------------------
    Marak's Level: 38, Milo's Level: 36, and Pyra' Level: 37
    Level to reach: Marak: 42, Milo: 39, and Pyra: 40
    Foes you'll face: Cerebus, Troglodyte, Deathmask, Gollum, Handeater, Lancerot,
     Hobgoblin, Bildblok, Syren
    Artifacts found: Cell Key, Light Blade, Light Shield (Arms of Light found: 3/4)
    
    
     General Advice:
     ---------------
    GET THE ELUSIVE LIGHT BLADE AS SOON AS YOU CAN!  The chest containing the Light
    Blade is located at 11 steps East, 5 steps South, behind a Grimwall.  You must
    turn away from the torch-lined "main passage" (see my entry about it above),
    and head Northwest past 2 Spinners to get there.  Not only does this beast of a
    weapon increase Marak's attack power by 150 (!), it also casts Bolt Level 3
    when used in battle!  Get it as soon as you can, as it REALLY turns Marak into
    a powerhouse.  The Light Blade rests behind what happens to be the final
    Grimwall, so you can sell the Orb of Truth the next time you're in Town.
    
    HOT REVERSE BALCONY ACTION awaits!  At the end of the lit "main hall", you'll
    come to another Balcony, which whisks you from the Northeast corner to the
    Northwest corner of the Floor.  There's some nasty... fights waiting you in
    this last area of the Fourth Floor, so don't go venturing too far away from the
    Balcony until you're fully prepared.
    
    WOE IS ME, TAKE TWO.  Okay, this is the real deal.  This entry contains a whole
    bucket load of 
    
    *****SPOILERS*****
    
    so stop reading now if you don't want stuff spoiled for you.  The Princess'
    cell is located at 5 steps East, 13 steps South.  When you reach the
    intersection in front of her cell, she will call out to you.  When you approach
    her cell, she tells you that you won't be able to free her without the key -
    which Mortred is guarding!  That's right, your father is safeguarding the key
    that will free the Princess!  But... why would he do that?  As a Knight of the
    realm, your father is doing the exact opposite of what he should be doing...
    
    And then, Jessa drops another bombshell.  Mortred has turned to the Dark side
    (hooooo pah, hoooooo pah) and now serves Dark Sol as a Dark Knight.  That's
    right - you must face your own corrupted father (hooooo pah, hooooo pah) in
    order to free the Princess and face Dark Sol.  The Princess again begs you to
    find the CELL KEY and free her.  You have little choice but to continue
    onwards, in search of the Cell Key...
    
    SHOWDOWN WITH THE DARK KNIGHT: okay, I'll do it again...
    
    *****SPOILERS*****
    
    Don't walk down the hallway to the left just beyond the Princess' cell.  If you
    set foot in the section of hall at 7 steps East, 14 steps South, the voice of
    Mortred challenges you.  But... is this your father?  A Dark Knight, dressed in 
    blood red armor and wielding the Dark Blade, steps forth and attacks.
    
     Dark Knight
     -----------
    HP: 1600  Attack: 335  Defense: 105  Speed: 155
    XP: 1000  GP: none
    
    The Dark Knight is the game's first real, true, honest-to-goodness Boss.  He
    has hellacious attack power, incredible speed, and far more HP than anything
    you've yet faced.  He will also attack twice EVERY round.  I recommend the
    following battle strategy:
    
    Round 1: Marak attacks.  Milo casts Quick Level 1 on himself.  Pyra casts
     Attack Level 1 on Marak.
    
    Round 2: Marak attacks.  Milo casts Quick Level 1 on Pyra.  Pyra casts Attack
     Level 1 on Milo - or Heal Level 2 if someone's been reduced to less than 150
     HP.
    
    Round 3: Marak attacks.  Milo casts Quick Level 1 on Pyra (or Heals someone
     with less than 150 HP).  Pyra is now free to Heal if needed or chip away at
     the Dark Knight's HP with Bolt Level 3 or Freeze Level 4.
    
    Rounds 4 and on: Marak attacks.  Milo Heals who needs it or attacks.  Pyra
     Heals who needs it or casts Bolt 3/Freeze 4.
    
    As long as you get Quick Level 1 on everyone as soon as you can, the Dark
    Knight won't be quite as dangerous as his attacks will deal much less damage.
    And, with Attack Level 1 on Marak and Milo, you can deal a LOT of damage to the
    Dark Knight in a single Round. 
    
    Once you deal 1,000 damage to the Dark Knight, his helmet comes off!  Nothing
    else changes, however, he just continues to whack you with the Dark Blade.
    
    When you see the Dark Knight sink to his knees, you've won.  Mortred comes to
    his senses and tells you about the Dark Blade - a gift to him from Melvyl.  It
    slowly robbed him of his free will...
    
    Mortred tells you not to mourn; after all, you freed his soul from the clutches
    of Darkness.  Mortred then renounces the Dark Blade and the Darkness that
    spawned it.  With his last breath, he tells you that the Cell Key lies in the
    passage ahead, and then... he collapses, never to rise again.
    
    Walk North, turn East, turn South, and open the Chest for the Cell Key.  Return
    to Jessa's cell and use the Cell Key to free her.  She will ask how you came to
    possess the Cell Key... and expresses horror when you tell her that you had to
    slay Mortred in order to get to it.  She curses Dark Sol and then joins the
    Party.  And no, she doesn't attack in combat.  She's the Princess!
    
    
     Monster Menagerie:
     ------------------
    Cerebus (Cerberus 1)
    # Appearing: 1-4
    HP: 81-85  Attack: 240  Defense: 102  Speed: 91
    XP: 1100  GP: 450
    The main reason that Cerebus are dangerous is the fact that they can attack
    twice in a round (a benefit of having three heads, no doubt).  My advice (as
    usual) is to use Sleep spells to "disable" as many Cerebus as you can.
    
    Troglodyte (Elezard 2)
    # Appearing: 1-4
    HP: 94-99  Attack: 255  Defense: 94  Speed: 88
    XP: 1300  GP: 510
    The Troglodytes are an Icy version of their cousins, the Salamanders.  As such,
    they can emit a freezing cloud that deals 76-88 damage to the entire Party.
    They also have a large supply of HP and high attack power.  As with any monster
    that can damage the entire Party at once, I recommend either a double whammy or
    Sleep spells.
    
    Deathmask (Demonic Warrior 3)
    # Appearing: 1-4
    HP: 95-100  Attack: 275  Defense: 95  Speed: 94
    XP: 1330  GP: 470
    These guys are a real blast: their critical hits don't do increased damage -
    no, they simply kill a character outright.  Whee!  You can try Sleep, but it's
    not terribly effective... in fact, there's not much you can do to make fighting
    Deathmasks less dangerous.  You'll just have to grit your teeth and hope that
    they don't score a Critical Kill on Milo.
    
    Gollum (Golem 1)
    # Appearing: 1-4
    HP: 105-110  Attack: 295  Defense: 125  Speed: 95
    XP: 1460  GP: 590
    It's not a good idea to underestimate Gollums just because they have no
    mass-damage ability - they still have very high attack power, coupled with the
    ability to pull off the occasional Critical hit.  Oh yeah, they have a lot of
    HP, too.  It's hard to double whammy these without burning a ton of MP, so
    consider trying Sleep or Muddle Level 2 (once Pyra learns it) instead.
    
    Lancerot (Dark Knight 3)
    # Appearing: 1-4
    HP: 103-108  Attack: 275  Defense: 100  Speed: 93
    XP: 1500  GP: 450
    Lancerots are best dealt with decisively, because the longer you let them live
    the more damage they can do to you.  First off, they can lower your Party's
    defense with Slow Level 2.  Once your defenses are down, they'll begin
    attacking twice in a round.  Not a nice combination.  You can counter this with
    either Sleep or Quick spells, then give them the thrashing they deserve.
    
    Handeater (Chest Beast 4)  66
    HP: 95-110  Attack: 350  Defense: 175  Speed: 98
    XP: 1500  GP: 500
    The last and most dangerous of the Chest Beast monsters, Handeaters may lack HP
    but they make up for it with insane defense, attack power, and speed.  Oh yeah,
    and they can emit a freezing cloud that deals 68-82 damage to the Party or - if
    you're really unlucky - they'll "pull a Mandagora", howl in pain, and attempt
    to Desoul everyone.  My advice is to cast Boost Level 1 on Milo and hope that
    he can kill the Handeater before it has a chance to act.  If he can't, you're
    in for some pain.
    
    Hobgoblin (Goblin 2)
    # Appearing: 1-4
    HP: 89-94  Attack: 290  Defense: 96  Speed: 90
    XP: 1570  GP: 480
    Nothing special here.  Use Sleep.  Attack.  Rake in easy XP.  No special
    abilities to worry about or anything... so why are they worth more XP than
    Handeaters?  Baffling.
    
    Bildblok (Blokhead 2)
    HP: 475-500  Attack: 300  Defense: 125  Speed: 95
    XP: 2500  GP: 1000
    I hate these things.  Not only do they do good attack power, way too many HP,
    and high defense, they also can emit a cloud of freezing gas that deals 120-139
    damage to the entire Party.  Yeah.  120 damage or more to everyone, and they're
    only worth 2500 XP.  Whatever.  If you can, have Pyra Slow the Bildblok, as
    this will make the fight a little shorter.
    
    Syren (Water Elemental 3)
    HP: 455-480  Attack: 325  Defense: 100  Speed: 100
    XP: 3400  GP: 2900
    And here we have the latest and greatest Water Elemental, the Syren.  Syrens
    can do a few different things to you: they can attack twice, cast Muddle Level
    1, and spew paralyzing mist.  However, you can put them to Sleep!  So, have
    Marak and Milo attack while Pyra casts Sleep, and you'll be victorious in no
    time.
    
    Dark Knight - Boss, Unique
    HP: 1600  Attack: 335  Defense: 105  Speed: 155
    XP: 1000  GP: 0
    Well... I already told you how to beat the Dark Knight, but I'll review anyway. 
    Buff everyone with Level ONE Quick and Level ONE Boost, then alternate
    attacking and healing.  As long as the Dark Knight doesn't get a critical on a
    character who's low on HP, you should be just fine.
    
    
     Final Thoughts:
     ---------------
    BRING JESSA BACK HOME... OR NOT.  The obvious thing to do at this point is
    bring Jessa back to the Castle.  However, it's FAR more amusing to take Jessa
    to the Tavern first.  Everyone wigs out upon seeing the Princess before Vic
    scolds you and shoos you out of the Tavern.  But, the fun isn't over... go back
    into the Tavern again for some additional amusing dialogue.
    
    When you've had your fun, bring Jessa back to the Castle.  The King and
    Princess share a moment, and then the King thanks you and gives you a Magic
    Ring.  This awesome little item will restore some MP to Milo or Pyra when they
    use it!  Of course, it will eventually crack and you'll have to repair it, but
    at least you now have an emergency store of MP that you can take into the
    Labyrinth with you.
    
    You're now free to speak with everyone.  Theos mentions DemonBreath, a fearsome
    Dark spell that only the Shining Knight can overcome.  Vyrun also tells you the
    legend of the Shining Knight, which is a nice little bit of foreshadowing.  The
    others don't offer much (other than praise), but speak to them if you like.
    
    It's also a good idea to speak with Edward at the Tavern to find out a little
    more about the Water Spirit, the Patron of the Shining Knight, a.k.a. the
    Spirit of Light.  He mentions that you need a VIAL, which you don't possess...
    yet.
    
    MAKING USE OF THE CELL KEY.  Remember all those irritating barred grates that
    have been blocking your path?  You can now use the Cell Key to open all of
    them!  Here's a full list, so you can go back to all these areas and do some
    more treasure hunting:
    
    In the Cave of Strength, a barred gate at 20 steps East, 7 steps South hides a
     chest behind it.
    
    In the Cave of Courage, a barred gate at 16 steps East, 19 steps South hides a
     chest behind it.
    
    In the Cave of Truth, a barred gate at 26 steps East, 15 steps South hides a
     chest behind it.
    
    In the Cave of Wisdom, a barred gate at 30 steps East, 28 steps South hides a
     chest behind it.
    
    On the Labyrinth Proper's Second Floor, a barred gate at 9 steps East, 28 steps
     South hides a chest behind it.
    
    On the Labyrinth Proper's Third Floor, a barred gate at 3 steps East, 1 step
     South hides a chest behind it at the end of a long hall.  This chest contains
     the Light Shield for Marak, making it well worth the trek.
    
    
    You should now be ready to snag the Medallion out of the Third Floor Gold
    Fountain, and transfer it to the Gold Fountain on the Fourth Floor.  You can't
    miss it, it's just to the West of where you found the Cell Key.  Once you've
    transferred the Medallion, it's time to take those stairs up to the Fifth and
    final Floor of the Labyrinth Proper.  It's time to search for Dark Sol in
    the...
    
    ------------------------------------------------
    The Labyrinth Proper, Fifth Floor, initial areas
    ------------------------------------------------
    Marak's Level: 42, Milo's Level: 39, and Pyra' Level: 40
    Level to reach: Marak: 47, Milo: 44, and Pyra: 45
    Foes you'll face: Gollum, Lancerot, Hobgoblin, Hellhound, Centaurian, Gargoyle,
     Graveroc, Chimera, Colussus, Ghoul
    Artifacts found: Vial of Tears (in the Castle)
    
    
     General Advice:
     ---------------
    HERE WE ARE, THE HOME STRETCH.  Dark Sol is hiding somewhere on this Floor, and
    it's up to you to find him and end his evil schemes.  Unfortunately, the way to
    Dark Sol is long and treacherous, filled with the strongest monsters in the
    entire Labyrinth.  So, some advice:
    
    -Bring as many Magic Rings as you can carry.  You should have 2 already, and
    you can find a third in the Southern portion of the Floor.  Whenever Milo or
    Pyra start to get too low on MP, start using the Rings to restore their MP -
    until the Rings begin cracking, anyway.  Hey, it's not like you can't afford to
    repair them.
    
    -Abuse the Light Blade!  I have yet to see THIS thing crack, so have Marak use
    it in any battle with 3 or more foes in it.  Hey, he can either do 140 damage
    to a single monster or almost 100 to all of them.  Gee, which is better?
    
    LEVELS, LEVELS, LEVELS.  You will be SHOOTING up Levels at this point, as the
    XP needed to reach the next Level tapers off at about 65,000 per Level - while
    the XP gained per battle has skyrocketed to almost 10,000 (assuming 3 or 4
    foes)!  If you spend any time on this floor at all, you'll be gaining Levels
    like mad - but you'll need them, as Dark Sol surely won't be a pushover.  And,
    in related news:
    
    DIMINISHING RETURNS?  Once Milo and Pyra reach Level 40, they will no longer
    get 6-8 MP per Level.  Instead, they will starting getting literally HALF that,
    gaining only 3 (and rarely, 4) MP per Level.  I assume this was done to keep
    Milo and Pyra from overshadowing Marak (if they ended up with too many MP they
    could just cast spells all day long).  However, it's still annoying, as it
    makes their Levels seem almost pointless, what with no new spells to learn and
    them only gaining half as many MP per Level as before.  Oh well, you still need
    the bonuses to the "big" stats - HP, Speed, Attack, and Defense - that each
    Level tacks on.
    
    GO SOUTH FIRST.  There's a trio of chests to be looted down there.  It's a good
    place to gain a few Levels, as well.
    
    I'M RUNNING OUT OF CLEVER WAYS TO TELL YOU HOW TO KILL MONSTERS IN THE SAME
    MANNER... so, the next couple of Monster Menageries aren't going to have
    detailed instructions.  I'm just going to tell you what attacks the beasties
    have and assume that you know by now to have Marak use the Light Blade, have
    Milo cast Burst 3-4 or Blast 3-4, and have Pyra either attack with the Steel
    (Hex) Whip or use an attack spell in order to win almost every battle in a
    single round.  That's right, it's time to forget Sleep and Muddle.  All three
    characters now have a means to deal substantial damage to every foe on screen
    (not to mention Milo and Pyra's now substantial MP reserves), so now is the
    time to stop pussyfooting around and go for the jugular.
    
    
     Monster Menagerie:
     ------------------
    Hellhound (Cerberus 2)
    # Appearing: 1-4
    HP: 90-95  Attack: 255  Defense: 104  Speed: 99
    XP: 1640  GP: 620
    Hellhounds, due to their multiple heads, will frequently attack twice.  Oddly
    enough, they don't have any sort of fire breath.
    
    Centaurian (Centaur Warrior 1)
    # Appearing: 1-4
    HP: 115-120  Attack: 285  Defense: 113  Speed: 100
    XP: 1680  GP: 790
    Just a basic physical fighter.  No special abilities.  Not much to say here;
    use the Light Blade and Pyra's Whip, and watch them die.  Toss in a Blast Level
    3 if you're worried about leaving survivors behind.
    
    Gargoyle (Winged Devil 1)
    # Appearing: 1-4
    HP: 93-98  Attack: 258  Defense: 110  Speed: 96
    XP: 1680  GP: 550
    Gargoyles have no special abilities, making them a minimal threat.  Triple
    whammy them into the ground.
    
    Graveroc (Griffon 2)
    # Appearing: 1-4
    HP: 91-96  Attack: 235  Defense: 106  Speed: 102
    XP: 1860  GP: 760
    Graverocs can savagely flap their wings, which has the same effect as a Blast
    Level 4 spell.  Ouch.  Don't hold back on these guys, or you'll be wasting a
    bunch of Milo's MP healing.
    
    Chimera (Myth Demon 1)
    # Appearing: 1-4
    HP: 95-100  Attack: 265  Defense: 112  Speed: 100
    XP: 1940  GP: 980
    Chimeras like to emit freezing clouds, which deal 52-68 Ice damage to the
    entire Party.  This hurts even more than the Graveroc's ability, so again,
    don't hold back on these critters; kill them on sight with powerful magic and
    the Light Blade.
    
    Collossus (Golem 2)
    # Appearing: 1-4
    HP: 120-125  Attack: 285  Defense: 120  Speed: 97
    XP: 2030  GP: 840
    Ugh.  A lot of HP, high defense, high attack power, resistant to most magic.
    Plus they can hurl boulders, which is really just an Attack Power 350 attack
    against a single character.  Try the Light Blade, Blast 3/4, and Freeze 3/4 to
    tackle large groups.
    
    Ghoul (Ghoul 3)
    # Appearing: 1-4
    HP: 105-109  Attack: 250  Defense: 109  Speed: 98
    XP: 2240  GP: 800
    The Ghoul's attack can induce Poison.  Big frickin' deal.  Just blast them with
    your triple whammy and collect your XP.
    
    
     Final Thoughts:
     ---------------
    A VIAL OF THE PRINCESS' TEARS can be yours if you return to the Castle after
    visiting the Fifth Floor for the first time.  Speak with the Princess, who
    explains that she told the King (and the others) of how you were forced to take
    Mortred's life in order to free her.  She asserts that Mortred was but a victim
    of the powers of Darkness, and that she is determined that he will not be
    branded a traitor to the realm.
    
    When the Princess begins weeping, Theos whips out a VIAL and catches her tears
    in it.  Speak with Theos to receive the VIAL OF TEARS, an item will come in
    handy quite soon.
    
    Once you've raided the three southern chests and gotten the Vial of Tears,
    return to the Fifth Floor and take the North passage.  You'll walk down what is
    easily the longest hallway in the game.  When you finally reach the Southeast
    corner of the Floor, you'll have reached...
    
    
    ------------------------------------------------
    The Labyrinth Proper, Fifth Floor, deeper depths
    ------------------------------------------------
    Marak's Level: 47, Milo's Level: 44, and Pyra' Level: 45
    Level to reach: Marak: 51, Milo: 47, and Pyra: 48
    Foes you'll face: Graverok, Chimera, Collossus, Dragonfyre, Warhorse, Deathpaw,
     Lokjaw, Bildblok, Kamiliun, Demonesk, Ragnarock, Serpi, Syren, Brimstone, 
     Guardian
    Artifacts found: Light Armor (Arms of Light found: 4/4.  Congrats.)
    
    
     General Advice:
     ---------------
    TRAPS AND MORE TRAPS litter this area of the Floor.  More annoying than
    anything, the concealed pits merely force you to backtrack a bit (but they do
    fill in some of those "gaps" in your Fourth Floor map).  The Handeaters
    shouldn't be a threat by this point, provided you're willing to spend 9 MP
    casting Boost Level 1 on Milo.
    
    THE LAST OF THE ARMS OF LIGHT, THE LIGHT ARMOR, is found in a chest at 9 steps
    East, 5 steps South.  Be sure to grab it before you fall into that
    non-concealed pit to the West.  That pits leads to the Labyrinth's final
    areas... for now, you should backtrack to the Rainbow Fountain, and...
    
    BLESSED BY THE WATER SPIRIT, WRAPPED IN LIGHT; DARKNESS FEARS A SHINING KNIGHT.
    You will come upon a strange, rainbow fountain (the coordinates are 3 steps
    East, 26 steps South) which houses the Spirit of Light.  Use the Vial of Tears,
    and she will appear before you, saying that she has waited long for one such as
    you.  If you haven't found all four of the Arms of Light, she simply tells you
    to come back once you have.
    
    If, however, you possess all four Arms of Light, she will "give you the power
    to use them to their utmost".  From this moment on, you are the Champion of
    Light... the Shining Knight!  Finally, she informs you that you can use the
    waters of her fountain to restore yourselves after you have been wounded in
    battle.  With a final command to go and drive the Darkness from this land, she
    heals the Party to full HP AND MP, and then vanishes.
    
    From this point on, all you have to do is face the fountain, and your Party
    will have their HP and MP fully restored.  You can do this as often as you
    like.  It always works and it never costs you anything.  However, for reasons I
    will never understand, you're NOT allowed to use the Talisman here.  If you
    leave the Labyrinth, the game forces you to walk all the way across the Fifth
    Floor, every time.  Lame, but at least you have this spot to restore your MP
    after the trek.
    
    
     Monster Menagerie:
     ------------------
    Dragonfyre (Dragon 2)
    # Appearing: 1-4
    HP: 102-107  Attack: 290  Defense: 110  Speed: 102
    XP: 2100  GP: 830
    Dragonfyres are fond of emitting a white-hot gas that deals 112-135 Fire damage
    to the entire Party.  I don't know why a monster worth so little XP can deal so
    much damage, but there you are.  Use the Light Blade and 4th Level Freeze/Blast
    spells.
    
    Warhorse (Centaur Warrior 2)
    # Appearing: 1-4
    HP: 131-136  Attack: 315  Defense: 113  Speed: 110
    XP: 2110  GP: 1230
    You'll see a lot of these guys, but fortunately for you they aren't anything
    special.  Just give 'em the Whammy and watch them die.
    
    Deathpaw (Cerberus 3)
    # Appearing: 1-4
    HP: 104-109  Attack: 290  Defense: 102  Speed: 106
    XP: 2270  GP: 962
    Be afraid; Deathpaws can use Muddle Level 2 and will frequently attack twice.
    Light Blade, Blast, Freeze, dead.
    
    Lokjaw (Winged Devil 2)
    # Appearing: 1-4
    HP: 124-129  Attack: 300  Defense: 110  Speed: 112
    XP: 2450  GP: 1000
    Lokjaws can cast Screen Level 1, but you should be faster than they are, so
    just whammy 'em and they'll all die before they get a chance to silence anyone.
    
    Kamiliun (Myth Demon 2)
    # Appearing: 1-4
    HP: 118-123  Attack: 300  Defense: 119  Speed: 108
    XP: 2520  GP: 1120
    High attack power, but no special attacks (with all those heads?  What?).  Try
    the Light Blade, Blast, and Freeze.
    
    Demonesk (Demonesque 1)
    # Appearing: 1-4
    HP: 113-118  Attack: 285  Defense: 112  Speed: 107
    XP: 2600  GP: 1030
    These guys must be related to the Dragonfyre: they aren't worth all that much
    XP considering they can nail you with freezing gas that deals 125-145 damage to
    the entire Party.  Light Blade, Burst, and Blaze/Bolt should do it.
    
    Ragnarock (Golem 3)
    # Appearing: 1-4
    HP: 137-142  Attack: 365  Defense: 115  Speed: 101
    XP: 2800  GP: 1350
    Big HP, big attack, big XP.  Try the Light Blade, Blast, and Freeze.
    
    Serpi (Winged Devil 3)
    # Appearing: 1-4
    HP: 110-115  Attack: 280  Defense: 108  Speed: 114
    XP: 2900  GP: 1400
    Serpi cast a spell that game says is Desoul Level 2 - but it only affects a
    single character.  Still, it's best to kill these things with the Light Blade,
    Blast, and Bolt/Freeze before they can attempt to Desoul anyone.
    
    Brimstone (Demonesque 2)
    # Appearing: 1-4
    HP: 154-160  Attack: 315  Defense: 110  Speed: 113
    XP: 3580  GP: 1500
    Ahh, Brimstone.  They give the most XP of any "standard" monster, and all they
    do is hit hard and cast Muddle Level 2.  Use the Light Blade, Blast, and
    Freeze.
    
    Guardian (Guardian 2) - Mini-Boss (statue that animates)
    HP: 345-370  Attack: 375  Defense: 135  Speed: 120
    XP: 4500  GP: 3000
    Guardians are Sentinels on steroids.  Open with either Slow Level 1 or Boost
    Level 1 (on Marak) from Pyra and Quick Level 2 from Milo, then just alternate
    Heal spells and physical attacks until it goes down.  Muddle and Sleep are not
    effective on Guardians, and Slow is very iffy as well.
    
    
     Final Thoughts:
     ---------------
    Once you've been blessed by the Spirit of Light (which also means you have the
    Light Armor), you're ready to fall down that pit just to the West of where you
    found the Light Armor (it's located at 7 steps East, 6 steps South).  From
    there, ascend the staircase to the West, and you'll emerge at...
    
    
    ----------------------------------------------------
    The Labyrinth Proper, Fifth Floor, Dark Sol's Domain
    ----------------------------------------------------
    Marak's Level: 51, Milo's Level: 47, and Pyra' Level: 48
    Level to reach: Marak: 56, Milo: 53, and Pyra: 54
    Foes you'll face: Warhorse, Bildblok, Ragnarock, Serpi, Brimstone, Ramiun,
     Crystal Ooze, Dark Sol, Dark Demon
    
     Final Advice:
     -------------
    TRY TO SAVE YOUR MP FOR THE BATTLE WITH DARK SOL.  As such, it's advised to use
    the Light Blade as much as you can, and try to save Milo and Pyra's MP by using
    items (like the Storm Sword and Ice Staff) instead of spells.  Also, you
    brought all three Magic Rings with you, right?  Well, there's no time to use
    them like RIGHT BEFORE FIGHTING THE LAST BOSS, correct?  So use them.  Make
    sure your MP is as full as you can get it before entering Dark Sol's inner
    sanctum.
    
    BE ON THE LOOKOUT FOR METAL SLIMES... I MEAN, CRYSTAL OOZE.  Yep, you will
    (once in a blue moon) encounter Crystal Ooze in the hallways nearest to Dark
    Sol's lair.  Crystal Ooze only have 2-3 HP, but then they take only 0 or 1
    damage from any elemental attack, and are only affected by physical attacks
    about 20% of the time.  They're worth a LOT of XP but are very hard to kill in
    a fair fight... so try the following items to snuff them outright: the
    Forbidden Box, the Black Box, the Shock Box, the Earth Hammer, or the Ogre
    Flute.  The Forbidden Box is found in a chest behind a locked gate, but you
    have to get lucky with the other items... they will (eventually) appear in the
    Alkemist's Deals display...
    
    
     Monster Menagerie:
     ------------------
    Ramiun (Myth Demon 3)
    # Appearing: 1-4
    HP: 147-153  Attack: 325  Defense: 120  Speed: 122
    XP: 3200  GP: 1200
    Another monster that should be worth more XP than it is.  Ramiuns can unleash
    white-hot gas that deals 120-135 Fire damage to the entire Party.  Strike first
    with the Light Blade, Burst, and Freeze.
    
    Crystal Ooze (Slime 4)
    # Appearing: 1-6
    HP: 2-3  Attack: 225  Defense: 256  Speed: 300
    XP: 30000 (!!!)  GP: 5000
    Ahh, the Crystal Ooze.  First off, these guys pack a mean punch with the Freeze
    Level 4 spell.  They can also cast Muddle Level 2.  They can also howl for
    help, which summons a random monster into the fray.  Oh yeah, and they're about
    25% likely to flee in any given round.  PLUS, they have incredible speed (think
    Level 70 Pyra type Speed) and are basically immune to all elemental damage and
    status ailment spells: elemental attack spells will deal either 0 damage or (if
    you're really lucky) 1 damage.  Finally, physical attacks only affect them
    about 20% of the time.  Sound unfair?  Well, there's a reason they're so hard
    to kill: they are worth THIRTY THOUSAND XP APIECE.  That's right, 30,000 XP per
    person per Ooze.  Since killing even one Ooze in a fair fight is difficult at
    best, it's safest (if you can) to have Pyra use an Instant Death item - the
    Forbidden Box, the Shock Box, the Earth Hammer, the Black Box, or the Ogre
    Flute - to snuff any Crystal Ooze she sees, before they can act.  For some
    reason, the damage caused by the Earth Hammer is not reduced to one (it must be
    non-elemental damage), so it will kill all Crystal Ooze on screen.
    
    
     Final Thoughts:
     ---------------
    ONLY THE SHINING KNIGHT MAY FACE DARK SOL.  If you haven't been blessed by the
    Spirit of Light, you will be unable to enter Dark Sol's lair, plain and simple.
    
    WITH THE FATE OF THE KINGDOM OF THORNWOOD AT STAKE, the Shining Knight and his
    stalwart companions enter Dark Sol's Inner Sanctum at the highest point of the
    Labyrinth Proper.  Dark Sol welcomes you, saying that he's been bored lately
    with none to challenge his power.  Your death, it seems, will make Dark Sol's
    victory over the Light all the sweeter...
    
    
     Dark Sol
     --------
    HP: 1475-1525  Attack: ??  Defense: 115  Speed: 115
    Specials:  Demonbreath; 45-65 Evil damage to the Party
      Bolt Level 3; 20-48 Lightning damage to the Party
    
    I know what you're thinking; those are some pretty pathetic stats for the last
    Boss.  Well, that's because this is just his first form.  Even still, he can be
    a bit annoying... I recommend doing exactly what you did when fighting Mortred:
    Quick Level 1 on Milo, Marak, then Pyra and Boost Level 1 on Marak then Milo.
    
    Then, attack and heal until you deal 1500 damage to Dark Sol.  He wall drop to
    one knee and express disbelief at his defeat.  As his strength wanes and he
    collapses to the ground, he whines about how he was supposed to have been
    granted true power, and pleads with the powers of Darkness not to let their
    plans be undone by a group of children.
    
    And the Darkness answers.  Dark Sol's body begins to twitch, and then, the
    Sphere behind him glows red!  Electricity flows from it, and Dark Sol is
    reborn!
    
    
     Dark Demon
     ----------
    HP: 1950-2050 (to disable Arms)  Attack: 420 (Physical Arm)  Defense: 120 
        3475-3525 (total HP)                 512 (Main Body)       Speed: 135
    
    Special attacks
    ---------------
     Main Body: Demonbreath; 75-125 Evil damage to the Party
    
     Magic Arm: Bolt Level 3; 20-55 Lightning damage to the Party
                Blaze Level 3; 10-25 Fire damage to the Party
    
      
    Dark Sol's Demon form has three parts: the Main Body, the Physical Arm, and the
    Magic Arm.  Each turn, Dark Demon (almost always) attacks twice, choosing Arms
    at random to attack you: the Physical Arm has a powerful physical attack (duh);
    while the Magic Arm makes its presence felt by casting Bolt Level 3 and Blaze
    Level 3.  He will also (rarely) cast Demonbreath from the Main Body, dealing
    75-125 Evil damage to each character.
    
    This counts as a new battle, so all your Quick and Boost spells are gone.
    Recast them as before, and then it's just a matter of smart healing and
    whittling away at Dark Demon's HP.
    
    Or is it?  Once you deal 2000 damage to Dark Demon, the Arms drop lifeless to
    its sides - and the real fun begins.  Now, Dark Demon quits playing around.  It
    still attacks twice per turn more often than not, but now it uses its tail to
    deliver ludicrously powerful physical blows, and it uses Demonbreath with
    alarming frequency.
    
    Basically, once the Arms go down, you have to take the kid gloves come off and
    really come out swinging.  Hit Dark Demon with everything you've got, and don't
    be afraid to use Milo's Heal Level 4 if you have 2 characters "in the yellow"
    at any point.  You can use Magic Rings in battle if you run completely out of
    MP, but if you get to that point, you're really in trouble.  If you can sneak
    it in, Pyra's Bolt Level 4 spell will deal close to 200 damage to Dark Demon.
    If your Levels are high enough (mid-50's should be enough), and you had close
    to 200 MP with both Milo and Pyra to start with, there's no reason you
    shouldn't prevail - it only takes another 1500 (or so) points of damage to put
    Dark Demon down for good...
    
    
    And, well, that's it.  Dark Demon has been defeated.  Darkness has been washed
    away by the Light.  Savor your victory, watch the ending, and the credits will
    roll.  Congrats on a job well done.
    
    
    And now, the promised Appendices:
    
    
    --------------------------------
    6. Quick Monster Reference Chart
    --------------------------------
    Slimy Ooze (Slime 1)
    Found in: Labyrinth Entry Level, nearest the Entrance
    HP: 6-8  Attack: 14  Defense: 14  Speed: 8
    XP: 1  GP: 2
    
    Cave Slug (Slugite 1)
    Found in: Labyrinth Entry Level, nearest the Entrance
    HP: 7-9  Attack: 13  Defense: 15  Speed: 8
    XP: 1  GP: 2
    
    Pit Worm (Trihead 1)
    Found in: Labyrinth Entry Level, nearest the Entrance
    HP: 9-12  Attack: 15  Defense: 12  Speed: 8
    XP: 1  GP: 3
    
    Man-Ape (Hybrid 1)
    Found in: Labyrinth Entry Level, southwest section
    HP: 10-13  Attack: 21  Defense: 18  Speed: 9
    XP: 2  GP: 4
    
    Dark Jelly (Slime 2)
    Found in: Labyrinth Entry Level, southwest section
    HP: 9-12  Attack: 24  Defense: 20  Speed: 12
    XP: 3  GP: 5
    
    Darkbat (Werebat 1)
    Found in: Labyrinth Entry Level, northwest section
    HP: 11-14  Attack: 30  Defense: 25  Speed: 15
    XP: 3  GP: 6
    
    Killerbee (Hornet 1)
    Found in: Labyrinth Entry Level, northwest section
    HP: 12-15  Attack: 35  Defense: 23  Speed: 16
    XP: 4  GP: 8  Special: attacks can Poison a character
    
    Kaiser Krab (Krab 1)  Mini-boss (emerges from left-hand side passages)
    Found in: Labyrinth Entry Level, Trial of Strength
    HP: 45-50  Attack: 55  Defense: 50  Speed: 22
    XP: 40  GP: 50  Special: occasionally attacks twice, gets occasional Critical
     hits
    
    Scavenger (Slugite 2)
    Found in: Labyrinth Entry Level (past Bronze Door), Trial of Strength 1
    HP: 11-14  Attack: 31  Defense: 27  Speed: 18
    XP: 4  GP: 8
    
    Mad Gnome (Little People 1)
    Found in: Labyrinth Entry Level (past Bronze Door), Trial of Strength 1
    HP: 12-16  Attack: 35  Defense: 25  Speed: 17
    XP: 5  GP: 7
    
    Dark Hermit (Apparition 1)
    Found in: Trial of Strength 1
    HP: 13-16  Attack: 30  Defense: 30  Speed: 21
    XP: 6  GP: 7
    
    Neanderthal (Hybrid 2)
    Found in: Trial of Strength 1
    HP: 16-19  Attack: 45  Defense: 28  Speed: 23
    XP: 7  GP: 9
    
    Widowfang (Spider 1)
    Found in: Trial of Strength 1
    HP: 17-20  Attack: 43  Defense: 28  Speed: 22
    XP: 8  GP: 11  Special: attacks can Poison a character
    
    Cave Goblin (Goblin 1)
    Found in: Trial of Strength 1
    HP: 17-20  Attack: 46  Defense: 31  Speed: 25
    XP: 8  GP: 13  Special: gets occasional critical hits, can defend self
    
    Triklops (Trihead 2)
    Found in: Trial of Strength 2
    HP: 16-20  Attack: 45  Defense: 30  Speed: 29
    XP: 9  GP: 17  Special: shines with a strange aura (saps 6-10 MP)
    
    Vampyre (Werebat 2)
    Found in: Trial of Strength 1 & 2
    HP: 17-20  Attack: 52  Defense: 30  Speed: 28
    XP: 12  GP: 13  Special: attacks can Paralyze a character
    
    Skeletar (Skeleton 1)
    Found in: Trial of Strength 2, Labyrinth Entry Level (beyond Strength Wall)
    HP: 20-23  Attack: 55  Defense: 33  Speed: 28
    XP: 13  GP: 16
    
    Punkinhead (Gourdemon 1)
    Found in: Trial of Strength 2
    HP: 18-21  Attack: 47  Defense: 32  Speed: 34
    XP: 14  GP: 18  Special: casts Heal Level 1
    
    Vile Ooze (Slime 3)
    Found in: Trial of Strength 2, Labyrinth Entry Level (beyond Strength Wall)
    HP: 21-23  Attack: 49  Defense: 35  Speed: 36
    XP: 16  GP: 21  Special: casts Freeze Level 1
    
    Deathguide (Apparition 2)
    Found in: Trial of Strength 2, Labyrinth Entry Level (beyond Strength Wall)
    HP: 22-25  Attack: 52  Defense: 38  Speed: 38
    XP: 19  GP: 19  Special: sprinkles Sleeping powder on Party
    
    Killwave (Water Elemental 1)  Mini-boss (pools of water)
    Found in: Trial of Strength 1 & 2, Trial of Courage 1
    HP: 60-65  Attack: 50  Defense: 40  Speed: 30
    XP: 50  GP: 30  Special: occasionally attacks twice, casts Freeze Level 2
    
    Chestbeak (Chest Beast 1)
    Found in: Trial of Strength 1, Trial of Courage 1
    HP: 95-100  Attack: 80  Defense: 48  Speed: 25
    XP: 85  GP: 60  Special: magic resistant
    
    Stinger (Hornet 2)
    Found in: Labyrinth Entry Level (beyond Strength Wall), Trial of Courage 1
    HP: 22-25  Attack: 61  Defense: 42  Speed: 45
    XP: 18  GP: 20  Special: casts Slow Level 1
    
    Killer Gnome (Little People 2)
    Found in: Labyrinth Entry Level (beyond Strength Wall), Trial of Courage 1
    HP: 23-26  Attack: 63  Defense: 45  Speed: 40
    XP: 19  GP: 22  Special: howls for help (summons another Killer Gnome)
    
    Wild Orc (Goblin 2)
    Found in: Trial of Courage 1, 2
    HP: 17-20  Attack: 73  Defense: 37  Speed: 40
    XP: 20  GP: 23  Special: can defend self
    
    Hydrax (Jellybeast 1)
    Found in: Trial of Courage 1, 2; Labyrinth Entry Level (beyond Grimwall)
    HP: 20-23  Attack: 66  Defense: 36  Speed: 40
    XP: 21  GP: 19  Special: sprinkles Paralyzing powder on Party
    
    Clodhopper (Runner 1)
    Found in: Trial of Courage 1, 2
    HP: 21-24  Attack: 75  Defense: 38  Speed: 42
    XP: 22  GP: 26
    
    Nightstalker (Slugite 2)
    Found in: Trial of Courage 2, Labyrinth Entry Level (beyond Grimwall)
    HP: 23-26  Attack: 76  Defense: 41  Speed: 41
    XP: 24  GP: 27  Special: breathes fire (non-magical Blaze Level 2)
    
    Grimfowl (Darkfowl 1)
    Found in: Trial of Courage 2, Labyrinth Entry Level (beyond Grimwall)
    HP: 22-25  Attack: 78  Defense: 39  Speed: 43
    XP: 26  GP: 24  Special: attacks can Paralyze a character
    
    Minotaur (Werebull 1)
    Found in: Trial of Courage 2, Labyrinth Entry Level (Truth), Trial of Truth 1
    HP: 24-28  Attack: 80  Defense: 40  Speed: 44
    XP: 28  GP: 25  Special: casts Quick Level 1
    
    Cyblok (Blokhead 1)  Mini-boss (found most anywhere)
    Found in: Trial of Courage 1, 2
    HP: 85-90  Attack: 90  Defense: 50  Speed: 45
    XP: 80  GP: 50
    
    Tortolyde (Shellbeast 1)  Boss, Unique
    Found in: Trial of Courage (isolated area)
    HP: 85-90  Attack: 95  Defense: 44 (66 with Quick)  Speed: 50
    XP: 100  GP: 80  Special: frequently attacks twice, casts Quick Level 1, magic
     resistant
    
    Grimwall - Mini-boss (glowing wall section)
    Found throughout the ENTIRE Labyrinth
    HP: 75-80  Attack: 120  Defense: 70  Speed: 45
    XP: 150  GP: 100  Special: occasionally attacks twice, magic resistant
    
    Dark Wing (Werebat 3)
    Found in: Labyrinth Entry Level (beyond Grimwall)
    HP: 27-30  Attack: 78  Defense: 44  Speed: 46
    XP: 33  GP: 24  Special: attacks can Poison character
    
    Toadstool (Fungoid 1)
    Found in: Labyrinth Entry Level (beyond Grimwall)
    HP: 33-37  Attack: 82  Defense: 42  Speed: 43
    XP: 36  GP: 22  Special: can defend self, sprinkles Sleeping powder on Party,
     attacks can induce Sleep
    
    Bullsnout (Goblin 3)
    Found in: Trial of Truth 1, 2
    HP: 36-40  Attack: 84  Defense: 42  Speed: 49
    XP: 37  GP: 24  Special: can defend self, casts Heal Level 2
    
    Deathgrin (Runner 2)
    Found in: Trial of Truth 1, 2
    HP: 27-30  Attack: 85  Defense: 44  Speed: 50
    XP: 39  GP: 32  Special: frequent critical hits
    
    Tombwalker (Mummy 1)
    # Appearing: 1-5
    HP: 32-35  Attack: 88  Defense: 45  Speed: 46
    XP: 42  GP: 28  Special: attacks can induce Paralysis, sprinkles Paralyzing
     Powder on Party
    
    Death Rattle (Naga 1)
    Found in: Trial of Truth 1, 2
    HP: 35-38  Attack: 100  Defense: 48  Speed: 52
    XP: 50  GP: 30
    
    Ostrik (Darkfowl 2)
    Found in: Trial of Truth 1, 2
    HP: 37-40  Attack: 98  Defense: 48  Speed: 53
    XP: 58  GP: 35  Special: can attack as one massive force: deals 10 damage PER
     Ostrik to a single character
    
    Dark Wizard (Magic-User 1)
    Found in: Trial of Truth 1, 2
    HP: 35-39  Attack: 90  Defense: 42  Speed: 65
    XP: 66  GP: 37  Special: casts Blast Level 1 and Screen Level 1
    
    Jackobutch (Gourdemon 2)
    Found in: Trial of Truth 1, 2
    HP: 41-44  Attack: 110  Defense: 41  Speed: 65
    XP: 73  GP: 41  Special: casts Heal Level 1
    
    War Lizard (Lizardfolk 1)
    Found in: Trial of Truth 1, 2
    HP: 39-43  Attack: 120  Defense: 50  Speed: 55
    XP: 85  GP: 52  Special: casts Quick Level 1
    
    Sea Stallion (Water Elemental 2)  Mini-boss (Pools of water)
    Found in: Trial of Truth 1&2; Trial of Wisdom 1&2; Labyrinth Proper 3rd Floor
    HP: 95-100  Attack: 125  Defense: 55  Speed: 70
    XP: 250  GP: 120  Special: occasionally attacks twice, casts Freeze Level 3,
     magic resistant
    
    Doppler (Blokhead 1) Boss, Unique
    Found in: Trial of Truth, Prison Cell
    HP: 150-155  Attack: 140  Defense: 65  Speed: 55
    XP: 300  GP: 130  Special: occasional critical hits, attacks can induce Sleep
    
    Smoke (Gaseous Form 1)
    Found in: Trial of Wisdom 1
    HP: 42-45  Attack: 123  Defense: 48  Speed: 73
    XP: 89  GP: 55  Special: casts Slow Level 1 and Freeze Level 3 (!?)
    
    Tarantia (Spider 2)
    Found in: Trial of Wisdom 1
    HP: 40-43  Attack: 123  Defense: 53  Speed: 68
    XP: 97  GP: 59  Special: spews sticky webbing (akin to Sleep powder in effect)
    
    Mazerunner (Runner 3)
    Found in: Trial of Wisdom 1
    HP: 44-47  Attack: 122  Defense: 54  Speed: 72
    XP: 108  GP: 62  Special: gets frequent critical hits
    
    Nightwraith (Apparition 3)
    Found in: Trial of Wisdom 1
    HP: 43-47  Attack: 120  Defense: 55  Speed: 75
    XP: 120  GP: 65  Special: casts Blaze Level 2
    
    Cokatoris (Cockatrice 1)
    Found in: Trial of Wisdom 1, Labyrinth Proper 2nd Floor
    HP: 49-52  Attack: 125  Defense: 45  Speed: 73
    XP: 127  GP: 70 Special: glares with bloodshot eyes (Paralysis, Party), attacks
     can induce Paralysis
    
    Sorceror (Magic-User 2)
    Found in: Trial of Wisdom 1, Labyrinth Proper 2nd Floor
    HP: 40-43  Attack: 120  Defense: 51  Speed: 69
    XP: 132  GP: 72  Special: can defend self, casts Bolt Level 1 (only hits one
     character)
    
    Driffid (Jellybeast 2)
    Found in: Trial of Wisdom 1, Labyrinth Proper 2nd Floor
    HP: 49-52  Attack: 130  Defense: 56  Speed: 78
    XP: 138  GP: 74  Special: spits Sleep-inducing grey mist on Party
    
    Fungoid (Fungoid 2)
    Found in: Trial of Wisdom 1, Labyrinth Proper 2nd Floor
    HP: 44-47  Attack: 127  Defense: 57  Speed: 72
    XP: 138  GP: 74  Special: splits in two (summons new Fungoid), sprinkles Poison
     powder on Party
    
    Krusher (Sphere Demon 1)  Mini-boss (long hallways)
    Found in: Trial of Wisdom 1, Labyrinth Proper 2nd Floor
    HP: 195-200  Attack: 175  Defense: 68  Speed: 70
    XP: 350  GP: 200  Special: gets occasional critical hits, highly susceptible to
     Sleep spells
    
    Deadhead (Skeleton 2)
    Found in: Labyrinth Proper 2nd Floor
    HP: 55-58  Attack: 131  Defense: 70  Speed: 62
    XP: 146  GP: 76  Special: can defend self
    
    Reaper (Grim 1)
    Found in: Labyrinth Proper 2nd Floor
    HP: 48-51  Attack: 132  Defense: 55  Speed: 63
    XP: 155  GP: 89  Special: casts Desoul Level 1
    
    Maligator (Lizardfolk 2)
    Found in: Labyrinth Proper 2nd Floor
    HP: 53-56  Attack: 140  Defense: 61  Speed: 66
    XP: 163  GP: 84  Special: uses scorching breath: 20-26 fire damage to Party
    
    Billow (Gaseous Form 2)
    Found in: Labyrinth Proper 2nd Floor
    HP: 52-65  Attack: 135  Defense: 56  Speed: 80
    XP: 165  GP: 73
    
    Mantoro (Werebull 2)
    Found in: Labyrinth Proper 2nd Floor
    HP: 56-59  Attack: 135  Defense: 62  Speed: 66
    XP: 170  GP: 85
    
    Demi-Wight (Mummy 2)
    Found in: Labyrinth Proper 2nd Floor
    HP: 58-62  Attack: 137  Defense: 62  Speed: 65
    XP: 175  GP: 88  Special: casts Burst Level 2 and Blast Level 2
    
    Berserker (Demonic Warrior 1)
    Found in: Labyrinth Proper 2nd Floor
    HP: 60-63  Attack: 142  Defense: 63  Speed: 90
    XP: 180  GP: 91  Special: gets occasional critical hits
    
    Brikeye (Blokhead 2)  Mini-boss (found most anywhere)
    Found in: Labyrinth Proper 2nd Floor
    HP: 95-100  Attack: 145  Defense: 59  Speed: 63
    XP: 200  GP: 250  Special: casts Heal Level 2, attacks can induce Paralysis
    
    Sentinel (Guardian 1)  Mini-boss (statues that animate)
    Found in: Labyrinth Proper 2nd Floor
    HP: 165-170  Attack: 190  Defense: 80  Speed: 65
    XP: 430  GP: 250  Special: frequently attacks twice, magic resistant
    
    Mandrake (Tree Devil 1)
    Found in: Labyrinth Proper 2nd & 3rd Floors
    HP: 55-58  Attack: 143  Defense: 65  Speed: 64
    XP: 200  GP: 101  Special: casts Heal Level 1, furrows brow (saps 6-10 MP)
    
    Salamander (Elezard 1)
    Found in: Labyrinth Proper 2nd Floor
    HP: 61-64  Attack: 155  Defense: 62  Speed: 62
    XP: 220  GP: 120  Special: breathes crimson flames: 50-65 fire damage to Party
    
    Kamil (Naga 2)
    Found in: Labyrinth Proper 2nd & 3rd Floors
    HP: 57-60  Attack: 160  Defense: 66  Speed: 65
    XP: 240  GP: 97 Special: howls for help (summons another Kamil), 2 or more
     Kamil can shuffle their feet in an eerie dance: deals 15 damage PER Kamil to
     the entire Party
    
    Deathserpent (Lizardfolk 3)
    Found in: Labyrinth Proper 2nd & 3rd Floors
    HP: 58-61  Attack: 152  Defense: 68  Speed: 68
    XP: 270  GP: 115  Special: casts Blaze Level 3
    
    Wingblade (Bird Battler 1)
    Found in: Labyrinth Proper 2nd & 3rd Floors
    HP: 59-62  Attack: 160  Defense: 70  Speed: 70
    XP: 300  GP: 115  Special: will occasionally not attack, immune to Sleep spells
    
    Kromeball (Sphere Demon 2)  Mini-boss (long hallways)
    Found in: Labyrinth Proper 2nd & 3rd Floors
    HP: 295-310  Attack: 225  Defense: 85  Speed: 75
    XP: 500  GP: 300  Special: occasional critical hits, body expands and explodes
     when low on HP: deals 85-105 fire damage to the entire Party
    
    Tommyhawk (Darkfowl 3)
    Found in: Labyrinth Proper 3rd Floor
    HP: 60-63  Attack: 173  Defense: 71  Speed: 75
    XP: 330  GP: 108  Special: can defend self
    
    Grim Specter (Grim 2)
    Found in: Labyrinth Proper 3rd Floor
    HP: 58-61  Attack: 165  Defense: 70  Speed: 74
    XP: 380  GP: 124  Special: casts Desoul Level 1, immune to Screen spells
    
    Hellknight (Animated Armor 1)
    Found in: Labyrinth Proper 3rd Floor
    HP: 64-67  Attack: 175  Defense: 75  Speed: 76
    XP: 430  GP: 128  Special: gets occasional critical hits
    
    Battle Oxe (Werebull 3)
    Found in: Labyrinth Proper 3rd Floor
    HP: 63-66  Attack: 185  Defense: 68  Speed: 78
    XP: 470  GP: 130  Special: emits freezing breath: 32-38 ice damage to Party
    
    Mad Tut (Mummy 3)
    Found in: Labyrinth Proper 3rd Floor
    HP: 61-64  Attack: 170  Defense: 71  Speed: 76
    XP: 500  GP: 138  Special: casts Slow Level 2
    
    Shellbeast (Shellbeast 2)  Boss, Unique
    Found in: Labyrinth Proper 3rd Floor, central area
    HP: 335-355  Attack: ??  Defense: 125  Speed: 74
    XP: 1500  GP: 500  Special: breathes crimson flames: 55-65 fire damage to Party
    
    Bloodrooster (Cockatrice 2)
    Found in: Labyrinth Proper 3rd Floor
    HP: 56-59  Attack: 188  Defense: 75  Speed: 78
    XP: 560  GP: 153  Special: glares with bloodshot eyes (paralysis, entire Party)
    
    Living Dead (Ghoul 1)
    Found in: Labyrinth Proper 3rd Floor
    HP: 57-60  Attack: 190  Defense: 90  Speed: 76
    XP: 600  GP: 185  Special: sprinkles Poison powder on Party
    
    Dreampuff (Gaseous Form 3)
    Found in: Labyrinth Proper 3rd Floor
    HP: 59-62  Attack: 192  Defense: 91  Speed: 82
    XP: 640  GP: 210  Special: howls for help (summons another Dreampuff), 2 or
     more Dreampuffs can attack as one massive force; deals 10 hp PER Dreampuff to
     one character
    
    Troll (Troll 1)
    Found in: Labyrinth Proper 3rd & 4th Floors
    HP: 61-64  Attack: 200  Defense: 82  Speed: 75
    XP: 670  GP: 165
    
    Soulthief - Mini-boss (drops down from holes in ceiling)
    Found in: Labyrinth Proper 3rd Floor 
    HP: 375-400  Attack: 255  Defense: 85  Speed: 90
    XP: 700  GP: 400  Special: frequently attacks twice, attacks induce sleep
    
    Gryphon (Griffon 1)
    Found in: Labyrinth Proper 3rd & 4th Floors
    HP: 63-66  Attack: 205  Defense: 84  Speed: 81
    XP: 710  GP: 230  Special: flaps its wings, same effect as Blast Level 3
    
    Demonika (Demonic Warrior 2)
    Found in: Labyrinth Proper 3rd & 4th Floors
    HP: 65-68  Attack: 210  Defense: 83  Speed: 84
    XP: 770  GP: 265  Special: frequently attacks twice
    
    Necromancer (Magic-User 3)
    Found in: Labyrinth Proper 3rd & 4th Floors
    HP: 64-67  Attack: 180  Defense: 78  Speed: 83
    XP: 820  GP: 250  Special: always acts twice, can defend self, howls for help
     (summons Meat Zombie), casts Heal Level 2
    
    Scizzar (Krab 2)  Mini-boss (emerges from left-hand side passages)
    Found in: Labyrinth Proper 3rd & 4th Floors
    HP: 300-325  Attack: 235  Defense: 130  Speed: 80
    XP: 1000  GP: 600  Special: emits freezing cloud: 67-82 Ice damage to Party
    
    Blackbone - Mini-boss (emerges from the ground)
    Found in: Labyrinth Proper 3rd, 4th, AND 5th Floors
    HP: 435-460  Attack: 300  Defense: 105  Speed: 88
    XP: 3000  GP: 2500  Special: frequently attacks twice, gets occasional critical
     hits
    
    Dragonspawn (Dragon 1)
    Found in: Labyrinth Proper 4th Floor
    HP: 70-74  Attack: 215  Defense: 80  Speed: 83
    XP: 900  GP: 270  Special: hurls balls of flame, 55-60 Fire damage, 1 character
    
    Vyper (Naga 3)
    Found in: Labyrinth Proper 4th Floor
    HP: 66-69  Attack: ??  Defense: 95  Speed: 86
    XP: 930  GP: 302  Special: never attacks; instead, it glares with bloodshot
     eyes (Paralysis, affects entire Party)
    
    Living Armor (Animated Armor 2)
    Found in: Labyrinth Proper 4th Floor
    HP: 60-63  Attack: 220  Defense: 135  Speed: 85
    XP: 950  GP: 230  Special: gets occasional critical hits, magic resistant
    
    Warbird (Bird Battler 2)
    Found in: Labyrinth Proper 4th Floor
    HP: 76-80  Attack: 225  Defense: 93  Speed: 88
    XP: 970  GP: 310   Special: flaps its wings (same effect as Blast Level 3)
    
    Deathbringer (Grim 3)
    Found in: Labyrinth Proper 4th Floor
    HP: 68-72  Attack: 235  Defense: 92  Speed: 87
    XP: 1010  GP: 380  Special: defends self, casts Revive Level 2, resists all
     elemental damage
    
    Mandagora (Tree Devil 2)
    Found in: Labyrinth Proper 4th Floor
    HP: 67-71  Attack: ??  Defense: 95  Speed: 86
    XP: 1060  GP: 420  Special: never attacks; sometimes watches warily (does 
     nothing that round), casts Heal Level 2, and howls in pain (same effect as a
     Desoul Level 2 spell)
    
    Cerebus (Cerberus 1)
    Found in: Labyrinth Proper 4th Floor
    HP: 81-85  Attack: 240  Defense: 102  Speed: 91
    XP: 1100  GP: 450  Special: frequently attacks twice, breathes crimson flames: 
     55-62 Fire damage to the Party
    
    Meat Zombie (Ghoul 2)
    Found in: Labyrinth Proper 4th Floor (or summoned by Necromancers)
    HP: 94-99  Attack: 235  Defense: 95  Speed: 80
    XP: 1250  GP: 390  Special: attacks can induce Poison
    
    Troglodyte (Elezard 2)
    Found in: Labyrinth Proper 4th Floor
    HP: 94-99  Attack: 255  Defense: 94  Speed: 88
    XP: 1300  GP: 510  Special: emits a freezing cloud: 76-88 Ice damage to the 
     Party
    
    Deathmask (Demonic Warrior 3)
    Found in: Labyrinth Proper 4th Floor
    HP: 95-100  Attack: 275  Defense: 95  Speed: 94
    XP: 1330  GP: 470  Special: attacks can induce Instant Death
    
    Gollum (Golem 1)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 105-110  Attack: 295  Defense: 125  Speed: 95
    XP: 1460  GP: 590  Special: gets occasional critical hits
    
    Lancerot (Dark Knight 3)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 103-108  Attack: 275  Defense: 100  Speed: 93
    XP: 1500  GP: 450  Special: frequently attacks twice, casts Slow Level 2
    
    Hobgoblin (Goblin 2)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 89-94  Attack: 290  Defense: 96  Speed: 90
    XP: 1570  GP: 480
    
    Handeater (Chest Beast 4)  66
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 95-110  Attack: 350  Defense: 175  Speed: 98
    XP: 1500  GP: 500  Special: emits a freezing cloud: 68-82 Ice damage to the 
     Party; howls in pain (same effect as a Desoul Level 2 spell)
    
    Bildblok (Blokhead 2)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 475-500  Attack: 300  Defense: 125  Speed: 95
    XP: 2500  GP: 1000  Special: glares with bloodshot eyes (Paralysis, affects
     Party), emits a freezing gas: 120-139 Ice damage to the Party
    
    Syren (Water Elemental 3)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 455-480  Attack: 325  Defense: 100  Speed: 100
    XP: 3400  GP: 2900  Special: frequently attacks twice, casts Muddle Level 1,
     spews a Paralyzing mist (Paralysis, affects Party)
    
    Dark Knight - Boss, Unique
    Found in: Labyrinth Proper 4th Floor, by the Princess' prison cell
    HP: 1600  Attack: 335  Defense: 105  Speed: 155
    XP: 1000  GP: 0  Special: ALWAYS attacks twice, gets occasional critical hits
    
    Hellhound (Cerberus 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 90-95  Attack: 255  Defense: 104  Speed: 99
    XP: 1640  GP: 620  Special: almost always attacks twice
    
    Centaurian (Centaur Warrior 1)
    Found in: Labyrinth Proper 5th Floor
    HP: 115-120  Attack: 285  Defense: 113  Speed: 100
    XP: 1680  GP: 790
    
    Gargoyle (Winged Devil 1)
    Found in: Labyrinth Proper 5th Floor
    HP: 93-98  Attack: 258  Defense: 110  Speed: 96
    XP: 1680  GP: 550
    
    Graveroc (Griffon 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 91-96  Attack: 235  Defense: 106  Speed: 102
    XP: 1860  GP: 760  Special: savagely flaps wings (same effect as a Blast 
     Level 4 spell)
    
    Chimera (Myth Demon 1)
    Found in: Labyrinth Proper 5th Floor
    HP: 95-100  Attack: 265  Defense: 112  Speed: 100
    XP: 1940  GP: 980  Special: emits a freezing cloud; 52-68 Ice damage to the
     entire Party
    
    Collossus (Golem 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 120-125  Attack: 285  Defense: 120  Speed: 97
    XP: 2030  GP: 840  Special: hurls massive boulders (Attack: 350, 1 character)
    
    Dragonfyre (Dragon 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 102-107  Attack: 290  Defense: 110  Speed: 102
    XP: 2100  GP: 830  Special: emits white-hot gas; 112-135 Fire damage to the 
     entire Party
    
    Warhorse (Centaur Warrior 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 131-136  Attack: 315  Defense: 113  Speed: 110
    XP: 2110  GP: 1230  Special: shoots an arrow (Attack 335), gets occasional
     critical hits
    
    Ghoul (Ghoul 3)
    Found in: Labyrinth Proper 5th Floor
    HP: 105-109  Attack: 250  Defense: 109  Speed: 98
    XP: 2240  GP: 800  Special: attacks can induce Poison
    
    Deathpaw (Cerberus 3)
    Found in: Labyrinth Proper 5th Floor
    HP: 104-109  Attack: 290  Defense: 102  Speed: 106
    XP: 2270  GP: 962  Special: almost always attacks twice, casts Muddle Level 2
    
    Lokjaw (Winged Devil 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 124-129  Attack: 300  Defense: 110  Speed: 112
    XP: 2450  GP: 1000  Special: casts Screen Level 1
    
    Kamiliun (Myth Demon 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 118-123  Attack: 300  Defense: 119  Speed: 108
    XP: 2520  GP: 1120
    
    Demonesk (Demonesque 1)
    Found in: Labyrinth Proper 5th Floor
    HP: 113-118  Attack: 285  Defense: 112  Speed: 107
    XP: 2600  GP: 1030  Special: emits freezing gas; 125-145 Ice damage to the
     entire Party
    
    Ragnarock (Golem 3)
    Found in: Labyrinth Proper 5th Floor
    HP: 137-142  Attack: 365  Defense: 115  Speed: 101
    XP: 2800  GP: 1350
    
    Serpi (Winged Devil 3)
    Found in: Labyrinth Proper 5th Floor
    HP: 110-115  Attack: 280  Defense: 108  Speed: 114
    XP: 2900  GP: 1400  Special: casts Level 2 Desoul (only targets a single
     character, though)
    
    Ramiun (Myth Demon 3)
    Found in: Labyrinth Proper 5th Floor
    HP: 147-153  Attack: 325  Defense: 120  Speed: 122
    XP: 3200  GP: 1200  Special: unleashes white-hot gas; 120-135 Fire damage to
     the entire Party
    
    Brimstone (Demonesque 2)
    Found in: Labyrinth Proper 5th Floor
    HP: 154-160  Attack: 315  Defense: 110  Speed: 113
    XP: 3580  GP: 1500  Special: casts Muddle Level 2
    
    Guardian (Guardian 2) - Mini-Boss (statue that animates)
    Found in: Labyrinth Proper 4th & 5th Floors
    HP: 345-370  Attack: 375  Defense: 135  Speed: 120
    XP: 4500  GP: 3000  Special: frequently attacks twice, gets occasional
     critical hits
    
    Crystal Ooze (Slime 4)
    Found in: Labyrinth Proper 5th Floor
    HP: 2-3  Attack: 225  Defense: 256  Speed: 300
    XP: 30000  GP: 5000  Special: casts Freeze Level 4 and Muddle Level 2, very
     likely to flee, howls for help (summons random monster), only takes 0 or 1
     damage from any Elemental attack, physical attacks often fail
    
    Dark Sol - Boss, Unique
    Found in: Labyrinth Proper, Inner Sanctum
    HP: 1475-1525  Attack: ??  Defense: 115  Speed: 115
    Special: Demonbreath; 45-65 Evil damage to the Party, can cast Bolt Level 3
    
    Dark Demon - Final Boss, Unique
    Found in: Labyrinth Proper, Inner Sanctum
    HP: 1950-2050 (to disable Arms)  Attack: 420 (Physical Arm)  Defense: 120 
        3475-3525 (total HP)                 512 (Main Body)       Speed: 135
    Special: Main Body uses Demonbreath (Level 2); 75-125 Evil damage to the Party
     Magic Arm casts Bolt Level 3 and Blaze Level 3
     Almost always attacks twice per round
    
    
    -----------------------
    7. Full Shop/Item Lists
    -----------------------
    
    ========
    Armorer
    ========
     ------
     Armor:
     ------
    
                         Armor
    Name           Cost  Factor  Equipped By:
    -------------  ----  ------  -----------------
    Cotton Robe    80      4     Marak, Milo, Pyra
    Woven Robe     200     8     Marak, Milo
    Straw Robe     250     8     Milo, Pyra
    Fur Robe       450     16    Marak, Milo
    Hemp Robe      700     14    Milo, Pyra
    Leather Armor  700     20    Marak, Milo
    Chainmail      1200    26    Marak, Milo
    Bronze Armor   3200    40    Marak, Milo
    
     Armor Deals:
    
                        Armor
    Name          Cost  Factor  Available           Equipped By:
    ------------  ----  ------  ------------------  ------------
    Breast Plate  1850    32    From the beginning  Marak, Milo
    
    Found Armor:
    
                 Sells  Armor   Found
    Name          For   Factor   In         Equipped By:  Special Ability
    -----------  -----  ------  ----------  ------------  -------------------------
    Worn Robe    30       2     Proper 2nd  Marak, Milo,  none
                                             Pyra
    Sun Armor    3750     52    Proper 2nd  Marak         Resists Fire damage
    Frost Armor  5625     64    Proper 4th  Marak         Resists Ice damage
    Magic Robe   12000    35    Proper 5th  Pyra          Increases Magic Defense
    Light Armor  27000    80    Proper 5th  Marak         Increases Magic Defense
    
     ------
     Helms:
     ------
    
                        Armor
    Name          Cost  Factor  Equipped By:
    ------------  ----  ------  -------------
    Cloth Hood    120     4     Milo, Pyra
    Leather Helm  300     8     Marak
    Woven Hood    450     8     Milo, Pyra
    Fur Hood      1030    12    Milo, Pyra
    Bronze Helm   1200    14    Marak
    Iron Helm     3400    20    Marak
    
     Helm Deals:
    
                      Armor
    Name        Cost  Factor  Available           Equipped By:  Special Ability
    ----------  ----  ------  ------------------  ------------  -------------------
    Magic Hood  5800    18    From the beginning  Milo, Pyra    Increases Magic
                                                                Defense
    
     Found Helms:
    
                 Sells  Armor                    Equipped 
    Name          For   Factor  Found At         By:       Special Ability
    -----------  -----  ------  ---------------  --------  ------------------------
    Royal Tiara  200      16    Entry Level      Marak     Proof of Jessa's
                                                            whereabouts
    Elven Hood   10500    20    Proper 4 (Rope)  Milo      Increases Magic Defense
    LightHelm    14400    40    Proper 3         Marak     Increases Magic Defense
    
     --------
     Shields:
     --------
                          Armor
    Name            Cost  Factor  Equipped By:
    --------------  ----  ------  -------------
    Gauntlet        120     6     Marak
    Leather Shield  300     12    Marak, Milo
    Bronze Shield   700     18    Marak, Milo
    
     Shield Deals:
    
                       Armor
    Name         Cost  Factor  Available           Equipped By:
    -----------  ----  ------  ------------------  -----------------
    Wood Shield  3500    20    From the beginning  Marak, Milo, Pyra
    
     Found Shields:
    
                  Sells  Armor
    Name           For   Factor  Found At         Equipped By:  Special Ability
    ------------  -----  ------  ---------------  ------------  -------------------
    Light Shield  15000    50     Proper 3 (Cell)  Marak        Increases Magic
                                                                 Defense
    
     ------------------------------------------- 
     "Weapons" (Shields that also boost Attack):
     -------------------------------------------
    
                       Armor/Weapon
    Name         Cost      Factor     Equipped By:
    -----------  ----  -------------  ------------
    Main Gauche  900      10 / 8      Marak, Milo
    Madu         2500     20 / 15     Marak, Milo
    
    
    ========
    Weapons
    ========
    
                        Weapon
    Name          Cost  Factor  Equipped By:
    ------------  ----  ------  -----------------
    Bronze Knife  100     5     Marak, Milo, Pyra
    Wooden Club   120     6     Marak, Milo
    Short Sword   200     10    Marak, Milo, Pyra
    Bronze Saber  300     15    Marak, Pyra
    Short Axe     330     15    Milo
    Sword         750     20    Marak, Milo
    Woodstaff     760     20    Milo, Pyra
    Longsword     2530    30    Marak
    
     Weapon Deals:
    
                       Weapon
    Name         Cost  Factor  Available  Equipped By:      Special Ability
    -----------  ----  ------  ---------  -----------------  ---------------------
    Morningstar  350     18    Beginning  Marak, Milo
    Long Spear   9500    35    Beginning  Marak, Milo, Pyra
    Thorn Whip   5500  25(Gr)  Strength   Pyra               Attacks entire Group
                                                              at once
    
     Found Weapons:
    
                 Sells  Weapon  Found            Equipped
    Name          For   Factor   In               By:      Special Ability
    -----------  -----  ------  ---------------  --------  ------------------------
    Battle Axe   1035     23    Truth, Wisdom    Milo      none
    Flail        600    12(x2)  Wisdom           Milo      Hits twice per round
    Steel Saber  937      25    Wisdom           Marak,    none
                                                  Pyra
    Firesword    9375     60    Wisdom           Marak     Casts Blaze Level 3
    Great Axe    8850     45    Proper 2nd Fl    Milo      none
    Firestaff    1500     15    Proper 2nd Fl    Pyra      Casts Blaze Level 3
    Great Flail  5625   28(x2)  Proper 3 (Rope)  Milo      Hits twice per round
    Storm Sword  18750   110    Proper 3 (Rope)  Marak     Casts Bolt Level 2
    Endurostaff  750      15    Proper 4 (Rope)  Pyra      none
    Icestaff     2625     25    Proper 3 (Orb)   Pyra      Casts Freeze Level 3
    Steelwhip    10125  35(Gr)  Proper 4         Pyra      Attacks entire Group
                                                           at once
    Light Blade  48750   150    Proper 4 (Orb)   Marak     Casts Bolt Level 3
    Demonstaff   5080     20    Courage (Cell)   Pyra      Casts Muddle Level 3
    DarkScimitar 21000   120    Craft:DarkBlock, Marak     Cursed: wielder freezes
                                Proper 5                   up randomly (33% chance)
    
    
    ========
    Alkemist
    ========
    
    Name            Cost  Description
    --------------  ----  ---------------------------------------------------------
    Herb            12    Restores 22-32 HP to one character
    Depoison        15    Cures Poison in one character
    Angel Feather   24    Instantly returns Party to the World Map
    Wisdom Seed     8     See an overhead map of nearby areas you've explored
    Healer Fruit    100   Restores 75-100 HP to one character
    Smelling Salts  30    Cures Paralysis in one character
    
     Alkemist Deals:
    
    Name          Cost   Available  Description
    ------------  -----  ---------  -----------------------------------------------
    Mithril Ore   4000   Beginning  The Trader uses this to craft Mithril/Light 
                                     arms and armor
    Miracle Herb  8000   Beginning  Revives slain character with 33% HP (same 
                                     effect as Revive Level 1)
    Magic Mirror  3500   Strength   May reflect hostile magic; breaks easily
    Earth Hammer  40000  Level 60+  Creates quake; deals 60-85 damage to all foes
    Shock Box     50000  Level 70+  Massive explosion; battle won instantly
    Ogre Flute    60000  Level 80+  Ogre foot squashes foes; battle won instantly
    Black Box     65000  Level 90+  Creates Black Hole; battle won instantly
    
     Found Artifacts:
    
                   Sells
    Name            For   Found in...   Description
    -------------  -----  ------------  -------------------------------------------
    Dwarf's Key    225    Castle        Opens Bronze Doors (Green colored)
    Orb of Truth   1500   Courage       Reveals Grimwall demon, opens passages
    False Idol     500    Truth         Fill empty niche to open cell door
    Rune Key       500    Truth         Opens Stone Doors (Grey colored)
    Map 1          500    Wisdom        Shows location of concealed pits in SW 
                                        corner of the Cave of Wisdom
    Map 2          500    Wisdom        Shows location of concealed pits in NE 
                                        corner of the Cave of Wisdom
    Dark Block     3375   Wisdom        Use to craft cursed equipment
    Herb Water     1650   Wisdom        The next Spell or Breath weapon directed at
                                        the Party deals reduced damage
    Holy Water     6450   Proper 2nd    Removes Curse from afflicted character
    Medallion      1350   Castle        Use with a Gold Fountain to leave one half 
                                        of the Medallion in it; then use other half
                                        to warp directly to said Fountain
    Mystic Rope    300    Proper 3rd    Use to climb up through holes in the 
                                        ceiling
    Heal Ring      6750   Proper 4th    Casts Heal Level 3 when used.  Only usable 
                                        by the character whose inventory it's in. 
                                        Cracks easily.
    Magic Ring     9000   Castle,       Restores 27-32 MP when used.  Only usable
                          Truth (Cell), by the character whose inventory it's in. 
                          Proper 5th    Cracks easily.
    Forbidden Box  4500   Strength      Has various effects: see Potent Magical
                           (Cell)       Items section below.
    Barrier Ring   5850   Proper 2nd    Casts Quick Level 2 when used in battle.
                           (Cell)       Cracks easily.
    Miracle Herb   4000   Proper 4th,   Revives slain character with 33% HP (same
                          Proper 5th    effect as Revive Level 1)
    Vial of Tears  750    Castle        Awakens Spirit of Light from the Rainbow
                                        Fountain on the 5th Floor
    
    
    Mithril Ore Locations:
    ----------------------
    Alkemist's Shop               A steal of a Deal at only 4000 Gold coins...
    Trial of Wisdom               Beyond the Trial's end lies a chest...
    Labyrinth Proper, 2nd Floor   Cross the Balcony, then double back...
    Trial of Strength             Requires the Mystic Rope to reach...
    Labyrinth Proper, 3rd Floor   Up the Rope, down the stairs, behind the gate...
    Labyrinth Proper, 5th Floor   Up the Rope, down the passage, behind the gate...
    Labyrinth Proper, 5th Floor   Kill enough Crystal Ooze, and...
    
    Total hunks of Mithril Ore: Six, plus whatever you might win from Crystal Ooze.
    So, don't bet on getting more than six chunks.
    
    
    =======
    Trader
    =======
     --------
     Weapons:
     --------
    
                          Weapon
    Name           Cost   Factor  Equipped By:       Special Ability
    -------------  -----  ------  -----------------  ------------------------------
    Flail          800      12    Milo               none
    Bullwhip       2000   15(Gr)  Pyra               Attacks entire Group at once
    Short Spear    2800     25    Marak, Milo, Pyra  none
    Double Axe     3200     30    Milo               none
    Bronze Lance   5000     35    Marak              none
    Battle Hammer  8800     38    Milo               none
    Broadsword     9000     50    Marak              none
    Iron Lance     12000    75    Marak              none
    Steel Lance    20000   100    Marak              none
    
     ------
     Armor:
     ------
    
                         Armor 
    Name          Cost   Factor  Equipped By:
    ------------  -----  ------  -----------------
    Leather Robe  1800     20    Milo, Pyra
    Iron Armor    5600     48    Marak
    Steel Armor   10000    58    Marak
    Magic Mail    30000    50    Marak, Milo, Pyra
    
     ------
     Helms:
     ------
    
                      Armor 
    Name        Cost  Factor  Equipped By:
    ----------  ----  ------  ------------
    Steel Helm  5980    25    Marak
    
     --------
     Shields:
     --------
    
                         Armor 
    Name          Cost   Factor  Equipped By:
    ------------  -----  ------  -----------------
    Iron Shield   2300     26    Marak, Milo
    Steel Shield  6400     32    Marak
    Magic Shield  16500    35    Marak, Milo, Pyra
    
     -----------------
     Crafted Equipment (using Mithril Ore gets you the top item; whereas
     -----------------    using Dark Block will net you the lower item)
      ---------
    
      For Marak
      ---------
                                  Weapon/
                                   Armor   Cross   Good
    Type    Cost   Item's Name     Factor  equip?  Idea?  Special
    ------  -----  -------------  -------  ------  -----  -------------------------
    Weapon  42000  Mithril Sword  125      Nope    No     None
            28000  Dark Scimitar  120      Nope    no     Cursed: character might
                                                          freeze instead of acting
    
    Armor   18000  Mithril Armor  68       Milo    No     None
            18000  Dark Armor     100      Nope    No     Curse: may spend round
                                                          paralyzed
    
    Helm    9800   Mithril Helm   32       Milo    No     None
            26400  Dark Helm      50       Nope    No     Cursed: may attack blind-
                                                          ly and miss
    
    Shield  10000  MithrilShield  40       Both    No     Increases Magic Defense
            27000  Dark Shield    60       Both    No     Cursed: halves Attack
                                                           Power
    
      --------
      For Milo
      --------
                                  Weapon/
                                   Armor   Cross   Good
    Type    Cost   Item's Name     Factor  equip?  Idea?  Special
    ------  -----  -------------  -------  ------  -----  -------------------------
    Weapon  38000  Mithril Axe    120      Nope    Yes    None
            15000  Doom Staff     105      Pyra    ??     Cursed; see 
    
    Armor   24000  LightRobe      44       Pyra    Yes    Increases Magic Defense
            22000  DarkRobe       70       Pyra    No     Cursed: character helps
                                                          out foes
    
    Helm    11800  Mithril Hood   26       Pyra    No     Reduces Wind damage
            18000  Dark Hood      35       Pyra    No     Cursed: lowers Magic
                                                           Defense
    
    Shield  10000  MithrilShield  40       Both    Yes    Increases Magic Defense
            27000  Dark Shield    60       Both    No     Cursed: halves Attack
                                                           Power
    
      --------
      For Pyra
      --------
                                  Weapon/
                                   Armor   Cross   Good
    Type    Cost   Item's Name    Factor   equip?  Idea?  Special
    ------  -----  -------------  -------  ------  -----  -------------------------
    Weapon  45000  Mithril Rod    100      Milo    No     none
            20000  Hex Whip       60       Nope    Maybe  Attacks entire Group 
                                                          Cursed: may entangle Pyra
    
    Armor   24000  LightRobe      44       Milo    Yes    Increases Magic Defense
            22000  DarkRobe       70       Milo    No     Cursed: character helps
                                                          out foes
    
    Helm    11800  Mithril Hood   26       Milo    Yes    Reduces Wind damage
            18000  Dark Hood      35       Milo    No     Cursed: lowers Magic
                                                           Defense
    
    Shield  10000  MithrilShield  40       Both    Yes    Increases Magic Defense
            27000  Dark Shield    60       Both    No     Cursed: halves Attack
                                                           Power
    
    ---------------------
    8. Potent Magic Items
    ---------------------
    There are quite a few items in the game that do something when you use them
    from the Item menu in battle.  These Potent Magic Items can be divided into a
    few distinct categories, based on what, exactly, they do.
    
    Multi-Use Items
    ---------------
    First off, we have the Items that have more than one effect when you use them
    in battle.  These two items can only be found within the Labyrinth; they cannot
    be bought.  The items, and their effects, are as follows:
    
    Forbidden Box: a very unpredictable item.  You never know what it's going to do
    when you open it up in a battle; in fact, the Forbidden box is capable of
    duplicating the effects of almost every item in the game, plus it has some
    tricks that only it can do.  The following may happen...
    
    -The ground quakes violently, causing 95-115 damage to all your foes. (same 
     effect as Earth Hammer)
    -A haunting melody plays, which causes both you and your foes fall asleep, no 
     matter what, even if the monsters are normally immune to Sleep spells.
    -A witch appears from within the box, and casts a "SUPER-QUICK" spell, which 
     means that your characters will always act first and are almost impossible to
     hit physically.  Very handy.  (Quick Level 3?)
    -Lightning flashes from the box, blowing all your foes clear off the screen. 
     You gain XP and Gold as normal for winning the battle in this manner.  (same 
     effect as Shock Box)
    -A Faerie appears from within the box, and is the basis for the Heal spell in 
     the Shining Force games.  She also heals your entire Party to full HP (and 
     cures all Status Ailments) while she's here.
    -A Black Hole is released from the box, sucking all your foes up and sending 
     them spiraling to oblivion.  Full XP and Gold are awarded for winning the 
     battle in this manner.  (same effect as the Black Box)
    -A deep fog materializes, which causes both you and your foes (even if they're 
     normally immune) to be Blinded.  All physical attacks made by either you or 
     your foes are very likely to miss.
    -The air resonates to a strange melody, and the monsters begin to leap about 
     wildly.  They do a weird dance which has no effect on anything.
    -Whoever opened the Box "gets dizzy and falls unconscious", which actually 
     means that the character has fallen asleep.
    -The screen flashes and shakes, and then all is silent.  Nothing happens.
    -The game simply says "Nothing happens."
    -From far above, a voice rings out: "May the one who opens this FORBIDDEN BOX
     learn the meaning of Power!"  This can have multiple effects: 
      *A giant foot appears from above and squashes all your foes flat, killing 
      them instantly (same effect as the Ogre Flute; full XP and Gold are awarded)!
      *All your foes are snuffed out like candles.  Full XP and Gold are awarded.
      *All your foes are affected as though by a Boost Level 2 spell.  They glow
      with power while boosted in this manner.
    -A voice echoes from the depths of the earth: "Beware mortals: This box holds 
     your doom!".  This can also have multiple effects:
      *The game plays roulette with the cursor; whoever the cursor "lands" on 
      takes 150 points of damage.
      *Both you and your foes are cursed.  It never fails to affect everyone on 
      screen.
    
    
    The Demon Staff.  Ah, this item is a blast!  When you use it, it automatically
    inflicts on everyone an effect that can only be described as Muddle Level 3.
    There is no avoiding this effect; when you use the Demon Staff, EVERY combatant
    becomes thus Muddled.  While "under the influence", the following can happen:
    
    The monsters you're fighting might:
    
    -Rub up against a random Party member.  Their turn is wasted.
    -Sit there, dazed.  Their turn is wasted.
    -Forget to attack.  Their turn is wasted.
    -Become dazed and wander off (same as if they had run away).
    -Hand over their possessions (this is a great way to get rare items, but it 
     doesn't happen too often.  Still, it's the only way to get duplicates of
     otherwise unique items).
    -Lash out in fury, with 2 possible outcomes:
     1)They will hit another monster, or
     2)They will attack the Party.  However, your characters will see this attack 
     coming and brace for it.  The attack typically ends up missing, but sometimes 
     it's a Critical Hit instead.
    
    Your characters might:
    
    -Throw down their weapon and attack, doing barehanded damage.  After the battle
     ends, the character's weapon will remain unequipped, so don't forget to go 
     into the character's Item menu and re-equip it!
    -Act on instinct and attack a random combatant.  They might attack the monsters
     or another Party member.
    -Defend themselves.
    -Throw a monster with a sudden surge of power, dealing 1.5 times their 
     barehanded damage.  The animation for this one is hilarious, as well.
    -Use a random item in their inventory.
    -Strip!  The other Party members make smart-ass comments.  After the battle, 
     all the character's Armor will be unequipped, so be sure to go into the Item
     menu and put it all back on.
    -Deliver an awesome blow to their own head, resulting in a critical hit on the 
     character using his/her own attack power.  Ouch!
    
    
    Instant Death
    ------------
    Another useful category of items are the Instant Death items.  These things
    will make you life a whole lot easier, because using them is like casting a
    Desoul Level 3 spell - every monster you're fighting dies, period.  Unless
    they're a Boss or Mini-Boss.  You then get XP and Gold, as normal.
    
    My advice is to give these items to speed demon Pyra and win battles instantly
    without so much as a scratch - until the item "cracks".  These items are by FAR
    the best way to dispose of Crystal Ooze.  Have I got you drooling yet?  A full
    listing of Instant Death items is as follows:
    
    -The Earth Hammer.  Okay, it's not TECHNICALLY in Instant Death item; however,
     it still deals a lot of non-elemental damage to every foe on screen.  That's
     right, non-elemental - so Crystal Ooze can't resist it; they take full damage
     and die.  So, in a way, the Earth Hammer IS an Instant Death item...
    -The Shock Box summons up a giant explosion of lightning that blows all your
     foes clear off the screen!  Another Ooze buster/annoying foe snuffer.
    -The Black Box creates a black hole which sucks all your foes in, killing them
     instantly.  Again, it's great for Crystal Ooze or any other monster type that
     pisses you off.
    -And finally, we have the Ogre Flute, which is one of the best items in any
     RPG, ever.  Give it a blow and laugh your arse off while raking in free XP
     and Gold.
    
    
    Cursed Equipment
    ----------------
    The final category of Potent Magical Items is Cursed equipment.  You'll find a
    couple pieces or Dark/Cursed equipment in chests; or, you can Craft them using
    Dark Block; or, you might get "lucky" and find one after a battle.
    
    Equipping a Dark or Cursed item Curses the character (duh), and you cannot
    trade or unequip the Cursed item until you either A) pay the Priest in the
    Shrine to remove the Cursed item or B) use Holy Water on the afflicted
    character (both these cures will cause the Cursed item to unequip
    automatically).  Each Cursed item carries its own unique Curse with unique
    effects, as described below:
    
    Hex Whip: the only Cursed item worth equipping, the Hex Whip is much more
    powerful than the Steel Whip, turning Pyra into an offensive powerhouse.  The
    drawback is that Pyra will occasionally get tangled in the whip and be unable
    to act for a few turns - BUT THIS EFFECT HAPPENS AFTER SHE DEALS HER DAMAGE FOR
    THE ROUND, making this Curse very manageable.  In addition, the Curse only
    strikes if you're having Pyra attack; you can avoid it altogether if you have
    Pyra use items or cast spells in battle.  Use the Dark Block you find in the
    Cave of Wisdom to Craft this for Pyra as soon as you can and laugh as Pyra's
    attack becomes not unlike a free Blaze Level 3 spell.
    
    Doom Staff: ugh, what a piece of junk.  Sure, a Weapon Factor of 105 is great
    for a Staff... however, this thing is the ultimate in back-stabbing technology:
    when you use it in battle, it casts Blaze Level 4... which affects the Party as
    well as your foes!  Also, when you attack with it, the Doom Staff will quite
    often strike back, harming its wielder for 1/2 the damage they just dealt.
    Pass on this one.
    
    Dark Scimitar: totally worthless.  Less powerful than the Mithril Sword to
    begin with, and then it curses you so that you randomly freeze up in battle
    and waste your turn instead of attacking.
    
    Dark Armor: gives some incredible physical protection, but then the Curse
    strikes: when Marak is wearing this armor, there is about a 33% chance that the
    Armor will not allow Marak to move in any given turn.  If you don't mind
    forfeiting a third of your actions in battle, I guess you could leave this on,
    but... I wouldn't recommend it.
    
    Dark Robe: when a character dons this Cursed garment, they will randomly be
    compelled by the Curse to spend their turn attacking their allies or casting a
    beneficial spell on the Party's foes.  Yes, the Dark Robe does have a better
    Armor Factor than the Light Robe, but I hardly think that outweighs the damage
    that its Curse can do.
    
    Dark Helm: sure, it has higher a Defense Factor than the Light Helm.  But then,
    the Light Helm doesn't randomly muddle you with a Curse: it will cause Marak to
    attack blindly, which always results in a missed attack.
    
    Dark Hood: considerably lowers your resistance to all forms of Magic, including 
    reduced resistance to all Elemental damage, being more susceptible to all
    Status Ailments (including Instant Death), and taking more damage from enemy
    Breath weapons.  But at least you have higher physical Defense, right?  Steer
    clear of this item.
    
    Dark Shield: cuts your total Attack Power (Attack plus Weapon Factor) exactly
    in half, no matter what.  Not a good trade for a few more points of Defense
    over a Mithril Shield or the Light Shield.
    
    And now, we move on to...
    
    
    ---------------------------------------------------
    9. Magic Spells: Tips on Usage and Full Spell Lists
    ---------------------------------------------------
    First, some generalizations about the damage dealt by the Elemental damage
    spells:
    
    Fire spells (Blaze, Burst) typically deal more damage to undead foes and slimy,
     oozy creatures.  They deal reduced damage to constructs (golems, sentinels)
     and demonic foes.
    
    Freeze, the Ice spell, typically deals more damage to fire-using creatures and
     constructs, and deals reduced damage to undead and cold-based foes.
    
    Bolt, the Lightning spell, typically deals equal damage to most types of
     creatures, the exceptions being creatures of demonic origin and some
     constructs.
    
    Blast, the Wind spell, deals the most damage to creatures that float, fly, or
     simply have wings (Gryphons, Reapers, Bats, Insects, etc.) and reduced damage
     to most anything else.
    
    Note that these observations are merely general guidelines.  You must
    experiment to discover which attack spells deal the most damage to each foe you
    face.  This may use a lot of MP, but it can save your skin when (for example)
    you're ambushed by a five-pack of Reapers and you need to kill them all in a
    single round.  With some experimentation, you'll know not to use Freeze and
    Burst (which would deal reduced and regular damage, respectively).  Instead,
    you would cast Blaze (or Bolt) and Blast, since those spells will deal the most
    damage to your undead, floating foes.
    
    Advice on using Sleep, Slow, and Muddle:
    ----------------------------------------
    About Sleep: Sleep is probably the most overlooked spell in the game.  Only on
    my most recent playthrough did I discover its true power.  You see, with very
    few exceptions, Sleep works on ALMOST EVERY MONSTER IN THE GAME - even undead
    creatures, constructs, and other foes that shouldn't (logically) be capable of
    sleeping.  Use this to your advantage.
    
    For example, let's say you've encountered a group of four Battle Oxen.  Instead
    of casting, say, Blaze Level 3 (for 8 MP) and dealing 50 damage to the lot them
    (but not quite killing any), you could just cast Sleep Level 1 (for 4 MP) and
    put most of them to Sleep.  Now, in the first case (casting Blaze), you've used
    up 8 MP and still face 4 attacks.  In the second case (casting Sleep), you've
    used half as much MP - 4 - and are only facing 1-3 attacks.  Sleep is your
    friend.  Use it often, and it will save your Party from taking a TON of damage
    over the course of the game.
    
    About Slow: Slow is especially handy to use on Mini-bosses.  Like Sleep, Slow
    is effective on most monsters in the game.  It lowers their Speed and base
    Defense by roughly 1/2 (at Level 1) or 1/3 (at Level 2).  Yes, that's right,
    Slow Level 2 is LESS effective - because it affects more than one monster.  So,
    for single foes (like Mini-bosses), stick to using Slow Level 1.  Once your foe
    is slowed, it will take a lot more damage, and will usually attack last in a
    round.  Using slow against regular foes is a bit wasteful; why use 5 MP to slow
    them down when you could spend 4 MP to put 75% of them to Sleep?
    
    About Muddle: I'll level with you here... Muddle Level 1 is worthless.  Sure,
    it's only 3 MP, and you can Muddle quite a few monster types, but even when
    it's successful the monsters still attack your Party 50-75% of the time.
    Muddle Level 2, on the other hand, is much more effective: it has a very high
    chance of success, and when it does work, the monsters will only attack the
    Party occasionally - they will more often waste their turn, run away, or attack
    themselves.  If Sleep fails, Muddle Level 2 is definitely worth a try.
    
    Advice on using Quick and Boost:
    --------------------------------
    First off, Quick Level 1 increases one character's Speed AND Defense by 1/2 of
    the stat's natural, unmodified value.  Thus, having better armor (higher Armor
    Factor) does NOT increase the effectiveness of a Quick spell.  However, going
    up a few Levels (higher Defense) WILL make it more effective.
    
    Quick Level 2 increases all three characters' Speed AND Defense by 1/3 of their
    stats' natural, unmodified value.  Thus, having better armor (higher Armor
    Factor) does NOT increase the effectiveness of a Quick spell.  However, going
    up a few Levels (higher Defense) WILL make it more effective.
    
    Therefore, Quick spells will benefit Pyra the most (high Speed & Defense),
    while Milo gets a lesser benefit (intermediate Speed & Defense) and Marak gets
    the least benefit (low Speed & Defense).
    
    Secondly, Boost Level 1 will DOUBLE the natural, unmodified Attack of a single
    character.  Having a more powerful weapon (higher Weapon Factor) will NOT
    increase the effectiveness of a Boost spell, but going up a few Levels (higher
    Attack) will.
    
    Boost Level 2 will increase by 1/2 the natural, unmodified Attack of all three
    characters.  Having a more powerful weapon (higher Weapon Factor) will NOT
    increase the effectiveness of a Boost spell, but going up a few Levels (higher
    Attack) will.
    
    Therefore, Boost spells will benefit Marak the most (high Attack), while Milo
    gets a lesser benefit (intermediate Attack) and Pyra gets the least benefit
    (low Attack).
    
    Thus, Quick and Boost spells present you with the same dilemma: the
    single-character, Level 1 version is MORE potent than the entire-Party, Level 2
    version.  Against Bosses, it can actually be more beneficial to take a few
    rounds and hit all three Party members with Level 1 Quick and Boost spells.
    Also, Boost Level 2 is just a waste of MP.  Pyra never deals enough damage that
    Boosting her is all that helpful, and when you use Level 2, Marak and Milo get
    a much reduced benefit.  Stick with Boost Level 1.  As for Quick, Level 2 is
    nice when you're being attacked by large groups of foes.  Combine Quick Level 2
    with Sleep (or Muddle), and you'll typically be taking a LOT less damage from
    the monsters in that battle.
    
    Advice on casting Heal spells:
    ------------------------------
    It's pretty simple.  A higher Level Heal spell is ALWAYS more efficient than a
    lower Level one.  Some basic guidelines:
    
    Character is hurt by 10-50 HP - use Heal Level 1.
    Character is hurt by 51-125 HP - use Heal Level 2.
    Character is hurt by 126 or more HP - use Heal Level 3.
    NEVER use Heal Level 4 unless the Party is in immediate danger of dying.  It's
    the exception to the "higher Level = more efficient" rule (you could heal the
    entire Party to full HP by using three Heal Level 3 spells for 30 MP instead of
    50).
    
    Here I'm going to give you full Spell Charts for both Milo and Pyra.  These
    lists could be considered a minor spoiler, so read them at your own risk:
    
    
     Milo's Spells
     =============
    
            Power   Level    MP
    Name    Level  Learned  Used  Target(s)  Description
    ------  -----  -------  ----  ---------  --------------------------------------
    Heal      1       1      3     1 Ally    Restores 24-32 HP
              2       7      5     1 Ally    Restores 72-86 HP
              3       23     10    1 Ally    Restores all lost HP
              4       30     50    Party     Restores all lost HP
    
    Vision    1       3      1     1 Item    Describes item in inventory
    
    Detox     1       5      3     1 Ally    Cures Poison
              2       16     8     1 Ally    Cures Paralysis
    
    Blast     1       9      2     1 Foe     Deals 7-13 Wind damage
              2       18     4     1 Group   Deals 21-25 Wind damage
              3       24     8     1 Group   Deals 40-47 Wind damage
              4       33     14    1 Group   Deals 57-65 Wind damage
    
    Quick     1       12     3     1 Ally    Boosts Speed and Defense by 150%
              2       20     5     Party     Boosts Speed and Defense by 133%
    
    Burst     1       14     5     1 Group   Deals 10-15 Explosive damage
              2       22     8     All Foes  Deals 20-25 Explosive damage
              3       28     12    All Foes  Deals 41-48 Explosive damage
              4       38     20    All Foes  Deals 85-96 Explosive damage
    
    Screen    1       16     4     1 Group   Silences foes, if successful
              2       26     6     All Foes  Silences foes, if successful
    
    Revive    1       20     15    1 Ally    Revives slain character with 33% HP
              2       35     35    1 Ally    Revives slain character with 100% HP
    
    Desoul    1       23     8     1 Foe     Slays foe instantly, if successful
              2       34     15    1 Group   Slays foes instantly, if successful
    
    
     Pyra's Spells
     =============
    
            Power   Level    MP
    Name    Level  Learned  Used  Target(s)  Description
    ------  -----  -------  ----  ---------  --------------------------------------
    Slow      1       1      2     1 Foe     Lowers foe's Speed and Defense by 50%
              2       15     5     1 Group   Lowers foes' Speed and Defense by 33%
    
    View      1       1      1     Special   Shows overhead map of explored areas
    
    Blaze     1       2      2     1 Foe     Deals 6-11 Fire damage
              2       9      4     1 Group   Deals 11-15 Fire damage
              3       18     8     1 Group   Deals 40-48 Fire damage
              4       31     14    All Foes  Deals 58-66 Fire damage
    
    Sleep     1       4      4     1 Group   Puts foes to sleep, if successful
              2       17     6     All Foes  Puts foes to sleep, if successful
    
    Freeze    1       6      3     1 Foe     Deals 9-13 Ice damage
              2       14     5     1 Group   Deals 13-18 Ice damage
              3       23     10    1 Group   Deals 44-52 Ice damage
              4       35     17    All Foes  Deals 68-76 Ice damage
    
    Heal      1       8      3     1 Ally    Restores 24-32 HP
              2       22     5     1 Ally    Restores 72-96 HP
    
    Egress    1       12     9     Party     Magically leave Labyrinth
    
    Bolt      1       15     5     1 Group   Deals 13-20 Lightning damage
              2       27     8     1 Group   Deals 42-50 Lightning damage
              3       36     20    All foes  Deals 81-88 Lightning damage
              4       44     40    1 Foe     Deals 125-150 Lightning damage
    
    Muddle    1       17     3     1 Group   Confuses foes if successful
              2       42     7     1 Group   Befuddles foes, higher success rate
    
    Peace     1       19     7     Party     Weak monsters won't attack (32 steps)
    
    Boost     1       22     9     1 Ally    Ally's natural Attack is doubled
              2       33     20    Party     Boosts Allies' natural Attack by 150%
    
    
    -----------------------------------------
    10. XP Charts For All Three Party Members
    -----------------------------------------
    Notes: once a character reaches Level 99, the Priest at the Shrine will say,
     "So-and-so is physically fit," instead of telling you how many Experience 
     Point(s) they need to reach the next Level - since there is no "next Level"
     beyond 99.  Also, in case you're curious, you can "only" rack up 9,999,999 XP
     before the game stops bothering to count it anymore.  Finally, you could (in 
     theory) hold up to 9,999,999 Gold Coins - but you're never, ever realistically 
     going to have more than 350,000, even if you're insane like me and get all
     three characters up to Level 99 with 10 million XP.  Anyway, onto the charts:
    
    
    For Marak, son of Mortred, the Hero
    ===================================
          Total XP needed         Total XP needed         Total XP needed
    Level  for next Level   Level  for next Level   Level  for next Level
    ----- ---------------   ----- ---------------   ----- ---------------
    1     Starting Level    34    311982            67    2876897
    2     12                35    351019            68    2992736
    3     34                36    392496            69    3110385
    4     67                37    436565            70    3229872
    5     116               38    483388            71    3351226
    6     188               39    533137            72    3474476
    7     294               40    585995            73    3599652
    8     448               41    642157            74    3726784
    9     669               42    700074            75    3855902
    10    987               43    759801            76    3987037
    11    1439              44    821394            77    4120221
    12    2082              45    884912            78    4255486
    13    2986              46    950415            79    4392865
    14    4187              47    1017965           80    4532391
    15    5782              48    1087626           81    4674097
    16    7900              49    1159464           82    4818017
    17    10713             50    1233547           83    4964186
    18    14449             51    1309945           84    5112639
    19    19411             52    1388730           85    5263412
    20    25303             53    1469977           86    5416541
    21    32210             54    1553763           87    5572063
    22    40609             55    1640167           88    5730015
    23    50476             56    1729271           89    5890435
    24    62193             57    1821160           90    6053362
    25    76107             58    1915921           91    6218835
    26    92630             59    2013643           92    6386894
    27    112251            60    2114419           93    6557579
    28    133711            61    2218344           94    6730931
    29    157183            62    2323893           95    6906992
    30    182856            63    2431091           96    7085804
    31    210936            64    2539964           97    7267410
    32    241649            65    2650538           98    7451854
    33    275241            66    2762840           99    7639180
    
    
    For Milo Brax, the Cleric
    ===================================
          Total XP needed  Spell(s)                    Total XP needed
    Level  for next Level  learned               Level  for next Level
    ----- ---------------  -----------------     ----- ---------------
    1     Starting Level   Heal 1                51    1634771
    2     15                                     52    1733093
    3     42               Vision                53    1834488
    4     83                                     54    1939052
    5     144              Detox 1               55    2046884
    6     234                                    56    2158086
    7     366              Heal 2                57    2272763
    8     558                                    58    2391024
    9     834              Blast 1               59    2512981
    10    1231                                   60    2638749
    11    1795                                   61    2768447
    12    2597             Quick 1               62    2900172
    13    3725                                   63    3033955
    14    5223             Burst 1               64    3169828
    15    7213                                   65    3307824
    16    9856             Detox 2, Screen 1     66    3447976
    17    13336                                  67    3590318
    18    18028            Blast 2               68    3734884
    19    24220                                  69    3881709
    20    31573            Quick 2, Revive 1     70    4030828
    21    40305                                  71    4182277
    22    50674            Burst 2               72    4336092
    23    62987            Heal 3, Desoul 1      73    4492310
    24    77609            Blast 3               74    4650969
    25    94973                                  75    4812107
    26    115593           Screen 2              76    4975763
    27    140079                                 77    5141976
    28    166861           Burst 3               78    5310786
    29    196154                                 79    5482234
    30    228193           Heal 4                80    5656361
    31    263236                                 81    5833209
    32    301564                                 82    6012820
    33    343485           Blast 4               83    6195237
    34    389336           Desoul 2              84    6380504
    35    438053           Revive 2              85    6568666
    36    489815                                 86    6759768
    37    544812                                 87    6953856
    38    603246           Burst 4               88    7150977
    39    665332                                 89    7351178
    40    731298                                 90    7554507
    41    801387                                 91    7761013
    42    873666                                 92    7970746
    43    948204                                 93    8183756
    44    1025071                                94    8400094
    45    1104340                                95    8619812
    46    1186086                                96    8842963
    47    1270387                                97    9069601
    48    1357322                                98    9299780
    49    1446974                                99    9533556
    50    1539428
    
    
    For Pyra Myst, the Magic-User
    ===================================
          Total XP needed  Spell(s)                   Total XP needed
    Level  for next Level  learned              Level  for next Level
    ----- ---------------  ----------------     ----- ---------------
    1     Starting Level   Slow 1, View         51    1478774
    2     14               Blaze 1              52    1567712
    3     39                                    53    1659429
    4     77               Sleep 1              54    1754012
    5     133                                   55    1851551
    6     215              Freeze 1             56    1952138
    7     335                                   57    2055868
    8     509              Heal 1               58    2162840
    9     759              Blaze 2              59    2273155
    10    1118                                  60    2386917
    11    1628                                  61    2504234
    12    2353             Egress               62    2623384
    13    3373                                  63    2744396
    14    4728             Freeze 2             64    2867299
    15    6528             Slow 2, Bolt 1       65    2992122
    16    8919                                  66    3118895
    17    12095            Muddle 1, Sleep 2    67    3247649
    18    16313            Blaze 3              68    3378415
    19    21915            Peace                69    3511224
    20    28567                                 70    3646108
    21    36446                                 71    3783100
    22    45846            Heal 2, Boost 1      72    3922233
    23    56985            Freeze 3             73    4063540
    24    70213                                 74    4207055
    25    85921                                 75    4352812
    26    104574                                76    4500846
    27    126724           Bolt 2               77    4651193
    28    150951                                78    4803889
    29    177449                                79    4958971
    30    206431                                80    5116476
    31    238130           Blaze 4              81    5276442
    32    272801                                82    5438907
    33    310722           Boost 2              83    5603911
    34    352198                                84    5771493
    35    396266           Freeze 4             85    5941693
    36    438053           Bolt 3               86    6114552
    37    492836                                87    6290112
    38    545693                                88    6468415
    39    601854                                89    6649504
    40    661525                                90    6833423
    41    724925                                91    7020216
    42    790306           Muddle 2             92    7209928
    43    857730                                93    7402604
    44    927261           Bolt 4               94    7598291
    45    998965                                95    7797036
    46    1072910                               96    7998886
    47    1149166                               97    8203890
    48    1227805                               98    8412097
    49    1308901                               99    8623557
    50    1392531
    
    
    Notes on numerical and statistical trends:
    ------------------------------------------
    Given that you've got three Party members, the game designers used a rather
    ingenious system: EVERY numerical statistic related to a character (XP, HP, MP,
    IQ, Speed, Luck, Attack, Defense, and even Weapon and Armor Factors) is given a
    "good", "better", or "best" rating.  Basically, if the "good" stat for a
    character is currently X, then the character with the "better" rating will be
    averaging X+1 for that stat, and the "best" character will be averaging X+2.
    Note the following statistical trends (using statistics from my Level 99
    characters):
    
    Hit Points: Pyra (good) will have around 560 MHP by Level 99; Milo (better)
     will have around 630 MHP; Marak (best) will have around 775 MHP.
    
    Magic Points: Marak (good) will have 0 MMP by Level 99; Milo (better) will have
     around 415 MMP; Pyra (best) will have around 425 MMP.  These numbers fail the
     "X (+1, +2)" test because Milo and Pyra have the same MP Level-up ranges
     throughout the game, and thus their MMP will stay roughly the same "distance"
     apart.
    
    IQ: Marak (good) gets about 325; Milo (better) gets about 450; Pyra (best) gets
     about 550.
    
    Speed: Marak (good) gets about 220; Milo (better) gets about 330; and Pyra
     (best) gets about 440.
    
    Luck: Marak (good) gets about 175; Pyra (better) gets about 350; and Milo
     (best) gets about 400.
    
    Attack: Pyra (good) gets about 200; Milo (better) gets about 275; and Marak
     (best) gets about 375.
    
    Defense: Marak (good) gets about 130; Milo (better) gets about 200; Pyra (best)
     gets about 275.
    
    Weapon Factor: Pyra (good) gets +35 to +60 (Steel Whip, Mithril Rod, Hex Whip);
     Milo (better) gets +120 (Mithril Axe); Marak (best) gets +150 (Light Blade).
    
    Armor Factor: This can vary, but in general Pyra gets the "good" rating 
     (+110: Mithril Shield, Light Robe, Mithril Hood); Milo gets the "better" 
     rating (+110: Mithril Shield, Light Robe, Mithril Hood but has better 
     equipment for the first 2/3 of the game); and Marak gets the "best" ranking 
     (+170: Light Helm, Light Armor, Light Shield).
    
    GBB Points: "good", "better", "best" Points (GBB Points) can thus be awarded to 
     each character for each statistic: a "good" ranking in a stat is worth 1 
     Point; a "better" ranking is worth 2 Points; and a "best" ranking is worth 3 
     Points.  Your Party members stack up like so: 
    
    Marak gets 5 "good" rankings, worth 5 Points; 0 "better" rankings, worth 0
     Points; and 4 "best" rankings, worth 12 Points.
    
    Milo gets 0 "good" rankings, worth 0 Points; 8 "better" rankings, worth 16
     Points; and 1 "best" ranking, worth 3 Points.
    
    Pyra gets 4 "good" rankings, worth 4 Points; 1 "better" ranking, worth 2
     Points; and 4 "best" rankings, worth 12 Points.
    
    All of which leads us to:
    
    Experience Points: Marak, with 17 GGB Points, gets the "good" ranking overall
     and only needs 7.5 Million XP to reach Level 99; Pyra, with 18 GBB Points, 
     gets the "better" ranking and needs 8.6 Million XP to reach Level 99; Milo, 
     with 19 GBB Points, gets the "best" ranking overall and needs a whopping 9.5 
     Million XP to reach Level 99.
    
    Like I said, very logical and quite ingenious.  Too bad more games don't use a
    system like this.
    
    
    ------------------------------
    11. Wrap up and things to come
    ------------------------------
    Well, that does it.  Everything you ever wanted to know about Shining in the
    Darkness, save for Level Maps (which simply don't translate well into text
    format and are available elsewhere on GameFAQs anyway).
    
    I'm not sure what else I can add to this thing, really, but if you have any
    suggestions, my e-mail addresses are listed at the very beginning of this
    guide.  Don't be afraid to drop me a line with suggestions, corrections,
    clarifications or criticisms.
    
    ------------------------------
    12. Credit where credit is due
    ------------------------------
    To Climax Entertainment, for making this fine, FINE game - and all the rest of
    the Shining Games for the Genesis, for that matter.  Oh, and LandStalker.  God,
    I miss these guys.  Why did they have to split up into different companies?!
    WHY??!!!
    
    To me, for selflessly devoting another three weeks my precious, valuable free
    time to writing and submitting another FAQ/Guide for a classic Genesis RPG
    (the other one was for Phantasy Star IV) to GameFAQs.  Thanks, me.  You're
    welcome.
    
    To my dad, for suggesting the name "Marak" for my Hero when we first played
    this game all those years ago.  I love that nickname (obviously).  Oh yeah,
    and big props to dad for being an RPG fanatic and getting me into games like
    this in the first place.
    
    To CJayC, for maintaining such an incredibly informative and helpful sight.
    Oh, and for accepting all three of my contributions, even though they have all
    been for games that are at least 8 years old and are most definitely NOT on th
    "Top 10 Most Wanted" list.  You rock, dude.
    
    To Brian Kern, whose Legal Text was so darn good I just had to mimic it.
    Thanks again, Brian.
    
    
    Copyright 2004 Mark Quaintance (Marak)

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