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                                The Dark Spire
                    The Tower of Mist and the Sword of Law
                               FAQ/Walkthrough
                         By: Cyril [Stephanie Nutter]
                                 Version: 1.2
                        Last Updated: May 15th, 2009
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This Walkthrough is meant to help get you through the dungeon without revealing
any critical plot details.  The only spoilers will be the solutions to puzzles
and the minor bosses you encounter.

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          Section 1:  Frequently Asked Questions
          Section 2:  The Basics                            -s2bcs-
                        - Controls                          -bcsct-
                        - Races and Alignments              -bcsra-
                        - HP, Stats, and Leveling           -bcshp-
                        - Battle                            -bcsbt-
          Section 3:  Walkthrough                           -dsmgw-
                        - Quick Guide                       -dswqg-
                        - Character Creation                -plcrc-
                        - The First and Second Floors       -f12fs-
                        - The Third Floor                   -f3ttf-
                        - The Fourth Floor                  -f4tff-
                        - Intermission: The Basement        -b1imb-
                        - The Fifth Floor                   -f5tfi-
                        - The Sixth Floor                   -f6tsx-
                        - The Seventh Floor                 -f7tsv-
                        - Post-Game: True Endings           -fpgte-
          Section 4:  Puzzle Solutions                      -pzzls-
          Section 5:  The Quests                            -msqst-
                        - Jewel Quests                      -qs1jq-
                        - Garland's Hunts                   -qs2gh-
                        - Secondary Class Quests            -qs3sc-
                        - Other Quests                      -qs4ot-
          Section 6:  Spell Lists                           -splls-
          Section 7:  Drop Lists                            -drpls-
          Section 8:  Conclusion                            -sfncc-
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Dark Spire is a first-person, turn based, dungeon crawler in the style of
old RPGs, such as Wizardry.  One of the most exciting parts of the game is the
exploration and slowly solving the puzzles to complete the tower.  Because of
how important exploration is, I urge readers to use this guide as a last
resort when climbing the tower.

If you're stuck on a particular floor and are missing an item or two, I
suggest looking at the "Puzzles" section.  That will help you find the items
you need as well as help get you through the floor.  The puzzles section has
nothing but the game puzzles, so if you're looking for a spoiler-free
experience, that's the place to look!

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|||                        Frequently Asked Questions                       |||
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This section will go over questions I've seen asked frequently about classes,
the tower, and the system.  This game can be overwhelming when you're first
beginning, so it's good to know exactly what you're getting yourself into before
you start exploring the Tower.

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Question 1:  Can you explain the Alignment system to me?                -qeals-
Question 2:  What's a Good Party?  Secondary Classes?                   -qgpsc-
Question 3:  Where's my Weapon Attack Power?  Where's my Armor Defense? -qwapa-
Question 4:  What's this "AC?"                                          -qwiac-
Question 5:  How do I create a High or Dark Elf? Are there any benefits?-qhdeb-
Question 6:  How do I unlock Secondary Classes?                         -qhusc-
Question 7:  What are the Secondary Class requirements?                 -qscrq-
Question 8:  Why can't my Priest/Mage use Magic?!                       -qwpmm-
Question 9:  Which are the best Warrior Oaths?                          -qwbwo-
Question 10: Who is the Mysterious Woman and why should I help her?     -qwimw-
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


----------------------------
Question: Can you explain the Alignment system to me?                   -qeals-
--------------
Answer:
There are three alignments in The Dark Spire, Neutral, Lawful, and Chaotic.
Characters of the opposing alignment, Lawful and Chaotic, cannot party
together, but neutral characters can group with either alignment.

Dwarves always start off as Lawful alignment and Elves Neutral.  By praying at
the proper temples, Chaos and Order, you can change a Neutral, or an already
aligned character, to a different alignment.  Dwarves, who are naturally
Lawful, will not be able to enter the Chaos Temple unless you send them alone,
so if you plan on using a Dwarf and a Chaotic party, be sure to at least set
his alignment to Neutral, first.

Your will definitely want your Mages to be far into one alignment, no matter
which you choose.  Late in the game, you will unlock alignment specific
spells, so be sure you begin developing your character's alignments early.
Which is better?  That's your decision, but I prefer Chaos.  Chaotic mages
get a strong spell at the end of the game that will pretty much allow them to
clear the entire battle in one spell.


----------------------------
Question: What's a Good Party?  Secondary Classes?                      -qgpsc-
--------------
Answer:
This really depends on how you play, but let me make this clear right before
anything.

Throughout the beginning and middle of the game, physical attackers are the
strongest while mages play a general support role. Around the 5th floor, this
changes.  Throughout the end and post-game, mages are unmatched in strength.
If you build your party completely based around physical attackers you're
going to be in quite a bit of trouble.

It's difficult to say what an ideal party is, however, you will want a Thief
and a Warrior.  Thieves will pick locks for you and help you open chests
early on.  You'll find them invaluable throughout the entire game. A warrior
will be your tank. I, personally, would also suggest a Priest.  Though not
necessary, a Priest makes Traveling through the dungeon much easier once they
hit level 10.

The other two characters are a bit difficult to choose.  In my own opinion,
to reduce the amount of Leveling/grinding you have to do, I would use a
Mage and a Priest.  Using two warriors is just going to make you take more
damage than necessary, and you'll want your Thief in the back row with a Bow
until he has access to a secondary class.

In the post-game, an ideal party consists of at least two or three characters
who can use Arcane Magic.  The classes that can do this are Wizard, Druid,
and Samurai.

In my own humble opinion, I believe the best starting party to be a Thief,
Warrior, Mage, and Priest using the "Heroic" Formation.  Until you get
secondary classes, where you will probably switch to "Tactical."  My preferred
End-Game Party is Paladin, Samurai, Wizard, and Druid.

The reason why mages are so important later on is because around two-thirds
of the way through the tower you start encountering very large, around 20 per
battle, amounts of monsters.  Mages get area spells which will get rid of the
groups quickly.


----------------------------
Question: Where's my Weapon Attack Power?  Where's my Armor Defense?    -qwapa-
--------------
Answer:
This one's not so easy to answer.   In this game, Weapons do not have a direct
attack power, but are instead based on numbers of "Hits" and a "Dice Roll."
The higher the "Dice Roll," which is unseen by the player, the more damage
you'll end up doing to the enemy.

Armor is a bit different.  You'll notice that large AC stat on the far left
side of the screen.  This value is NOT your "defense," but it works like it.
The LOWER this value is, the more often you are going to evade enemy attacks.
If you've never played a D&D game before, like this author, this will seem
extremely backwards to you.  Just know that lower is better for your main
tanks.


----------------------------
Question: What's this "AC?"                                             -qwiac-
--------------
Answer:
"AC" stands for Armor Class.  In simple terms, without any of the reasons "why,"
this is the value that determines how often or not you're going to evade an
attack.  The -Lower- the value is, the better, especially for your frontline
fighters who are more likely to take damage.

If you want the technicalities, basically, every time an enemy attacks you,
they're rolling their "dice." The enemy's "dice" value total is subtracted
from your Armor Class value, and that determines how many hits you're going to
take.  In other words, it's quite chance based, but stronger monsters with
greater damage and "hits" to work with will do more damage to your characters.

For more information, I'd suggest using your favorite search engine and
looking up the term "THAC0".


----------------------------
Question: How do I create a High or Dark Elf? Are there any benefits?   -qhdeb-
--------------
Answer:
To create a High or Dark Elf you need to hit 200 in your respective alignment.
To raise your alignment you must Pray at your Temple of choice, Order or Chaos,
and create new characters.  If you create quite a few new characters, who start
off 9 points into their alignment, and you spend a few trips exiting the Tower
and re-entering, Praying at the Temple each time, you should be able to hit 200.

In more technical terms, many thanks to Charmy for some of this information:
Each New character created = 9 points.
Create 19 new characters of a particular alignment, of 20 maximum. 19 x 9 = 171.
You still need to Pray for 29 more points at the Temple by entering and exiting
the tower.
You can make this process easier for yourself by creating Priests, since they
start off with a level, and 4 extra points, into their alignment, giving you
13 points instead of 9.

Throughout the course of the game, by just visiting the Temple to Pray you'll
also unlock the race.

If you're still confused, I explain the alignment system more thoroughly in the
basics section.

As for benefits, there is absolutely NO difference in the stats and performance
of a High and Dark Elf and a normal Elf.  The only difference is that they
have an alignment.  High Elves start off as Lawfully aligned and Dark Elves are
Chaotic aligned. Normal Elves always start off as Neutral.  However, that
still doesn't give you much of a bonus because with a few Prayers at a temple
of choice, your basic Elf can align either way and you can start the game by
making an Elf Priest, which you can't normally do.

I suggest just sticking with a normal Elf.

----------------------------
Question: How do I unlock Secondary Classes?                            -qhusc-
--------------
Answer:
I have two full sections in this Guide devoted to unlocking Secondary Classes.
If you're interested, look in "Character Creation" in the beginning of the
Walkthrough and "Secondary Class Quests" in the Quest Section.

However, a simple answer would be to complete the Quest "Shatter Gold Coins"
and "Get Secondary Quest."  You must then finish the quest "Slay Killer Bunnies"
and "Slay the King of Beasts" in order to unlock the rest of the jobs.  Each
class has their own requirements and "Quests" you must complete before you
can access them.

----------------------------
Question: What are the Secondary Class Requirements?                    -qscrq-
--------------
Answer:
Secondary Classes require being level 10 in two classes.  Here's a list of the
basic combinations.

Warrior + Priest = Paladin
Warrior + Mage   = Samurai
Warrior + Thief  = Ninja
Thief   + Priest = Ranger
Mage    + Priest = Druid
Mage    + Thief  = Wizard

Each class also has stat and skill requirements. Finally, you must also do a
quest to unlock the classes, which you'll get as you reach around the fifth
floor of the tower.

Here's a basic list of requirements:
--------------------------------
Paladin:
Level 10 Warrior and Priest
13 ST
13 IN for the "Military Strategy" skill.
13 VT
10 CH
Military Strategy Skill required.
--------------------------------
Samurai:
Level 10 Warrior and Mage
13 ST
13 VT for the "Healthy Living" Skill.
Healthy Living Skill required.
--------------------------------
Ninja:
Level 10 Warrior and Thief
13 ST
13 IN
13 DX for the "Tree Climbing" skill.
Tree Climbing Skill required.
--------------------------------
Ranger:
Level 10 Thief and Priest
VT 13
DX 13 for the "Acrobats" and "Tree Climbing" skill.
Acrobat and Tree Climbing Skills required.
--------------------------------
Druid:
Level 10 Mage and Priest
IN 13 for "Ancient Languages."
Ancient Languages skill required.
--------------------------------
Wizard:
Level 13 Mage and 10 Thief
ST 13
IN 13 for "Astrology" skill.
Astrology skill required.
--------------------------------

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Question: Why can't my Priest/Mage use Magic?!                          -qwpmm-
--------------
Answer:
Magic is limited by the gear you wear.  When equipping a character, check and
see if the equipment icon is blue.  It's a strange little icon, but you'll know
it when you see it.  If it is, the item will not limit your casting.  If the
icon is grey the item will impede their casting.

Look on the status menu of the character.  If a class is in Red on the left,
they will not be able to use their abilities effectively.

A Thief in heavy armor will not be able to pick Locks and Disarm chests as
effectively.
A Mage in medium or heavy armor will not be able to cast Arcane spells.
A Priest in heavy armor will not be able to cast Holy spells.

However, secondary classes remove many equipment restrictions.  For example,
Druids will be able to equip Bows without hindering their ability to cast.  The
same can be said of Wizards, with Bows and some short Swords.

----------------------------
Question: Which are the best Warrior Oaths?                             -qwbwo-
--------------
Answer:
Every once in a while, those of the Warrior Class are required to swear oaths.
This happens at level 6, 12, 24, 48, and 96.

The easiest really depend on you.  However, the first one is rather obvious and
difficult to argue.  You'll want to choose "No grabbing Cat tails."

The second easiest is possibly "No Aborting Quests," because if you remove the
Warrior from your party and then abort the Quest, it doesn't matter. However,
I prefer "Always Pray before entering the Dungeon."  This is because by the end
of the game you'll be using a few spells that lower your faith quite often,
and it forces me to remember to Pray every time I enter the dungeon.  Of course,
it's your choice.

The third is also arguable.  I would say "No Defending" is the easiest of the
bunch, because the others are somewhat unpredictable. You can cast a Mage spell
to identify enemies, but in the same manner of "Always Pray before entering
the Tower," you must do it every time you enter the tower, so it must become a
habit.  Again, it's your choice.

Levels 48 and 96 are absolutely insane and in the normal game you won't even
approach them, but whatever you do, at level 48, do NOT choose "No Escaping."
Period.  This will make the game more painful for you and you should avoid
it at all costs.  48's easiest one is "No using spells to return to town."
This one only really matters for Paladins with the Angel Wing spell. Your
Druid will probably have this spell set, too, so just have him use it.

The Oaths at 96 are all pretty bad, but I'd say "No Killing Giants" is the
easiest. Dragons fall easily t physical attacks and are usually the enemies you
get rid of in battle first, so you'll definitely not want that.


----------------------------
Question: Who is the Mysterious Woman and why should I help her?        -qwimw-
--------------
Answer:
Helping the Mysterious Woman on every floor will eventually give you access to
the true ending to the game.  If you're interested in the story, it's definitely
worthwhile to help her out.

She appears on every floor, but will only climb up once you've helped her on
the lower floors.

As for who she is. . .I'm not going to tell you that here.  But know that it
does require seeing the second ending, as well as some critical analyzing of
evidence throughout the game, to find out.  Nothing in this game is handed to
you on a silver platter, least of all the story.


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|||                              The Basics                                 |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -s2bcs-
This section is going to cover the Basics of the Dark Spire.  Many of the
basics are, in reality, not so basic.  Nothing in the Dark Spire is "simple,"
unfortunately.

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                                Controls
-------------------------------------------------------------------------------
                                                                       -bcsct-
The Dark Spire takes place in first person view, so your controls are not a
typical "press right to go right" found in most RPGs.

On the Field:
---------------------------
Pressing Up will move you forward.
Pressing Down will cause you to take one step back.
Pressing Right will turn you 90 Degrees to the right.
Pressing Left will turn you 90 Degrees to the left.

The A Button opens any doors you find.
The B Button opens the menu.
The Y Button is a shortcut to the Map screen.
The X button will allow you to examine what's in front of you.
Start will open Save/Load/Settings/Quests.

In the Town, Menu, and Battle:
---------------------------
The Up and Down buttons will move your cursor up and down.
Left and Right have no use.
The R and L buttons are used for selecting your character.  When checking
a character's status and equipment.  If you're trying to use a Priest's spells
out of battle, press the L and R buttons so the cursor highlights them and

The A button acts as "select" or "Yes."
The B Button acts as "No" or "decline."
The X button allows you to examine an item, spell, weapon, or armor to determine
their effects.
In the Item menu, pressing the Y Button will permanently "Destroy" an item.  Any
items that have been destroyed can not be returned.  This is important because
you have an inventory space limited to 64 items.  If you do not want to
destroy an item, sell it to the shop.


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                            Races and Alignments
-------------------------------------------------------------------------------
                                                                       -bcsra-
There are four races in The Dark Spire: Humans, Elves, Dwarves, and Halfings.
The main differences between them won't even be noticeable in the main game,
other than their alignments.  Through patience, you can unlock two new
races, High Elf and Dark Elf.  Neither are any different from a normal elf
in stats, but their alignment isn't neutral.

All Dwarves start off as Lawful alignment all normal elves start off as
Neutral.  High Elves start off as Lawful and Dark Elves start off as Chaotic.

The main difference between races, other than alignments, is the maximum
stats at the first "roll," which happens when you're first creating a
character, and their maximum stats, which you reach by spending hundreds of
thousands of experience points to reach.  You probably won't even bother
maximizing your stats until post-game, and even then you likely won't bother
unless you're a completionist.

---------
There are a few minor differences between races.  Thanks to Terence on the
GameFAQs Forums for this information:

Elves:  Elves have a damage bonus using rapiers, a sword type, and bows.
Dwarves: Dwarves have a damage bonus using axes.
Halflings:  Halflings have a damage bonus using daggers and also while wearing
leather-type armor, such as "Leather Armor."
---------

Starting stats are very important. Be sure that before you "roll"
your character you know exactly what you're looking for in stats and the
stat requirements for your advanced jobs of choice.

Here are the maximum values that you can obtain at both character creation
and through maximizing your stats using EP.

Note:
ST = Strength
IN = Intelligence
VT = Vitality
DX = Dexterity
CH = Charisma

CH cannot be raised through EP until the post-game, so be sure you're happy
with your CH roll before finalizing your characters.

Creation is the "Creation maximum."  "Total" is the "Total maximum."

Please note that High Elves and Dark Elves have the same stats as a basic
Elf, the only difference is their starting alignment.

        Humans:                                  Elves:
-------------------------               -------------------------
  Creation:    Total:                     Creation:    Total:
ST: 14           18                     ST: 13           17
IN: 14           18                     IN: 16           20
VT: 14           18                     VT: 12           16
DX: 14           18                     DX: 15           19
CH: 16           18                     CH: 18           20

       Dwarves:                                Halflings:
-------------------------               -------------------------
  Creation:    Total:                     Creation:    Total:
ST: 16           20                     ST: 11           15
IN: 13           17                     IN: 13           17
VT: 16           20                     VT: 14           18
DX: 12           15                     DX: 16           20
CH: 15           17                     CH: 17           19


Alignment:
----------

Alignment can be thought of as a long, long line going from Order to
Chaos.

Or, if you like pictures:

Chaos ---------------------------  Neutral  ---------------------------  Order
-100                          |       0       |                          +100
- - - - - Chaotic - - - - - -10             +10 - - - - Lawful - - - - - -

If your character follows "Order," he is "Lawful."  If your character seeks
change and follows "Chaos," he is "Chaotic."

--------------
Thank you to Charmy on the GameFAQs message boards for some information on
this.  I've modified the basic information to make it a bit easier to
understand, however.

It's easiest to think of the Alignment system as a long number line, with
Chaos being the far negative and Order being the far positive.  Neutral will
be considered the "region" around 0.

A character is considered "Chaotic" if he has a "Chaos" value of -9 or lower.
A character is considered "Lawful" if he has a "Order" value of +9 or higher.

According to Charmy, freshly created characters of both Chaotic and Lawful
have a "value" of -9 and 9 respectively.  A Neutral character has a value of
"0," which is true neutral.

A neutral character can turn either chaotic or lawful by choosing the "Pray"
command at either the Temple of Chaos or the Temple of Order.  Please note
that when in a group, chaotic characters cannot enter the Temple or Order and
Lawful characters cannot enter the Temple of Chaos.  If you want to change your
Dwarves alignment to Chaotic or Neutral, you must send him to the Chaos Temple
alone and have him Pray.
-------------


Raising and Lowering your Faith:
--------------------------------
By using the "Pray" command at either temple, you gain 1 point in the
direction of the alignment of your choosing. For example, if you have a
Neutral character who was just created pray at the Chaos Temple 10 times,
he will turn Chaotic.

Here's a basic list of what will change your alignment.  Once again, thank
you, Charmy for the basic information:

- Praying at Temple of Choice (Chaotic at Chaos, Lawful at Order) puts you
one in the direction of your alignment.

- Praying at the opposing Temple (Chaotic Character at Order Temple, for
example) will reduce your affinity towards your alignment by 2 points.

- The Priest character class gives you 4 points towards your alignment each
time you level them up.  Usually, a character with Priest as a main or
secondary job has no problems keeping their alignment towards the maximum.

- The level 3 and 4 Holy spells with "Divine" in their name, when used in
battle, will set you 1 away from your alignment, even if you're Lawful.

- The level 8 Holy spells with "Divine" in their name sets you three away
from your alignment.  This one only matters for Chaotic characters, since only
Chaotic casters get level 8 spells.  However, it's unfortunate, because the
level 8 "Divine" spell could be considered the "ultimate" healing spell in
the game.  Note that many Level 8 (Chaotic only) and Level 9 (Lawful only) will
lower your affinity towards your alignment, so be careful when using your
spells.


Faith Levels:
-------------
There are 9 "Levels" of Faith.  Every once in a while you'll get a message
that says "Faith level is now [#]," that means you've reached the next level.
Levels are only important for characters who use Magic.  Certain high level
unlockable spells require you to have extremely high levels in your Faith.
Be aware of what changes your Faith when casting spells in battle, something
the above section goes over.

For your Magic users, a good habit to be in is to Pray at your Temple of Choice
every time you enter the Tower.  This will keep you up somewhat well.  If
you fall below level 7 or so, spend some time specifically devoted to entering
and exiting the tower while Praying.

Faith Levels raise every 10 points of Faith.

Because a freshly created character starts off at -9 or +9 Faith, they start
off at Faith level "0."  Once you Pray at the Temple once with these characters
they'll raise to Level 1 Faith.

Priests, in contrast, start off with 4 extra points in Faith because every time
you level up with a Priest you gain 4 points.  Priests start with -13 or +13
Faith, so they require 7 Prayers to level their Faith to level 2.

Neutral characters require 10 Prayers at either temple to turn Chaotic or
Lawful.

To cast Level 8 spells, you must have at least Level 7 Faith level in Chaotic.
To cast level 9 spells, you must have at least level 7 Faith level in Lawful.

Only Chaotic casters can cast level 8 spells.
Only Lawful casters can cast level 9 spells.

If your Level 8 and 9 Spells have disappeared:

You've fallen below the Level 7 Tier required to cast the spells.  This usually
happens because you've cast too many particular spells, usually certain
"Divine"-type spells or Level 8 or 9 spells.  Spend some time devoted to praying
at the Temple by exiting and entering the Tower, Praying each time, to help
raise your Faith.

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                           HP, Stats, and Leveling
-------------------------------------------------------------------------------
                                                                       -bcshp-
HP and stats are the meat of your characters and are important not only for
your survival but also for unlocking classes and secondary classes.

Let's begin with simple definitions.

HP = Health/Hit Points
ST = Strength
IN = Intelligence
VT = Vitality
DX = Dexterity
CH = Charisma

Note: The only way to Raise CH is in the post-game.  You cannot raise it through
EP like you can ST, IN, VT, and DX.


HP - What it does and how it raises:
------------------------------------
As with most RPGs, your HP signifies your "life."  When your HP reaches 0, your
character is "Knocked Out."  The higher your HP is the more damage you can
take before dying.  Easy, right?
When a character reaches 0 HP, you must use special, high level, spells
specifically devoted to reviving them or going to the Temple and paying for
the character to be revived.  The cost per revival is based on the character's
level, so you really don't want characters to die early on.

HP only raises when you level up a class.  If you're Leveling up a Secondary
Class, your HP will only Raise once your average level has increased.  For
example, if you have a Paladin with Level 10 Priest and Level 10 Warrior
and you level your Warrior to 11, your HP will not go up. However, when the
average level goes up, Level 11 Priest and Level 11 Warrior, your HP will
rise.

According to Terence on the GameFAQs Forums, HP Raises like this.  I claim
no credit for writing the short section below, it's all Terence:

-------------------------
HP Gains
Whenever you gain a new level, your maximum HP will increase. This is done
very simply: your entire HP is rerolled for each level you have. The Hit Die
each class grants you is as follows:
..Warrior/Samurai/Ninja/Paladin: d10
..Mage: d6
..Everything else: d8

The result of this is modified by VT for each level:
..7 VT: -3 HP per level
..8 VT: -2 HP per level
..9 VT: -1 HP per level
..10 to 14 VT: no change
..15 to 17 VT: +1 HP per level
..18 to 19 VT: +2 HP per level
..20+ VT: +3 HP per level
-------------------------

What does this mean? For those of you not fluent in D&D speak, I'll explain.

First and Foremost, VT directly influences your HP.  When creating a character,
NEVER, EVER, accept a character with VT below 10.  You are actually penalized
by having lower VT than 10.  At 15, you get a bonus.  At character creation,
only Dwarves can hit 15 VT.

d6, d8, and d10 is how many "sides" a dice has when rolled for HP each level.
In other words, Mages have naturally the lowest HP and Warriors, Paladins,
Samurai, and Ninja have the highest HP potential.

Just to elaborate on his list a bit:
d6=Mage
d8=Priest, Thief, Druid, Wizard, Ranger
d10=Warrior, Paladin, Samurai, Ninja

That means that if a character starts off as a Mage and later turns into
a Samurai, expect to see his HP bump up by 20 or even 30 points for a level.
A Priest turning into a Paladin can expect a similar result, as can a Thief
turning into a Ninja.


My HP is only going up by 1! Help!
---------------------------------
Always save before Leveling.

Reload.  Reload, reload reload, that's all you can do.  Because your HP is
"re-rerolled" every time you level up, it's a matter of luck how much HP you
get each level.  Basically, if the "new" roll is lower than the "old" or the
"previous" rolls, then you will only gain 1 HP when you level up.

This also means that after a particularly nice HP gain, no matter how many
times you reload, you may not be able to get more than 1 or 2 HP per level.

HP is mostly important at the beginning of the game during you first four or so
levels.  Spend some time reloading and trying to get 4-5 HP on your support
characters and at least 7-10 on your Warriors.  At the beginning, you need all
of the help you can get!

If you've reloaded 10 or so times and are still are only getting 1 HP, just
live with it.  It's not worth your time.


Stats and What They Do:
----------------------
We all know that stats are required for certain skills, such as 13 INT and
Mage Level 13 for Astrology, but Stats also have a practical purpose.

Note:  It's easy to overlook, but it is important.
Characters require 11 ST to become a Warrior.
Characters require 11 DX to become a Thief.
Characters require 11 IN to become a Priest or Mage.

If you're wondering why you can't raise your character over 0 in these
classes, that's the reason why.

ST:  First, let me begin by saying ST does NOT determine how much damage
you do completely. Damage is "rolled" and how many "hits" a weapon has paired
with your "accuracy" determines this, but ST does determine how much damage
your attacks can vary per hit.  For example, higher strength has a wider, and
higher, damage range, than lower ST.

IN:  Once you get Secondary Classes you'll start needing IN.  Every once in
a while you'll notice your spells failing with the basic classes, but once you
hit Secondary Classes, spells not only fail, but backfire. Backfired spells deal
damage to your characters.  Higher IN reduces the chance of this occuring.

VT:  Helps determine your HP.  See the above section on HP for more details.

DX: Determines how quickly you act in battle and how likely you are to
avoid traps.  A Priest with high DX will be helpful.


Leveling Up - Balancing EP Between Stats and Levels:
---------------------------------------------------
At the beginning of the game, Leveling a secondary class is time consuming
and causes you more trouble than it's worth, but around halfway through the
game you should expect to have a Secondary Class at the same level as your
Main Class at all times.

Unfortunately, to level your Stats up you have to sacrifice direct levels.
Well, not literally, but that EP used to level stats could be used to level
up your character classes, so in a sense you are.

Do not bother Leveling stats until you have access to 5F or the West side of
the Basement.  They require too much EP and it's just a waste early on. Instead
you'll want to focus on levels.

As I mentioned early in this section, once your characters have a Secondary
Class, HP raises only once every two times you level, since it's the average
of your two classes.  Example:  If you're a level 10 Samurai, just Leveling
Warrior up to 11 won't raise your level, you need both Warrior and Mage at 11
to raise it.  You can also raise it by being 12/10.

Once you have a Secondary Class, if you're lacking in any stats it is a good
time to level them up. It will take a lot of EP, but whenever you have the
chance, get your VT up to 15 or higher.

As a general rule, throughout the main game I suggest just focusing on
Leveling your characters normally and only Leveling stats if your created
character didn't fit the requirements for their chosen Secondary Class.


How Should I Level my Characters?
---------------------------------
That's entirely your choice.  I highly suggest getting one class to 10 before
starting a second class.  That saves you time early on when grinding is more
annoying and takes longer.  Once you have a character at level 10, Leveling
another class to 10 doesn't take nearly as much time because you have access
to better Leveling areas.

My preferred class setup and development looks like this:

Warrior -> Mage -> Samurai
Thief -> Mage -> Wizard
Priest -> Warrior -> Paladin
Mage -> Priest -> Druid

Note that getting yourself a Priest to level 10 will make your life much,
much easier and I highly suggest you do that as soon as possible.  At level 10
Priests learn Angel Wing, which will transport you out of the Dungeon
instantly.  No more walking out for you!

At the beginning of the game, give your Mage and Priest a Quarterstaff,
your Thief a Bow, and your Warrior an Estoc.  Once you have Secondary Classes,
keep your Druid and Wizard equipped with Bows so they can attack from the back
row.

Part of the fun of the game is determining how you build your characters and
watching them grow and become more efficient.

My one suggestion would be to make sure that you have at least two characters
capable of using Arcane Magic by the end of the game.  Three, or even 4, is
preferred.  Physical attacks are insignificant at the end of the game.  Magic
rules all.


Warrior Oaths and EP:
--------------------
This is a special case.  Those Oaths you take as a Warrior at 6, 12, 24, 48,
and 96?  Breaking them will raise the amount of EP it takes to level up to
the next level. However, it is -only- for the current level.  So if you've
broken an oath four times at level 6, when you level up to 7, the base to
level up from 7->8 will be the same.

Unless you want to spend extra EP Leveling up, stick to your Oaths.

-------------------------------------------------------------------------------
                                  Battle
-------------------------------------------------------------------------------
                                                                       -bcsbt-
Battle at first seems to be a very typical turn based combat, but once you
get into the game, you'll find it's actually not so typical.

This section will not only go over what the basic commands do in battle, but
also go over the basics.  Of particular note is the Magical and Physical
sections.  I highly suggest you read both if you're just starting out.


Battle Formation:
----------------
Easy to overlook, Battle Formation is easily the most important factor in your
early game success.  There are three formations, Heroic, Tactical, and
Aggressive.

Heroic: 1 Character in front, 3 in back.
Tactical: 2 Characters in on, 2 in the back.
Aggressive: 3 Characters in the front, 1 in the back.

In the beginning of the game, I highly suggest sticking with Heroic formation
and later changing to Tactical once you've reached Secondary Classes.

Keep your Mages, Thieves, Priests, Rangers, Wizards, and Druids in the back
row, while your Paladins, Warriors, Ninjas, and Samurai stay in the front.


Basic Battle Commands:
----------------------
Fight
Defend
Spell
Item
Stats
Run
Back - Only appears on characters not the first one in batte order.

All commands are given at the same time and how quickly a command goes off
is based off of DX.


Fight:
------
The "Fight" Command attacks with physical attacks.  Physical damage is not
purely based off of physical strength!  Instead, it deals with Accuracy,
your dice "roll," and how many "Hits" you have.

Credits to Terence for the following short section of information:
--------------------------------
Hit Count
The base number of hits you get when you attack is dependent on your class
levels. The number of hits each class gets is as follows:
..Warrior: [Lvl / 5]
..Thief: [Lvl / 10]
..Priest/Mage: [Lvl / 15]
..Ninja: [Lvl / 4]
..Samurai/Paladin: [Lvl / 5]
..Ranger: [Lvl / 6]
..Wizard: [Lvl / 8]
..Druid: [Lvl / 10]

Remember that the level of your dual class is the average of its components,
and that you get the *highest* result of all your values. For example, a L20
Ninja with L30 Warrior and L10 Thief would get 6 hits (30 / 5) rather than 5
hits (20 / 4).

You also get a bonus from your weapon, which can be anywhere from 0 to 5 extra
hits.

Finally, the number of hits you get is capped between 1 to 10 hits. That means
that with a weapon that has 0 bonus hits, you will have to wait until L10
Warrior before you actually get your 2nd hit.


Accuracy
I'm not going to go over all the bonuses and penalties you can get for this
here. Instead, I'll just compare the classes with regards to their base
accuracy. Just like with hits, you get the highest accuracy from all your
component classes:
..Warrior: [Lvl / 3] + 4
..Thief: [Lvl / 4] + 2
..Mage/Priest: [Lvl / 6]
..Ninja/Samurai: [Lvl / 2]
..Paladin: [Lvl / 3]
..Wizard/Ranger: [Lvl / 4]
..Druid: [Lvl / 5]

And yes, the game uses a standard d20 roll, complete with automatic failure on
a 1 and automatic success on a 20.
--------------------------------

So, for those of us non-D&D players, what does this mean?

It means Ninjas have the highest hit count, which is their level/4, the next
highest hit count would be the tier with Paladins, Warriors, and Samurais.
Druids have the lowest base physical accuracy.  You'll notice as you progress
through the game that many weapons, such as the Estoc and Rapier early on,
also have a higher "hit" count.  Usually weapons with higher hit counts
will allow you to do a greater amount of damage.

Think of it like this:
Sure, one attack can do 5 damage, but if you can do two attacks for 10 damage,
it makes things easier, right?

That's why Hit Count is important.

However, how many of the -total- hits of the ones -possible- that hit are
determined by your Accuracy.  Sure, you may have quite a few hits total, but
if your character has low accuracy and the enemy, such as a boss, as low
AC, you aren't going to hit often.  Also, how much you roll the "dice" for
is important, too.

- The Enemy's AC and You -

No matter how high your Accuracy and how many hits you're capable of through
weapons and levels, enemy AC and your "dice roll" will also determine how
much damage you do.  In many other RPGs, Enemy physical defense is taken into
account, as is your physical attack power.  However, in the Dark Spire, this
is less important and what is important is "luck," in a sense.

First note that your dice is invisible, there's no way of seeing it. Don't
try.

Basically, the attack system ends up looking something like this:
Enemy AC + Dice Roll(Ally Accuracy + Ally Hits) = Damage Done

+ because enemy AC is negative.

Basically, the higher you roll your invisible "dice" for before an attack,
compared with how high the enemy AC is how many hits and how much damage
that will be done total. If your d20 (or 20 sided dice) rolls a 1, you will
automatically miss.  On the other hand, if your d20 rolls a 20 you will
automatically hit.


Types of Secondary Attacks:
---------------------------
By pressing the Right button over the Fight Command you'll open a window
that gives separate options for attacking.  These options are weapon-dependent.
For more information, press the X button over each command in battle.

- Power Attack: Stronger attack power, but it goes off more slowly.

- Swift Attack: Faster attack with lower accuracy.

- Range Attack: Allows short range weapons to target the back row. Weaker than
normal.

- Precision: Attacks one enemy with higher accuracy but slower attack speed.

- Volley: Attacks a group, but has very low attack power and lower accuracy.
Use on sleeping foes only.

- Piercing Attack: Increased attack power and Range, but increased AC.  So
there's less of a chance to hit as a whole.

- Volley Attack: Attacks multiple enemies, but has reduced range and attack
power.

- Fierce Attack: Increased Attack power, but only able to defend on the next
round.

This certainly isn't all of the attack types.  Just press X and the game does
a fine job explaining to you what they do.


Defending:
---------
Defending temporarily allows you to gain certain AC bonuses from armor on
classes such as Paladin.  By choosing the Secondary Command, "Counter,"
your character will counter attacks on him.  Note that this isn't as powerful
as a normal attack.

Of particular note is the "Hide" command that only Thieves have access to.
This command allows a character to leave the screen momentarily.  This is good
for two things:

On the round after a Thief hides, he can "back attack" for greater power.

However, it is even more useful when paired with Heroic Formation and a Warrior
in the front lines.  Give your Warrior a level in Thief and then have him Hide
every round on strong enemies.  He won't take damage!  unless the enemy has
access to spells or has long range attacks, you'll be invulnerable.  This is
a good tactic to use early on but will lose its effectively as the game
progresses, since more enemies have Magic and ranged attacks.


Spells - Types, Learning, Success, Failure, Quickly, and Carefully:
------------------------------------------------------------------
Learning Spells:
To cast a spell in battle you must first set it.  A freshly starting character
can set one spell.  If they start with 14 or higher IN, they can set two.
On the Guild menu, select "Learn" -> "Spells."  There is a number at the
bottom that determines your available spells.  At 0, you can learn no more
spells of that type.  Types are separates into Arcane and Holy.  They use
separate "points," so even if you have 0 points left for spells in Arcane
magic, you can still have some left in Holy.

To "Set" a spell," highlight the spell and then press the A Button.  If
you want to remove the spell, press the A button again.  Your "point" is
refunded.  Any time you are at the Guild you can rearrange your spells.

Spells come in 9 levels, each with their own set of MP.  There are two types
of Magic, Holy and Arcane.  Arcane magic is what Mages use and Holy Magic
is what Priests use.

Level 8 spells can only be cast by Chaotic alignment characters of high level
Faith and after having completed the "8th Domain Arcane Spells" Quest and
"8th Domain Holy Spells" Quest.

Level 9 spells can only be cast by Lawful alignment characters of high level
Faith and after having completed the "9th Domain Arcane Spells" Quest and the
"9th Domain Holy Spells" Quest.

For more information on Faith levels, see the Alignment section.

- Red Spells, Spell Success, Failure, and You -

Surely you've noticed some of your MP totals are Red.  This means that your
spell has a naturally higher chance of failure than one in green. Raise your
level and the Red levels will eventually turn Green.

What is "Spell Failure?"  When a spell fails, it will not go off. Fortunately,
when it fails, it does not cost MP.  At the end of the game, a timely spell
failure can lead to the Game Over screen.

Once you're reached higher levels you'll get "The Spell backfired!" message.
This happens once you've reached the Secondary classes point.  Spells
backfiring are a good deal more dangerous than Spell Failure.  Backfiring not
only costs MP, but it deals damage to your caster, so you pretty much not
only wasted your round, but you helped the enemy out!

To reduce the chance of Spells Backfiring and Spell Failure, raise your IN.
Higher IN influences the success of spells, as does the "Cast Carefully"
command.

- Carefully and Quickly -
These two sub-commands will probably be the most used sub-commands in the
game. By casting a spell "Carefully," you can reduce the failure rate of a
strong, high level spell.

Casting a spell quickly is great for large groups of enemies with mages in
the back row.  By casting a spell Quickly, there is a larger chance of Spell
Failure, but the spell goes off earlier in battle.  This will be extremely
important in some battles to clear out the sheer overwhelming amounts of
enemies.  Casting Quickly can be a risky move, but it can also pay off in the
end.

You'll probably start using the "Quickly" command around 4F and the
"Carefully" command right from the start.


Items:
-----
The Item command is probably the most basic command in the game.  It allows
you to use an item from your inventory on either a character or an enemy.
Like all spells and attacks, items are subject to "dice rolls," to determine
their effectiveness.


Stats:
-----
Late in the game you'll find yourself using this command far more often than
you will early on.  This command allows you to see everyone's HP and their
current negative statuses.  When enemies can cause many statuses, sometimes
it's difficult to determine what's on them and what spell to use, so use
this command to make your life easier on you!


Run:
---
Use the command to flee from battle. You'll be using this a lot once you hit
4F and above.

You can't run from all battles. Boss and sub-boss battles are unavoidable.

When you flee from some battles, namely semi-required battles that happen in
some doorways, you'll be pushed back through the door.  If this happens,
try entering the doorway again and if you get forced into another encounter,
you must clear that encounter to get through the doorway. I call these "door
encounters."  By the end of the game, "door encounters" are the only battles
that you are going to fight. You'll be running from everything else.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                             Walkthrough                                 |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -dsmgw-
The main walkthrough of the Dark Spire isn't much of a Walkthrough at all,
rather, it's more of a list of events and puzzles you can find on each floor
as you progress through the game. If you don't explore every block, you're
bound to miss something.

All coordinates in this guide are in (X,Y) format.  Or, if you look on the map,
(E,N).

--------------------------------
General Tips and Tricks:
--------------------------------
</pre><pre id="faqspan-2">
Save Often!  Once you hit higher levels, you'll, literally, want to save every
five or so steps.  Always save before attempting to open a door with a Thief.

When using EP to level your character classes, reset if you get a 1.  It may
take 10 or so reloads, but you should, eventually, get a higher value.  If after
a large amount of reloads, you don't get any more than 1, just move on.

Use the Shop in Town as your storage facility.  Though you're limited to 64
items on hand, you can sell items to the Shop and the Shop owner will sell them
back!  if you have a certain weapon or armor you feel you may need later, but
just don't have room for it, don't toss it.  Sell it to the shop and it will
appear in his inventory for you to buy.

Buy your Thief a Bow and stick him into the back row. This will save him from
damage and he'll still be able to damage monsters.

Did you know that you can attack, defend, and cast differently?  Press the
"right" directional button in battle when over the "Attack," "Defend," and
"Spell," commands and you'll see different ways to do them.  The most important
are the ways to cast spells.  Casting a spell "Carefully" will increase accuracy
and stop you from failing.  Certain high level spells will fail when used, but
when you cast them "carefully" the spell will likely succeed.  In contrast,
casting a spell "Quickly" has a higher failure rate, but the spell will go off
much faster in battle.  Late in the game you'll find yourself casting many
spells "quickly" in order to kill enemies before they kill you.

Do every quest.  Quests will limit the amount of Leveling you must do,
especially early on. They usually give a nice amount of EP and Gold.


Quick Guide:                                                            -dswqg-
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
- Character Creation                                                    -plcrc-
- Training Grounds                                                      -pltrg-
-------------------------------------------------------------------------------
- The First and Second Floors                                           -f12fs-
    - The First Floor                                                  -f12v1-
         - Quest:  Erase Graffiti                                      -qsegf-
         - Puzzle: The Stone Statue                                    -p1fss-
         - Quest:  The Moonlight Jewel                                 -qsmlj-
    - The Second Floor                                                 -f12f2-
    - The First Floor                                                  -f12ff-
         - Puzzle:  Riddles                                            -p1rdl-
    - The Second Floor                                                 -f12mw-
    - The First Floor                                                  -f12da-
         - Quest:  Crush the Grave Robbers                             -qcrgr-
         - Puzzle: Find the Clover Key                                 -p1fck-
         - Quest:  Recover Heirloom                                    -qrchl-
         - Sub-Quest:  Mysterious Woman, 1                             -sqmw1-
    - The Second Floor                                                 -f12fv-
         - Quest:  Vanquish Ghosts                                     -qvqgh-
         - Quest:  The Flame Jewel                                     -qtflj-
         - Puzzle: Fool the Men                                        -p2ftm-
         - Puzzle: Unlock the Captain's Room                           -p2ucr-
         - Sub-Quest: Mysterious Woman, 2                              -sqmw2-
-------------------------------------------------------------------------------
- The Third Floor                                                       -f3ttf-
    - The Third Floor                                                  -f3tv1-
         - Sub-Quest: Mysterious Woman, 3                              -sqmw3-
         - Puzzle: Homage to the Shrine Maiden                         -p3hsm-
         - Quest: The River Jewel                                      -qstrj-
-------------------------------------------------------------------------------
- The Fourth Floor                                                      -f4tff-
    - The Fourth Floor                                                 -f4fv1-
         - Puzzle: Capture the Rodent                                  -p4ctr-
         - Puzzle: Activate the Elevator!                              -p4ate-
         - Sub-Quest: Mysterious Woman, 4                              -sqmw4-
         - Quest:  The Forest Jewel                                    -qstfj-
         - Puzzle: Obtaining the Necromancy Book                       -p4onb-
         - Puzzle: Fear of Darkness                                    -p4fod-
-------------------------------------------------------------------------------
- Intermission: The Basement                                            -b1imb-
    - The Basement, West                                               -fb1ws-
    - The Basement, East                                               -fb1ea-
         - Quest:  Shatter Gold Coins                                  -qssgc-
         - Puzzle: Climb Down the Well                                 -pb1dw-
         - Puzzle: Deafening Sound                                     -pb1ds-
         - Quest:  Get Secondary Class                                 -qsgsc-
-------------------------------------------------------------------------------
- The Fifth Floor                                                       -f5tfi-
    - The Fifth Floor                                                  -f5fv1-
         - Sub-Quest: Mysterious Woman, 5                              -sqmw5-
         - Quest:  Slay Killer Bunnies                                 -qf5kb-
         - Quest:  Druid Training                                      -5scqd-
         - Quest:  Samurai Training                                    -5scqs-
         - Quest:  Wizard Training                                     -5scqw-
         - Quest:  Ranger Training                                     -5scqr-
         - Quest:  Slay the Beast King                                 -qgskb-
         - Quest:  Paladin Training                                    -5scqp-
         - Quest:  Ninja Training                                      -5scqn-
         - Puzzle: NSEW - Western Side                                 -p5fws-
         - Puzzle: Open the Library                                    -p5fol-
         - Puzzle: Free the One-Winged Angel                           -p5ffr-
         - Puzzle: Necromancy                                          -p5fnm-
         - Puzzle: NSEW - Eastern Side                                 -p5fes-
         - Puzzle: Obtain the Black Orb                                -p5fbo-
         - Sub-Quest: Join the Guild of Commerce                       -sqjgc-
-------------------------------------------------------------------------------
- The Sixth Floor                                                       -f6tsx-
    - The Sixth Floor                                                  -f6vmn-
         - Quest:  Find Lost Item                                      -qofli-
         - Quest:  Repair Floor                                        -qorpf-
         - Quest:  Lost Arcane Spells                                  -qolas-
         - Quest:  8th Domain Arcane/9th Domain Arcane Spells          -q89as-
         - Puzzle: Using the Black Orb                                 -p6fub-
         - Quest:  The Golden Jewel                                    -qstgj-
         - Quest:  The Earth Jewel                                     -qstej-
         - Sub-Quest: Mysterious Woman, 6                              -sqmw6-
         - Puzzle: Four Doors and a Switch                             -p6fds-
         - Quest:  Slay the Mist Giant                                 -qghmg-
         - Quest:  Crush Living Dolls                                  -qghld-
         - Puzzle: The Giant Foot                                      -p6fgf-
         - Quest:  The Sun Jewel                                       -qstsj-
         - Puzzle: The Goblin's Revolution                             -p6fgr-
         - Puzzle: H3ll0 Kitty                                         -p6h3k-
         - Quest:  8th Domain Holy/9th Domain Holy Spells              -q89hl-
         - Quest:  Treasure Hunt                                       -q8fth-
-------------------------------------------------------------------------------
- The Seventh Floor                                                     -f7tsv-
    - The Seventh Floor                                                -f7vfn-
         - Puzzle: Heart, Spade, Diamond, Club                         -p7fcp-
         - Puzzle: Instant Death                                       -p7fid-
         - Quest:  Defeat Shadowdancer                                 -qghsd-
         - Puzzle: Backwards                                           -p7fbw-
-------------------------------------------------------------------------------
- Post Game: True Endings                                               -fpgte-
         - Quest:  Adventurer's Seal                                   -pgqas-
    - The Second Ending                                                -mstse-
         - Sub-Quest: Mysterious Woman, 7                              -sqmw7-
         - Quest:  General Heiden Zeke                                 -pgqhz-
    - Unlocking the Secret Level                                       -ultsl-
    - ?????                                                            -pgslu-
         - Puzzle: The Wooden Horse                                    -pgpwh-
         - Puzzle: War Games                                           -pgprg-
         - Puzzle: Cooking and Cleaning                                -pgpcc-
         - Quest:  Slay the Archdemon                                  -pghqa-
         - Puzzle: Reflection                                          -pgprf-
         - Puzzle: Cups, Swords, Wands, and Coins                      -pgpwc-
         - Quest:  Fit For a King                                      -pgqkg-
         - Quest:  Lost Holy Spells                                    -pgqhs-
    - The True Ending                                                  -pgtte-
         - Quest: Hunt for Giants                                      -pgrqg-
         - Quest: Hunt for Demons                                      -pgrqd-
         - Quest: Hunt for Dragons                                     -pgrqn-
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

===============================================================================
---                           Character Creation                            ---
===============================================================================
                                                                       -plcrc-
The game automatically deposits you into the Guild screen, where I would
highly suggest you spend a good amount of time creating your characters.  I
would suggest against using the premade characters the game gives you; they're
not very good and you can make better.

Select "Create" to create characters.

If you ever get the "These stats do not meat the minimum requirements" message,
it's because you need stats over 11 to create a character of a particular
class. Warriors need 11 ST, Thieves need 11 DX, Mages need 11 VT, and Priests
need 11 IN and to have either a Chaotic or Lawful alignment.

Be sure you know exactly what you want to make before progressing.  There
are four basic classes and 6 "Secondary" classes that you will not have access
to at this point.  Base your character stats off of what you want for a
secondary class.

When creating your party, a Thief is an absolute must. They will open doors
and chests for you.  The rest of the characters are really what you choose.
My preference is a Human Warrior, Human Thief, Elf Mage, and Human Priest.
You may not like Magic at the beginning of the game, but once you hit the
middle and late portions of the game, you'll find Arcane magic invaluable.

For your final party, plan to have at least two characters who can use
Arcane Magic, 3 is even better. The classes that can use Arcane Magic are
Samurai, Druid, and Wizard.

Here's a quick breakdown of what basic classes make which secondary
classes.  While it may not seem important right at the start, you're going to
want to plan all of your character creation revolving around what you want
your secondary classes to be.

Warrior + Priest = Paladin
Warrior + Mage   = Samurai
Warrior + Thief  = Ninja
Thief   + Priest = Ranger
Mage    + Priest = Druid
Mage    + Thief  = Wizard

It does not matter which job you level up first.

Secondary Class Requirements are as follows.  Any skills mentioned are required
to learn the Class later on.  I am only listing this here to help you prepare
for later on and save you some time so you don't have to spend EP Leveling
stats.

Information on stats taken from GameFAQs Message boards and the Dark Spire
wiki at http://thedarkspire.wikidot.com.

--------------------------------
Paladin:
Level 10 Warrior and Priest
13 ST
13 IN for the "Military Strategy" skill.
13 VT
10 CH
Military Strategy Skill required.
--------------------------------
Samurai:
Level 10 Warrior and Mage
13 ST
13 VT for the "Healthy Living" Skill.
Healthy Living Skill required.
--------------------------------
Ninja:
Level 10 Warrior and Thief
13 ST
13 IN
13 DX for the "Tree Climbing" skill.
Tree Climbing Skill required.
--------------------------------
Ranger:
Level 10 Thief and Priest
VT 13
DX 13 for the "Acrobats" and "Tree Climbing" skill.
Acrobat and Tree Climbing Skills required.
--------------------------------
Druid:
Level 10 Mage and Priest
IN 13 for "Ancient Languages."
Ancient Languages skill required.
--------------------------------
Wizard:
Level 13 Mage and 10 Thief
ST 13
IN 13 for "Astrology" skill.
Astrology skill required.
--------------------------------

Some other helpful hints:

Make sure everyone's VT is over 10, preferably you want it as high as possible,
but you actually lose HP bonuses each level.  If you press the X button over
each stat, it tells you what the stat does.  If your VT gets below 9, you
actually have a penalty to your HP "rolls" every level, so be sure you have it
over 10.  Eventually, you'll want to use EP to get it to 15 or higher, but for
now make sure it's over 10.

If you're patient, before you do any Leveling at all, you can unlock a Dark
or High Elf.  The only difference between a Dark and High Elf and a normal Elf
is that they have an alignment and can start as a Priest.  The easiest way to
do this is to create 19 characters of either the Lawful or Chaotic alignment.
Once you've done that, enter the tower, not moving forward, and then exit,
each time going to pray at the Church of your choice.  After a few times of
this, probably over 7 or so, you should have over 200 points in your
alignment direction. Each newly created character gives 9 points towards an
alignment, so 19 x 9 = 171, you need 30 more points from praying.  With 4
characters praying at the temple each time, it will take around 8 trips from
the Tower to the Temple to hit 200.
You can make this process easier on yourself by making the Chaotic or Lawful
characters Priests, since they get an extra 4 points per character by being
level 1 in their job. 10 Level 1 Priests will be worth 130 points instead
of just 90.

Once you've gotten around to exploring the tower, you'll notice that you're
getting all sorts of drops you don't need anymore.  Instead of throwing them
out, sell them to the Shop.   Even though you may only get 5 Gold for them, the
Shop "holds" the items and you'll be able to buy them back.

Whenever you have the money, get your Thief a Bow and put him in the back row.
For the first part of the game, you're safest in Heroic formation.  Give
your Mage and/or Priest a Quarterstaff so they can attack physically.

For more information on character creation and Alignments, see the Basics
section.


===============================================================================
---                           Training Grounds                              ---
===============================================================================
                                                                       -pltrg-
Enemies: None
Items: Longsword, Dagger x2, Quarterstaff, Leather Armor x2, Robe x2
Boss: Garland

As the game begins and you've created your characters, select the "Info."
option for the next scene.  Choose Yes to continue and watch the scenes.

Spend some time getting used to the controls here.  The Y button is a shortcut
to the map so you don't have to open up the menu.  The menu is opened up
by pressing B.  Press Start to view the Save/Load/Settings Menu.  You may
want to save before doing anything else, especially if you spent a good amount
of time creating characters.

Be sure you equip your gear!  Equip the Longsword on your Warrior, the Dagger
on your Thief, and the Quarterstaff and Dagger on your remaining classes.
Equip Leather armor on your heavier armor users, Thief and Warrior, and the
Robes on your Mages.

- At (11,13) press A to open the door.

- At the door in (12,9), examine it with the X button.  Use the "Pick the Lock"
command and select your Thief to pick the lock. You may fail, but the door will
open anyway.

- Be sure to save before entering the door at (12,9). The door to the far side
is locked and you won't be able to get through until much, much later.

---------------------------
Boss: Garland
Location: Training Grounds, (12,9)
EP: 25
Items: Healing Potion

Use your most powerful attacks on Garland.  If you have a Mage and he has the
Somnium Dulcis spell, use it on Garland to put him to sleep.  That way you
won't take any damage from his attacks.
---------------------------

Note: For Disarming Traps, always have your highest level Thief chest and
Disarm them.  Just start at the top of the list and work your way down.  You'll
fail a lot at first, that's normal.

Exit the training grounds once you're done exploring.  There's not much we can
do here for now.  As you exit the Training Grounds, Garland gives you 500 EP
to level your new characters up with!  Select "Info" again and afetr the scenes
you're free to exit the guild and continue on your adventures.

Explore the town screen as you wish.  When you're ready to continue, exit town.
I suggest making it a habit to Pray at your Temple of choice before you enter
the Tower every time.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                       The First and Second Floors                       =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f12fs-
The first and second floors will be your Introduction to the Tower.  In many
ways, they are the hardest and longest floors.  Spend a good amount of time on
these floors getting used to the mechanics; the learning curve is steep and you
won't learn other than through experimentation.

===============================================================================
---                            The First Floor                              ---
===============================================================================
                                                                       -f12v1-
Enemies: Goblin Pvt., Rhytisma, Giant Bat, Killer Bat, Thief, Acolyte, Bronze
Coin
Items: Important Item, Claymore, Moonlight Jewel
Boss: None

1F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map01.jpg
http://img179.imageshack.us/img179/1107/floor1.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=1f_20080608
gif

Tip:  Buy some Snake Oils from the Inn.  These will help if your Thief gets
poisoned from disarming chests.  Just save before using it and if it fails,
reload and try again.

Before heading into the Tower, head into the Guild and select the "Info"
command.  Choose "Quests."  There are three quests, called "Erase Graffiti,"
"Crush Grave Robbers," and "The Moonlight Jewel."  Accept all of them by
pressing the A button.

Whenever you feel like you're in trouble, I can't stress this enough, EXIT!
The beginning of the game is one of the riskier parts.

If you have a mage, be sure to use Somnium Dulcis on any large groups of
monsters, it will save you some casualties!

- (3,6): There's a door with a Clover design.  You can't unlock this until
you retrieve the Clover Key, later on.

--------------------------------
Quest: Erase Graffiti    -qsegf-
Description: The family of a slain adventurer has asked for some misspelled
graffiti to be erased.
Requirements: None
Location: 1F,(7,1)
Reward: 100 Gold, 150 EP
Information:
You'll find the Graffiti just inside 1F.  Take the second path to the south and
open the door.  The graffiti can be found in the southwestern corner of this
room, which has the coordinates, (7,1).

You won't be able to complete this quest until you have accepted it from the
Guild using the "Info" command. To claim your reward, go back to the Guild and
select "Quest."
--------------------------------

- Though you have access to 2F, I suggest not going up there until you're
around level 3 or so, just to be safe.  Stay on 1F and continue exploring the
south and southeast.

- (7,4) In the room near the path to the elevator, you'll find a scene with
a man calling himself "Sir Emerald Lightning."  He'll be important later on.
For now, ask him about his good news and then choose the "Deal" command.  Buy
his Important Item for 50 Gold. This will be useful much, much later in the
game.

- (9,1) Save your game and pick the lock with your Thief.  If he fails and gets
a message that says "The lock was too difficult," reload.  You can also get rid
of this message by exiting the tower and re-entering, but reloading is easier.
There are hidden passages through this door that lead to B1.  For now, you'll
want to avoid B1.

- (5,0) You'll get a message saying that the floor is under repair.  When
the game gives you this message, turn away, or you'll fall down to B1.  It's
very likely that if you fall you'll die a fast and painful death.

- (15,2) There is a secret door on the western wall. Examine the far end of
the room, (13,2) and you'll obtain a CLAYMORE.

- (19,4)  The door is blocked.

--------------------------------
Puzzle: The Stone Statue   -p1fss-
Description: Derelict in his duties, the soldier learned in death what he did
not know in life.  Regret of his vanity has kept his soul bound to earth.
Requirements: Leather Helmet or Steel Helmet
Location: 1F, (19,4)
Information:
To get the statue out of the way, you must choose "Use an Item" and use a
helmet-type on him. Steel Helms and Leather Helms work.  Both can be bought
at the store, but you can get Steel Helms as drops from the Thieves, if you're
lucky.   Just use the Helmet on him, and the door opens.
--------------------------------

- (14,19) There is another locked door here.  Save before picking it and
continue along your way.

- (8,21) Puzzle and Quest time!

--------------------------------
Quest: The Moonlight Jewel   -qsmlj-
Description: The Thieves Guild requests you find the Moonlight Jewel.
Requirements: None
Location: 1F, (21,21)
Reward: 250 Gold, 500 EP
Information:
At the top of the 1F map, around (8,21), you'll find two doors right next to
each other.  When you walk through these doors, you'll hear "click" and
"Clank" sounds.  This is the key to your puzzle.

First, we must make all of the switches, there are four total, "Click."  Walk
through either door and make one of the two switches "Click," then step
backwards, turn around, and walk back out. Head into the other door and make
both of the switches Click and exit to the other side of the area.  Take a
right, or left, and enter the other door on your side of the wall and then walk
onto the final switch.  That should have all four of them on, now.

Here's a brief picture for those visually inclined readers:
---------
|  1   2  |   You start by walking onto Click "3." Exit the room, and walk over
---------    Clicks "1" and "2." Then head back into the second hallway and
|  3   4  |   Walk over Click "4."
---------

With all four "Clicks" the door on the left at (0,20) unlocks.  Enter it and
examine everything. When you check the Table, choose "Destroy the Doll." If
you choose to leave the doll alone and take it, you must exit the tower and
re-enter to reset this puzzle.  The correct answer is "Destroy it."

Now we need to make all of the "Clicks" turn into "Clanks."  This is easier,
just walk through one way and come back another.  Or, using the picture above,
walk through hallway 1/2 or 3/4 and come back on the other side.

When all of the switches say "Clank," enter the door on the right, at (0,21).
In here, examine the ground and you'll receive the MOONLIGHT JEWEL.

To report this quest, you must bring the Jewel to the shady man on the second
floor at (3,18).  The Quest isn't automatically completed by obtaining the
Jewel and heading back to the Guild won't count it as a completion until you've
given it to the man.
--------------------------------

With the Moonlight Jewel in your possession, head back to the entrance.

- (2,11) You'll find a set of stairs to 2F.  There are multiple entrances to
the second floor, but we'll explore this one, first.


===============================================================================
---                           The Second Floor                              ---
===============================================================================
                                                                       -f12f2-
Enemies: Bandit, Ghost, Lost Soul, Poison Spore, Pirate, Goblin Sgt, Goblin Pvt.
Items: Parrot Doll, Skull Key
Boss: None

2F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map02.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=2f_20080608
gif


Enter the second Floor from the stairs on (2,11) on the first floor.

The first two or three visits to the Second Floor will be the most difficult.
If you have a Mage, you can survive more easily by using his spell to put the
human enemies to sleep. In fact, you'll probably want to run away a bit at
first.

This trip will be short, but it's worth it to explore the area now before we
get into the "meat" of 2F.

- (0,14)  There's a locked door.  Save and have your Thief pick the lock.

- (3,18)  When you enter this square, watch a scene. The most important item
to buy from him is the PARROT DOLL for 500 Gold.  You'll need it later.  It's
expensive, but it's required, and it will save you a trip. You will also
need a Cutlass Later, but you should be able to buy it from the item shop, so
it's not necessary to get it from the Suspicious Man.

Don't gamble with the man yet, you're at a disadvantage.  Come back when
someone has the Gambling skill learned.

This man is also the person you give the Moonlight Jewel to to finish off your
Quest.  Be sure to go report it at the Guild once you've given it to him using
the "Item" command.

- (3,17) Pick the lock here and open the small room at (2,17). Examine the
area and you'll pick up a SKULL KEY.

That's all there is to do on 2F for now, head back to 1F.


===============================================================================
---                            The First Floor                              ---
===============================================================================
                                                                       -f12ff-
Enemies: Goblin Pvt., Rhytisma, Giant Bat, Killer Bat, Thief, Acolyte, Bronze
Coin
Items: None
Boss: Goblin Pvt., Goblin Lt.

1F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map01.jpg
http://img179.imageshack.us/img179/1107/floor1.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=1f_20080608
gif

Now would be a good time to start improving your selection of weapons and armor.
Getting your Thief a bow at this point is an extremely good idea and having
one extremely strong "tank" standing in the front of the Heroic Formation will
reduce the amount of damage you take as a whole.  Remember, AC is your "defense"
in this game, and the lower the value, the battle.  If it's lower, you're less
likely to get hit.  It may be tempting to try to have two warriors up front,
but that will just make you take more damage.  You'll go through items and MP
more quickly and won't be able to explore for as long.

- (10,18)  In the puzzle section with multiple doors, be aware that you'll
encounter your first trap at (10,18).  This trap will do some damage to you,
so keep your HP up.

In case you're having problems with this puzzle, you must enter it from the
left door, take the right when you can, follow the path, and then take another
right.  This should get you to the end.  It's not really a puzzle, but a maze.

- (11,18) There's a locked door, save and have your Thief pick it.  This path
leads to a spring, which you'll find useful.  You may want to write down
the coordinates of the spring, (13,17) for later.

- (3,16) has another puzzle for you.

--------------------------------
Puzzle: Riddles          -p1rdl-
Description: I can swing, and I can thrust.  I have no string, and I sometimes
rust.  Use me to defend, for I shall never bend.
Requirements: None
Location: 1F, (3,16)

The answer to the Riddle is "Sword."
--------------------------------

- At (1,15) you'll encounter a boss.

---------------------------
Boss: Goblin Pvt., Goblin Lt.
Location: 1F, (1,15)
EP: ~70
Items: None

This battle has a "random" amount of Gobling Pvts and a Goblin Lt.  On any group
of 4 or larger, have a Mage use his Somnium Dulcis spell to save yourself some
damage and focus on one group at a time.  Keep everyone's HP above 10 using
healing spells and items and this encounter won't cause you too much damage.
Try to save your MP, though, since you still have 2F to reach and clear.
---------------------------

The path to a new section of 2F is open.


===============================================================================
---                           The Second Floor                              ---
===============================================================================
                                                                       -f12mw-
Enemies: Bandit, Ghost, Lost Soul, Poison Spore, Pirate, Goblin Sgt, Goblin Pvt.
Items: None
Boss: None

2F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map02.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=2f_20080608
gif

You may find this to be the hardest hurdle so far.  Getting through this short
section of 2F may take 2-3 trips back to town. My suggestion would be to save
before every door you enter and run from any encounters you can't take.  The
easiest enemies on this floor are the Mushrooms, so wen you get groups of them,
kill them.  I suggest only fighting the forced encounters when you go through
the doors.

- (11,19)  Save and pick the lock with your Thief.

- (13,12)  Once you hit this door, be careful and watch your map.  You can lose
a good deal of progress by going through the doors that will send you back a
few rooms.

- (10,12) You'll find the stairs leading back down to 1F.

That's right, we're not done yet.

===============================================================================
---                            The First Floor                              ---
===============================================================================
                                                                       -f12da-
Enemies: Goblin Pvt., Rhytisma, Giant Bat, Killer Bat, Thief, Acolyte, Bronze
Coin
Items: Thieves' Pennant, Empty Bottle, Clover Key, Heirloom, Golden Bracelet
Boss: None

1F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map01.jpg
http://img179.imageshack.us/img179/1107/floor1.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=1f_20080608
gif

- (10,10) The large area around the stairs is pitch black and you have no way
to see.  You're going to have to count your steps in every direction and watch
you map.  Later on you'll learn a mage spell that will help considerably in
these parts.

- (8,14)  Face the western wall here and you'll find a secret door. This is
for another quest!

--------------------------------
Quest: Crush Grave Robbers   -qcrgr-
Description: Sir Garland wants you to prove your worthiness by vanquishing a
band of ruthless Grave Robbers.
Requirements: None
Location: 1F, (7,14)
Reward: 250 Gold, 500 EP
Information:
In the central portion of 1F, in the pitch black area you reach from heading
downstairs in 2F, you'll find a hidden door which leads to the encounter with
these enemies.  You'll fight them at (7,14), but be sure to save before you
go through the door!

This will probably be the first quest that gives you some problems.  I can't
stress how much easier this battle will be if you bring a Mage with Somnium
Dulcis.  You have 10 or so enemies here and without a sleep spell, your tank(s)
are going to take damage very quickly. The enemies will hit for 5-10 damage
each, so you need to incapacitate them with sleep as soon as you can. You
may even want to defend with your frontline fighters on the first round.

On the second round, sleep the second group and begin attacking the slept
enemies.  Slept enemies won't evade as often, so you'll hit for a very large
amount of damage each time.  Basically, you're going to need to kill 2 per
round or so in order to stay alive.  It's a matter of luck for the first part
of the battle.

Good luck!

Once you've retrieved the Theives' Pennant, you must report to Garland, who
you'll find in the Training Grounds.  To reach the Training Grounds, choose
"Info" from the Guild and ask to go there.
--------------------------------

- At (10,8) you'll find a door to the east.  This path leads to nothing but
dead ends for now, but it's good to know where some of these things are.
Pick the lock at (12,3).  At the far end of this section you'll find what
appears to be a dead end, but you'll find a secret door at (13,4) with a switch
at the end that unlocks the door.
enter the generator room at (13,6) and examine the Cage and take the EMPTY
BOTTLE.  We don't need it now, but if you want you can go fill it up with
water at (13,17).  Later on this will be required for a quest.

- At (1,10) you'll find an intersection.

--------------------------------
Puzzle: Find the Clover Key   -p1fck-
Description:  The door has a clover-shaped crest carved on it.
Requirements: None
Location: 1F, (0,11)
At the intersection at (1,10), you need to take the western path.  If you're
watching the map, you'll notice that you end up on the far eastern side. At
the far end of this path, through two doors, you'll find a door at (21,11) you
need to pick. Go through the door and examine the area to obtain the CLOVER
KEY. The exact location is (0,11).
--------------------------------

- (3,7)  Use the Clover Key on the door at (3,7) to unlock this door and make
your travels much, much, much faster. just head to the right and you'll reach
the dungeon exit.  After the long trip, you'll probably need it!

- If you return to Town at this point, you'll notice more quests available to
you. They are "The Flame Jewel" and "Recover Heirloom."  At this point, we can
only complete "Recover Heirloom," but that's if you grind a bit. However, if
you do this quest now, it will make the next sections much easier.

--------------------------------
Quest: Recover Heirloom   -qrchl-
Description: An anonymous Noble family has requested that you find and return
a precious family heirloom.
Requirements: The Moonlight Jewel Completed?
Location: 2F, (3,18), (2,15)
Reward: 1,000 Gold, 3,000 EP (!)
Information:
To complete this quest you must win the gambling mini-game five times in a row.

First and foremost, you absolutely want the Gambling Skill. Characters with
high DX and IN, possibly 13 DX and 10-12 IN can learn Gambling.  It requires
500 EP to learn, but it will be well worth it.

If this quest isn't showing up for you, speak with the Suspicious Man and then
exit out of the tower into town.

Let me put it this way:
Without the Gambling Skill, you have, literally, less than a 2% chance of
completing this quest.

With the quest started, head to the Lucky Pair-a-Dice, which is where the
Suspicious Man is on 2F.  This is at coordinates (3,18). Before speaking with
the man, SAVE.

What you need to do is win at gambling 5 times in a row.  Even with the
Gambling skill, this requires a good deal of luck and you may need to reload
10 or more times. Be sure that the character with the Gambling skill is the one
who is rolling.

What the Gambling skill does is add a 1 to your rolls, so you won't get a
2, ever.

You want to "Cash Out" when you get 3,200 Gold.  This quest has extremely
nice rewards, because along with the Quest rewards, you get the 3,000 Gold
from gambling.  Not only that, but 3,000 EP is excellent and it's well worth it
to spend the time doing the quest early on.  When you Cash Out you receive the
Heirloom.

You need to give this Heirloom to a man at the coordinates (2,15) on 2F, which
is just to the south in the Dark area.
--------------------------------

Once you've finished this quest, head back to 1F.

- (8,8) A scene with a woman occurs.

--------------------------------
Sub-Quest: Mysterious Woman, 1   -sqmw1-
Description: Help the Mysterious Woman
Requirements: Healing Potion
Location: 1F, (8,8)
Reward: Golden Bracelet
Information:
The first encounter with the Mysterious Woman is at (8,8) on 1F.  Use a
Healing Potion on her and she will thank you.  Doing this quest will allow you
to see her later on in the game.  She also gives you a GOLDEN BRACELET.

The series of quests with the Mysterious Woman are incredibly important and
will allow you to get the complete endings later on in the game.
--------------------------------

- (0,8) is where you'll find the stairs to the third section of the Second
Floor.

Don't worry about the unexplored areas in 1F right now, you can't finish
the entire floor immediately.

===============================================================================
---                           The Second Floor                              ---
===============================================================================
                                                                       -f12fv-
Enemies: Bandit, Ghost, Lost Soul, Poison Spore, Pirate, Goblin Sgt, Goblin Pvt.
Items: Ectoplasm, Flame Jewel, 32 Gold, Rum-Pickled Nuts, Marshmallows, Blue Ink
Captain's Log
Boss: Pirate, Buccaneer

2F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map02.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=2f_20080608
gif

Before heading too far on this floor, be sure you've completed Garland's first
request, Crush the Grave Robbers, and have accepted his second Quest "Vanquish
Ghosts."

Also, before heading too far in, be sure you have a Cutlass (from the shop),
a Tricorne Hat (Also from the shop), and a Parrot Doll, which you'll get from
Dealing with the Suspicious Man on 2F.  You'll be needing this soon.

Finally, now that you probably have some money for you, you'll want to get
some decent gear for your "Tank."  The Estoc Weapon, a Metal Shield, and  a Fine
Platemail will work well, as will a Steel Helmet if you've gotten one as a drop.
Once you hit level 6 with your Priest, you can learn Holy Guardian, which
will reduce everyone's AC by 3 throughout your current duration of the stay in
the dungeon.  In other words, as long as you're staying in the dungeon, it won't
wear off!  This is a very good spell that I suggest using every time you enter
the dungeon.  At -6 AC, with Holy Guardian, you'll be doing very well.

- (5,6) The intersection here leads down two long paths.  The northern path
leads to the next quest, the southern path leads to the area that will allow
you to continue in the game.  I suggest going to finish the quest, first.

--------------------------------
Quest: Vanquish Ghosts   -qvqgh-
Description: Sir Garland wants you to prove your worthiness by destroying some
dangerous Ghosts.
Requirements: Crush Grave Robbers Completed.
Location: 2F, (3,8)
Reward: 500 Gold, 1,000 EP
Information:
The entrance to 2F to take is the one at (0,8), which is just behind the
Clover Key door.  On 2F, the door you want to go to is at (3,8), but you'll
noticed that it's "Sealed by a Powerful Force."  To get rid of this message,
search the hidden passage at (1,9).  Destroy the Altar at (0,10) and then
return to the door.

When you enter the room, examine the area and you'll be forced into a battle
with over 10 Ghosts.

The easiest way to clear this battle is to have a level 5 Mage and have him
use Saltatus Ardens, the level 3 attack ability, on the larger group  This
skill will clear the group immediately and helps considerably more than
Sleep, since Sleep doesn't seem to like sticking on these.  If you're using a
Priest, Divine Fortress, the level 3 spell, will help reduce the damage you
take, but be aware that it will reduce your affinity towards your alignment by
1 point, so use at your own risk.

After destroying the Ghosts, you receive an ECTOPLASM.  Give this item to
Garland in the Training Grounds and the Quest will be completed.
--------------------------------

- (5,0) Unlock the door here with your Thief and you'll end up in a large
dark area.

- (11,2) There's a door to the west here that brings you into a room.  This
is the beginning of the next Quest.

--------------------------------
Quest: The Flame Jewel   -qtflj-
Description: The Thieves Guild requests that you find the Flame Jewel.
Requirements: The Moonlight Jewel Completed.
Location: 2F, (11,2), (19,3)
Reward: 500 Gold, 1,000 EP
Information:
In the dark southern area of 2F, you'll find a door at (11,2) which leads to
the beginning of this quest. It may be helpful to use a map for this section.

http://i10.photobucket.com/albums/a132/c0rr0s10n/map02.jpg

Without a map, you're going to want to examine the secret door straight ahead
of where you enter (15,2) and take the teleporter in this room. Turn all the
way around, without taking any steps to the left and right, and enter the
door at (10,3). Take the teleporter in this room. Turn right twice and walk
forward two steps.  Flip the switch here.

Once you've flipped the Switch, walk forward one step and you'll be teleported
again. Turn right and follow this path until you're teleported. Turn around
and walk around the corner, checking the door at (14,1) for a secret passage.
Enter this door and you'll be teleported. Walk one step forward and then one
step to you're right.  Examine the ground and you'll find the FLAME JEWEL at
(19,3).

If you're using a Map, from the entrance, Take the teleporters in this order:
4 - (13,2)
5 - (8,2)
Walk north two steps, flip the switch at SW.
2 - (17,4)
3 - (10,2)
6 - (14,2)
Pick up the jewel at the Q at (19,3).

Bring the Jewel to the Lucky Pair-a-Dice on 2F and give it to the Suspicious
Man at (3,18) to complete the quest.
--------------------------------

Note: If you've done every quest available at this point, you're well prepared
to continue into the dungeon.  Even if you haven't done much fighting at all,
you'll still be at or above a good level, since the Heirloom Quest alone gives
you enough for one level. You'll probably notice that you can survive quite
a bit longer in the dungeon. Once you hit level 6, the early parts of the game
will become much easier, as you'll learn Holy Guardian.  Use this spell
every time you enter the Dungeon, as it will reduce your AC (raise your evasion)
by 3 points.  It's extremely useful and you'll be using it throughout the rest
of the game.

- (21,5) The door to the next area is here.

- (17,14) At the door here, you'll find another puzzle.  This one's a bit
tricky and actually requires preparation and possible backtracking. When asked,
choose "I'm the Captain."

--------------------------------
Puzzle: Fool the Men     -p2ftm-
Description: Fool the Pirates into thinking you're their Captain.
Requirements: Cutlass, Tricorne Hat, Parrot Doll
Location: 2F, (17,14)
Reward: None
Information:
When you examine the door at (17,14) on the Second floor, you'll encounter
this group. You need to fool them to get through the door.

To fool them, you need three items:
Cutlass
Tricorne Hat
Parrot Doll

You can buy the Cutlass from the Item Shop or the Suspicious Man, 2F: (3,18) for
500 Gold.
You can buy the Tricorne hat from the Shop in Town for 500 Gold.
You can buy the Parrot Doll from the Suspicious Man, 2F: (3,18), for 500 Gold.

Equip all of these items onto the same character and have the men examine
that character.
--------------------------------

Note:  For this entire section, you're going to be getting into encounters with
groups of "Pirates."  These are normal enemies in the area, but there are
usually a good amount per battle, as well as a stronger Pirate-type to help
along with them.  If your Mage is level 5, you'll want him to use his strongest
area spells to get rid of the Buccaneers.  Though a Mage's Saltatus Ardens will
clear off one group of Pirates, you should limit how often you use it, since
there will be a good amount of encounters with the pirates in this section.
If your mage is level 6, they'll have access to Lotus Puniceus, which will
clear out groups of Buccaneers, as well.  Try to limit yourself to one group
cast per level, instead focusing on sleep spells and physical attacks.

- (17,10) Another fight with large groups of Buccaneers and Pirates occurs
here.

- (17,9) Watch the scene, Question the man, and you receive 32 Gold.

- (17,8)  Take the door leading to the east (taking a right from the entrance)
in here.

- (14,7)  Examine this room and you'll receive a RUM-PICKLED NUTS.  You'll
need these later. After getting these, explore the rest of the map and head
back into the door at (17,8), where you should take the left (or, if you're
coming from the east, straight ahead) path.

- (20,7) Examine this room and take the MARSHMALLOWS.  These will be extremely
important later on.  But by taking them, you're forced into an encounter with
more Pirates and Buccaneers.

- (20,15) Save your game and then examine the room. You must insert 5 Gold into
the "slot machine."  The goal of this is to get a BLUE INK.  It may take a few
tries until you get the Ink, but this item is required a bit later in the game,
so don't use it.

- (20,9) Face the eastern wall and examine the door, which requires the Skull
Key to open.

--------------------------------
Puzzle: Unlock the Captain's Room   -p2ucr-
Description: Unlock the Captain's Room to help Willy.
Requirements: Skull Key
Location: 2F, (20,9)
Reward: None
Information:
To unlock this door, you need a Skull Key.  You'll find the Skull Key in a room
in the back of Lucky Pair-a-Dice.  If you've not been over to the Gambling hall
yet, the entrance is at (2,21), which is found by entering 2F from the
eastern intersection on 1F and entering the second floor from the First Floor
Stairs at (2,11).

The Key is found at (2,17).
--------------------------------

Inside the Captain's Room, you'll be able to explore.  of particular note is
that Marshmallows are used for Soundproofing.  This may help you later on. . .
Choose to read the book and read the appendix.  Once you've finished, choose
to stop reading and pick the "Take Diary" option. You receive the CAPTAIN'S
LOG.

- (17,9) Examine this square to bring up the conversation screen and give the
man the Captain's Log.

- (20,11) Watch a scene here.

To continue the game you must do one of two things:
A: Exit the Tower.
B: Walk downstairs, fight a battle, and come back.
For how long walking downstairs takes, you may as well exit.
There's no way to get the ship back manually, so you just have to exit the
area and then come back to (20,10), where you'll find the ship waiting for you.
Unfortunately, you have to walk back through half of 2F again, but you should
be more prepared at this point.

- (20,10) Examine the waterway, the examine the Fare Box and insert 5 Gold.
Board the Ship, pull the Lever and then press the button.  Watch the scene.

- (18,17) If you pay 200 Coins each, 800 Total, you will get sent back to
the entrance without walking.  This is an extremely useful feature and you'll
probably use it a few times before you clear the Third Floor.

- (19,17) has the stairs that lead to the Third Floor.

Before continuing too far, it's good to know that at this point you can do
another quest with the Mysterious Woman.  You may want to wait until you exit</pre><pre id="faqspan-3">
the tower to recover your health and MP, but I will put the guide to it here.

--------------------------------
Sub-Quest: Mysterious Woman, 2   -sqmw2-
Description: Help the Mysterious Woman
Requirements: Ship Access, Helped her on 1F.
Location: 2F, (20,13)
Reward: 100 Gold
Information:
Just north of the docks at (20,13) you'll find the Mysterious Woman again.
She will only appear once you have taken the ship once to the area where the
stairs lead to 3F.  Agree to help her and just take the ship to the other side.
You'll finish this Sub-Quest and she'll give you 100 Gold.
--------------------------------

As a final note, you can't complete that central area of 2F until you have
Elevator access, so don't worry about it yet.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                            The Third Floor                              =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f3ttf-
Once you've entered the Third Floor once, new Weapons and Armor appear at the
Shop.  of particular interest is the Rapier, which will be one of the best
weapons for some time.  Buy one of these for your Warriors immediately.

Also, be sure to start the Quest "The River Jewel" at the Guild.  If you go into
town before exploring too much of 1F, be sure that you buy some Jerky.

If you've completed every Quest so far, you'll find the Third Floor not
particularly difficult and you'll be able to clear it in three or so trips. The
main problem with this floor is the abundance of traps that eat away your HP
quickly, and traps that poison everyone.  Bring a lot of Antidotes!

===============================================================================
---                            The Third Floor                              ---
===============================================================================
                                                                       -f3tv1-
Enemies: Imp, Spear Dancer, Huntress, Shaman, Poison Spore, Vision Spore,
Goblin Medic, Goblin Sgt., Goblin Pvt., Wild Beast
Items: Sunflower Seeds, Broken Tusk, Wormwood, Ring of Lyacon, Gourd
Boss: Lyacon Spy, Thief

3F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map03.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=3f_20080608
gif

Once you exit that first door, you have to circle around to re-enter the
2F stair area, so be sure you're prepared. Also, expect quite a few traps in
this area.

- (17,7) Watch a short event here.

- (17.8) At this intersection, take the eastern path and follow it to the east
when given a chance.

- (19,12) You'll find a Trap here.  Place some Jerky into the Trap. You can get
Jerky from encounters in this area or from buying some from the Inn at Town.
When you exit the Tower and come back, you'll find a BROKEN TUSK.

- (9,5) You'll find a secret door leading to a very large hidden area.  At the
end of this area you'll find three traps in a row and the tree.  Don't bother
with this tree until the Post-Game, you can't do anything with it.  In fact,
until you have the spell that helps you avoid traps, I'd not even cross over
the three into the side area at all.

- (1,5) is a teleporter that sends you back to 2F.  This is good only if you
need to head back to Town.

- (12,14) has a locked door.  Pick it with your Thief to continue.

- (11,9) You'll find some SUNFLOWER SEEDS.  These are required for a puzzle
later on.

- (5,19)  You'll find a WORMWOOD.  Now we can complete another quest.

--------------------------------
Sub-Quest: Mysterious Woman, 3   -sqmw3-
Description: Help the Mysterious Woman
Requirements: Have helped her on 1F and 2F.
Location: 3F, (15,12)
Reward: None
Information:
Once you've helped the Mysterious Woman at 1F and 2F, you can find her on 3F
at (15,12).

You need to give her the Wormwood item, which is found on 3F at (5,19), in
order to clear her short quest.
--------------------------------

- (5,14) A priestess blocks your path.

--------------------------------
Puzzle: Homage to the Shrine Maiden   -p3hsm-
Description: Move the Priestess from the doorway.
Requirements: Broken Tusk
Location: 3F, (5,14)
Reward: None
Information:
At (3,14) you'll find a woman who won't allow you to pass unless you bring her
a tribute.  The tribute is a Broken Tusk.

To get the Broken Tusk, you must have some Jerky.  Jerky is either found in
normal encounters in the Third Floor or is bought from the Inn back in town.
You must place the Jerky inside of the trap on 3F at coordinates (19,12).
Exit the tower once you've placed the Jerky, and come back to the trap
once again and you'll receive the Broken Tusk.

After you've given her the Tusk, ask to bring Greetings to the Maiden and the
Priestess will move.
--------------------------------

- (1,14) Speak with the Shrine Maiden and Regent, Greet her, ask about Tyrhung,
and then ask about any rumors, then ask about the pirates.  Make to leave and
watch the scenes.

- (7,2) After the scenes, you're forced into battle.

---------------------------
Boss: Lyacon Spy, Thiefx~10
Location: 3F, (7,2)
EP: ~175
Items: None
You need to get rid of the thieves as soon as possible.  Avoid attacking the
Lyacon Spy right off the bat, instead focusing on the larger groups of weaker
enemies.  Though the Lyacon is more powerful, the sheer amount of damage the
Thieves can do over time can be more overwhelming than the single attack
from the boss.

Have your Mage use area spells, such as Lotus Puniceus or Saltatus Ardens on
the larger groups of enemies while your stronger attackers focus on the boss.
If you have a Rapier, it has a nice damage bonus against Lyacon-type enemies.
---------------------------

- (6,2) You'll find a RING OF LYACON on the ground.

- (10,1) Following the trail of blood, you'll find a secret door on the eastern
wall at (10,1).

- (16,1) Save and pick the lock on this door with your Thief.

- (18,1) Examine the area twice and pick up the GOURD.  You'll need it later on.

- (7,6) The doorway which was once blocked by a shady bunch is now open and you
can enter and exit the doorway here freely.

- (4,1)  At this point, you can actually enter 4F by the stairs at (4,1), but
there's still something left to do on 3F.

- (1,14) Speak with the Shrine Maiden and Regent. You can also not enter the
door behind the Shrine Maiden.

- (0,11), (0,18) Unlock the doors here with your Thief.

- (0,18) Is extremely important to unlock, as you'll be able to get the River
Jewel with it unlocked.

--------------------------------
Quest: The River Jewel   -qstrj-
Description: The Thieves Guild requests that you find the River Jewel.
Requirements: The Flame Jewel Completed.
Location: 3F, (1,16)
Reward: 1,000 Gold, 2,000 EP
Information:
Begin this quest by unlocking the door at (0,18).  By walking over the square
to do this, you'll have walked over the square (0,17).  It's just not possible
to avoid it your first time.  When you walk over (0,17), you trigger a click
that stops you from getting the Jewel.

Once you've unlocked the door at (0,18), head back to 2F or up to 4F and fight
a battle.  You can also exit the tower to reset this switch.  After the switch
is reset, head back up to 4F and head to (0,18) through the northern path at
(13,18).  Follow this to the end where you'll find the (0,18) door. Enter the
door from the north, be sure not to walk over (0,17) and enter the door at
(1,17).  In here you'll find the RIVER JEWEL.

Report this quest to the Suspicious Man on 2F to complete the quest.
--------------------------------

That's all there is to do on 3F. Be sure to remember to report your Quest.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                           The Fourth Floor                              =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f4tff-
The Fourth Floor is infinitely more dangerous than the third.  Mage-type foes
and monsters with breath attacks will be your primary adversaries.  Be sure to
have a Mage weaken them with spells as soon as possible, or you're going to
find yourself dead very quickly.

4F is a turning point in the game because exploration will become much easier.
For that matter, more backtracking will be required from here on out. Expect
for puzzles to take items from multiple floors.

Also note that you can actually reach 5F right from the start, but you won't
be able to progress through the events in 5F until you've completed many
puzzles in 4F and the floors below.

On the Fourth floor, you'll find yourself taking many detours and doing quite
a bit of backtracking.  Once you've completed the basic quests, however, your
travel time will be shortened considerably.  Remember how helpful the Clover
Key on 1F was?  Well, this is going to be much better than that!

Also note that once you enter the Fourth Floor, the quest "Find Lost Item"
becomes available.  You won't be able to complete this quest until you have
a Ring-type accessory, however, so it will be a while.  The Ring you received
on 3F does not work.

NOTE:  If you receive a Jitte on this floor, DO NOT DROP IT.  Sell it to the
shop if you don't have room for it, but you'll need one of these later on.
If you sell it to the shop you can rebuy it later.


===============================================================================
---                           The Fourth Floor                              ---
===============================================================================
                                                                       -f4fv1-
Enemies: Killer Bunny, Goblin Major, Goblin Lt., Goblin Sgt., Titan, Warlock,
Karnovski, Beastmaster, Wild Beast, Gargoyle, Imp
Items: Yggdra Squirrel, Unbirthday Cake, Trick Candles, Wild Beast Tusk,
Angel's Bracelet, Forest Jewel, Spell Book, Necromancy Book
Boss: Jabberwock, Killer Rabbit

4F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map04.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=4f_20080608
gif

- (16,1)  If you ever need a quick way out, you'll want to unlock this door
and take the 1,600 Gold teleporter at (4,16) to exit the level.

- (11,2)  You'll find a NPC.  For now he's not important, but he'll tell you
about this level's "attractions."  Yes, this level has a "theme park."  I
suggest not doing any of these little side areas until you've finished the next
puzzle.

- (14,7) There's a locked door here.  Save and pick it with your Thief.

- (16,6) Examine the wall in this room and you'll see a small hole.  Examine
it twice.  That's all for now, you now need to get into an encounter.  You
may want to explore a few rooms, but after an encounter and some exploration,
head back to (16,6).

--------------------------------
Puzzle: Capture the Rodent   -p4ctr-
Description: The squirrel's eyes shine brightly through the hole.
Requirements: Rum-Pickled Nuts, Gourd
Location: 4F, (16,6)
Reward:
Information:
Examining the hole at (16,6) the first time won't give you the option to start
this quest, but when you've exited the room, fought a battle or two, re-enter
the room and you'll notice the hole has changed to mention some dark eyes.

To catch this rodent, you must start by getting him drunk.  Seriously.  Use
the Rum-Pickled Nuts, which you find on 2F at the coordinates (14,7).

After that works, you must use the Gourd found on 3F at (18,1). Do not use
the "Capture the animal" command, instead use a Gourd.

By using these two items, you'll capture the YGGDRA SQUIRREL.
--------------------------------

- (17,4) There's a locked door here. Save and pick it with your Thief. Head
inside and examine the room.  You'll receive the UNBIRTHDAY CAKE.  Use this
item from your inventory and you'll receive the TRICK CANDLES.  The game does
not actually tell you that you've gotten a new item. Check your inventory and
you'll find it in there.

With the Yggdra Squirrel in your inventory, it's time to make the game a good
deal easier on yourself.  We're going to re-activate the elevator.

Head back down to 1F using the teleporter at (16,1).

--------------------------------
Puzzle: Activate the Elevator!   -p4ate-
Description: Gather the ingredients to make the elevator functional again.
Requirements: Yggdra Squirrel, Sunflower Seeds, Crisp Soda Water
Location: 1F, (13,6)
Reward: Elevator Access
Information:
You need three items to complete this quest, the Yggdra Squirrel from 4F, the
Sunflower Seeds from 3F, and the Crisp Soda Water from 1F.

The Yggdra Squirrel is found by using the Rum-Pickled Nuts and a Gourd at
(16,6) on 4F.  He has his own quest I've entitled "Capture the Rodent."

The Sunflower Seeds are found on 3F at (11,9).

To get the Crisp Soda Water you must first pick up the Empty bottle from (13,6).
Examine the Spring on 1F at (13,17) and use the Empty Bottle there. The Water
is automatically put inside your inventory.

Head back to the Generator room at (13,6).

Start by using the Crisp Soda Water, then the Sunflower Seeds, and finally
you put the Yggdra Squirrel inside.  Congratulations, your travels are now
that much easier.
--------------------------------

With the elevator active, you can now visit another section of B1.  I won't
go over that part just yet, instead I'll lead you through the quests on 4F
and then take you to B1.  Until you hit level 10 or so, the enemies on B1 on
the elevator side will be very dangerous.

In case you haven't explored most of 1F, the elevator is right near the
entrance and is easily accessible at (12,6).

Back on the Fourth Floor. . .

- (13,3) This passage leads back down to 3F.  You'll be able to clear more of
the 3F map as well as fight a "mini-boss" at (15,5). By defeating this sub-boss
on the Third floor, you receive a WILD BEAST TUSK. The door back upstairs is at
(13,2).  You can trade the item in at (16,2).  If you give him the item and
5,000 Gold he'll make you a Kris.  If you give him the item and 1,000 Gold he'll
make you a Frilled Codpiece.  The latter is a better deal, since you'll find a
Kris on B1 easily.

- (13,4) The door here leads to a "show."  This is a strange area, but the last
section is important to the story.  Speak with the One-Winged Angel at (16,1)
then choose to observe her.  Speak with her again and she'll give you the
"ANGEL'S BRACELET."

- (11,4) The Labyrinth here takes up a majority of the level and I suggest doing
it when completely healthy.  It's a long and very annoying section, but you
can complete two quests by entering it. I highly suggest following the maps
while going through the labyrinth.

--------------------------------
Sub-Quest: Mysterious Woman, 4   -sqmw4-
Description: Help the Mysterious Woman
Requirements: Have helped her on 1F, 2F, and 3F.
Location: 4F,(7,8)
Reward: 32 Gold
Information:
You'll find the Mysterious Woman at (7,8) on the Fourth Floor, which is
inside the Labyrinth. You get there by just taking a left at the entrance
and entering the door.  Walk forward a step and you'll find her.

Here's a map to follow.
http://i10.photobucket.com/albums/a132/c0rr0s10n/map04.jpg

To clear her quest, you just need to exit the Garden with her.  The easiest
way to do this is to enter the door at (12,16) and take the teleporter one step
in front of you at (12,15). Take the next teleporter at (20,18), enter the door
at (15,13) and follow this path until you reach the end.

If you're using the Map, take the teleporters as follows:
3 - (12,15)
10 - (20,18)
11 - (16,13)
--------------------------------

There's another Quest you can do in the Labyrinth, as well.

--------------------------------
Quest: The Forest Jewel   -qstfj-
Description: The Thieves Guild requests that you find the Forest Jewel.
Requirements: The River Jewel Completed.
Location: 4F, (19,13)
Reward: 1,500 Gold, 3,000 EP
Information:
You'll find the Forest Jewel inside the Labyrinth on 4F. I would highly
suggest saving often in this section.

Here's a map to follow.
http://i10.photobucket.com/albums/a132/c0rr0s10n/map04.jpg

The easiest way to complete the Forest Jewel Quest would be to first enter the
door at (12,16), stick to the right wall, and take the teleporter at (11,15).
Be sure you don't step onto (12,15). In this next room, step onto the block
at (8,12).  You'll hear a click. Then take the teleporter at (8,13). From
here, take the teleporter at (20,18) to the next area.

In the second portion of the Labyrinth, enter the door at (15,16). Don't
step onto the block at (15,15)!  Instead step onto the one at (16,15), which
warps you. Walk onto (15,9) and then take one step north onto the block at
(11,10).
Step on the teleporter at (12,10) to take you back to the beginning.

With the switches at (11,10) and (8,12) clicked, we can get the Jewel.
Head back to the door at (12,16) and step on the warp point at (12,15). From
here, walk through the eastern door at (8,7) and follow this path.  Go through
the door at the end.  You'll end up at (18,12). From here, SAVE YOUR GAME,
and walk to the Square (19,13).  Do not step on the square (19,12) until you've
reached the Jewel at (19,13).

If you're using the map, here's a list of teleporters to take.
4 - (11,15)
Click SW at (8,12)
3 - (8,13)
10 - (20,18)
13 - (16,15)
14 - (15,9)
Click SW at (11,10)
1 - (12,10)
3 - (12,15)
20 - (7,3)
The Jewel is at the P at (19,13).
--------------------------------

Once you're finished in the Labyrinth, you're STILL not done with 4F.
Fortunately for you, the Labyrinth is the worst part of the level, and the
rest is easy.  I suggest going back to Town and resting before you continue.

- (5,18)  You'll find a door here that leads to where we want to go. Pick the
lock with your Thief. There's a ton of small doors for you explore.  The doll
at (0,19) won't be used just yet, but it's good to know that it's there.

- (9,20) Save and pick the lock with your Thief.

- (10,21) Examine this area and Examine the Mirror. When you end up at (11,21)
SAVE YOUR GAME, I can't stress this enough.

- (10,20) You'll fight a boss here.

---------------------------
Boss: Jabberwock, Killer Rabbit
Location: 4F, (10,21)
EP: ~170
Items: None

This will be the first "difficult" boss.  The key to this boss is lowering his
HP quickly.  Since his most powerful attacks are Breath Attacks, and breath
attacks are HP based, the lower HP he has the less damage they'll do.  Focus
all of your attacks and spells on him, no matter what.  Have all of your mages
use their spells "Quickly" in order to get his HP down.

If the boss gets his breath attack off, it will do 30+ damage to everyone!
---------------------------

After the battle, pick up the SPELL BOOK.

--------------------------------
Puzzle: Obtaining the Necromancy Book   -p4onb-
Description: Turn the Spell Book into the Necromancy Book.
Requirements: Spell Book Acquired from the Jabberwock at (10,20)
Location: 4F, (11,21)
Reward: Necromancy Book
Information:
Once you receive the Spell Book from the Jabberwock battle at (10,20) on 4F,
you can create the Necromancy Book.

Examine the Fireplace at (11,21) and use the Spell Book item from your
inventory. You'll temporarily lose it.

Now touch the Mirror and you'll end up on the other side again.  Over here,
examine the Fireplace once again and you'll receive the NECROMANCY BOOK.
--------------------------------

- (4,15) If you're interested, you can head to 5F now through the door here.
Pick the lock with your Thief. However, please note that there's still more
we need to do on B1 before we head up to 5F.  This Walkthrough will discuss
B1 before 5F.  In reality, both levels are very heavily intertwined and you'll
be going back and forth quite a bit.

--------------------------------
Puzzle: Fear of Darkness   -p4fod-
Description: You back away instinctively from the Darkness.
Requirements: None
Location: 4F, (3,12)
Reward: 5F Access.
Information:
When you try to enter the dark area at (3,12), you'll back away.  The way
to clear this puzzle is to back into the darkness.  Face the wall to the west
and walk backwards into the dark area. Once you're in the darkness, you don't
need to keep walking backwards, it's only for the first block.
--------------------------------


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                      Intermission: The Basement                         =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -b1imb-
Though you have access to the Basement right from the beginning of the game,
you do not have complete access.  Complete access only occurs once you have
fixed the elevator on 4F.

===============================================================================
---                          The Basement, West                             ---
===============================================================================
                                                                       -fb1ws-
Enemies: Grave Robber, Skeleton, Alchemist, Copper Coin
Items: Kris, Checklist, Blizzard Crystal
Boss: None

B1 Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/mapb1.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=b1f_20080608
gif

There are two entrances to the Basement, East and West.  The Western entrance
is accessible through the 1F door at (10,1).  The Eastern Entrance is only
accessible once you've activated the Elevator.  The western entrance is much,
much easier than the Eastern entrance and I will be going through that section
first.

Please note that the two sides of the Basement are not connected, which is why
I have split them into two parts.

- (8,1)  There's a secret door on the eastern (your left, to your right is the
west on the map) wall.  At (9,1) you'll find a Kris.

- (2,6)  Ignore the warning here.  It's for those players earlier in the game.
At this point it won't be too much of a "danger zone" and you'll find it rather
easy.  In fact, it's quick EP.

- (0,10) Here, face to the east and enter the door into the room at (1,10).
In here, examine the area and you'll receive the CHECKLIST.  You'll use this
item quite a bit later in the game.

- (4,13) You'll find a secret door on the wall here that leads back to 1F.  This
leads to the Guild of Commerce, which you can join later on.  For now, you
can't do anything here.

- (3,19) Face south here and enter the room at (3,18). You obtain the BLIZZARD
CRYSTAL.

That's all you can do in the Western section for now, so head back to 1F.
After doing any business you have in town, head to the Elevator and choose to
enter the basement.


===============================================================================
---                          The Basement, East                             ---
===============================================================================
                                                                       -fb1ea-
Enemies: Lyacon Grunt, Cursed Soul, Wraith, Death Envoy
Items: Ancient Coin, Hourglass
Boss: Copper Coin, Gold Coin, Hell Sentry

B1 Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/mapb1.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=b1f_20080608
gif

There are two entrances to the Basement, East and West.  The Eastern entrance
can only be reached once you've reactivated the elevator on 4F.  The eastern
and western sides are not connected, which is why they are split into separate
parts.

Please note that the enemies here are hard.  You'll probably be around level
8-10 your first visit here and the enemies will kill you very quickly.  Try to
avoid most foes and kill any large groups you encounter with Mage Spells.
This is actually one of the best Leveling grounds in the mid-game because the
the enemies are easier - and safer - than those on 5F and 6F. You'll probably
find the least annoying enemy groups here are the Cursed Souls.  Fortunately,
these enemies give a large amount of EP making them prime Leveling material.
Also, fortunately, this will be the last time "grinding" is every really
necessary from here on out.

Before heading too far into this level, make things easier on yourself and
get a Priest to level 10.  While you can do this area before level 10, at
level 10 your Priests learn Angel Wing, which allows you to exit the tower.
Walking back through B1 each time is not fun!

Note:  You may find yourself having some problems picking locks in this area.
From here on out, I'd suggest buying the Thief Skills "Disarmament" and
"Lockpicking."  Before B1 you probably didn't have much trouble with locks,
but if you're low levelled, you'll find these ones particularly nasty.

There's actually not a lot special on the eastern side of B1 until you hit
the four-way room at (13,14).

- (17,11) You'll be warped out of this room and will end up facing north just
outside.  Try watching the map if you accidentally step here.  You won' be
able to enter this square until later.

- (18,0) Save and pick the lock with your Thief.

- (13,12)  Save and pick the lock with your Thief.

- (13,4) You'll find a room with four paths.  You will want to start by taking
the right/eastern path.

- (15,14)  This entire room is HUGE.  But be warned, there's a "Magical seal"
of sorts that prevents you from using magic out of battle in here. If you're
using the maps, the entire red area has the seal.  Please note that there are
traps in pretty much every room of this section, so before you enter the rooms,
make sure your mage casts Sagacitas Furax.

- (16,18) Before you enter this room, SAVE.  This is where you fight Garland's
next set of enemies!

--------------------------------
Quest: Shatter Gold Coins   -qssgc-
Description: Sir Garland wants you ro prove your worthiness by destroying
cursed Gold Coins.
Requirements: Vanquish Ghosts completed.
Location: B1, (16,18)
Reward: 1,000 Gold, 2,000 EP
Information:
This quest is in a room on the eastern side of the Basement of B1, reached
by taking the elevator.

This is a hard battle, especially at lower levels.  To have a chance at success
you need, at minimum, one character with Mage at 6+.  You'll be safe if you have
two. Mucro Glacialis is extremely useful here, so hopefully you have a character
with this ability.

On the very first round, you will want to use your most powerful spells using
"Cast Quickly" on the two -back- rows of foes.  The goal isn't to kill the
enemies, but to get their HP down.  The coins use breath attacks, so their
damage is HP based. The foes in the front are Copper Coins and won't damage
you as much, but the Breath Attacks of 10+ Gold coins will kill you very, very
easily. Each Breath attack from the Gold coins does around 20+ damage, so it
takes only take 2-3 attacks to kill you.

If you can survive the first round of this battle and get rid of the two
groups of gold coins before they destroy you, you can survive easily.  It's
just getting the spells off using the "Cast Quickly" command that is imperative
to your survival.

This quest is -required- to begin the Secondary Class quests.

After destroying the coins, you receive an ANCIENT COIN.  Give this item to
Garland in the training grounds in order to complete this quest.
--------------------------------

- (15,20) Save and pick the lock with your Thief.

- (13,20) There's a well in here.

--------------------------------
Puzzle: Climb Down the Well   -pb1dw-
Description: Flame is burning at the bottom of the well.
Requirements: Blizzard Crystal
Location: B1, (13,20)
Reward: Hourglass
Information:
To complete this quest, a Blizzard Crystal is required.  You can obtain the
Blizzard Crystal from the western side of B1 at (3,19).

Start this puzzle by using the Blizzard Crystal from your inventory, then
have a character of choice, it doesn't seem to matter, climb down into the well.

You receive the HOURGLASS.
--------------------------------

- (11,11)  Taking the western path from the four-path room leads you here,
where you'll find another puzzle waiting for you.

--------------------------------
Puzzle: Deafening Sound   -pb1ds-
Description: A deafening noise overwhelms the senses from the moment the room is
entered, the kind that could drive a person mad.
Requirements: Marshmallow
Location: B1, (11,11)
Reward: Able to pass through the hallway.
Information:
At (11,11) on B1 there is a deafening noise.  To get through this, you must
use the hints found earlier in the game.  Basically, according to the Captain's
Log, Marshmallows are used for soundproofing.  Sound helpful?

You'll find the Marshmallows on 2F at (20,7).  Fortunately, they have an
infinite number of uses and you won't have to go get another one each time you
choose to enter the depths of B1.

Choose to use an item and then pick your Marshmallows from your Inventory to
pass through the area.
--------------------------------

- (8,12) Save before entering the room here, then pick the lock with your
Thief.

---------------------------
Boss: Hell Sentry
Location: B1, (8,12)
EP: ~312
Items: None
This boss doesn't have any particularly nasty moves to throw at you and is
instead more of a stronger normal enemy.  If your mage has Fulmen Celer, he
can do 40+ damage with each attack.  Since the boss has quite low AC, your
physical attacks will miss somewhat often, so relying on strong single-target
magical spells will help lower his HP quickly. The boss only has around 100 HP
no matter what it "rolls."
---------------------------

That's all there is to do on this level, for now. You will not be able to
unlock the door in here until you've explored 5F.

However, our Intermission isn't over yet.  We still have a quest that has
opened up to us now that we have completed the Gold Coins quest.

Please note that if the quest dooes not appear immediately, enter the Tower and
then come back to the Guild.

--------------------------------
Quest: Get Secondary Class   -qsgsc-
Description: The guild requires that you pass the exam in order to begin
training for a secondary class.
Requirements: Shatter Gold Coins completed.
Location: Training Grounds, (11,18)
Reward: 100 Gold, 500 EP
Information:
After you've completed Cursed Gold Coins on B1 you'll have access to this quest.
Head into the Training Grounds and you'll find a new path opened.

- (13,8) This door was previously locked, but once you've started this quest
it unlocks.

- (21,8)  Enter the door here and follow the path all the way to the end.

- (10,19) You'll get a message that says "Oooone."

Now the puzzle has started. Head over to (9,20) and you'll get a message like
"Twooo."  At (12,16) enter the secret door and go forward two screens to
find the "Threeee." Finally, at (8,16) enter the secret door, go forward, and
you'll find the "Fooour."

Once you've hit all 4, walk back to (11,19) and search the southern wall for
a hidden passage to (11,18).  Pull the string in here and you're done!
--------------------------------

Now we can access secondary class, right? Right?!  Nope, not yet.  You have to
complete Garland's next quest, "Slay Killer Bunnies."  Accept that quest, we'll
get to it once we walk up to 5F.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                            The Fifth Floor                              =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f5tfi-
The Fifth floor will be one of the most annoying floors to clear.  It's not
that it's hard, exactly, it's the fact that if you've missed anything at all
you're going to be doing backtracking.  In fact, you'll spend more time
backtracking during this section than you will on the 5th floor as a whole.

You'll definitely want a Mage or at least to be Leveling someone with Mage
as their secondary job for this level.  The Bats can come in groups larger
than 25!  You need to be able to get rid of them fast.  Even worse, the bats
can target your backline.

TIP:  Because of the large amounts of enemies in this section, a Mage with
the Level 5 spell Susurrus Fatalis. This spell kills all enemies below level 8
instantly. The only enemies who are not below level 8 on this floor are the
Nightmares, so on the really large groups of Vampire Bats, Susurrus Fatalis
will make your life much easier.

Also, it's important to note that you will be getting very, very familiar with
the Fourth Floor.  The elevator only goes up to the fourth floor, so every time
you want to visit the Fifth and above floors, you must walk through the Fourth
Floor to reach it!  You will learn to hate the Fourth Floor, if you don't
already.

Also, before you head in, you may want to give someone the Tree Climbing Skill.
Likely, the best choice is a future Ninja, but if you're not using one, just
give it to anyone you want.

===============================================================================
---                             The Fifth Floor                             ---
===============================================================================
                                                                       -f5fv1-
Enemies: Vampire Bat, Nightmare, Gremlin, Fang Soldier, Necromancer, Shinobi,
Living Doll, Killer Bunny, Lyacon Elite, Ba'al Demon, Dark Priest
Items: Dud Bomb, Beast King Soul, Grim Reaper Key, Library Key, Low Temp Candle,
Partial Contract, Bell of the Dead, Forged Contract, Amulet of Wisdom, Set of
Keys, Wizard Memory, Black Orb
Boss: Killer Bunny, Gremlin, Ba'al Demon, Nightmare, Duke Crimson, Hydra

5F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map05.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=5f_20080608
gif

If you're having problems accessing this floor, I've covered it in an earlier
puzzle solution called "Fear of Darkness." In simple terms, you must enter
facing the dark area facing the wall.  That is, facing away from the darkness.

Before you get too far into the level, be sure you've accepted the Quest
"Slay Killer Bunnies."  That Quest will be completed early on in this floor.
For that matter, we're going to be doing quite a few quests as they become
available, expect at least 4-5, so this level will be long.

- (4,15) and (1,15) Pick the locks with your Thief here.  The door at (1,15)
leads to what will be a dead end until you've completely finished the level.

- (3,20) You'll find a familiar face.

--------------------------------
Sub-Quest: Mysterious Woman, 5   -sqmw5-
Description: Help the Mysterious Woman
Requirements: Have helped her on 1F, 2F, 3F, and 4F.
Location: 5F, (3,20)
Reward: Golden Bracelet
Information:
She requires 3 Apples.
Have a character with the Tree climbing Skill climb the Tree in the room next
to hers.  The tree is at (2,20). It may take a try or two. Give them to the
woman one by one and you'll finish the quest. Note that the Tree Climbing Skill
requires 13 DX to learn.
---------------------------------

- (13,21) Watch the scene here. Use the Ring of Lyacon from your inventory
and he'll comment on it. After asking him all of the questions and showing him
the ring, Slash wanders off.

- (6,13) Be sure to unlock this door, along with the door at (20,13) with your
Thief in order to have an easier time walking around the level.

- (12,14) Examine this area.

--------------------------------
Quest: Slay Killer Bunnies   -qf5kb-
Description: Sir Garland wants you to prove your worthiness by slaying the
Killer Bunnies, ferocious rabbits of the dungeon.
Requirements: Shatter Gold Coins completed.
Location: 5F, (12,14)
Reward: 1,500 Gold, 3,000 EP
Information:
At (12,14) on 5F you'll find these foes. There are quite a few of them, 36,
so Mages will do extremely well here.  Have anyone with Mage levelled at
all use powerful area spells on the groups of 8 or 9.  Use the spell "Holy
Protection" on your tank to make him pretty much invulnerable.  That lowers
his AC by 10, and paired with "Holy Guardian," that's -13 AC.  Any gear you
have on will probably make him hit lower than -15.  If you're using another
frontline fighter, I'd suggest putting him in the back row for this battle
and just have one "super tank."

After you've destroyed all of the Killer Rabbits, you receive a DUD BOMB.
Give this item to Garland in the Training Grounds to complete the Quest.
--------------------------------

Head back to town after you've done a bit more filling out the map and have
cleared this Quest.  Two more quests are now available.

--------------------------------
Quest: Druid Training    -5scqd-
Description: The Guild requires you to pass this exam in order to train as a
Druid class.
Requirements: Slay Killer Bunnies completed. Get Secondary Class completed.
Location: Training Grounds, (4,3)
Reward: 100 Gold, 500 EP, Druid Class access.
Information:
Once you've completed the Quests "Slay Killer Bunnies" and "Get Secondary
Class" you can begin this quest.  Doing this quest in no way limits your
ability to unlock the other jobs, so even if you don't plan on using a Druid
later, you can still do the quest for some easy EP.

Head to the Training Grounds.  The central, now unlocked portion is your goal.

If you explore the entire area, you'll notice that the area is separated into
sealed "blocks," 3 in the top row, 3 in the middle, and three in the bottom
row.  Or, in picture form:
---   ---   ---
| 1 | | 2 | | 3 | The initial starting area is in block number 5.
---   ---   ---  The area you went for "Get Secondary Class" is in block 2.
---   ---   ---
| 4 | | 5 | | 6 |
---   ---   ---
---   ---   ---
| 7 | | 8 | | 9 |
---   ---   ---

You'll notice "block 8" has four different entrances, one to the north, east,
south, and west.  Inside each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

These four statues are the key to unlocking the many doors around the level.
You must choose to "Pray" at the Statues in order to get them to Glow.

For the Druid Quest, you need the Mage and Priest Statues to glow, with Thief
and Warrior not glowing.  Once the Mage and Priest statues are glowing, the
door at (0,5) unlocks.

Follow the path in here until you reach (3,2).  Face north and you'll find a
hidden passage.  Take this hidden passage to (4,3) and you'll get the message
of completion.

That means you can use a Druid now, right?
Well. . .in a way.  You still need to meet the class requirements for
Druid, Level 10 Mage and Priest and 13 IN for the Ancient Languages Skill, but
once you have all of those, the Druid "Skill" will unlock from the "Learn" ->
"Skill" menu.
--------------------------------

We're not done yet! We still have a good amount of Job Quests to finish.

--------------------------------
Quest: Samurai Training  -5scqs-
Description: The Guild requires you to pass this exam in order to train as a
Samurai class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (17,18)
Reward: 100 Gold, 500 EP, Samurai access.
Information:
You'll notice the central block on the southern-most level of the "blocks"
has four different entrances: one to the north, east, south, and west.  Inside
each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For the Samurai Quest, you must make the Warrior and Mage statues Glow by
praying at them.  Make sure the Thief and Priest statues aren't glowing by
Examining them.  If they are, Pray at them again to remove the Glow.

Once the Mage and Warrior are glowing, head to the door at (20,14). In here,
you must walk around and find the appropriate block that triggers an event.
The block is at (17,18).  Once you've walked over it, just examine the square.

You can now become a Samurai if you meet the class requirements, which are
13 ST and 13 VT for the "Healthy Living" skill. You also need a level 10 Mage
and a level 10 Warrior.  Once you have all of those, you will unlock the
"Samurai" skill.  Choose Learn -> Skill from the Guild Menu.  It requires
10,000 EP.
--------------------------------

--------------------------------
Quest: Wizard Training   -5scqw-
Description: The Guild requires you to pass this exam in order to train as a
Wizard class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (15,13)
Reward: 100 Gold, 500 EP, Wizard Access.
Information:
You'll notice the central block on the southern-most level of the "blocks"
has four different entrances: one to the north, east, south, and west.  Inside
each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For the Wizard quest, you must have the Thief and Mage statues glowing. You
can make them glow by "Praying" at them.  Examine the Priest and Warrior statues
and make sure they aren't glowing.  If they are, Pray at them to remove their
glow.

Once the Mage and Thief statues are glowing, head to (16,7) and enter the
northern door.

In order to complete this quest, head over to (15,11) and examine the northern
wall to find a hidden passage.  In here you'll find another hidden passage.
The trigger for completion is at (15,13).

You can now become a Wizard if you meet the Class Requirements.  You need to be
a level 10 Thief and 13 Mage, as well as have 13 ST and 13 IN for the
"Astrology" skill.  Once you have all of the above, the Wizard Class will appear
on your Skill List at the Guild and you must learn it for 10,000 EP.
--------------------------------

--------------------------------
Quest: Ranger Training   -5scqr-
Description: The Guild requires you to pass this exam in order to train as a
Ranger class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (15,1)
Reward: 100 Gold, 500 EP, Ranger access.
Information:
You'll notice the central block on the southern-most level of the "blocks"
has four different entrances: one to the north, east, south, and west.  Inside
each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For the Ranger quest, the statue of the Priest and Thief must be glowing. You
make them glow by "Praying" at them.  Examine the statue of the Mage and Warrior
and make sure they're not glowing.  If they are, Pray at them and to remove the
glow.

Once the Priest and Thief statues are glowing, head to the door at (20,7).

This is a teleporting puzzle.
Take the first teleporter at (18,4).  You end up at (20,1).
Enter the room at (19,1) and you'll find two doors.  Enter the door to the
north, or into (18,4) again.
You end up at (16,1).  Enter the door here.
You end up at (15,6). Enter the northern door, which has a door that leads you
back to (18,4).  Enter (18,4) and you'll be teleported to (15,1).  You're done!

You can now become a Ranger if you meet the class requirements.  You must be
level 10 in Priest and Thief, as well as have 13 VT and DX for the "Acrobats"
and "Tree Climbing" skills.  Once you meet the requirements, a Skill will
appear on the Guild menu for you to Learn for 10,000 EP.
--------------------------------

But wait, now that we've unlocked three classes, where are the last two?

We must go complete another Garland Quest before we can begin the final two
class quests.

--------------------------------
Quest: Slay the Beast King   -qgskb-
Description: Sir Garland wants you to prove your worthiness by slaying the
Beast King.
Requirements: Slay Killer Bunnies completed.
Location: 3F, (15,5)
Reward: 2,000 Gold, 4000 EP
Information:
This quest takes place on 3F, but to get to the area, we must head there from
4F.  In the 4F "amusement park," enter the door at (12,3) and enter the Hunting
Grounds.  You'll now be on 3F.

Before you move, I must warn you that making this monster appear is touchy
and you must follow my directions exactly.

First, if you haven't been to the hunting grounds and killed the "boss" here
before, you'll find him at (15,5) instead, so get rid of him first and then
re-enter.  Once you've done that make your way to the secret door at (12,4).
Do not pass through the door to (16,3) to reach this monster.  Once you've
entered from the secret passage, walk up to (15,5) and you'll find the hunt.

Or, in simple terms, from where you begin, turn left twice and enter the door
here.  Walk forward and then to the right, then examine the wall to the right.
Go through the door.

This is a battle with a few Wild Beasts and the Beast King.  Ignore the weak
Wild Beasts until the Beast King is destroyed, since they won't be able to do
much damage to you.

You receive the BEAST KING SOUL.  Bring this item to Garland in the Training
Grounds to finish the Quest.
--------------------------------

Let's unlock our final two classes before continuing in the game through 5F.

--------------------------------
Quest: Paladin Training   -5scqp-
Description: The Guild requires you to pass this exam in order to train as a
Paladin class.
Requirements: Slay the Beast King completed.  Druid Training completed.
Location: Training Grounds, (3,12)
Reward: 100 Gold, 500 EP, Paladin access.
Information:
You'll notice the central block on the southern-most level of the "blocks"
has four different entrances: one to the north, east, south, and west.  Inside
each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For the Paladin quest, the Priest and Warrior statues must be glowing.  Make
sure the Thief and Mage statues aren't glowing by examining them.  If they
are, Pray at them to remove the glow.

Once the Priest and Warrior statues are glowing, head to the door at (7,9).

This is a rather straightforward door quest. The goal is to reach (3,12).
The easiest way to do this is to start by taking a right at the first
intersection and then continuing straight through two screens.  Then take a
left.  When there is a door to the right, instead examine the left wall and
you'll find a hidden passage. Keep going straight through this path, ignore the
doors to the sides, and at the end you'll find a locked door.  Pick it with
your Thief.

At (3,12) you'll finish the Paladin Quest.
You can now become a Paladin if you meet the Class requirements.  Paladins
easily have the steepest class requirements in the game, which include 13 ST,
13 VT, 13 IN for "Military Strategy" and 10 CH. After you meet these, you
will be able to learn the Paladin Skill from your Skill list at the Guild.
Until the post-game you can not increase your CH, so be careful.
--------------------------------

--------------------------------
Quest: Ninja Training    -5scqn-
Description: The Guild requires you to pass this exam in order to train as a
Ninja class.
Requirements: Slay the Beast King completed.  Druid Training completed.
Location: Training Grounds,(4,20)
Reward: 100 Gold, 500 EP, Ninja access.
Information:
You'll notice the central block on the southern-most level of the "blocks"
has four different entrances: one to the north, east, south, and west.  Inside
each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For the Ninja quest, the Thief and Warrior statues must be glowing while the
Priest and Mage statues remain unlit. If the Priest or Mage statues are glowing,
Pray at them to remove their glow.

When the Thief and Warrior statues are glowing, head to the door at (1,14) to
begin this quest. Examine the wall at (3,17) to find a hidden passage.  Head
south, search to find another secret door, and "Turn on the Switch."

Now, exit the Ninja block, walk around to the north, and enter the hidden
door at (4,21).  With the switch "On," you'll pass the Ninja test.

Now you can become a Ninja if you meet the class requirements.  First, you
must have Thief and Warrior at level 10, with 13 ST, 13 In, and 13 DX for the
"Tree Climbing" skill.  After you've met the requirements, you can learn the
Ninja Skill from the Guild for 10,000 EP.
--------------------------------

Now it's finally time to continue with 5F.  There are a ton of puzzles here to
solve.

- (13,12)  A mini-boss fight occurs here.

---------------------------
Boss: Gremlin, Nightmare, Ba'al Demon
Location: 5F, (13,12)
EP: ~800
Items: None

On the very first round you'll want to have your Mage get rid of the Gremlins,</pre><pre id="faqspan-4">
since they'll cause a surprisingly large amount of damage when they're in the
back row. Have your physical attackers stick to the Ba'al demon(s) and on the
second round have the Mage/Arcane user get rid of the Nightmares.  Have a healer
keep everyone's HP above 40-50, since the Demon alone can hit for 30 damage.

While the Demon is a normal enemy, the Gremlin damage can pile up quickly
when paired with the Demon's, so you must be cautious.
---------------------------

- (6,11) There's a secret door to the south here.

- (6,8) Save and unlock this door with your Thief.

- (6,7) Examine this room.  You're forced into an encounter with a group of
Gremlins and possibly other enemies from the level, like Living Dolls and
Killer Bunnies. After finishing them off, examine the room for the GRIM REAPER
KEY.  This will be very important very soon.

- (9,7) Unlock the door here.  For now there's nothing we can do in the area
behind here, but it's always good to explore a bit, right?

- (7,7) Unlock the door here and we'll encounter a puzzle.

--------------------------------
Puzzle: NSEW - Western Side   -p5fws-
Description: Letters are floating around the room.
Requirements: None
Location: 5F, (7,5)
Reward: Library Key
Information:
There are two NSEW Puzzles; one on the eastern side of the map and one on the
west.  The western puzzle is located around the room at (7,7)

Enter the puzzle room at (7,5) from the North. Exit through the door straight
ahead of you.  If you go explore the north side of the area at (7,6) and press
X you'll notice the message "The Letter 'N' is floating."

Now enter from the eastern side (8,5) and walk straight through.  An "E" will
have appeared at (8,5).

Next, walk into the southern door (7,4) and exit through the western side by
taking a left.  A "S" will have appeared at (7,4).

Next, enter the Western door - the same one you just exited.

That will finish the puzzle and you'll receive the LIBRARY KEY.

If you want the puzzle in simple terms:
Enter North - Exit South
Enter East - Exit West
Enter South - Exit West
Enter West
--------------------------------

- (13,10) Head back to this point and enter the Eastern side of the area.

- (20,11)  Open the Secret Passage here.

- (20,8) Another locked door.

--------------------------------
Puzzle: Open the Library   -p5fol-
Description: Open the locked door.
Requirements: Library Key
Location: 5F, (20,8)
Reward: Partial Contract, Low Temp. Candle, Bell of the Dead
Information:
To open the Library at (20,8) you must have the Library Key, which is found
from completing the NESW Puzzle on the Western side of the area around
(7,5). There are two NESW Puzzles, so make sure you've completed the right one.

Use the Library Key on this door and examine the area right in front of you.
Examine the Desktop and you'll receive the PARTIAL CONTRACT. Examine the Left
Drawer and you'll receive a LOW TEMP. CANDLE.

Then choose "Leave." But do not exit the room.  Instead, turn to the left.
Examine the western side of the area.  You're forced into an encounter, but
once you finish, you receive the BELL OF THE DEAD.
--------------------------------

Now it's time to do some required backtracking.  With the Bell of the Dead and
the Partial Contract in your possession, we can finish two more puzzles.

--------------------------------
Puzzle: Free the One-Winged Angel   -p5ffr-
Description: The suffering Angel on 4F needs your help.
Requirements: Angel's Bracelet, Blue Ink, Hourglass, Partial Contract,
Forged Contract
Location: 4F, (16,1), (0,19)
Reward: The Angel is saved.
Information:
First, you must visit the One-Winged Angel on the Fourth Floor.  You'll find
her at (16,1).  When you speak with her the first time, she'll give you the
Angel's Bracelet.

Once you have this item, go down to 3F and speak with the Shrine Maiden and
Regent at (1,14).  Use the Angel's Bracelet from your Inventory and watch
the scene.

Next go back up to 4F and head to (0,19), where you'll find a Doll.  You need
three items to make this doll work: The Blue Ink, Hourglass, and the Partial
Contract

The Blue Ink is found from the Machine on 2F at (20,15).  Give it money a few
times and it will eventually give you a Blue Ink.

The Hourglass is found on B1F - West by using the Blizzard Crystal at (13,20).

The Partial Contract is Found on 5F after acquiring the Library Key from the
NSEW Puzzle on the western side of the area.  The contract is found in the
Library.  For more information on this Quest, look up NSEW - Western Side and
Open the Library.

Once you have these three items, bring them to the doll at (0,19). Choose
to "Assemble the Doll" and, in order, use the Hourglass, then the Blue Ink,
then the Partial Contract.  You'll receive the FORGED CONTRACT.

Give this item to Crowley at (11,2) on 4F.  Your Angel will be free.  For now,
that's all we can do for her.  Her questline will continue later.
--------------------------------

Next is the puzzle that most people will have problems with.  Without a guide,
this puzzle took me a good 5 or so visits to B1 to figure out!  This puzzle
requires you to have items from all over the place as well as items turning
into other items and multiple similar puzzles causing a good deal of all
around confusion.

--------------------------------
Puzzle: Necromancy       -p5fnm-
Description: Use the power of the dead to help you in your quest.
Requirements: Marshmallows, Grim Reaper Key, Trick Candle, Necromancy Book,
Bell of the Dead, Elevator Activated
Location: B1, (8,18)
Reward: Amulet of Wisdom
Information:
With the Grim Reaper Key, Trick Candle, Necromancy Book, the Bell of the Dead,
and access to B1F - West, that means the elevator has been repaired, you can
finish this quest.

The Grim Reaper Key is found at (6,7) on 5F.

The Trick Candle is found on 4F by eating the Unbirthday Cake.  The Unbirthday
Cake is found at (17,4). Use it from your inventory and you'll receive the Trick
Candles.  The game doesn't give you a message that you've received them, but
they're there.

The Necromancy Book is created using the Spell Book that is found by killing
the Jabberwock on 4F.  Place the Spell book on the Fireplace at (11,21), cross
to the other side, and pick up the Necromancy Book at (10,21).

The Bell of the Dead is found in the Library on 5F by using the Library Key.
The Library Key is found by completing the NSEW Puzzle on the western side of
the map.  See "NSEW - Western Side" for more information.  The Bell of the Dead
is on the left side of the Library at (21,7).

Remember, too, that you need the Marshmallows from (20,7) on 2F to pass through
the deafening chamber.

Once you have collected all of these items, head down to B1.  Clear the boss
and reach what was once a dead end.  Use the Grim Reaper Key at the locked door
at (8,14). Follow this path and enter the door at (8,18).

In here use your three items, in order:
Trick Candles
Bell of the Dead
Necromancy Book

Then choose to read the book, then examine the coffin and open it. Tell him
you seek to destroy Duke Crimson.
You'll receive the AMULET OF WISDOM.

If you're having problems with this quest, the biggest offenders are going to
be the Low Temp. Candle and the Spell Book.  Be sure you turn the Spell Book
into the Necromancy Book on 4F using the Fireplace and be sure you're using
the Trick Candles and not the Low Temp Candles.
--------------------------------

With the Amulet of Wisdom in your possession, you can complete the events
on the Fifth Floor.

Back on the Fifth Floor. . .

- (19,7) Save and unlock the door with your Thief.

--------------------------------
Puzzle: NSEW - Eastern Side   -p5fes-
Description: Letters are floating around the room.
Requirements: None
Location: 5F, (19,4)
Reward: Set of Keys
Information:

This will be the second NSEW puzzle.  Though you can do them in any order, the
quests surrounding the Western Side take more time and I suggest doing that
side first.  This is the solution for the Eastern Puzzle.

This puzzle is centered around the small room at (19,4).  It's the opposite of
the puzzle on the Western Side.  Instead of the door you came in, this is the
door you come out.

Enter the northern door, head straight through and you'll exit from the south.
Examine the area where you exited, (19,4) and you'll notice a "S" is floating.

Enter the northern door once again, this time exiting to the right, or the
west. You'll be at (18,5).  Examine the area and a "W" will have appeared.

Once again, enter from the North and this time exit to the left, or the East.
You'll be at (20,5), where an "E" will have appeared.

Finally, enter from the north and exit from the north at (19,7).

In other words:
Enter North - Exit South
Enter North - Exit West
Enter North - Exit East
Enter North - Exit North

Once you've done this, re-enter the small room.  Examine the area and you'll
receive the SET OF KEYS.
--------------------------------

That's it!  It's time to finish 5F.

- (10,3)  Once you've received the SET OF KEYS from the second NSEW Puzzle (the
Eastern one) you'll be able to continue.  Head to (10,3) where a scene plays.
Use the Set of Keys.

- (13,6) Watch the scene here.  To progress at this point you need the
Amulet of Wisdom, which is acquired from the Necromancy Puzzle as discussed.

- (13,5) Watch the scene here and progress through the southern door.

---------------------------
Boss: Duke Crimson
Location: 5F,(13,3)
EP: 2,000
Items: None

The Duke is a bit difficult to hit with physical attacks, so you may want
to stick with strong single-target Arcane spells, such as Fulmen Celer.
Crimson is actually surprisingly dangerous, with attacks that do 20+ damage
to everyone.  Keep everyone's HP close to maximum with Divine Homily and
Healing Force. Watch Slash's Health, too.  When it gets red he's close to
death.  Fortunately, Divine Homily will hit him. Also, note the Duke is very
fast and will probably get attacks off before you, so either don't wait too
long before healing or risk "Cast Quickly" with Divine Homily.

Crimson's most dangerous attack can do over 40 damage to everyone, so it's
very important to keep yourself healthy.  I can be a bit difficult, since the
Duke loves area spells, but hopefully you'll have at least two characters with
some levels in Holy Magic.
---------------------------

Watch the scene.

- (13,1)  Examine the Altar here and when given the option, choose to destroy
it.

- (4,8)  The entrance to 6F is here, as with (13,1) destroyed you can get
through the once-locked door at (2,11).

- (4,11) Examine this room and you'll find a WIZARD MEMORY.

However, there's still another puzzle we should do before heading to 6F.

--------------------------------
Puzzle: Obtain the Black Orb   -p5fbo-
Description: Complete the series of events on the Third Floor.
Requirements: The One-Winged Angel freed.
Location: 3F
Reward: Black Orb
Information:
Once you've destroyed Duke Crimson and have freed the One-Winged Angel you
can finish this Quest.  You can free the One-Winged Angel using an Hourglass,
Blue Ink, and a Forged Contract.  For more information on that puzzle, see
the devoted area.

Head to (16,1) on 4F and speak with the One-Winged Angel. Watch a scene with
Slash. Exit the tower.  In order to continue the events, you have to,
unfortunately.

Head to 3F. Watch a scene at (1,14) and then head down to (5,2), the area you
were sent to during the original events 3F. In case you haven't explored the
level entirely, enter the door behind the Shrine Maiden and then head south.
Watch the scene at (5,2) and Ask about the Messenger of God and agree to help
her out.  Enter the area in front of you, and approach (9,2). I highly
suggest saving before approaching the block.

---------------------------
Boss: Hydra
Location: 3F, (9,2)
EP: 2,000
Items: None

While it's unlikely you will have any trouble with this boss, he does have
the potential to be extremely powerful.  He has a Breath attack that will
hit everyone for 60 damage!  This attack also causes the Poison Status. Like
all enemies with breath attacks, the easiest way to deal with them is to
spike their HP down with as many powerful spells as possible. I suggest
casting Fulmen Celer "Quickly" to spike his HP down, which should lower his
breath damage to around 35.

Of course, it's entirely possible that you won't even see the Breath attack and
will only have physical attacks to worry about.  If this is so, you won't have
a problem. Just be sure to keep everyone at maximum HP, since his attacks can
do around 30 damage.

If you're having problems, spend some time on 6F and fight a few battles up
there to gain a level or two, but you should be fine around level 10 for this
battle. If the breath keeps knocking you out, just keep resetting. Sometimes
you can get unlucky and he'll ambush you with a breath attack.
---------------------------

After the battle, examine the ground in front of you and you'll obtain the
BLACK ORB.
--------------------------------

Finally, there's a Quest we can do that will be helpful later on.

--------------------------------
Sub-Quest: Join the Guild of Commerce   -sqjgc-
Description: Bribe your way into the Guild of Commerce.
Requirements: Low Temp. Candle
Location: 5F, (20,7), 1F, (4,3)
Reward: Unlocks Quests later on.
Information:
First, obtain the Low Temp. Candle from 5F.
Then head to the Basement - East, the side you enter from 1F and enter the
secret passage at (4,13).  Follow this path back to 1F.  On 1F, examine the
door with the X Button and Choose "Knock" three times.  Then just enter.
Give the man the Low Temp. Candle when he asks. You've now joined the Guild of
Commerce.
--------------------------------

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                            The Sixth Floor                              =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f6tsx-
Things get rough here. The game is rather easy and relaxing up until this point.
If you've been leisurely floating through the game until now, you're in for
a rude awakening.

By the time you're done with the game, it's extremely likely the sixth floor
will be your least favorite floor in the game.  The Fifth requires the most
backtracking but you'll be visiting the Sixth more often than any other floor.

The main problem with this floor is that no matter how strong you are, even
around level 20 or so, you can be killed before you have a chance to attack.
Dragons are common enemies here and will make your experience absolutely
miserable.  Spike a Dragon's HP down with strong Group spells using "Cast
Quickly."  Hopefully by this point you have at least two Arcane magic users!

Oh, and Treasure Chests have a new trick up their sleeve, too.  The last few
areas can kill your Thief, but treasure chests from here on out can - and will,
destroy your entire party through the Paralyze, Petrification, or Instant Death
status effects.  No matter how well the battle may have gone, if your Thief
botches Disarming the chest, you may find yourself dead.  If he hasn't already,
I suggest your Thief learn the Disarmament skill at once.

The best advice I can give you is to save often.  Save before opening ANY
door.  You never know when you're going to be ambushed by a group of Dragons
that will wipe you out.

Finally, there is a glitch on this floor with the Mist Giant. I'll go over that
in the appropriate section.


===============================================================================
---                            The Sixth Floor                              ---
===============================================================================
                                                                       -f6vmn-
Enemies: Ice Djinn, Nightmare, Gremlin, Ba'al Demon, Silver Demon, Necromancer,
Dark Priest, Shinobi, Oniwaban, Bugyo, Goblin Major, Goblin Sgt., Goblin Chief,
Cloud Giant, Venom Dragon
Items: Floor Repair Kit, Wizard Memory, Peacock Feather, Golden Jewel, Earth
Jewel, Hall Key, Return Ring, Bottled Mist, Wizard Memory, Doll's Eye, Sun
Jewel, White Orb
Boss: Goblin Major, Goblin Sgt., Goblin Lt., Goblin Chief, Mist Giant,
Living Doll, Goblin Elite

6F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map06.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=6f_20080608
gif

The sixth floor in itself is rather short.  Most of the rooms are large and
the events here are few. However, the encounters and backtracking will
lengthen the time you spend on this floor. Also, many more quests appear on
this floor, so expect to spend some time running back and forth.

HUGE NOTE:  To make your life easier on yourself, if you're going for the "True"
Ending, DO NOT, I repeat, DO NOT sell any Giant's Ears, Dragon Fangs, or
Demon Eyes that you come across.  They sell for a lot, but you'll be using them
later on.

Once you have entered the Sixth Floor, more quests become available to you.
You've probably had the Quest in your log for some time but have had no way
to complete it.

--------------------------------
Quest: Find Lost Item    -qofli-
Description: An anonymous adventurer has requested that you find a lost item
that he dropped in the dungeon.
Requirements: Any Ring-type Item, Lyacon Ring excluded.
Location: 6F and above.
Reward: 250 Gold, 1,000 EP
Information:
To complete this quest, you must get a Ring-type accessory to drop from the
monsters on 6F and above. One example would be a Heal Ring.  Any Ring works.
Once you have the Ring, bring it to Sir Emerald Lightning at (7,4) on 1F.
The Lyacon Ring, a story item, does not work for this quest.

Note that you should not expect to complete this quest the first time you
visit 6F.  Ring drops are rare and it may take you quite some time to
finish.
--------------------------------

- (6,3) This is a door you'll be seeing often for the remainder of the game.
For now, this is the path we're going to take.

- (12,3) You'll find a scene here, but until you've completed the game you will
not be able to do anything.  It's good to remember this location for later.

- (17,3) The only dark area on this level is rather annoying. Head right and
all the way down to the southern wall, then take another right and you'll
be teleported.  Next, take four steps backwards and you'll be teleported again.
Finally, turn right and press A to open the door.  You'll find a new path.

- (4,1)  You'll find some stairs down to another section of 5F here.

- 5F - (1,3) Someone's watching you.  Examine the left wall and choose
"Rapunzel."

- 6F - (3,1) Speak with the man here.

--------------------------------
Quest: Repair Floor      -qorpf-
Description: An anonymous adventurer has requested that you repair the collapsed
floor in the dungeon.
Requirements: Having visited the man on 6F at (3,1). Checklist obtained.
Location: 6F, (3,1), 1F, (4,0)
Reward: 50 Gold, 1,000 EP. Access to a Wizard Memory.
Information:
Once you've found the checklist and have reached 6F you can do this quest.

When you speak with the man on 6F at (3,1) man, tell him "Yes." He'll then ask
for proof.  Show him the checklist that is found at B1 - East at (1,10).  With
this, exit the Tower.  Enter the Guild.  if the Quest isn't on your list yet,
re-enter and then Exit the tower.  That should get it to appear.

Head to (13,6) on the First floor map.  That's the room where you re-activated
the Elevator.  In here, choose to use the Checklist from your Inventory and
also examine the Power Reactor.  The latter is important, too.

Once you've done this, head back up to 6F (3,1). Speak with him after you've
examined the reactor and then choose to "Ask About Floor Repair." He gives
you a FLOOR REPAIR KIT.

With this item in your possession, head back down to 1F and walk over to
(4,0). When prompted, use the item from your possession.  This finished the
quest.
--------------------------------

- 1F (1,2)  At (1,2) on the first floor once you've completed the "Repair
Floor" Quest, you'll find a WIZARD MEMORY.

--------------------------------
Quest: Lost Arcane Spells   -qolas-
Description: The Magic Academy has requested that you find some lost Arcane
Spells.
Requirements: Wizard Memory in your inventory.
Location: B1, (8,18)
Reward: 1,000 Gold, 5,000 EP
Information:
This quest becomes available once you've given the Wizard his first Wizard
Memory.  The first Wizard Memory is found on 5F at (4,11). The second is found
on 1F after completing "Repair Floor."  The Third is found on 4F after using
the Black Orb to get down to 4F.

There are three Wizard's Memory items in the game, the first is found on 5F,
once you've completed the level, at (4,11).  Once you have this, go down to
the Basement and speak with the Wizard.  Tell him you Seek Knowledge and then
give him the Memory from your inventory.

This doesn't give you a reward right away.  You must first find his other
Memories and bring them to him in order to finish his series.  They unlock the
most powerful spells in the game, so it's well worth your time to help the
Wizard.

If you give the Wizard Memory to the Wizard before accepting this Quest,
just choose the command "We Seek Knowledge."  He'll then give you the
Quest Complete.

If the Quest isn't showing up for you, try giving the Wizard a Memory, going
back to town, and then coming back.  If it still isn't get a second memory.
You won't use it, but it may trigger the Quest.
--------------------------------

One more!

--------------------------------
Quest: 8th Domain Arcane/9th Domain Arcane Spells   -q89as-
Description: The Magic Academy has requested that you find the lost Arcane
spells from the Eighth (Ninth) Domain.
Requirements: Wizard Memory, Lost Arcane Spells completed.
Location: B1, (8,18)
Reward: Level 8 or 9 Arcane Magic, 1,000 Gold, 5,000 EP.
Information:
There are two versions of this Quest. Both have the same requirements, it's
only the Spells that are learned that differ.  However, please note that
all 8th Level spells are for Chaotic characters only, both Holy and Arcane.
On the other hand, all 9th Domain spells are Lawful only.  This Quest focuses
completely on Arcane Spells.  There are separate Quests for Holy Magic later
on.  That means, if your party is Lawful, accept the 9th Domain Quest.  If
your party is Chaotic, accept the 8th Domain Quest.

Once you've completed "Lost Arcane Spells" and have a second "Wizard Memory"
in your possession you can complete this Quest.  There are three Wizard
Memories in the game, the first is on 5F at (4,11), the second is found on
1F at (1,2) once you've completed the Quest "Repair Floor."  The Third is
found by taking the Black Orb on 6F and heading to 4F, where you'll find the
Revolving door rooms.

Once you have a Memory you can complete the 8th/9th Domain spell quests.  One
Memory is required for each Quest, so to finish both all three memories must
be acquired. Head down to B1, (8,18) and speak with the Wizard. Ask him for
Knowledge and then give him a Wizard Memory.  He will then teach you the
spell-types of choice as well as finishing your quest off.

In order to Cast 8th and 9th Domain spells not only must you have the MP,
which you won't get until level 14 or so, but you must have high Faith in your
religion, level 7 to be exact.  If you can't cast the spells and have finished
this Quest, raise your Faith some more by Praying at your Temple of choice.
--------------------------------

Head back to 6F and enter the dark area at (16,3).  We're not done here yet.

- (17,5) Save and unlock the door with your Thief.

- (16,7) A Password is required for the door.  Fortunately, even if you get
it wrong the first time you can still try again many times.  The correct
answer is "6502."

--------------------------------
Puzzle: Using the Black Orb   -p6fub-
Description: The teleporter is finally working, but there are so many places to
go!
Requirements: Black Orb
Location: 6F, (16,8)
Reward: None
Information:
First you must acquire the Black Orb.  This is done by freeing the One-Winged
Angel on 4F and then finishing her Quest on 3F.  See the appropriate puzzles
for details on this complex process.

Once you have the Black Orb, you can use it at the teleporter room at (16,8)
on the Sixth floor.  This "transporter" will transport you throughout the
Tower based on which Gems are glowing or not. Make sure you use the Black
Orb from your inventory, first.

None = 6F, (21,7).  The Goblin Revolution is found here for later.
Blue = 5F, (3,8). This leads to the GOLDEN JEWEL.
Red = 4F, (5,9).  This is a maze of revolving doors. Wizard Memory and a Hunt
are found here.  Wait until a bit later for this one, once you have the right
Hunt activated.
Green = 2F, (17,6). Dead End, but will allow you to finish the map.
Blue + Red = 3F, (20,5) Necessary to visit. The PEACOCK FEATHER is found here.
Blue + Green = 1F, (16,11). Not necessary for the plot.  Finishes off 1F map
and there is a Quest here later.
Red + Green = B1, (13,11) Allows you to reach (17,11) without making the
"subtle click" from the elevator side.  At (17,11) you'll find the EARTH JEWEL.
Red + Blue + Green = None

Once you have the Black Orb, you can also finally finish off the maps on
earlier levels.

WARNING: The Black Orb is a one-way trip.  Once you use it, you're stuck
where you are until you find a way out or use Angel Wing to exit the
dungeon quickly. That also means you have the painful task of walking all the
way back up to 6F once you use it. Always save before teleporting with the
Black Orb.
--------------------------------

- 3F: (20,5) Make sure the Blue and Red Gems are Glowing and then use the
Black Orb.  Pick up the PEACOCK FEATHER here.  This is required to continue
in the game.

We can also finish more quests at this point.

--------------------------------
Quest:  The Golden Jewel   -qstgj-
Description: The Guild of Thieves requests that you find the Golden Jewel.
Requirements: The Forest Jewel Completed, Black Orb Obtained.
Location: 5F, (3,9).
Reward: 2,000 Gold, 4,000 EP
Information:
Once you have the Black Orb and can use it on 6F, set the Black Orb into the
slot and then make the Blue Gem glow.  This brings you down to 5F. Examine the
hidden passage to the north and you'll find the Golden Jewel at (3,9).

Turn the Jewel in to the man at (3,18) on 2F, as always, to get the Quest
Complete.
--------------------------------

--------------------------------
Quest:  The Earth Jewel   -qstej-
Description: The Guild of Thieves requests that you find the Earth Jewel.
Requirements: The Golden Jewel Completed, Black Orb Obtained.
Location: B1, (17,11)
Reward: 2,500 Gold, 5,000 EP
Information:
Once you have access to the Black Orb and the 6F teleportation room you can
complete this Quest.  On 6F, use the Black Orb and teleport down to B1 with
the Red and Green Gems glowing.

You'll find yourself on the north side of the elevator at (13,11). Be sure you
don't walk over the "click" area at (15,6)!  Otherwise you'll need to go back
to 6F and then teleport back down.

As long as you don't step on (15,6) and you just walk over to (17,11) you'll
have no problems getting the Jewel.  Remember to give it to the man at (3,18)
for your Quest Complete.
--------------------------------

When you're ready to continue, go to the entrance of 6F and follow the long
path north, filling out the map as you will.  At the northern corner of the
area, this guide continues.

- (3,19) Save and unlock this door with your Thief.  Be aware of the Trap at
(5,19).

- (16,21) Open the secret door at (17,21) to enter this hidden room.  You'll
find the HALL KEY in here.

- (20,19) A familiar face awaits.

--------------------------------
Sub-Quest: Mysterious Woman, 6   -sqmw6-
Description: Help the Mysterious Woman
Requirements: Have helped her on 1F, 2F, 3F, 4F, and 5F. Elixir.
Location: 6F, (20,19)
Reward: Return Ring
Information:
Once you've completed her events on the other floors, the Mysterious Woman needs
your help once again. This time her quest is easy: Bring her an Elixir.

This sounds much harder than it is.  Buy an Elixir from the Inn in town. That's
it! Give it to her and she'll give you the RETURN RING.
---------------------------------

- (2,11)  Use the Hall Key you just found at (16,21) to open the door to the
Hall at (2,11).

- (6,10), (6,11), (6,12)  No matter which path you take through the screen,
you're forced into a Sub-Boss fight at this point. You'll actually find these
battles easier than most normal battles in the area, since they are only
with Enemies like Goblin Majors and a few Goblin Sgts.

- (10,11) A puzzle awaits.

--------------------------------
Puzzle: Four Doors and a Switch   -p6fds-
Description: Of four doors, three will be locked at any given time.  Find your
way through.
Requirements: None
Location: 6F, (10,11)
Reward: None
Information:
Whenever you step on the center block in this room with four doors, (10,11),
you'll hear a click.  This locks all three doors but one.  The easiest
way to tell which way you're going is to note that by whichever way you
step on the click, the door to your LEFT will open.

Here's a short picture:
     N
     2

E 1   !   3 W

     4
     S
If you step on the ! from the direction of 1, door 2 unlocks.
If you step on the ! from the direction of 2, door 3 unlocks.
If you step on the ! from the direction of 3, door 4 unlocks.
If you step on the ! from the direction of 4, door 1 unlocks.

It's easiest to just remember that the door to your left unlocks, though.
Please note that this is NOT the Goblin Revolution.
--------------------------------

By taking the north path from this room, we can reach another Quest.

- (5,14) WARNING: Save your game here so that you can overcome this glitch!

--------------------------------
Quest:  Slay the Mist Giant   -qghmg-
Description: Sir Garland wants you to prove your worthiness by destroying the
Mist Giant.
Requirements: Slay the Beast King completed.
Location: 6F, (8,14)
Reward: 2,500 Gold, 5,000 EP
Information:
WARNING: This Quest is glitched!

Save your game at the door to enter this room, which is (5,14).  If you get
into a "door encounter" in this room, that is, the "required" encounters that
will push you backwards when you escape, you must reload.

The goal is to enter the room at (5,14) with no encounter. This may take a
few reloads, so be patient. Once you enter the room without an encounter you'll
get the message "What was that. . .?  There was a brief sensation of strong
magical power."

Walk onto the Square at (8,14) and then examine it to trigger the battle.

You fight a Mist Giant and a few Cloud Giants.  This is actually a surprisingly
difficult battle, considering how strong the Giants are.  You absolutely must
clear out the normal Cloud Giants before attacking the Mist Giant, since
their damage will overwhelm you quickly. If you have the Extinctio spell at
this point, it will help you considerably. You'll want to cast is Quickly, even
though that's a bit risky, with everyone in order to clear out the groups of
enemies.

Not only do you have to worry about the strong physical attacks from the Giants,
but the Mist Giant himself has a nasty breath attack.  This is why I suggest
Extinctio.  Not only will two-three Extinctio castings clear out all the Giants
but it will also lower the Mist Giant's HP, effectively lowering the damage
he does to your party.

If you come into this battle expecting to waltz right through, you're in for
a rude awakening.

You receive some BOTTLED MIST once you've finished the battle. Bring this item
to Garland in the Training Grounds to complete the Quest.
--------------------------------

Once you're done there, we should now do two more Quests.

--------------------------------
Quest:  Crush Living Dolls   -qghld-
Description: Sir Garland wants you to prove your worthiness by defeating Living
Dolls.
Requirements: Slay the Mist Giant completed. Black Orb acquired.
Location: 4F, (3,2)
Reward: 3,000 Gold, 6,000 EP
Information:
Once you have the Black Orb and the ability to teleport from the 6F room, as
well as having completed the Slay the Mist Giant quest.

In the Black Orb room, set the Gems so that only the Red Gem is glowing.
This will teleport you smack-dab into the middle of a puzzle on 4F.  I highly
suggest saving every 2-3 doors you go through in this section in case you
accidentally mess up.  If you're at any way confused when going through the
doors, save yourself some pain and use Visum Situs.

The best way to deal with these revolving doors is to just keep your "eyes"
on one door, usually the one right in front of you, and know where it leads.
That way, if you don't face it when you're done reolving, you can know which
direction to turn.

Basically, the goal is to reach (2,7) in the first area.  However, before you
do that, be sure to pick up the WIZARD MEMORY at (1,6).  Once you have the item,
go ahead and complete the map as you wish and then head through the teleporter
at (2,7).

Once you're at the second block, the goal is (3,2). Once you're there, examine
the area and a battle begins.  This is a battle against a large amount of Living
Dolls.  Mages should just stick with Mucro Glacialis, since Extinctio is a bit
of an overkill.  of course, if you're planning on going back to town after
this, go all out.  Just be sure to kill off he larger groups quickly. Be warned
that the Dolls CAN wipe out your party if everyone gets Paralyzed.  Paralyze
counts as death status, so be careful and keep everyone healthy.

After the battle you receive the DOLL'S EYE. Bring it to Garland in the
Training Grounds to claim your reward.
--------------------------------

Once you have the Wizard Memory from 4F, (1,6) make sure you head back down to
the Basement and finish the second of the Level 8/9 Arcane Spells quests.
If you do that, you'll -never- have to visit the basement again unless you're
heading for the Guild of Commerce, which is an easy and not-very-annoying walk.

Head back to 6F.

- (14,11)  You'll find a strange obstacle blocking your path.

--------------------------------
Puzzle: The Giant Foot   -p6fgf-
Description: A Large foot blocks your progress.
Requirements: Black Orb Obtained. Peacock Feather Obtained.
Location: 6F, (14,11)
Reward: Access beyond the foot.
Information:
Completing this puzzle requires the Black Orb and a Peacock Feather.  Use
The Black Orb in the teleporter room on 6F and have the Blue and Red jewels
activated.

This will teleport you down to 3F.  Examine the area in front of you and
pick up the Peacock Feather.  Use this item on the Foot and you'll be allowed
to continue.
--------------------------------

- (17,9/10/11/12/13) The entire line at E 17 has a required mini-boss battle
for you to fight. As with before, it's normal enemies. This time, though, a
Goblin Chief is involved.  They are rather dangerous and have spells that can
hit you for over 40 damage, so keep you HP up.

- (18,9) One more Quest can be completed here. This finishes a series!

--------------------------------
Quest: The Sun Jewel     -qstsj-
Description: The Guild of Thieves requests that you find the Sun Jewel.
Requirements: The Earth Jewel Completed.
Location: 6F, (18,9)
Reward: 3,000 Gold, 6,000 EP
Information:
Once you've finished all of the other Jewel Quests you can accept this one.
This one is, surprisingly, the easiest of them all.

You'll find the Sun jewel on the floor in the Goblin King's Chamber at (18,9).
You'll get a message saying a party member has stumbled over something.
Examine the area and you'll find it.

As always, return it to the man at (3,18) on 2F.  This finishes the Jewel
series.
--------------------------------

- (20,9), (20,10), (20,11) Another Required boss fight is here.  This time,
it's a real boss.

---------------------------
Boss: Goblin Elite
Location: 6F, (20,11)
EP: ~1600
Items: None

Though they stick purely to physical attacks, the Goblin Elites are powerful.
Use any spells that lower your AC in order to help prevent damage and stick
with strong area spells in order to wipe them all out at once. Just stick
with whatever normal strategies you've been using and keep your frontline
fighters over 60 HP at all times.
---------------------------

- (21,11)  When given a choice, speak to the King and ask about Tyrhung, then
ask Tyrhung's location.  Then ask about how to get to the 7th floor.
When you're fine, choose Leave.  Now you have another puzzle.

--------------------------------
Puzzle: The Goblin's Revolution   -p6fgr-
Description: Put down the Goblin revolution.
Requirements: Having met the Goblin King.
Location: 6F, (20,13)
Reward: White Orb
Information:
Once you've met the Goblin King and have accepted his request to quell the
Revolution, head back to the Black Orb teleporter at (16,8).  With no jewels
actively glowing, use the Orb and you'll be teleported to (21,17).  Head down
the map to (20,13) and fight a battle here.  It's a normal group of Goblins,
much like the ones you've been fighting before.

Once you've finished the battle, note that you're stuck in this area and
can't re-enter the normal 6F.  There is a teleporter to the north, but that
leads down to 5F.  I personally suggest just using Angel Wing and going
to rest in town.

Once you've quelled the Revolution, head back to the Goblin King and he
will give you the imperative WHITE ORB.
--------------------------------

At this point it's possible to head to the Seventh Floor.  However, I
suggest doing a few more quests first. Fortunately, both of the quests
can be done at the same time.  Unfortunately, they require the completion of
a puzzle to do.

--------------------------------
Puzzle: H3ll0 Kitty      -p6h3k-
Description: Open the door.
Requirements: White Orb, Apple x3
Location: 6F, (19,16)
Reward: Altar of Balance Access.
Information:
With the White Orb in your possession, head to the teleporter room on 6F.
When there, use the White Orb.  It will swap places with the Black Orb.
Make sure no gems are glowing and use the White Orb.  Follow the path east
and south to reach the puzzle.

To complete this quest, you need three Apples.  Apples are picked on 5F
at (2,20) using the Tree Climbing Skill. Place the three apples in the basket
and the puzzle will be completed.
--------------------------------

Opening this area allows you to finish new quests.  Also, it is imperative
later on for the True ending.

--------------------------------
Quest: 8th Domain Holy/9th Domain Holy Spells   -q89hl-
Description: The Magic Academy has requested that you find the lost Holy
spells from the Eighth (Ninth) Domain.
Requirements: Priest Level 13+, Faith level 8+
Location: 6F, (19,15), (19,17)
Reward: Level 8 and 9 Holy Magic. 1,000 Gold, 5,000 EP.
Information:
Once you've finished the H3ll0 Kitty Puzzle you have access to these Altars
that allow you to finish the 8th and 9th Domain Holy spell quests.  According
to the Japanese wiki, you need at least a minimum level 13 Priest.  That
means a Paladin, Ranger, or Druid do work, as long as they have Priest levelled
up to 13.  You also need extremely high Faith, level 8 or 9.  Though if you
Pray before you enter the Tower every time, and through 13 levels of being a
Priest you should easily reach that.

Have your Priest pray at the two altars at (19,15) and (19,17). Start with
the altar of his alignment first, since by praying at the altar against
his alignment, he'll die when the quest is successfully completed.

You'll receive the 8th Domain Holy spell at the Chaotic Altar and the 9th
Domain Holy spell at the Lawful Altar.

Only Chaotic characters can use level 8 spells.
Only Lawful characters can use level 9 spells.

Note that it seems that spells of your opposite alignment possibly have lower
requirements to obtain than those of your current alignment.  If you're
having problems getting your current alignment spell, try coming back a bit
later.
--------------------------------

Note that by visiting the Altar of Balance you'll trigger the quest
"Hunt for Giants" appearing.  This Quest will be covered in the Post-Game
section, but for now, know that you'll want to keep all of your Giant's
Ears.

Also, if you've finished Find Lost Item during your trip through this level,
you'll be able to finish another Quest.

--------------------------------
Quest: Treasure Hunt     -q8fth-
Description: A retired adventurer has requested that you find the treasure
marked on the Treasure Map.
Requirements: Find Lost Item completed. Treasure Map.
Location: 5F, East Park
Reward: Frilled Codpiece, Holy Grenade, Choker Necklace, 2,500 Gold, 5,000 EP
Information:
Once you've completed Find Lost Item, this quest appears. First, speak with
Sir Emerald Lightning on 1F.  He'll give you the TREASURE MAP

With this in your possession, head up to 5F. Head to East Park, which is found
by entering the door at (13,17) and is on the eastern wall.  In here,
head up to (14,20), where you'll see the light.  Read the hints.

What the game doesn't tell you is how to solve the hints.

There are four rooms in East Park, let's label them 1, 2, 3, and 4.

1   2

3   4

You should currently be in room 1. In the central square of each of these
rooms a "Boss" battle will be fought whenever you're on this quest.
You must fight these "boss battles" in a certain order.

The correct orders are given by the hints. You will ALWAYS finish in room 4.
Whenever you've completed one of the three, examine the block in room 4 at
(20,14).  Choose to dig after you've cleared the four encounters in the
specific orders and you'll receive an item.

The Z means battles in room 1 -> 2 -> 3 -> 4
_
| | means Rooms 3 -> 1 -> 2 -> 4

The a means 2 -> 3 -> 1 -> 4

The Quest is complete once you've obtained all three items.
--------------------------------

- (16,8) With the White Orb in your possession, head back to the teleportation
room.  Use the White Orb on the slot and you'll re-obtain the Black Orb and
the White Orb will be in the machine.

To reach the Seventh Floor, Only the Blue Jewel must be glowing.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                           The Seventh Floor                             =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -f7tsv-
The Seventh Floor is the final floor in the main game.  In many ways it is
both easier and harder than the previous floors.  There are less quests, so
it will definitely be much shorter, but without at least 2 Arcane users with
the Exitnctio spell, expect some pain in the battles here.

You'll want to take the Seventh Floor in two or three trips.  Don't try to
push it all at once; you won't make it.  Also, make sure you have at least
one character with Visium Situs.

One of the hardest parts of this section, surprisingly, is getting up to
7F as healthy as possible.  usually, getting through 6F to the orb room requires
quite a bit of luck in the door encounters so that you don't have to waste MP.
Save often on 6F.

Never underestimate any enemy group here, each and every one of them has the
power to kill you.  Of particular note are the Lost Souls.  They look unassuming
but are surprisingly annoying.  The main problem with them is that you're pretty
much required to use multiple casts of Extinctio to get rid of them, since
they are never, ever, in groups.  There may be 4 in a battle, but they are
always in groups of 1 each. To make matters worse, they're strong towards
magic and take around half normal damage.  They don't deal a lot of damage
directly, but remember that Paralyze counts as Death status.  If everyone gets
Paralyzed, the game is over.

To reach the seventh Floor, you must have the White Orb from the Goblin's
Revolution and the Blue Jewel only must be glowing.

===============================================================================
---                           The Seventh Floor                             ---
===============================================================================
                                                                       -f7vfn-
Enemies: Gold Demon, Silver Demon, Ba'al Demon, Venom Dragon, Rogue Knight,
Lost Soul, Son of Chaos, Necromancer, Sorcerer, Dragonmaster, Bugyo, Oniwaban,
Storm Giant, Red Dragon
Items: Potted Crocus, Dog's Collar, Pass
Boss: Shadowdancer, Bugyo, Necromancer, Dark Priest, Mihyuun, Sentinel, Final
Boss

7F Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/map07.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=7f_20080608
gif

- (5,4)  You start in a room with three doors and facing north.  The best way
to go, surprisingly, is straight ahead.  It's a long, long path and I suggest
saving before you enter every door.

- (12,10) You absolutely must approach this door in order to begin the next
puzzle.

--------------------------------
Puzzle: Heart, Spade, Diamond, Club   -p7fcp-
Description: Manipulate the devices.
Requirements: Examined the door at (12,10)
Location: 6F, (13,7)
Reward: Potted Crocus
Information:
The biggest mistake many people make in this puzzle is not examining the door
at (12,10), first.  This must be done to reset the puzzle. Once you've done
that, head into the large dark area at (13,7).  You're really going to need
Visium Situs here, and in rather large amounts.  I suggest saving before using
it and then reloading once you know your location and direction.

There are four doors at: (10,11), (10,17), (20,11), and (20,17).

Each door has a name and hint on it.

- (10,11): Diamond.  Do not operate this first.

- (10,17): Heart. Operate this before Diamonds.

- (20,17): Club.  Operate this before Spades.

- (20,11): Spades. Do not operate this after Hearts.

In case you haven't figured it out, the correct order is Clubs, Spades,
Hearts, Diamonds.

When done correctly, you'll get a message.
--------------------------------

- (12,10) Once you've completed the previous puzzle, head back to (12,10) and
you'll find the door to be open.  The "correct" door is the one on the left,
or the one closer to the door you entered from.  At (10,11) you receive the
POTTED CROCUS.

- (10,12) There is a teleporter to 1F here.  I suggest using it, since we're
going back to the beginning of 7F, anyway. You may as well take a rest in town.

- (5,4) At the entrance to 7F, take the eastern (left) door.  This is another
very long walk, but eventually you'll reach a room with five doors at (2,20).

- (6,19) STOP here.  I'm warning you.

--------------------------------
Puzzle: Instant Death    -p7fid-
Description:  Clean the air.
Requirements: Potted Crocus
Location: 6F, (6,19)
Reward: Passage through the hallway.
Information:
In order to pass through the hallway at (6,19) you require the Potted Crocus
from the Heart/Diamond/Spade/Club puzzle. Once you have it, use the Crocus at
(6,19) and not a step further. Press Y at the block to open the item menu.
This will allow you to continue along the path.
--------------------------------

- (21,21) Examine the Shrine here, this is for the Shadowdancer quest.

- (11,20)  There's a strange teleporter here.  To get it to work properly,
you must manipulate the switches at (12,18) and (10,18). Make sure
the switch at (10,18) - that's the one on the right from the door - is flipped
ON while the one at (12,18) is flipped OFF.

--------------------------------
Quest: Defeat Shadowdancer   -qghsd-
Description: Sir Garland wants you to prove your worthiness by defeating the
Shadowdancer.
Requirements: Crush Living Dolls Completed.  Jitte, Harakiri Dagger
Location: 7F, (7,20)
Reward: 3,500 Gold, 7,000 EP
Information:
Before beginning this quest, make sure you have a Jitte and Harakiri Dagger
on you.  Jittes are found in treasure chests on 4F and Harakiri Daggers can
be found in standard treasure chests on 5F.  It may take some time,
but you need one of each.

Once you have them, head to 7F, (21,21).  You'll find a room that tells you
to disable traps.  Basically, it's asking you to walk over the four trap
rooms at (20,10), (19,10), (20,11), and (19,11). To reach them, open the
secret door on the wall at (20,10).  Cast Sagacitas Furax to help you evade
traps and then walk over them.  You'll probably want to use Divine Homily
afterwards.  Now head back to (21,21) and examine the shrine.  There's a
different message this time.

Next, head to the room at (3,20).  There are two secret doors in this room,
one at (3,19) and one at (3,21).  Inside the door at (3,19), give the statue
at (1,19) - he's a Law Enforcement officer, the Jitte. At (1,21) give the
Samurai a Harakiri Dagger.

This unlocks the passage at (5,21).  At the room at the end of this passage,
examine the wall at (8,20) and you'll enter the Tea Room, where you'll find
the Shadowdancer waiting for you. Stick with single target magic on him,
such as Fulmen Celer and avoid physical attacks - his AC is too low.

You receive the DOG's COLLAR.  Give this to Garland at the Training Grounds to
complete the Quest.
--------------------------------

- (18,8)  Here you'll find a room with five doors.  Actually, there are seven,
since there are two secret doors.  Your next puzzle is in here.

--------------------------------
Puzzle: Backwards        -p7fbw-
Description:  Destroy the Pass to enter the door backwards.
Requirements: Pass
Location: (18,3)</pre><pre id="faqspan-5">
Reward: Passage to the next area.
Information:
In the room at (18,8) with five doors, examine the wall at (19,6).  Follow
the path in here and enter the room at (21,5).  In here, examine the room
and choose "Press Purchase."  It requires 5,000 Gold, but this is required.
You receive a PASS.

With the Pass in your inventory, head to (18,3) on the map, which is the
central portion of the area.  You'll get a message saying to enter backwards.
DO NOT LEAVE THE ROOM.  Instead, open your item Menu and put the cursor over
your Pass.  Destroy the pass using the Y Button.  Now exit the room.  You'll
enter backwards and the puzzle will be complete.
--------------------------------

- (15,7) A sub-boss encounter is fought here.

---------------------------
Boss: Mihyuun, Bugyo, Necromancer, Dark Priest
Location: 7F, (15,7)
EP: ~3000
Items: None

The back row must be destroyed immediately.  If you have castings of Extinctio
left, use one at the start "Quickly" in order to avoid the enemy mages making
this battle harder for you than it should be. After that, with Mihyuun will be
the only one left. His physical attacks can spike to over 70 HP, so keep
your HP near maximum.  Have your mages use strong single-target spells to
get around his high AC and have someone healing every round.

Surprisingly, if you don't get rid of the Priest and Necromancer right from
the start, this battle is harder than the final boss fight.
---------------------------

- (15,18) The final boss awaits.

---------------------------
Boss: Final Boss, Sentinels
Location: 7F, (15,18)
EP: ~12,000
Items: None
A few castings of Extinctio will get rid of the Sentinels, so make sure
you have at least two or three mages with the MP left.  Have someone, preferably
your Paladin, casting Divine Homily every round.  if you've finished the
Level 8/9 Arcane spells, Extinctio Magnus will clear all of the Sentinels
out in one casting and leave you only with the boss.

Once the Sentinels are gone, have one or two people casting Divine Homily
every round.  The boss can do 70 damage to everyone, so you may want to
have one person casting it Quickly and one person casting it Carefully. If
you're using Chaotic characters, they have a wide variety of Chaotic-only
spells that will reduce the damage you take from magic that will be helpful
in your survival.
---------------------------

THE END

Rather anti-climatic, yes?  Don't worry, there's a Post-game that explains a
good deal more.


=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

=+=                        Post-Game: True Endings                          =+=

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
                                                                       -fpgte-
There are three endings to The Dark Spire.

The first is after completing the events on 7F.

The second is after completing the first ending, then bringing the Mysterious
Woman all the way to 7F. On 7F, bring her to the location where you fought the
Final Boss.

The Third requires you to get the second ending, having a Balanced Character,
have a Cumulative Party CH Total of 71, have having completed an extra level.
This section will quickly go over how to get the second two endings, as well
as any Post-Game Quests. The second ending is rather easy, but the third can be
somewhat time consuming.

Once you're cleared the game, more Quests become available. For now, we can only
finish one.

--------------------------------
Quest: Adventurer's Seal   -pgqas-
Description: An Adventurer-admiring citizen has requested that you find the
Adventurer's Seal.
Requirements: Obtained the First Ending by clearing 7F. Important Item
Location: 2F, (4,21)
Reward: 500 Gold, 1,000 EP
Information:
Remember that Important Item you may or may not have bought from Sir Emerald
Lightning at (7,4) on 1F?  If you have it, you can finally use it. If you don't
go speak with Sir Emerald Lightning at (7,4) on 1F and choose "Deal."  Buy this
item from him.

With the Important Item in your possession, head up to 2F from the stairs
at (2,11) on 1F.  You'll find the man who is looking for the item in front of
the secret door at (4,21).  He's just outside Lucky Pair-a-Dice.

Giving him the Important Item finished the Quest.
--------------------------------


===============================================================================
---                           The Second Ending                             ---
===============================================================================
                                                                       -mstse-
The Second Ending is simple: bring the Mysterious Woman up to 7F and then take
her to the Final Boss.

In case you didn't do the quest during the middle of the game, here's a short
list.  I've discussed these quests more in-depth in the main Walkthrough.

1F, (8,8)   - Requires a Healing Potion.
2F, (20,13) - Requires having used the ship at least once.
3F, (15,12) - Requires a Wormwood, found on 3F at (5,19)
4F, (7,8)   - Bring her safely through the Labyrinth Garden.
5F, (3,20)  - 3 Apples, found on the tree at (2,20). Climb with the Tree
Climbing Skill, which requires 13 DX to learn.
6F, (20,19) - Requires an Elixir, bought at the Inn in Town.

--------------------------------
Sub-Quest: Mysterious Woman, 7   -sqmw7-
Description: Help the Mysterious Woman
Requirements: Have helped her on 1F, 2F, 3F, 4F, 5F, and 6F
Location: 7F, (18,4)
Reward: The Second Ending, Tyrhung
Information:
Once you've helped the Woman on all other floors and have completed the events
on the Seventh Floor, head back up to the Seventh Floor and enter the room at
(18,4).  You'll find her here again.  It's time to help her one final time.

Bring the Woman to (15,18).  You're going to need to Re-Buy a Pass and do the
Backwards Puzzle again to reach it again.  Once you hit (15,18), enjoy
your Second Ending.  You also receive a shiny new Sword for your efforts.
--------------------------------

Once you complete the Second ending, another quest becomes available.

--------------------------------
Quest: General Heiden Zeke   -pgqhz-
Description: Find the mischievous General Heiden Zeke.  He is hiding somewhere
on the 1st floor of the Tower.
Requirements: Obtained the Second Ending.
Location: 1F, (18,18)
Reward: 5,000 Gold, 5,000 EP
Information:
This quest becomes available once you've obtained the Second Ending. It's
really straightforward.

Head to the teleporter room on 6F and put the Black Orb in the Slot. You'll
want the Blue and Green Gems to be glowing.  This will transport you down to
the final section of 1F.  Down here, take the teleporter at (14,13), which
will make you land at (17,18).  Don't move, and examine the right wall.  You'll
find a hidden passage.  Enter the hidden passage and you'll find your general.

Try to say his name out loud and you'll find his name amusing and relevant.
--------------------------------


===============================================================================
---                       Unlocking the Secret Level                        ---
===============================================================================
                                                                       -ultsl-
Items: Light Orb

The True ending has quite a few requirements. Allow me to list them off
for you.

A Balanced alignment, NOT Neutral, Character.
71 Cumulative(Total) Party CH.
Completion of the ????, a secret level.
Having obtained the Second Ending.

Don't panic if you don't have 71 CH, in the ???? dungeon, there is a way to
raise your CH!  It's the only way in the game.

To begin your Quest, you must first obtain the Light Orb.  Climb -all- the way
back up to 7F.  Yes, all that way.  Head back to where you fought the final
Boss.  That's at (15,18).  In one of the small rooms around here at (14,17)
you'll find the LIGHT ORB.  This is required.

With the Light Orb in your possession, go to the teleportation room at 6F and
put the Orb in the slot.  Make sure all Gems are glowing and you'll be
transported to a new area.

===============================================================================
---                                ?????                                    ---
===============================================================================
                                                                       -pgslu-
Enemies: Hell Beast, Phantasm, Demonmaster, Gold Demon, Silver Demon, Ba'al
Demon, Chaos Knight, Hobgoblin, Demon Doll, Archdemon
Items: Demonic Cup, Demonic Sword, Old Rusty Axe, Demonic Wand, Demonic Coin,
Dragon Drops, Golden Axe, Dark Certificate
Boss: Archdemon

????? Maps:
http://i10.photobucket.com/albums/a132/c0rr0s10n/mapex.jpg
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=question_
20080608.gif

Once you have the Light Orb from (14,17) om 7F, put it into the teleporter on
6F and make sure all of the gems are glowing.  This leads you to this area.

You can't finish this area your first time through it, no matter how much you'd
like to try. It's not about not being able to complete the puzzles or battles,
rather, you can't defeat the "true final boss" until after you've left the
area with a certain item and have come back with a Balanced character.

Oh, and all of those "Useless" Skills in the main game?  They're required
here. Skills such s Arts and Crafts, Cooking, Painting, and Equestrian.

Note:  Extinctio isn't as kill-all in this area.  because of that, I suggest
setting, depending on your alignment, Angel of Death, Divine Bombardment,
and Extinctio Magnus.

The path is straightforward at first.

- (1,5)  if you touch the Stone Monument here you'll find a quick way to get
back to 1F.  You probably won't need this because of Angel Wing, but if, for
some reason, all of your Holy Magic users are dead and you've saved over your
Previous file you can use this to head back to town.

- (1,3) Take the southern exit in here for now and follow this path until you
reach the end.

- (12,5) There's a horse in here.

--------------------------------
Puzzle: The Wooden Horse    -pgpwh-
Description: Find a way to Ride the Horse
Requirements: None
Location: ?????, (12,5)
Reward: Demonic Cup
Information:
The horse here requires you to ride it successfully.  Though you can do it with
any character if you have a bit of luck, the Equestrian Skill makes it so that
you'll succeed quite a bit more easily.  If you don't have the Equestrian Skill,
just keep trying.  Characters with higher ST and DX seem to last a bit longer.
--------------------------------

After you complete the puzzle, go back to (1,3) and head down the eastern path.

- (10,6)  Enter the door here.  At this point the dungeon becomes very non-
linear.  You can pretty much do everything in any order you want. This guide
will go over finding all of the items first before unlocking the extra hallways.

- (7,10) Enter the door here and follow the path north.

- (3,18) Enter this room.

- (4,20) There's a secret passage at (3,20) that leads into this room. Another
puzzle is found here.

--------------------------------
Puzzle: War Games        -pgprg-
Description: Help win the war.
Requirements: Mage levelled?
Location: ?????, (4,20)
Reward: Demonic Sword
Information:
The requirements of this Quest are a bit sketchy.  However, there are two ways
to succeed at this quest.  One is for you to help the boy's Army, the other
is to act as his strategist.  Unfortunately, acting as his strategist isn't as
easy as it sounds.  The obvious skill, Military Strategy, doesn't work, neither
does Astrology.  The best way to complete this Quest is to just have everyone
learn every Skill.  That will definitely make you succeed on one character.

From what I can conclude about this Quest, you need Mage levelled to succeed.
Paladins simply won't win at all, even with high IN.  My Samurai, Druid, and
Wizard were all able to succeed given enough tries at it, but the Wizard had
the highest percentage to win.  Just keep trying if you fail, try 20+
times, you should be able to get it.
--------------------------------

- (13,10)  After you're done mapping the area, head back to the central portion
and enter the door at (13,10).

- (20,3)  You'll find a "Beauty Clinic" here.  This is the ONLY way to raise
your CH in the game.  Because to get the True ending you need 71 Total party
CH, you're going to be spending a good deal of time Leveling around here.  Be
sure that you save before you use this, because it can fail.  You don't want to
waste 50,000 EP, do you?  This will probably be the last of the requirements
you meet, because hitting 71 takes a good amount of Leveling.  I suggest
first hitting level 20, then focus on getting the 300,000+ you need for most of
your characters to average out to 71.  To hit 71,on average, everyone needs 18
points of CH.  Humans cap out at 18 points, Elves cap out at 20, Dwarves Cap out
at 17, and Halflings cap out at 19.  If you're using a Dwarf, you need a
Halfling or  Elf with an extra point or two to help balance his low CH out.

- (21,0) You'll find the important OLD RUSTY AXE here.  If for some reason
you ever sell this Axe (I did - don't ask) you'll find it again at (21,0).

- (15,2) Another Puzzle awaits.

--------------------------------
Puzzle: Cooking and Cleaning   -pgpcc-
Description: Help the Old Woman
Requirements: None - Arts and Crafts and Cooking Help
Location: ?????, (15,2)
Reward: Demonic Wand
Information:
First let me tell you that Arts and Crafts and then Cooking make this quest a
good deal easier.  However, it is entirely possible to succeed without it.

First, you must repair the pot. This requires Arts and Crafts.  My other,
non Arts and Crafts characters were able to succeed, but with a rather
low succeed rate.  If you don't want to leave and get Arts and Crafts, it is
possible.

Once you've fixed it, you need to Cook.  The cooking skill helps here.  Once
again, it's not required, but there's a much lower chance that you'll succeed.

You must succeed at both in a row in order to finish this puzzle. Examine the
ground once you've finished it and you'll receive the DEMONIC WAND.
--------------------------------

You're going to need back towards the beginning of the area at this point.

- (12,6) Take the teleporter here.  Possibly. . .

--------------------------------
Quest: Slay the Archdemon   -pghqa-
Description: Sir Garland wants you to prove your worthiness by destroying the
Archdemon.
Requirements: Having completed the "Defeat Shadowdancer" Quest.
Location: ?????, (12,6)
Reward: 4,000 Gold, 8,000 EP
Information:
Warning:  The Requirements for fighting this monster are unknown.  Many people
will have no problem getting him to appear, yet others will be unable to get
him to appear.  The only advice I can give you is to run around, explore the
area, and come back.  Hopefully he'll appear then.  I, personally, have had
a horrible time getting him to appear.  he refuses to appear at all for me.

The Final Garland Hunt takes place on the secret level at the first teleporter
at (12,6).  When you enter the teleporter the battle takes place.  Note that
Archdemons are normal enemies throughout the level, but the Archdemon that
is at (12,6) is the one that you want to fight. The normal ones do not count as
the enemies Garland wants you to kill.

Once the enemy is dead, you receive the DARK CERTIFICATE.  Bring this to
Garland at the Training Grounds to complete the Quest.

Personally, if he doesn't show up, I wouldn't bother with him.  In both of my
complete games this is the only Quest that refuses to complete for me because
the Archdemon will not show up.  It's not a big deal and it isn't required.
--------------------------------

- (19,17) You land here.  Take the northern door and examine the western wall
at (19,19) to find a hidden passage.

--------------------------------
Puzzle: Reflection       -pgprf-
Description: Paint a picture.
Requirements: Priest levelled, Painting Skill
Location: ?????, (18,19)
Reward: Demonic Coin
Information:
First, your character with Priest levelled with be the one doing the painting.
That means your Paladin, Ranger, or Druid. This one doesn't seem to work
without the Painting Skill. In short, your Priest with the Painting skill
will succeed at this.
--------------------------------

With all four Demonic items in your possession, we can now progress.

--------------------------------
Puzzle: Cups, Swords, Wands, and Coins   -pgpwc-
Description: Unlock the final door so that you have access to true evil.
Requirements: Demonic Cup, Demonic Sword, Demonic Wand, Demonic Coin
Location: ?????, (15,5), (12,2), (5,5), (2,8), (5,15), (9,19), (15,15), (19,11)
Reward: (10,14) door opened.
Information:
Once you've obtained the four Demonic items from this area you can use them
in order to progress.  There is a large room surrounding the central portion
of this level with 7 doors.  There are four doors at the corner of this room.

- (13,7) Fire.  Give him the Demonic Wand.
Down the Fire path you'll find hidden passages at (15,7) and (12,0).  These
hidden passages lead to encounters that you must clear at (15,5) and (12,2).

- (7,7) Water.  Give him the Demonic Cup.
Down the Water passage at (5,3) and (2,10) you'll find secret doors that
lead to battles at (5,5) and (2,8). You must clear the two battles to progress.

- (7,13) Earth. Give him the Demonic Coin.
Down the Earth passage you'll find secret doors at (5,17) and (9,17).  These
lead to required encounters at (5,15) and (9,19)

- (13,13) Wind.  Give him the Demonic Sword.
Down the Wind passage you'll find secret doors at (15,17) and (19,9) that
lead to encounters at (15,15) and (19,11).

Once you've cleared all eight required encounters - you'll know which they
are since they mention a light flying off to the distance - the passage
at (10,14) is opened!
--------------------------------

There's also two quests we can do at this point.

--------------------------------
Quest: Fit for a King    -pgqkg-
Description: The Guild of Commerce has requested that you find a treasure that
would make an appropriate gift for the King.
Requirements: Having completed the normal game.  Having joined the Guild of
Commerce. Having opened the door at (10,14) on the ???? floor. Dragon Drops
Location: ?????, (10,9)
Reward: 50,000 Gold, 10,000 EP
Information:
Once you've joined the Guild of Commerce on 1F, found from entering from B1 -
East and using the Low Temp. Candle, and you've finished the game this
quest becomes available.

The Dragon Drops necessary to finish this quest are found on the ????? floor
at (10,9), which is right near the NPC that teleports you out. Examine the
ground and you'll find them.

Bring them to the Guild of Commerce at on 1F, (4,3) and the quest is complete.
Remember that you enter the Guild of Commerce from the Basement - East.
--------------------------------

--------------------------------
Quest: Lost Holy Spells  -pgqhs-
Description: The Magic Academy has requested that you find some Lost Holy
spells.
Requirements: ????? access, Old Rusty Axe, Golden Axe, Tree Log, Staff of
Harmony
Location: 3F, (1,3), 6F, (12,3), 6F, (16,14)
Reward: Miracle Prayer
Information:
First, find the Old Rusty Axe at (21,0) on the ???? floor.  Once you have
this item, go to 3F.

Enter the secret door at (9,5) and cast Sagactias Furax to avoid traps.  Head
all the way to the east in this area and at (1,3) you'll find a Tree and a
Spring.  Equip a character with the Axe and then have this character chop down
the tree. You'll probably want to save before doing this.

When asked, tell the woman that it wasn't yours.  She will give you the GOLDEN
AXE. If she doesn't give you the Golden Axe, reload and try again. It seems
to be random.

If you mess this up at any time know that you can re-obtain the Old Rusty Axe
by visiting the marsh at (21,0) where you first obtained it.  However, reloading
generally fixes your problems.

Equip the Golden Axe to your character and then attempt to cut down the
tree again.  This time it will work and you'll receive a TREE LOG.

With the Tree Log in your possession, go to 6F.  On 6F at (12,3) give them men
your Tree Log and participate in their sport.  They'll give you the STAFF OF
HARMONY.

With the Staff in your possession, head to the Altar of Balance on 6F at
(17,16).  This is reached by using the White Orb in the teleporter and by
not having any Gems glowing. At the Altar, ask for "A Blessing" and Offer
the Staff.

This unlocks the door at (16,15) and the small room at (16,14).  Enter the
room, Pray, and you'll get your Quest Complete. You also receive the spell
Miracle Prayer.
--------------------------------

===============================================================================
---                           The True Ending                               ---
===============================================================================
                                                                       -pgtte-
Once you've unlocked the door at (10,14) you can get the True ending.

As I've mentioned before, there are a good number of requirements in getting
this ending.

1: Having seen the Second Ending.  This section is elaborated on above. This
rewards you with the Tyrhung Sword, which is required. The Tyrhung Sword must
be -equipped- onto a Balanced Alignment character in order to see the ending.

2: 71 Total Party CH.  Everyone's CH must add up to 71 or higher. You can
raise your CH at (20,3) on the ????? Floor.  Each point costs 50,000 EP and
10,000 Gold to raise.  Always save before raising your CH, since the Clinic
can fail and you don't want to lose 50,000 EP! Note that each race has CH
caps, too.  Dwarves Cap at 17, Humans cap at 18, Halflings cap at 19, and
Elves cap at 20.
Thank You, Japanese wiki, for giving us the information on this requirement.

3: A Balanced Character.  "Balanced" is not "Neutral."  A Balanced character
is obtained by Serving the Altar of Balance on 6F at (17,16).  You must do
three Quests and a puzzle before the Altar will allow you to serve it.  The
required Quests are outlined below:

--------------------------------
Quest: Hunt for Giants   -pgrqg-
Description: A hero's squire has requested that you collect three Giant's
Ears.
Requirements: Having Visited the Altar of Balance at least once. Giant's Ear x3
Location: 6F, (17,16)
Reward: 10,000 Gold, 10,000 EP
Information:
Once you've Visited the Altar of Balance on 6F, at (17,16), after completing
the H3ll0 Kitty Puzzle, you must ask to "Serve them."  Once you do, this
Quest will appear.  The Altar of Balance is reached by using the White Orb in
the Teleportation room with no jewels glowing.

You must bring the Altar 3 Giant's Ears, which are normal drops from Giants
on 6F and 7F.  With 3 in your possession, head to the Altar of Balance and
ask to "Serve them" once again.  When they ask for items, give them all
three Giant's Ears.  This will trigger your Quest Complete.

This Quest is part of a series of quests required for the True ending.
--------------------------------

--------------------------------
Quest: Hunt for Demons   -pgrqd-
Description: A Hero's Squire has requested that you collect four Demon's
Eyes.
Requirements: Having completed "Hunt for Giants." Demon's Eyes x4
Location: 6F, (17,16)
Reward: 10,000 Gold, 15,000 EP
Information:
Once you've completed Hunt for Giants this quest appears.  This time, you
must procure Demon's Eyes for the Altar. The easiest place to do this is on the
???? Floor from the Demonmaster monsters, but you can also get a good amount
of them on 7F from the Dragonmasters there.  This time you need four.

Bring four Demon's Eyes to the Altar of Balance at (17,16) on 6F, which is
reached by putting the White Orb into the teleportation room and having no
Jewels Glowing.  Select "Serve Them" with this Quest active and then give
them the Demon's Eyes.  After you've given the Altar all four, you'll get a
Quest Complete.

This Quest is part of a series of Quests required for the True Ending.
--------------------------------

--------------------------------
Quest: Hunt for Dragons  -pgrqn-
Description: A Hero's Squire has requested that you collect four Dragon's Fangs.
Requirements: Having completed "Hunt for Demons." Dragon's Fang x6
Location: 6F, (17,16)
Reward: 10,000 Gold, 30,000 EP
Information:
Once you've completed the Hunt for Demons this quest appears.  In this final
Quest, you must collect 6 Dragon's Fangs.  Easier said than done.  As you know
by now, Dragons are nasty monsters.

The easiest way to go about this quest is to just stick to 6F. Save before
entering every door and then run from the encounter if the fight is not a
Venom Dragon.  Reload when necessary.  That saves you the hassle of having
to run around.

Once you have all six, bring them to the Altar of Balance at (17,16) on 6F.
This is reached by putting the White Orb in the teleportation room and having
no Jewels glowing.  Ask to "Serve" the Altar and then give it the six
Dragon's Fangs one at a time.

This Quest is part of a series of Quests required for the True Ending.
--------------------------------

With these three quests completed, speak to the Altar of Balance again.  They
will ask who wishes to Serve.  The character who is going to serve will
temporarily lose all of his spells - you can set them back when you reach
town - and will get the "Balanced" alignment.

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Once you've met all of the True ending requirements, change one character to
the "Balanced" Alignment at the Altar of Balance at (17,16) on 6F. Equip that
character with the Tyrhung sword from the second ending. With 71 or more total
CH and the Tyrhung Sword equipped on a Balanced Alignment character, approach
(10,10) on the ????? level and you'll see the final ending!
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

                             Congratulations!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                           Puzzle Solutions                              |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -pzzls-
Throughout the game, you'll likely encounter many difficult puzzles that stump
you and stop all of your progress.  This section of the guide is devoted to
those puzzle solutions.

If a puzzle spans multiple floors, it will be listed under the highest possible
floor.  These puzzles are also found in the main walkthrough, but I've placed
them here to make it easier for readers to access.

Puzzles are required to complete the game.  Quests, on the other hand, are
optional and get their own separate section.  The one exception may be the
Clover Key Puzzle, but that makes the beginning of the game much, much easier
to complete.

----------------------------------------
The First Floor Puzzles          -f1pzs-
The Second Floor Puzzles         -f2pzz-
The Third Floor Puzzles          -f3pza-
The Fourth Floor Puzzles         -f4pzf-
The Basement Puzzles             -fb1pz-
The Fifth Floor Puzzles          -f5pzm-
The Sixth Floor Puzzles          -f6pzx-
The Seventh Floor Puzzles        -f7pzv-
Post-Game Puzzles                -fupzp-
----------------------------------------

===============================================================================
---                        The First Floor Puzzles                          ---
===============================================================================
                                                                       -f1pzs-
-----------------------------------------
Puzzle 1:  The Stone Statue       -f1pss-
Puzzle 2:  Riddles                -f1prd-
Puzzle 3:  Find the Clover Key    -f1pck-
-----------------------------------------

--------------------------------
Puzzle: The Stone Statue   -f1pss-
Description: Derelict in his duties, the soldier learned in death what he did
not know in life.  Regret of his vanity has kept his soul bound to earth.
Requirements: Leather Helmet or Steel Helmet
Location: 1F, (19,4)
Information:
To get the statue out of the way, you must choose "Use an Item" and use a
helmet-type on him. Steel Helms and Leather Helms work.  Both can be bought
at the store, but you can get Steel Helms as drops from the Thieves, if you're
lucky.   Just use the Helmet on him, and the door opens.
--------------------------------

--------------------------------
Puzzle: Riddles          -f1prd-
Description: I can swing, and I can thrust.  I have no string, and I sometimes
rust.  Use me to defend, for I shall never bend.
Requirements: None
Location: 1F, (3,16)

The answer to the Riddle is "Sword."
--------------------------------

--------------------------------
Puzzle: Find the Clover Key   -f1pck-
Description:  The door has a clover-shaped crest carved on it.
Requirements: None
Location: 1F, (0,11)
At the intersection at (1,10), you need to take the western path.  If you're
watching the map, you'll notice that you end up on the far eastern side. At
the far end of this path, through two doors, you'll find a door at (21,11) you
need to pick. Go through the door and examine the area to obtain the CLOVER
KEY. The exact location is (0,11).

Note that you must enter this portion of 1F by going around 2F and back down
to 1F.
--------------------------------


===============================================================================
---                       The Second Floor Puzzles                          ---
===============================================================================
                                                                       -f2pzz-
----------------------------------------------
Puzzle 1:  Fool the Men                -f2pfm-
Puzzle 2:  Unlock the Captain's Room   -f2pcr-
----------------------------------------------

--------------------------------
Puzzle: Fool the Men     -f2pfm-
Description: Fool the Pirates into thinking you're their Captain.
Requirements: Cutlass, Tricorne Hat, Parrot Doll
Location: 2F, (17,14)
Reward: None
Information:
When you examine the door at (17,14) on the Second floor, you'll encounter
this group. You need to fool them to get through the door.

To fool them, you need three items:
Cutlass
Tricorne Hat
Parrot Doll

You can buy the Cutlass from the Item Shop or the Suspicious Man, 2F: (3,18) for
500 Gold.
You can buy the Tricorne hat from the Shop in Town for 500 Gold.
You can buy the Parrot Doll from the Suspicious Man, 2F: (3,18), for 500 Gold.

Equip all of these items onto the same character and have the men examine
that character.
--------------------------------

--------------------------------
Puzzle: Unlock the Captain's Room   -f2pcr-
Description: Unlock the Captain's Room to help Willy.
Requirements: Skull Key
Location: 2F, (20,9)
Reward: None
Information:
To unlock this door, you need a Skull Key.  You'll find the Skull Key in a room
in the back of Lucky Pair-a-Dice.  If you've not been over to the Gambling hall
yet, the entrance is at (2,21), which is found by entering 2F from the
eastern intersection on 1F and entering the second floor from the First Floor
Stairs at (2,11).

The Key is found at (2,17).
--------------------------------


===============================================================================
---                        The Third Floor Puzzles                          ---
===============================================================================
                                                                       -f3pza-
----------------------------------------------
Puzzle 1: Homage to the Shrine Maiden  -f3psm-
----------------------------------------------

--------------------------------
Puzzle: Homage to the Shrine Maiden   -f3psm-
Description: Move the Priestess from the doorway.
Requirements: Broken Tusk
Location: 3F, (5,14)
Reward: None
Information:
At (3,14) you'll find a woman who won't allow you to pass unless you bring her
a tribute.  The tribute is a Broken Tusk.

To get the Broken Tusk, you must have some Jerky.  Jerky is either found in
normal encounters in the Third Floor or is bought from the Inn back in town.
You must place the Jerky inside of the trap on 3F at coordinates (19,12).
Exit the tower once you've placed the Jerky, and come back to the trap
once again and you'll receive the Broken Tusk.

After you've given her the Tusk, ask to bring Greetings to the Maiden and the
Priestess will move.
--------------------------------


===============================================================================
---                       The Fourth Floor Puzzles                          ---
===============================================================================
                                                                       -f4pzf-
----------------------------------------------
Puzzle 1: Capture the Rodent           -f4pcr-
Puzzle 2: Activate the Elevator!       -f4pae-
Puzzle 3: Obtaining the Necromancy Book-f4pnb-
Puzzle 4: Fear of Darkness             -f4pdk-
----------------------------------------------

--------------------------------
Puzzle: Capture the Rodent   -f4pcr-
Description: The squirrel's eyes shine brightly through the hole.
Requirements: Rum-Pickled Nuts, Gourd
Location: 4F, (16,6)
Reward:
Information:
Examining the hole at (16,6) the first time won't give you the option to start
this quest, but when you've exited the room, fought a battle or two, re-enter
the room and you'll notice the hole has changed to mention some dark eyes.

To catch this rodent, you must start by getting him drunk.  Seriously.  Use
the Rum-Pickled Nuts, which you find on 2F at the coordinates (14,7).

After that works, you must use the Gourd found on 3F at (18,1). Do not use
the "Capture the animal" command, instead use a Gourd.

By using these two items, you'll capture the YGGDRA SQUIRREL.
--------------------------------

--------------------------------
Puzzle: Activate the Elevator!   -f4pae-
Description: Gather the ingredients to make the elevator functional again.
Requirements: Yggdra Squirrel, Sunflower Seeds, Crisp Soda Water
Location: 1F, (13,6)
Reward: Elevator Access
Information:
You need three items to complete this quest, the Yggdra Squirrel from 4F, the
Sunflower Seeds from 3F, and the Crisp Soda Water from 1F.

The Yggdra Squirrel is found by using the Rum-Pickled Nuts and a Gourd at
(16,6) on 4F.  He has his own quest I've entitled "Capture the Rodent."

The Sunflower Seeds are found on 3F at (11,9).

To get the Crisp Soda Water you must first pick up the Empty bottle from (13,6).
Examine the Spring on 1F at (13,17) and use the Empty Bottle there. The Water
is automatically put inside your inventory.

Head back to the Generator room at (13,6).

Start by using the Crisp Soda Water, then the Sunflower Seeds, and finally
you put the Yggdra Squirrel inside.  Congratulations, your travels are now
that much easier.
--------------------------------

--------------------------------
Puzzle: Obtaining the Necromancy Book   -f4pnb-
Description: Turn the Spell Book into the Necromancy Book.
Requirements: Spell Book Acquired from the Jabberwock at (10,20)
Location: 4F, (11,21)
Reward: Necromancy Book
Information:
Once you receive the Spell Book from the Jabberwock battle at (10,20) on 4F,
you can create the Necromancy Book.

Examine the Fireplace at (11,21) and use the Spell Book item from your
inventory. You'll temporarily lose it.

Now touch the Mirror and you'll end up on the other side again.  Over here,
examine the Fireplace once again and you'll receive the NECROMANCY BOOK.
--------------------------------

--------------------------------
Puzzle: Fear of Darkness   -f4pdk-
Description: You back away instinctively from the Darkness.
Requirements: None
Location: 4F, (3,12)
Reward: 5F Access.
Information:
When you try to enter the dark area at (3,12), you'll back away.  The way
to clear this puzzle is to back into the darkness.  Face the wall to the west
and walk backwards into the dark area. Once you're in the darkness, you don't
need to keep walking backwards, it's only for the first block.
--------------------------------

===============================================================================
---                         The Basement Puzzles                            ---
===============================================================================
                                                                       -fb1pz-
-----------------------------------------
Puzzle 1: Climb Down the Well     -fb1pw-
Puzzle 2: Deafening Sound         -fb1ps-
-----------------------------------------

--------------------------------
Puzzle: Climb Down the Well   -fb1pw-
Description: Flame is burning at the bottom of the well.
Requirements: Blizzard Crystal
Location: B1, (13,20)
Reward: Hourglass
Information:
To complete this quest, a Blizzard Crystal is required.  You can obtain the
Blizzard Crystal from the western side of B1 at (3,19).

Start this puzzle by using the Blizzard Crystal from your inventory, then
have a character of choice, it doesn't seem to matter, climb down into the well.

You receive the HOURGLASS.
--------------------------------

--------------------------------
Puzzle: Deafening Sound   -fb1ps-
Description: A deafening noise overwhelms the senses from the moment the room is
entered, the kind that could drive a person mad.
Requirements: Marshmallow
Location: B1, (11,11)
Reward: Able to pass through the hallway.
Information:
At (11,11) on B1 there is a deafening noise.  To get through this, you must
use the hints found earlier in the game.  Basically, according to the Captain's
Log, Marshmallows are used for soundproofing.  Sound helpful?

You'll find the Marshmallows on 2F at (20,7).  Fortunately, they have an
infinite number of uses and you won't have to go get another one each time you
choose to enter the depths of B1.

Choose to use an item and then pick your Marshmallows from your Inventory to
pass through the area.
--------------------------------

If you want to get past that door at the end of B1, you need the Grim Reaper
Key from 5F.  There's no puzzle found in obtaining this key, it's right out
in the open.


===============================================================================
---                         The Fifth Floor Puzzles                         ---
===============================================================================
                                                                       -f5pzm-
----------------------------------------------
Puzzle 1: NSEW - Western Side          -f5p1w-
Puzzle 2: Open the Library             -f5p2l-
Puzzle 3: Free the One-Winged Angel    -f5p3a-
Puzzle 4: Necromancy                   -f5p4n-
Puzzle 5: NSEW - Eastern Side          -f5p5e-
Puzzle 6: Obtain the Black Orb         -f5p6o-
----------------------------------------------

--------------------------------
Puzzle: NSEW - Western Side   -f5p1w-
Description: Letters are floating around the room.
Requirements: None
Location: 5F, (7,5)
Reward: Library Key
Information:
There are two NSEW Puzzles; one on the eastern side of the map and one on the
west.  The western puzzle is located around the room at (7,7)

Enter the puzzle room at (7,5) from the North. Exit through the door straight
ahead of you.  If you go explore the north side of the area at (7,6) and press
X you'll notice the message "The Letter 'N' is floating."

Now enter from the eastern side (8,5) and walk straight through.  An "E" will
have appeared at (8,5).

Next, walk into the southern door (7,4) and exit through the western side by
taking a left.  A "S" will have appeared at (7,4).

Next, enter the Western door - the same one you just exited.

Or, more simply:
Enter North - Exit South
Enter East - Exit West
Enter South - Exit West
Enter West

That will finish the puzzle and you'll receive the LIBRARY KEY.
--------------------------------

--------------------------------
Puzzle: Open the Library   -f5p2l-
Description: Open the locked door.
Requirements: Library Key
Location: 5F, (20,8)
Reward: Partial Contract, Low Temp. Candle, Bell of the Dead
Information:
To open the Library at (20,8) you must have the Library Key, which is found
from completing the NESW Puzzle on the Western side of the area around
(7,5). There are two NESW Puzzles, so make sure you've completed the right one.

Use the Library Key on this door and examine the area right in front of you.
Examine the Desktop and you'll receive the PARTIAL CONTRACT. Examine the Left
Drawer and you'll receive a LOW TEMP. CANDLE.

Then choose "Leave." But do not exit the room.  Instead, turn to the left.
Examine the western side of the area.  You're forced into an encounter, but
once you finish, you receive the BELL OF THE DEAD.
--------------------------------

--------------------------------
Puzzle: Free the One-Winged Angel   -f5p3a-
Description: The suffering Angel on 4F needs your help.
Requirements: Angel's Bracelet, Blue Ink, Hourglass, Partial Contract,
Forged Contract
Location: 4F, (16,1), (0,19)
Reward: The Angel is saved.
Information:
First, you must visit the One-Winged Angel on the Fourth Floor.  You'll find
her at (16,1).  When you speak with her the first time, she'll give you the
Angel's Bracelet.

Once you have this item, go down to 3F and speak with the Shrine Maiden and
Regent at (1,14).  Use the Angel's Bracelet from your Inventory and watch
the scene.

Next go back up to 4F and head to (0,19), where you'll find a Doll.  You need
three items to make this doll work: The Blue Ink, Hourglass, and the Partial
Contract

The Blue Ink is found from the Machine on 2F at (20,15).  Give it money a few
times and it will eventually give you a Blue Ink.

The Hourglass is found on B1F - West by using the Blizzard Crystal at (13,20).

The Partial Contract is Found on 5F after acquiring the Library Key from the
NSEW Puzzle on the western side of the area.  The contract is found in the
Library.  For more information on this Quest, look up NSEW - Western Side and
Open the Library.

Once you have these three items, bring them to the doll at (0,19). Choose
to "Assemble the Doll" and, in order, use the Hourglass, then the Blue Ink,
then the Partial Contract.  You'll receive the FORGED CONTRACT.

Give this item to Crowley at (11,2) on 4F.  Your Angel will be free.  For now,
that's all we can do for her.  Her questline will continue later.
--------------------------------

--------------------------------
Puzzle: Necromancy       -f5p4n-
Description: Use the power of the dead to help you in your quest.
Requirements: Marshmallows, Grim Reaper Key, Trick Candle, Necromancy Book,
Bell of the Dead, Elevator Activated
Location: B1, (8,18)
Reward: Amulet of Wisdom
Information:
With the Grim Reaper Key, Trick Candle, Necromancy Book, the Bell of the Dead,
and access to B1F - West, that means the elevator has been repaired, you can
finish this puzzle.  One could argue that this is the worst puzzle in the game.

The Grim Reaper Key is found at (6,7) on 5F.

The Trick Candle is found on 4F by eating the Unbirthday Cake.  The Unbirthday
Cake is found at (17,4). Use it from your inventory and you'll receive the Trick
Candles.  The game doesn't give you a message that you've received them, but
they're there.

The Necromancy Book is created using the Spell Book that is found by killing
the Jabberwock on 4F.  Place the Spell book on the Fireplace at (11,21), cross
to the other side, and pick up the Necromancy Book at (10,21).

The Bell of the Dead is found in the Library on 5F by using the Library Key.
The Library Key is found by completing the NSEW Puzzle on the western side of
the map.  See "NSEW - Western Side" for more information.  The Bell of the Dead
is on the left side of the Library at (21,7).

Remember, too, that you need the Marshmallows from (20,7) on 2F to pass through
the deafening chamber.

Once you have collected all of these items, head down to B1.  Clear the boss
and reach what was once a dead end.  Use the Grim Reaper Key at the locked door
at (8,14). Follow this path and enter the door at (8,18).

In here use your three items, in order:
Trick Candles
Bell of the Dead
Necromancy Book

Then choose to read the book, then examine the coffin and open it. Tell him
you seek to destroy Duke Crimson.
You'll receive the AMULET OF WISDOM.

If you're having problems with this quest, the biggest offenders are going to
be the Low Temp. Candle and the Spell Book.  Be sure you turn the Spell Book
into the Necromancy Book on 4F using the Fireplace and be sure you're using
the Trick Candles and not the Low Temp. Candles.
--------------------------------

--------------------------------
Puzzle: NSEW - Eastern Side   -f5p5e-
Description: Letters are floating around the room.
Requirements: None
Location: 5F, (19,4)
Reward: Set of Keys
Information:

This will be the second NSEW puzzle.  Though you can do them in any order, the
quests surrounding the Western Side take more time and I suggest doing that
side first.  This is the solution for the Eastern Puzzle.

This puzzle is centered around the small room at (19,4).  It's the opposite of
the puzzle on the Western Side.  Instead of the door you came in, this is the
door you come out.

Enter the northern door, head straight through and you'll exit from the south.
Examine the area where you exited, (19,4) and you'll notice a "S" is floating.

Enter the northern door once again, this time exiting to the right, or the
west. You'll be at (18,5).  Examine the area and a "W" will have appeared.

Once again, enter from the North and this time exit to the left, or the East.
You'll be at (20,5), where an "E" will have appeared.

Finally, enter from the north and exit from the north at (19,7).

In other words:
Enter North - Exit South
Enter North - Exit West
Enter North - Exit East
Enter North - Exit North

Once you've done this, re-enter the small room.  Examine the area and you'll
receive the SET OF KEYS.
--------------------------------

--------------------------------
Puzzle: Obtain the Black Orb   -f5p6o-
Description: Complete the series of events on the Third Floor.
Requirements: The One-Winged Angel freed.
Location: 3F
Reward: Black Orb
Information:
Once you've destroyed Duke Crimson and have freed the One-Winged Angel you
can finish this Quest.  You can free the One-Winged Angel using an Hourglass,
Blue Ink, and a Forged Contract.  For more information on that puzzle, see
the devoted area.

Head to (16,1) on 4F and speak with the One-Winged Angel. Watch a scene with
Slash. Exit the tower.  In order to continue the events, you have to,
unfortunately.

Head to 3F. Watch a scene at (1,14) and then head down to (5,2), the area you
were sent to during the original events 3F. In case you haven't explored the
level entirely, enter the door behind the Shrine Maiden and then head south.
Watch the scene at (5,2) and Ask about the Messenger of God and agree to help
her out.  Enter the area in front of you, and approach (9,2). I highly
suggest saving before approaching the block.

---------------------------
Boss: Hydra
Location: 3F, (9,2)
EP: 2,000
Items: None

While it's unlikely you will have any trouble with this boss, he does have
the potential to be extremely powerful.  He has a Breath attack that will
hit everyone for 60 damage!  This attack also causes the Poison Status. Like
all enemies with breath attacks, the easiest way to deal with them is to
spike their HP down with as many powerful spells as possible. I suggest
casting Fulmen Celer "Quickly" to spike his HP down, which should lower his
breath damage to around 35.

Of course, it's entirely possible that you won't even see the Breath attack and
will only have physical attacks to worry about.  If this is so, you won't have
a problem. Just be sure to keep everyone at maximum HP, since his attacks can
do around 30 damage.

If you're having problems, spend some time on 6F and fight a few battles up
there to gain a level or two, but you should be fine around level 10 for this
battle. If the breath keeps knocking you out, just keep resetting. Sometimes
you can get unlucky and he'll ambush you with a breath attack.
---------------------------

After the battle, examine the ground in front of you and you'll obtain the
BLACK ORB.
--------------------------------

===============================================================================
---                         The Sixth Floor Puzzles                         ---
===============================================================================
                                                                       -f6pzx-
----------------------------------------------
Puzzle 1: Using the Black Orb          -f6p1b-
Puzzle 2: Four Doors and a Switch      -f6p2d-
Puzzle 3: The Giant Foot               -f6p3f-
Puzzle 4: The Goblin's Revolution      -f6p4r-
Puzzle 5: H3ll0 Kitty                  -f6p4k-
----------------------------------------------

--------------------------------
Puzzle: Using the Black Orb   -f6p1b-
Description: The teleporter is finally working, but there are so many places to
go!
Requirements: Black Orb
Location: 6F, (16,8)
Reward: None
Information:
First you must acquire the Black Orb.  This is done by freeing the One-Winged</pre><pre id="faqspan-6">
Angel on 4F and then finishing her Quest on 3F.  See the appropriate puzzles
for details on this complex process.

Once you have the Black Orb, you can use it at the teleporter room at (16,8)
on the Sixth floor.  This "transporter" will transport you throughout the
Tower based on which Gems are glowing or not. Make sure you use the Black
Orb from your inventory, first.

None = 6F, (21,7).  The Goblin Revolution is found here for later.
Blue = 5F, (3,8). This leads to the GOLDEN JEWEL.
Red = 4F, (5,9).  This is a maze of revolving doors. Wizard Memory and a Hunt
are found here.  Wait until a bit later for this one, once you have the right
Hunt activated.
Green = 2F, (17,6). Dead End, but will allow you to finish the map.
Blue + Red = 3F, (20,5) Necessary to visit. PEACOCK FEATHER found here.
Blue + Green = 1F, (16,11). Not necessary for the plot.  Finishes off 1F map
and there is a Quest here later.
Red + Green = B1, (13,11) Allows you to reach (17,11) without making the
"subtle click" from the elevator side.  At (17,11) you'll find the EARTH JEWEL.
Red + Blue + Green = None

Once you have the Black Orb, you can also finally finish off the maps on
earlier levels.

WARNING: The Black Orb is a one-way trip.  Once you use it, you're stuck
where you are until you find a way out or use Angel Wing to exit the
dungeon quickly. That also means you have the painful task of walking all the
way back up to 6F once you use it. Always save before teleporting with the
Black Orb.
--------------------------------

--------------------------------
Puzzle: Four Doors and a Switch   -f6p2d-
Description: Of four doors, three will be locked at any given time.  Find your
way through.
Requirements: None
Location: 6F, (10,11)
Reward: None
Information:
Whenever you step on the center block in this room with four doors, (10,11),
you'll hear a click.  This locks all three doors but one.  The easiest
way to tell which way you're going is to note that by whichever way you
step on the click, the door to your LEFT will open.

Here's a short picture:
     N
     2

E 1   !   3 W

     4
     S
If you step on the ! from the direction of 1, door 2 unlocks.
If you step on the ! from the direction of 2, door 3 unlocks.
If you step on the ! from the direction of 3, door 4 unlocks.
If you step on the ! from the direction of 4, door 1 unlocks.

It's easiest to just remember that the door to your left unlocks, though.
Please note that this is NOT the Goblin Revolution.
--------------------------------

--------------------------------
Puzzle: The Giant Foot   -f6p3f-
Description: A Large foot blocks your progress.
Requirements: Black Orb Obtained. Peacock Feather Obtained.
Location: 6F, (14,11)
Reward: Access beyond the foot.
Information:
Completing this puzzle requires the Black Orb and a Peacock Feather.  Use
The Black Orb in the teleporter room on 6F and have the Blue and Red jewels
activated.

This will teleport you down to 3F.  Examine the area in front of you and
pick up the Peacock Feather.  Use this item on the Foot and you'll be allowed
to continue.
--------------------------------

--------------------------------
Puzzle: The Goblin's Revolution   -f6p4r-
Description: Put down the Goblin revolution.
Requirements: Having met the Goblin King.
Location: 6F, (20,13)
Reward: White Orb
Information:
Once you've met the Goblin King and have accepted his request to quell the
Revolution, head back to the Black Orb teleporter at (16,8).  With no jewels
actively glowing, use the Orb and you'll be teleported to (21,17).  Head down
the map to (20,13) and fight a battle here.  It's a normal group of Goblins,
much like the ones you've been fighting before.

Once you've finished the battle, note that you're stuck in this area and
can't re-enter the normal 6F.  There is a teleporter to the north, but that
leads down to 5F.  I personally suggest just using Angel Wing and going
to rest in town.

Once you've quelled the Revolution, head back to the Goblin King and he
will give you the imperative WHITE ORB.
--------------------------------

--------------------------------
Puzzle: H3ll0 Kitty      -f6p4k-
Description: Open the door.
Requirements: White Orb, Apple x3
Location: 6F, (19,16)
Reward: Altar of Balance Access.
Information:
With the White Orb in your possession, head to the teleporter room on 6F.
When there, use the White Orb.  It will swap places with the Black Orb.
Make sure no gems are glowing and use the White Orb.  Follow the path east
and south to reach the puzzle.

To complete this quest, you need three Apples.  Apples are picked on 5F
at (2,20) using the Tree Climbing Skill. Place the three apples in the basket
and the puzzle will be completed.
--------------------------------

===============================================================================
---                        The Seventh Floor Puzzles                        ---
===============================================================================
                                                                       -f7pzv-
----------------------------------------------
Puzzle 1: Heart, Spade, Diamond, Club  -f7pdh-
Puzzle 2: Instant Death                -f7pdt-
Puzzle 3: Backwards                    -f7pbw-
----------------------------------------------

--------------------------------
Puzzle: Heart, Spade, Diamond, Club   -f7pdh-
Description: Manipulate the devices.
Requirements: Examined the door at (12,10)
Location: 6F, (13,7)
Reward: Potted Crocus
Information:
The biggest mistake many people make in this puzzle is not examining the door
at (12,10), first.  This must be done to reset the puzzle. Once you've done
that, head into the large dark area at (13,7).  You're really going to need
Visium Situs here, and in rather large amounts.  I suggest saving before using
it and then reloading once you know your location and direction.

There are four doors at: (10,11), (10,17), (20,11), and (20,17).

Each door has a name and hint on it.

- (10,11): Diamond.  Do not operate this first.

- (10,17): Heart. Operate this before Diamonds.

- (20,17): Club.  Operate this before Spades.

- (20,11): Spades. Do not operate this after Hearts.

In case you haven't figured it out, the correct order is Clubs, Spades,
Hearts, Diamonds.

When done correctly, you'll get a message.
--------------------------------

--------------------------------
Puzzle: Instant Death    -f7pdt-
Description:  Clean the air.
Requirements: Potted Crocus
Location: 6F, (6,19)
Reward: Passage through the hallway.
Information:
In order to pass through the hallway at (6,19) you require the Potted Crocus
from the Heart/Diamond/Spade/Club puzzle. Once you have it, use the Crocus at
(6,19) and not a step further. Press Y at the block to open the item menu.
This will allow you to continue along the path.
--------------------------------

--------------------------------
Puzzle: Backwards        -f7pbw-
Description:  Destroy the Pass to enter the door backwards.
Requirements: Pass
Location: (18,3)
Reward: Passage to the next area.
Information:
In the room at (18,8) with five doors, examine the wall at (19,6).  Follow
the path in here and enter the room at (21,5).  In here, examine the room
and choose "Press Purchase."  It requires 5,000 Gold, but this is required.
You receive a PASS.

With the Pass in your inventory, head to (18,3) on the map, which is the
central portion of the area.  You'll get a message saying to enter backwards.
DO NOT LEAVE THE ROOM.  Instead, open your item Menu and put the cursor over
your Pass.  Destroy the pass using the Y Button.  Now exit the room.  You'll
enter backwards and the puzzle will be complete.
--------------------------------

If you're trying to pass through the door with the Law enforcement officer
and the Samurai, that is a part of the Shadowdancer quest.  It requires a
Jitte and a Harakiri Dagger.  For more information, see the Shadowdancer
section.

===============================================================================
---                          Post-Game Puzzles                              ---
===============================================================================
                                                                       -fupzp-
All Post-Game Puzzles take place on the ????? floor.

----------------------------------------------
Puzzle 1: The Wooden Horse             -pgtwh-
Puzzle 2: War Games                    -pgwrg-
Puzzle 3: Cooking and Cleaning         -pgcoc-
Puzzle 4: Reflection                   -pgrfl-
Puzzle 5: Cups, Swords, Wands, and Coins   -pgcsw-
----------------------------------------------

--------------------------------
Puzzle: The Wooden Horse   -pgtwh-
Description: Find a way to Ride the Horse
Requirements: None
Location: ?????, (12,5)
Reward: Demonic Cup
Information:
The horse here requires you to ride it successfully.  Though you can do it with
any character if you have a bit of luck, the Equestrian Skill makes it so that
you'll succeed quite a bit more easily.  If you don't have the Equestrian Skill,
just keep trying.  Characters with higher ST and DX seem to last a bit longer.
--------------------------------

--------------------------------
Puzzle: War Games        -pgwrg-
Description: Help win the war.
Requirements: Mage levelled?
Location: ?????, (4,20)
Reward: Demonic Sword
Information:
The requirements of this Quest are a bit sketchy.  However, there are two ways
to succeed at this quest.  One is for you to help the boy's Army, the other
is to act as his strategist.  Unfortunately, acting as his strategist isn't as
easy as it sounds.  The obvious skill, Military Strategy, doesn't work, neither
does Astrology.  The best way to complete this Quest is to just have everyone
learn every Skill.  That will definitely make you succeed on one character.

From what I can conclude about this Quest, you need Mage levelled to succeed.
Paladins simply won't win at all, even with high IN.  My Samurai, Druid, and
Wizard were all able to succeed given enough tries at it, but the Wizard had
the highest percentage to win.  Just keep trying if you fail, try 20+
times, you should be able to get it.
--------------------------------

--------------------------------
Puzzle: Cooking and Cleaning   -pgcoc-
Description: Help the Old Woman
Requirements: None - Arts and Crafts and Cooking Help
Location: ?????, (15,2)
Reward: Demonic Wand
Information:
First let me tell you that Arts and Crafts and then Cooking make this quest a
good deal easier.  However, it is entirely possible to succeed without it.

First, you must repair the pot. This requires Arts and Crafts.  My other,
non Arts and Crafts characters were able to succeed, but with a rather
low succeed rate.  If you don't want to leave and get Arts and Crafts, it is
possible.

Once you've fixed it, you need to Cook.  The cooking skill helps here.  Once
again, it's not required, but there's a much lower chance that you'll succeed.

You must succeed at both in a row in order to finish this puzzle. Examine the
ground once you've finished it and you'll receive the DEMONIC WAND.
--------------------------------

--------------------------------
Puzzle: Reflection       -pgrfl-
Description: Paint a picture.
Requirements: Priest levelled, Painting Skill
Location: ?????, (18,19)
Reward: Demonic Coin
Information:
First, your character with Priest levelled with be the one doing the painting.
That means your Paladin, Ranger, or Druid. This one doesn't seem to work
without the Painting Skill. In short, your Priest with the Painting skill
will succeed at this.
--------------------------------

--------------------------------
Puzzle: Cups, Swords, Wands, and Coins   -pgcsw-
Description: Unlock the final door so that you have access to true evil.
Requirements: Demonic Cup, Demonic Sword, Demonic Wand, Demonic Coin
Location: ?????, (15,5), (12,2), (5,5), (2,8), (5,15), (9,19), (15,15), (19,11)
Reward: (10,14) door opened.
Information:
Once you've obtained the four Demonic items from this area you can use them
in order to progress.  There is a large room surrounding the central portion
of this level with 7 doors.  There are four doors at the corner of this room.

- (13,7) Fire.  Give him the Demonic Wand.
Down the Fire path you'll find hidden passages at (15,7) and (12,0).  These
hidden passages lead to encounters that you must clear at (15,5) and (12,2).

- (7,7) Water.  Give him the Demonic Cup.
Down the Water passage at (5,3) and (2,10) you'll find secret doors that
lead to battles at (5,5) and (2,8). You must clear the two battles to progress.

- (7,13) Earth. Give him the Demonic Coin.
Down the Earth passage you'll find secret doors at (5,17) and (9,17).  These
lead to required encounters at (5,15) and (9,19)

- (13,13) Wind.  Give him the Demonic Sword.
Down the Wind passage you'll find secret doors at (15,17) and (19,9) that
lead to encounters at (15,15) and (19,11).

Once you've cleared all eight required encounters - you'll know which they
are since they mention a light flying off to the distance - the passage
at (10,14) is opened!
--------------------------------

In order to get the True Ending, you must meet these requirements:
Having completed the Second ending.  You receive a Sword from that ending.
Have a Balanced Alignment Character. Balanced is not a Neutral character, be
careful.  You can make a Balanced alignment character by finishing the
Altar of Balance Quests, Hunt for Giants, Hunt for Demons, and Hunt for
Dragon.
Have a Cumulative total of 71 Party CH.
Finish all puzzles and unlock the door at (10,14) on the ???? level.
Approach (10,10) on the ????? level with a Balanced alignment character equipped
with the Sword from the Second ending.  This will trigger your confrontation!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                               The Quests                                |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -msqst-
Quests are non-required events and puzzles that you can do to receive EP and
Gold rewards.  You can accept a quest from the Guild using the "Info" and
"View Quests" option.  The Guildmaster gives you a brief description and,
if accept the quest, it will appear in your log with a star by it.

You can only accept 4 quests at a given time.
Many quests cannot be accepted until you've either reached a certain floor
in the tower or you've completed the previous quests in the "series."
Quests usually require you to either find a certain rare item that you must
clear a puzzle to obtain, or to kill a strong monster.

Quests are sorted into four sections.
"Jewel" the Jewel series of quests given to you by the Suspicious Man on 2F.
"Hunts" Quests given by Garland to kill monsters.
"Class" Quests are quests that will allow you to unlock Secondary Classes.
"Other"  Other quests that are not in the series of Garland or Jewels.


===============================================================================
---                             Jewel Quests                                ---
===============================================================================
                                                                       -qs1jq-
All Jewel Quests are given to you by the Thieves Guild.  There's one Jewel on
every floor up to 6F and most of them require a bit of time and effort to
acquire. Please note that you won't be able to begin any further quests in
this series until you've finished all of the earlier ones.  For example, you
will not be able to begin "The River Jewel" unless you've completed "The
Moonlight Jewel" and "The Flame Jewel."

However, just acquiring the Jewel isn't enough.  To finish the Quests, you
must give the item, using the "Item" command, to the Suspicious man at (3,18)
on the Second Floor.  He's the guy inside Lucky Pair-a-Dice.

--------------------------------------------
Jewel Quest 1: The Moonlight Jewel   -jq1mj-
Jewel Quest 2: The Flame Jewel       -jq2fj-
Jewel Quest 3: The River Jewel       -jq3rj-
Jewel Quest 4: The Forest Jewel      -jq4fj-
Jewel Quest 5: The Golden Jewel      -jq5gj-
Jewel Quest 6: The Earth Jewel       -jq6ej-
Jewel Quest 7: The Sun Jewel         -jq7sj-
--------------------------------------------

--------------------------------------------
Jewel Quest 1: The Moonlight Jewel   -jq1mj-
Description: The Thieves Guild requests you find the Moonlight Jewel.
Requirements: None
Location: 1F, (21,21)
Reward: 250 Gold, 500 EP
Information:
At the top of the 1F map, around (8,21), you'll find two doors right next to
each other.  When you walk through these doors, you'll hear "click" and
"Clank" sounds.  This is the key to your puzzle.

First, we must make all of the switches, there are four total, "Click."  Walk
through either door and make one of the two switches "Click," then step
backwards, turn around, and walk back out. Head into the other door and make
both of the switches Click and exit to the other side of the area.  Take a
right, or left, and enter the other door on your side of the wall and then walk
onto the final switch.  That should have all four of them on, now.

Here's a brief picture for those visually inclined readers:
---------
|  1   2  |   You start by walking onto Click "3." Exit the room, and walk over
---------    Clicks "1" and "2." Then head back into the second hallway and
|  3   4  |   Walk over Click "4."
---------

With all four "Clicks" the door on the left at (0,20) unlocks.  Enter it and
examine everything. When you check the Table, choose "Destroy the Doll." If
you choose to leave the doll alone and take it, you must exit the tower and
re-enter to reset this puzzle.  The correct answer is "Destroy it."

Now we need to make all of the "Clicks" turn into "Clanks."  This is easier,
just walk through one way and come back another.  Or, using the picture above,
walk through hallway 1/2 or 3/4 and come back on the other side.

When all of the switches say "Clank," enter the door on the right, at (0,21).
In here, examine the ground and you'll receive the MOONLIGHT JEWEL.

To report this quest, you must bring the Jewel to the shady man on the second
floor at (3,18).  The Quest isn't automatically completed by obtaining the
Jewel and heading back to the Guild won't count it as a completion until you've
given it to the man.
--------------------------------

--------------------------------------------
Jewel Quest 2: The Flame Jewel       -jq2fj-
Description: The Thieves Guild requests that you find the Flame Jewel.
Requirements: The Moonlight Jewel Completed.
Location: 2F, (11,2), (19,3)
Reward: 500 Gold, 1,000 EP
Information:
In the dark southern area of 2F, you'll find a door at (11,2) which leads to
the beginning of this quest. It may be helpful to use a map for this section.

http://i10.photobucket.com/albums/a132/c0rr0s10n/map02.jpg

Without a map, you're going to want to examine the secret door straight ahead
of where you enter (15,2) and take the teleporter in this room. Turn all the
way around, without taking any steps to the left and right, and enter the
door at (10,3). Take the teleporter in this room. Turn right twice and walk
forward two steps.  Flip the switch here.

Once you've flipped the Switch, walk forward one step and you'll be teleported
again. Turn right and follow this path until you're teleported. Turn around
and walk around the corner, checking the door at (14,1) for a secret passage.
Enter this door and you'll be teleported. Walk one step forward and then one
step to you're right.  Examine the ground and you'll find the FLAME JEWEL at
(19,3).

If you're using a Map, from the entrance, Take the teleporters in this order:
4 - (13,2)
5 - (8,2)
Walk north two steps, flip the switch at SW.
2 - (17,4)
3 - (10,2)
6 - (14,2)
Pick up the jewel at the Q at (19,3).

Bring the Jewel to the Lucky Pair-a-Dice on 2F and give it to the Suspicious
Man at (3,18) to complete the quest.
--------------------------------

--------------------------------------------
Jewel Quest 3: The River Jewel       -jq3rj-
Description: The Thieves Guild requests that you find the River Jewel.
Requirements: The Flame Jewel Completed.
Location: 3F, (1,16)
Reward: 1,000 Gold, 2,000 EP
Information:
Begin this quest by unlocking the door at (0,18).  By walking over the square
to do this, you'll have walked over the square (0,17).  It's just not possible
to avoid it your first time.  When you walk over (0,17), you trigger a click
that stops you from getting the Jewel.

Once you've unlocked the door at (0,18), head back to 2F or up to 4F and fight
a battle.  You can also exit the tower to reset this switch.  After the switch
is reset, head back up to 4F and head to (0,18) through the northern path at
(13,18).  Follow this to the end where you'll find the (0,18) door. Enter the
door from the north, be sure not to walk over (0,17) and enter the door at
(1,17).  In here you'll find the RIVER JEWEL.

Report this quest to the Suspicious Man on 2F to complete the quest.
--------------------------------

--------------------------------------------
Jewel Quest 4: The Forest Jewel      -jq4fj-
Description: The Thieves Guild requests that you find the Forest Jewel.
Requirements: The River Jewel Completed.
Location: 4F, (19,13)
Reward: 1,500 Gold, 3,000 EP
Information:
You'll find the Forest Jewel inside the Labyrinth on 4F. I would highly
suggest saving often in this section.

Here's a map to follow.
http://i10.photobucket.com/albums/a132/c0rr0s10n/map04.jpg

The easiest way to complete the Forest Jewel Quest would be to first enter the
door at (12,16), stick to the right wall, and take the teleporter at (11,15).
Be sure you don't step onto (12,15). In this next room, step onto the block
at (8,12).  You'll hear a click. Then take the teleporter at (8,13). From
here, take the teleporter at (20,18) to the next area.

In the second portion of the Labyrinth, enter the door at (15,16). Don't
step onto the block at (15,15)!  Instead step onto the one at (16,15), which
warps you. Walk onto (15,9) and then take one step north onto the block at
(11,10).
Step on the teleporter at (12,10) to take you back to the beginning.

With the switches at (11,10) and (8,12) clicked, we can get the Jewel.
Head back to the door at (12,16) and step on the warp point at (12,15). From
here, walk through the eastern door at (8,7) and follow this path.  Go through
the door at the end.  You'll end up at (18,12). From here, SAVE YOUR GAME,
and walk to the Square (19,13).  Do not step on the square (19,12) until you've
reached the Jewel at (19,13).

If you're using the map, here's a list of teleporters to take.
4 - (11,15)
Click SW at (8,12)
3 - (8,13)
10 - (20,18)
13 - (16,15)
14 - (15,9)
Click SW at (11,10)
1 - (12,10)
3 - (12,15)
20 - (7,3)
The Jewel is at the P at (19,13).
--------------------------------

--------------------------------------------
Jewel Quest 5:  The Golden Jewel     -jq5gj-
Description: The Guild of Thieves requests that you find the Golden Jewel.
Requirements: The Forest Jewel Completed. Black Orb Obtained.
Location: 5F, (3,9).
Reward: 2,000 Gold, 4,000 EP
Information:
Once you have the Black Orb and can use it on 6F, set the Black Orb into the
slot and then make the Blue Gem glow.  This brings you down to 5F. Examine the
hidden passage to the north and you'll find the Golden Jewel at (3,9).

Turn the Jewel in to the man at (3,18) on 2F, as always, to get the Quest
Complete.
--------------------------------

--------------------------------------------
Jewel Quest 6:  The Earth Jewel      -jq6ej-
Description: The Guild of Thieves requests that you find the Earth Jewel.
Requirements: The Golden Jewel Completed. Black Orb Obtained.
Location: B1, (17,11)
Reward:
Information:
Once you have access to the Black Orb and the 6F teleportation room you can
complete this Quest.  On 6F, use the Black Orb and teleport down to B1 with
the Red and Green Gems glowing.

You'll find yourself on the north side of the elevator at (13,11). Be sure you
don't walk over the "click" area at (15,6)!  Otherwise you'll need to go back
to 6F and then teleport back down.

As long as you don't step on (15,6) and you just walk over to (17,11) you'll
have no problems getting the Jewel. Remember to give it to the man on 2F at
(3,18) for your Quest Complete.
--------------------------------

--------------------------------------------
Jewel Quest 7: The Sun Jewel         -jq7sj-
Description: The Guild of Thieves requests that you find the Sun Jewel.
Requirements: The Earth Jewel Completed.
Location: 6F, (18,9)
Reward: 3,000 Gold, 6,000 EP
Information:
Once you've finished all of the other Jewel Quests you can accept this one.
This one is, surprisingly, the easiest of them all.

You'll find the Sun Jewel on the floor in the Goblin King's Chamber at (18,9).
You'll get a message saying a party member has stumbled over something.
Examine the area and you'll find it.

As always, return it to the man at (3,18) on 2F.  This finishes the Jewel
series.
--------------------------------


===============================================================================
---                            Garland's Hunts                              ---
===============================================================================
                                                                       -qs2gh-
The Garland hunts are a series of quests throughout the tower.  You'll find it
to be the longest series in the game.  You won't be able to progress through
the quest series until you've completed all of the previous quests in the
series.

Garland's Hunting Quests are required to unlock the Secondary Classes, as
well.

Every time you complete a Hunt and receive the item from the given Monster,
you must return to the Training Grounds through the Guild and give the item to
Garland.

--------------------------------------------
Hunt 1:  Crush Grave Robbers         -gh1gr-
Hunt 2:  Vanquish Ghosts             -gh2vg-
Hunt 3:  Shatter Gold Coins          -gh3gc-
Hunt 4:  Slay Killer Bunnies         -gh4kb-
Hunt 5:  Slay the Beast King         -gh5bs-
Hunt 6:  Slay the Mist Giant         -gh6mg-
Hunt 7:  Crush Living Dolls          -gh7ld-
Hunt 8:  Deafeat Shadowdancer        -gh8sd-
Hunt 9:  Slay the Archdemon          -gh9ad-
--------------------------------------------

--------------------------------------------
Garland Hunt: Crush Grave Robbers    -gh1gr-
Description: Sir Garland wants you to prove your worthiness by vanquishing a
band of ruthless Grave Robbers.
Requirements: None
Location: 1F, (7,14)
Reward: 250 Gold, 500 EP
Information:
In the central portion of 1F, in the pitch black area you reach from heading
downstairs in 2F, you'll find a hidden door which leads to the encounter with
these enemies.  You'll fight them at (7,14), but be sure to save before you
go through the door!

This will probably be the first quest that gives you some problems.  I can't
stress how much easier this battle will be if you bring a Mage with Somnium
Dulcis.  You have 10 or so enemies here and without a sleep spell, your tank(s)
are going to take damage very quickly. The enemies will hit for 5-10 damage
each, so you need to incapacitate them with sleep as soon as you can. You
may even want to defend with your frontline fighters on the first round.

On the second round, sleep the second group and begin attacking the slept
enemies.  Slept enemies won't evade as often, so you'll hit for a very large
amount of damage each time.  Basically, you're going to need to kill 2 per
round or so in order to stay alive.  It's a matter of luck for the first part
of the battle.

Good luck!

Once you've retreived the Theives' Pennant, you must report to Garland, who
you'll find in the Training Grounds.  To reach the Training Grounds, choose
"Info" from the Guild and ask to go there.
--------------------------------

--------------------------------------------
Garland Hunt: Vanquish Ghosts        -gh2vg-
Description: Sir Garland wants you to prove your worthiness by destroying some
dangerous Ghosts.
Requirements: Crush Grave Robbers Completed.
Location: 2F, (3,8)
Reward: 500 Gold, 1,000 EP
Information:
The entrance to 2F to take is the one at (0,8), which is just behind the
Clover Key door.  On 2F, the door you want to go to is at (3,8), but you'll
noticed that it's "Sealed by a Powerful Force."  To get rid of this message,
search the hidden passage at (1,9).  Destroy the Altar at (0,10) and then
return to the door.

When you enter the room,examine the area and you'll be forced into a battle
with over 10 Ghosts.

The easiest way to clear this battle is to have a level 5 Mage and have him
use Saltatus Ardens, the level 3 attack ability, on the larger group  This
skill will clear the group immediately and helps considerably more than
Sleep, since Sleep doesn't seem to like sticking on these.  If you're using a
Priest, Divine Fortress, the level 3 spell, will help reduce the damage you
take, but be aware that it will reduce your affinity towards your alignment by
1 point, so use at your own risk.

After destroying the Ghosts, you receive an ECTOPLASM.  Give this item to
Garland in the Training Grounds and the Quest will be completed.
--------------------------------

--------------------------------------------
Garland Hunt: Shatter Gold Coin      -gh3gc-
Description: Sir Garland wants you ro prove your worthiness by destroying
cursed Gold Coins.
Requirements: Vanquish Ghosts completed.
Location: B1, (16,18)
Reward: 1,000 Gold, 2,000 EP
Information:
This quest is in a room on the eastern side of the Basement of B1, reached
by taking the elevator.

This is a hard battle, especially at lower levels.  To have a chance at success
you need, at minimum, one character with Mage at 6+.  You'll be safe if you have
two. Mucro Glacialis is extremely useful here, so hopefully you have a character
with this ability.

On the very first round, you will want to use your most powerful spells using
"Cast Quickly" on the two -back- rows of foes.  The goal isn't to kill the
enemies, but to get their HP down.  The coins use breath attacks, so their
damage is HP based. The foes in the front are Copper Coins and won't damage
you as much, but the Breath Attacks of 10+ Gold coins will kill you very, very
easily. Each Breath attack from the Gold coins does around 20+ damage, so it
takes only take 2-3 attacks to kill you.

If you can survive the first round of this battle and get rid of the two
groups of gold coins before they destroy you, you can survive easily.  It's
just getting the spells off using the "Cast Quickly" command that is imperative
to your survival.

This quest is -required- to begin the Secondary Class quests.

After destroying the coins, you receive an ANCIENT COIN.  Give this item to
Garland in the training grounds in order to complete this quest.
-------------------------------

--------------------------------------------
Garland Hunt: Slay Killer Bunnies     -gh4kb-
Description: Sir Garland wants you to prove your worthiness by slaying the
Killer Bunnies, ferocious rabbits of the dungeon.
Requirements: Shatter Gold Coins completed.
Location: 5F, (12,14)
Reward: 1,500 Gold, 3,000 EP
Information:
At (12,14) on 5F you'll find these foes. There are quite a few of them, 36,
so Mages will do extremely well here.  Have anyone with Mage levelled at
all use powerful area spells on the groups of 8 or 9.  Use the spell "Holy
Protection" on your tank to make him pretty much invulnerable.  That lowers
his AC by 10, and paired with "Holy Guardian," that's -13 AC.  Any gear you
have on will probably make him hit lower than -15.  If you're using another
frontline fighter, I'd suggest putting him in the back row for this battle
and just have one "super tank."

After you've destroyed all of the Killer Rabbits, you receive a DUD BOMB.
Give this item to Garland in the Training Grounds to complete the Quest.
--------------------------------

--------------------------------------------
Garland Hunt: Slay the Beast King    -gh5bs-
Description: Sir Garland wants you to prove your worthiness by slaying the
Beast King.
Requirements: Slay Killer Bunnies completed.
Location: 3F, (15,5)
Reward: 2,000 Gold, 4000 EP
Information:
This quest takes place on 3F, but to get to the area, we must head there from
4F.  In the 4F "amusement park," enter the door at (12,3) and enter the Hunting
Grounds.  You'll now be on 3F.

Before you move, I must warn you that making this monster appear is touchy
and you must follow my directions exactly.

First, if you haven't been to the hunting grounds and killed the "boss" here
before, you'll find him at (15,5) instead, so get rid of him first and then
re-enter.  Once you've done that make your way to the secret door at (12,4).
Do not pass through the door to (16,3) to reach this monster.  Once you've
entered from the secret passage, walk up to (15,5) and you'll find the hunt.

Or, in simple terms, from where you begin, turn left twice and enter the door
here.  Walk forward and then to the right, then examine the wall to the right.
Go through the door.

This is a battle with a few Wild Beasts and the Beast King.  Ignore the weak
Wild Beasts until the Beast King is destroyed, since they won't be able to do
much damage to you.

You receive the BEAST KING SOUL.  Bring this item to Garland in the Training
Grounds to finish the Quest.
--------------------------------

--------------------------------------------
Garland Hunt:  Slay the Mist Giant   -gh6mg-
Description: Sir Garland wants you to prove your worthiness by destroying the
Mist Giant.
Requirements: Slay the Beast King completed.
Location: 6F, (8,14)
Reward: 2,500 Gold, 5,000 EP
Information:
WARNING: This Quest is glitched!

Save your game at the door to enter this room, which is (5,14).  If you get
into a "door encounter" in this room, that is, the "required" encounters that
will push you backwards when you escape, you must reload.

The goal is to enter the room at (5,14) with no encounter. This may take a
few reloads, so be patient. Once you enter the room without an encounter you'll
get the message "What was that. . .?  There was a brief sensation of strong
magical power."

Walk onto the Square at (8,14) and then examine it to trigger the battle.

You fight a Mist Giant and a few Cloud Giants.  This is actually a surprisingly
difficult battle, considering how strong the Giants are.  You absolutely must
clear out the normal Cloud Giants before attacking the Mist Giant, since
their damage will overwhelm you quickly. If you have the Extinctio spell at
this point, it will help you considerably. You'll want to cast is Quickly, even
though that's a bit risky, with everyone in order to clear out the groups of
enemies.

Not only do you have to worry about the strong physical attacks from the Giants,
but the Mist Giant himself has a nasty breath attack.  This is why I suggest
Extinctio.  Not only will two-three Extinctio castings clear out all the Giants
but it will also lower the Mist Giant's HP, effectively lowering the damage
he does to your party.

If you come into this battle expecting to waltz right through, you're in for
a rude awakening.

You receive some BOTTLED MIST once you've finished the battle. Bring this item
to Garland in the Training Grounds to complete the Quest.
--------------------------------

--------------------------------------------
Garland Hunt: Crush Living Dolls     -gh7ld-
Description: Sir Garland wants you to prove your worthiness by defeating Living
Dolls.
Requirements: Slay the Mist Giant completed. Black Orb acquired.
Location: 4F, (3,2)
Reward: 3,000 Gold, 6,000 EP
Information:
Once you have the Black Orb and the ability to teleport from the 6F room, as
well as having completed the Slay the Mist Giant quest.

In the Black Orb room, set the Gems so that only the Red Gem is glowing.
This will teleport you smack-dab into the middle of a puzzle on 4F.  I highly
suggest saving every 2-3 doors you go through in this section in case you
accidentally mess up.  If you're at any way confused when going through the
doors, save yourself some pain and use Visum Situs.

The best way to deal with these revolving doors is to just keep your "eyes"
on one door, usually the one right in front of you, and know where it leads.
That way, if you don't face it when you're done reolving, you can know which
direction to turn.

Basically, the goal is to reach (2,7) in the first area.  However, before you
do that, be sure to pick up the WIZARD MEMORY at (1,6).  Once you have the item,
go ahead and complete the map as you wish and then head through the teleporter
at (2,7).

Once you're at the second block, the goal is (3,2). Once you're there, examine
the area and a battle begins.  This is a battle against a large amount of Living
Dolls.  Mages should just stick with Mucro Glacialis, since Extinctio is a bit
of an overkill.  of course, if you're planning on going back to town after
this, go all out.  Just be sure to kill off he larger groups quickly. Be warned
that the Dolls CAN wipe out your party if everyone gets Paralyzed.  Paralyze
counts as death status, so be careful and keep everyone healthy.

After the battle you receive the DOLL'S EYE. Bring it to Garland in the
Training Grounds to claim your reward.
--------------------------------

--------------------------------------------
Garland's Hunt: Defeat Shadowdancer  -gh8sd-
Description: Sir Garland wants you to prove your worthiness by defeating the
Shadowdancer.
Requirements: Crush Living Dolls Completed.  Jitte, Harakiri Dagger
Location: 7F, (7,20)
Reward: 3,500 Gold, 7,000 EP
Information:
Before beginning this quest, make sure you have a Jitte and Harakiri Dagger
on you.  Jittes are found in treasure chests on 4F and Harakiri Daggers can
be found in standard treasure chests on 5F.  It may take some time,
but you need one of each.

Once you have them, head to 7F, (21,21).  You'll find a room that tells you
to disable traps.  Basically, it's asking you to walk over the four trap
rooms at (20,10), (19,10), (20,11), and (19,11). To reach them, open the
secret door on the wall at (20,10).  Cast Sagacitas Furax to help you evade
traps and then walk over them.  You'll probably want to use Divine Homily
afterwards.  Now head back to (21,21) and examine the shrine.  There's a
different message this time.

Next, head to the room at (3,20).  There are two secret doors in this room,
one at (3,19) and one at (3,21).  Inside the door at (3,19), give the statue
at (1,19) - he's a Law Enforcement officer, the Jitte. At (1,21) give the
Samurai a Harakiri Dagger.

This unlocks the passage at (5,21).  At the room at the end of this passage,
examine the wall at (8,20) and you'll enter the Tea Room, where you'll find
the Shadowdancer waiting for you. Stick with single target magic on him,
such as Fulmen Celer and avoid physical attacks - his AC is too low.

You receive the DOG's COLLAR.  Give this to Garland at the Training Grounds to
complete the Quest.
--------------------------------

--------------------------------------------
Garland Hunt: Slay the Archdemon     -gh9ad-
Description: Sir Garland wants you to prove your worthiness by destroying the
Archdemon.
Requirements: Having completed the "Defeat Shadowdancer" Quest.
Location: ?????, (12,6)
Reward: 4,000 Gold, 8,000 EP
Information:
Warning:  The Requirements for fighting this monster are unknown.  Many people
will have no problem getting him to appear, yet others will be unable to get
him to appear.  The only advice I can give you is to run around, explore the
area, and come back.  Hopefully he'll appear then.  I, personally, have had
a horrible time getting him to appear.  he refuses to appear at all for me.

The Final Garland Hunt takes place on the secret level at the first teleporter
at (12,6).  When you enter the teleporter the battle takes place.  Note that
Archdemons are normal enemies throughout the level, but the Archdemon that
is at (12,6) is the one that you want to fight. The normal ones do not count as
the enemies Garland wants you to kill.

Once the enemy is dead, you receive the DARK CERTIFICATE.  Bring this to
Garland at the Training Grounds to complete the Quest.

Personally, if he doesn't show up, I wouldn't bother with him.  In both of my
complete games this is the only Quest that refuses to complete for me because
the Archdemon will not show up.  It's not a big deal and it isn't required.
--------------------------------

===============================================================================
---                        Secondary Class Quests                           ---
===============================================================================
                                                                       -qs3sc-

--------------------------------
Druid Training           -scq1d-
Samurai Training         -scq2s-
Wizard Training          -scq3w-
Ranger Training          -scq4r-
Paladin Training         -scq5p-
Ninja Training           -scq6n-
--------------------------------

The Secondary Class Quests can begin once you've completed Garland's Hunt
"Shatter Gold Coins."  Each quest takes place in the Training Grounds.

If you explore the entire area, you'll notice that the area is separated into
sealed "blocks," 3 in the top row, 3 in the middle, and three in the bottom
row.  Or, in picture form:
---   ---   ---
| 1 | | 2 | | 3 | The initial starting area is in block number 5.
---   ---   ---  The area you went for "Get Secondary Class" is in block 2.
---   ---   ---
| 4 | | 5 | | 6 |      1: Ninja Block        6: Wizard Block
---   ---   ---       3: Samurai Block      7: Druid Block
---   ---   ---       4: Paladin Block      9: Ranger Block
| 7 | | 8 | | 9 |
---   ---   ---

You'll notice "block 8" has four different entrances, one to the north, east,
south, and west.  Inside each entrance you'll find a statue.

At (12,5) You'll find the statue of a Mage.
At (9,5) You'll find the Statue of a Warrior.
At (12,2) You'll find the Statue of a Priest.
At (9,2) You'll find the statue of a Thief.

For each Quest, you must activate the "prerequisite" classes in the Glowing
statue section.  For example, for Paladins, Warrior and Priest must be
activated.  For Druids, Mage and Priest must be activated.

Finally, before you begin the Quests you must complete "Get Secondary Class."

Also note that Paladin and Ninja require one extra Quest be completed, "Slay
The Beast King," before you can unlock them.

Finally, here's a map to help you with your travels:
http://www9.atwiki.jp/genmunotou?cmd=upload&act=open&pageid=24&file=
training_20080608.gif

--------------------------------------------
Quest: Get Secondary Class
Description: The guild requires that you pass the exam in order to begin
training for a secondary class.
Requirements: Shatter Gold Coins completed.
Location: Training Grounds, (11,18)
Reward: 100 Gold, 500 EP
Information:
After you've completed Cursed Gold Coins on B1 you'll have access to this quest.
Head into the Training Grounds and you'll find a new path opened.

- (13,8) This door was previously locked, but once you've started this quest
it unlocks.

- (21,8)  Enter the door here and follow the path all the way to the end.

- (10,19) You'll get a message that says "Oooone."

Now the puzzle has started. Head over to (9,20) and you'll get a message like
"Twooo."  At (12,16) enter the secret door and go forward two screens to
find the "Threeee." Finally, at (8,16) enter the secret door, go forward, and
you'll find the "Fooour."

Once you've hit all 4, walk back to (11,19) and search the southern wall for
a hidden passage to (11,18).  Pull the string in here and you're done!
--------------------------------

--------------------------------------------
Secondary Class: Druid Training      -scq1d-
Description: The Guild requires you to pass this exam in order to train as a
Druid class.
Requirements: Slay Killer Bunnies completed. Get Secondary Class completed.
Location: Training Grounds, (4,3)
Reward: 100 Gold, 500 EP, Druid Class access.
Information:
For the Druid Quest, you need the Mage and Priest Statues to glow, with Thief
and Warrior not glowing.  Once the Mage and Priest statues are glowing, the
door at (0,5) unlocks.

Follow the path in here until you reach (3,2).  Face north and you'll find a
hidden passage.  Take this hidden passage to (4,3) and you'll get the message
of completion.

That means you can use a Druid now, right?
Well. . .in a way.  You still need to meet the class requirements for
Druid, Level 10 Mage and Priest and 13 IN for the Ancient Languages Skill, but
once you have all of those, the Druid "Skill" will unlock from the "Learn" ->
"Skill" menu.
--------------------------------

--------------------------------------------
Secondary Class: Samurai Training    -scq2s-
Description: The Guild requires you to pass this exam in order to train as a
Samurai class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (17,18)
Reward: 100 Gold, 500 EP, Samurai access.
Information:
For the Samurai Quest, you must make the Warrior and Mage statues Glow by
praying at them.  Make sure the Thief and Priest statues aren't glowing by
Examining them.  If they are, Pray at them again to remove the Glow.

Once the Mage and Warrior are glowing, head to the door at (20,14). In here,
you must walk around and find the appropriate block that triggers an event.
The block is at (17,18).  Once you've walked over it, just examine the square.

You can now become a Samurai if you meet the class requirements, which are
13 ST and 13 VT for the "Healthy Living" skill. You also need a level 10 Mage
and a level 10 Warrior.  Once you have all of those, you will unlock the
"Samurai" skill.  Choose Learn -> Skill from the Guild Menu.  It requires
10,000 EP.
--------------------------------

--------------------------------------------
Secondary Class: Wizard Training     -scq3w-
Description: The Guild requires you to pass this exam in order to train as a
Wizard class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (15,13)
Reward: 100 Gold, 500 EP, Wizard Access.
Information:
For the Wizard quest, you must have the Thief and Mage statues glowing. You
can make them glow by "Praying" at them.  Examine the Priest and Warrior statues
and make sure they aren't glowing.  If they are, Pray at them to remove their
glow.

Once the Mage and Thief statues are glowing, head to (16,7) and enter the
northern door.

In order to complete this quest, head over to (15,11) and examine the northern
wall to find a hidden passage.  In here you'll find another hidden passage.
The trigger for completion is at (15,13).

You can now become a Wizard if you meet the Class Requirements.  You need to be
a level 10 Thief and 13 Mage, as well as have 13 ST and 13 IN for the
"Astrology" skill.  Once you have all of the above, the Wizard Class will appear
on your Skill List at the Guild and you must learn it for 10,000 EP.
--------------------------------

--------------------------------------------
Secondary Class: Ranger Training     -scq4r-
Description: The Guild requires you to pass this exam in order to train as a
Ranger class.
Requirements: Slay Killer Bunnies Completed. Druid Training Completed.
Location: Training Grounds, (15,1)
Reward: 100 Gold, 500 EP, Ranger access.
Information:
For the Ranger quest, the statue of the Priest and Thief must be glowing. You
make them glow by "Praying" at them.  Examine the statue of the Mage and Warrior
and make sure they're not glowing.  If they are, Pray at them and to remove the
glow.

Once the Priest and Thief statues are glowing, head to the door at (20,7).

This is a teleporting puzzle.
Take the first teleporter at (18,4).  You end up at (20,1).
Enter the room at (19,1) and you'll find two doors.  Enter the door to the
north, or into (18,4) again.
You end up at (16,1).  Enter the door here.
You end up at (15,6). Enter the northern door, which has a door that leads you
back to (18,4).  Enter (18,4) and you'll be teleported to (15,1).  You're done!

You can now become a Ranger if you meet the class requirements.  You must be
level 10 in Priest and Thief, as well as have 13 VT and DX for the "Acrobats"
and "Tree Climbing" skills.  Once you meet the requirements, a Skill will
appear on the Guild menu for you to Learn for 10,000 EP.
--------------------------------

--------------------------------------------
Secondary Class: Paladin Training    -scq5p-
Description: The Guild requires you to pass this exam in order to train as a
Paladin class.
Requirements: Slay the Beast King completed.  Druid Training completed.
Location: Training Grounds, (3,12)
Reward: 100 Gold, 500 EP, Paladin access.
Information:
For the Paladin quest, the Priest and Warrior statues must be glowing.  Make
sure the Thief and Mage statues aren't glowing by examining them.  If they
are, Pray at them to remove the glow.

Once the Priest and Warrior statues are glowing, head to the door at (7,9).

This is a rather straightforward door quest. The goal is to reach (3,12).</pre><pre id="faqspan-7">
The easiest way to do this is to start by taking a right at the first
intersection and then continuing straight through two screens.  Then take a
left.  When there is a door to the right, instead examine the left wall and
you'll find a hidden passage. Keep going straight through this path, ignore the
doors to the sides, and at the end you'll find a locked door.  Pick it with
your Thief.

At (3,12) you'll finish the Paladin Quest.

You can now become a Paladin if you meet the Class requirements.  Paladins
easily have the steepest class requirements in the game, which include 13 ST,
13 VT, 13 IN for "Military Strategy" and 10 CH. After you meet these, you
will be able to learn the Paladin Skill from your Skill list at the Guild.
--------------------------------

--------------------------------------------
Secondary Class: Ninja Training      -scq6n-
Description: The Guild requires you to pass this exam in order to train as a
Ninja class.
Requirements: Slay the Beast King completed.  Druid Training completed.
Location: Training Grounds,(4,20)
Reward: 100 Gold, 500 EP, Ninja access.
Information:
For the Ninja quest, the Thief and Warrior statues must be glowing while the
Priest and Mage statues remain unlit. If the Priest or Mage statues are glowing,
Pray at them to remove their glow.

When the Thief and Warrior statues are glowing, head to the door at (1,14) to
begin this quest. Examine the wall at (3,17) to find a hidden passage.  Head
south, search to find another secret door, and "Turn on the Switch."

Now, exit the Ninja block, walk around to the north, and enter the hidden
door at (4,21).  With the switch "On," you'll pass the Ninja test.

Now you can become a Ninja if you meet the class requirements.  First, you
must have Thief and Warrior at level 10, with 13 ST, 13 IN, and 13 DX for the
"Tree Climbing" skill.  After you've met the requirements, you can learn the
Ninja Skill from the Guild for 10,000 EP.
--------------------------------

===============================================================================
---                             Other Quests                                ---
===============================================================================
                                                                       -qs4ot-
Quests in the "Other Quests" Section generally do not have a series.  If they
are in a series, it's not extremely long.  As you may expect, this section is
the longest, since it's the Miscellaneous Quests.

--------------------------------------------
Other Quest 1:  Erase Graffiti       -oq1eg-
Other Quest 2:  Recover Heirloom     -oq2rh-
Other Quest 3:  Find Lost Item       -oq3li-
Other Quest 4:  Treasure Hunt        -oq4th-
Other Quest 5:  Repair Floor         -oq5rf-
Other Quest 6:  Lost Arcane Spells   -oq6as-
Other Quest 7:  8th Domain Arcane/9th Domain Arcane Spells   -oq7ar-
Other Quest 8:  8th Domain Holy/9th Domain Holy Spells   -oq8hl-
Other Quest 9:  Adventurer's Seal    -oq9as-
Other Quest 10: General Heiden Zeke  -oq10z-
Other Quest 11: Fit For a King       -oq11k-
Other Quest 12: Lost Holy Spells     -oq12h-
--------------------------------------------

--------------------------------------------
Other Quest 1: Erase Graffiti        -oq1eg-
Description: The family of a slain adventurer has asked for some misspelled
graffiti to be erased.
Requirements: None
Location: 1F,(7,1)
Reward: 100 Gold, 150 EP
Information:
You'll find the Graffiti just inside 1F.  Take the second path to the south and
open the door.  The graffiti can be found in the southwestern corner of this
room, which has the coordinates, (7,1).

You won't be able to complete this quest until you have accepted it from the
Guild using the "Info" command. To claim your reward, go back to the Guild and
select "Quest."
--------------------------------

--------------------------------------------
Other Quest 2: Recover Heirloom      -oq2rh-
Description: An anonymous Noble family has requested that you find and return
a precious family heirloom.
Requirements: The Moonlight Jewel Completed?
Location: 2F, (3,18), (2,15)
Reward: 1,000 Gold, 3,000 EP
Information:
To complete this quest you must win the gambling mini-game five times in a row.

First and foremost, you absolutely want the Gambling Skill. Characters with
high DX and IN, possibly 13 DX and 10-12 IN can learn Gambling.  It requires
500 EP to learn, but it will be well worth it.

If this quest isn't showing up for you, speak with the Suspicious Man and then
exit out of the tower into town.

Let me put it this way:
Without the Gambling Skill, you have, literally, less than a 2% chance of
completing this quest.

With the quest started, head to the Lucky Pair-a-Dice, which is where the
Suspicious Man is on 2F.  This is at coordinates (3,18). Before speaking with
the man, SAVE.

What you need to do is win at gambling 5 times in a row.  Even with the
Gambling skill, this requires a good deal of luck and you may need to reload
10 or more times. Be sure that the character with the Gambling skill is the one
who is rolling.

What the Gambling skill does is add a 1 to your rolls, so you won't get a
2, ever.

You want to "Cash Out" when you get 3,200 Gold.  This quest has extremely
nice rewards, because along with the Quest rewards, you get the 3,000 Gold
from gambling.  Not only that, but 3,000 EP is excellent and it's well worth it
to spend the time doing the quest early on.  When you Cash Out you receive the
Heirloom.

You need to give this Heirloom to a man at the coordinates (2,15) on 2F, which
is just to the south in the Dark area.
--------------------------------

--------------------------------------------
Other Quest 3: Find Lost Item        -oq3li-
Description: An anonymous adventurer has requested that you find a lost item
that he dropped in the dungeon.
Requirements: Any Ring-type Item, Lyacon Ring excluded.
Location: 6F and above.
Reward: 250 Gold, 1,000 EP
Information:
To complete this quest, you must get a Ring-type accessory to drop from the
monsters on 6F and above. One example would be a Heal Ring.  Any Ring works.
Once you have the Ring, bring it to Sir Emerald Lightning at (7,4) on 1F.
The Lyacon Ring, a story item, does not work for this quest.
--------------------------------

--------------------------------------------
Other Quest 4: Treasure Hunt         -oq4th-
Description: A retired adventurer has requested that you find the treasure
marked on the Treasure Map.
Requirements: Find Lost Item completed. Treasure Map.
Location: 5F, East Park
Reward: Frilled Codpiece, Holy Grenade, Choker Necklace, 2,500 Gold, 5,000 EP
Information:
Once you've completed Find Lost Item, this quest appears. First, speak with
Sir Emerald Lightning on 1F.  He'll give you the TREASURE MAP

With this in your possession, head up to 5F. Head to East Park, which is found
by entering the door at (13,17) and is on the eastern wall.  In here,
head up to (14,20), where you'll see the light.  Read the hints.

What the game doesn't tell you is how to solve the hints.

There are four rooms in East Park, let's label them 1, 2, 3, and 4.

1   2

3   4

You should currently be in room 1. In the central square of each of these
rooms a "Boss" battle will be fought whenever you're on this quest.
You must fight these "boss battles" in a certain order.

The correct orders are given by the hints. You will ALWAYS finish in room 4.
Whenever you've completed one of the three, examine the block in room 4 at
(20,14).  Choose to dig after you've cleared the four encounters in the
specific orders and you'll receive an item.

The Z means battles in room 1 -> 2 -> 3 -> 4
_
| | means Rooms 3 -> 1 -> 2 -> 4

The a means 2 -> 3 -> 1 -> 4

The Quest is complete once you've obtained all three items.
--------------------------------

--------------------------------------------
Other Quest 5: Repair Floor          -oq5rf-
Description: An anonymous adventurer has requested that you repair the collapsed
floor in the dungeon.
Requirements: Having visited the man on 6F at (3,1). Checklist obtained.
Location: 6F, (3,1), 1F, (4,0)
Reward: 50 Gold, 1,000 EP. Access to a Wizard Memory.
Information:
Once you've found the checklist and have reached 6F you can do this quest.

When you speak with the man on 6F at (3,1) man, tell him "Yes." He'll then ask
for proof.  Show him the checklist that is found at B1 - East at (1,10).  With
this, exit the Tower.  Enter the Guild.  if the Quest isn't on your list yet,
re-enter and then Exit the tower.  That should get it to appear.

Head to (13,6) on the First floor map.  That's the room where you re-activated
the Elevator.  In here, choose to use the Checklist from your Inventory and
also examine the Power Reactor.  The latter is important, too.

Once you've done this, head back up to 6F (3,1). Speak with him after you've
examined the reactor and then choose to "Ask About Floor Repair." He gives
you a FLOOR REPAIR KIT.

With this item in your possession, head back down to 1F and walk over to
(4,0). When prompted, use the item from your possession.  This finished the
quest.
--------------------------------

--------------------------------------------
Other Quest 6: Lost Arcane Spells    -oq6as-
Description: The Magic Academy has requested that you find some lost Arcane
Spells.
Requirements: Wizard Memory in your inventory.
Location: B1, (8,18)
Reward: 1,000 Gold, 5,000 EP
Information:
This quest becomes available once you've given the Wizard his first Wizard
Memory.  The first Wizard Memory is found on 5F at (4,11). The second is found
on 1F after completing "Repair Floor."  The Third is found on 4F after using
the Black Orb to get down to 4F.

There are three Wizard's Memory items in the game, the first is found on 5F,
once you've completed the level, at (4,11).  Once you have this, go down to
the Basement and speak with the Wizard.  Tell him you Seek Knowledge and then
give him the Memory from your inventory.

This doesn't give you a reward right away.  You must first find his other
Memories and bring them to him in order to finish his series.  They unlock the
most powerful spells in the game, so it's well worth your time to help the
Wizard.

If you give the Wizard Memory to the Wizard before accepting this Quest,
just choose the command "We Seek Knowledge."  He'll then give you the
Quest Complete.

If the Quest isn't showing up for you, try giving the Wizard a Memory, going
back to town, and then coming back.  If it still isn't get a second memory.
You won't use it, but it may trigger the Quest.
--------------------------------

--------------------------------------------
Other Quest 7: 8th Domain Arcane/9th Domain Arcane Spells   -oq7ar-
Description: The Magic Academy has requested that you find the lost Arcane
spells from the Eighth (Ninth) Domain.
Requirements: Wizard Memory, Lost Arcane Spells completed.
Location: B1, (8,18)
Reward: Level 8 or 9 Arcane Magic, 1,000 Gold, 5,000 EP.
Information:
There are two versions of this Quest. Both have the same requirements, it's
only the Spells that are learned that differ.  However, please note that
all 8th Level spells are for Chaotic characters only, both Holy and Arcane.
On the other hand, all 9th Domain spells are Lawful only.  This Quest focuses
completely on Arcane Spells.  There are separate Quests for Holy Magic later
on.  That means, if your party is Lawful, accept the 9th Domain Quest.  If
your party is Chaotic, accept the 8th Domain Quest.

Once you've completed "Lost Arcane Spells" and have a second "Wizard Memory"
in your possession you can complete this Quest.  There are three Wizard
Memories in the game, the first is on 5F at (4,11), the second is found on
1F at (1,2) once you've completed the Quest "Repair Floor."  The Third is
found by taking the Black Orb on 6F and heading to 4F, where you'll find the
Revolving door rooms.

Once you have a Memory you can complete the 8th/9th Domain spell quests.  One
Memory is required for each Quest, so to finish both all three memories must
be acquired. Head down to B1, (8,18) and speak with the Wizard. Ask him for
Knowledge and then give him a Wizard Memory.  He will then teach you the
spell-types of choice as well as finishing your quest off.

In order to cast 8th and 9th Domain spells not only must you have the MP,
which you won't get until level 14 or so, but you must have high Faith in your
religion.  If you can't cast the spells and have finished this Quest, raise
your Faith some more.
--------------------------------

--------------------------------------------
Other Quest 8: 8th Domain Holy/9th Domain Holy Spells   -oq8hl-
Description: The Magic Academy has requested that you find the lost Holy
spells from the Eighth (Ninth) Domain.
Requirements: Priest Level 13+, Faith level 8+
Location: 6F, (19,15), (19,17)
Reward: Level 8 and 9 Holy Magic. 1,000 Gold, 5,000 EP.
Information:
Once you've finished the H3ll0 Kitty Puzzle you have access to these Altars
that allow you to finish the 8th and 9th Domain Holy spell quests.  According
to the Japanese wiki, you need at least a minimum level 13 Priest.  That
means a Paladin, Ranger, or Druid do work, as long as they have Priest levelled
up to 13.  You also need extremely high Faith, level 8 or 9.  Though if you
Pray before you enter the Tower every time, and through 13 levels of being a
Priest you should easily reach that.

Have your Priest pray at the two altars at (19,15) and (19,17). Start with
the altar of his alignment first, since by praying at the altar against
his alignment, he'll die when the quest is successfully completed.

You'll receive the 8th Domain Holy spell at the Chaotic Altar and the 9th
Domain Holy spell at the Lawful Altar.

Only Chaotic characters can use level 8 spells.
Only Lawful characters can use level 9 spells.

Note that it seems that spells of your opposite alignment possibly have lower
requirements to obtain than those of your current alignment.  If you're
having problems getting your current alignment spell, try coming back a bit
later.
--------------------------------

--------------------------------------------
Other Quest 9: Adventurer's Seal     -oq9as-
Description: An Adventurer-admiring citizen has requested that you find the
Adventurer's Seal.
Requirements: Obtained the First Ending by clearing 7F. Important Item
Location: 2F, (4,21)
Reward: 500 Gold, 1,000 EP
Information:
Remember that Important Item you may or may not have bought from Sir Emerald
Lightning at (7,4) on 1F?  If you have it, you can finally use it. If you don't
go speak with Sir Emerald Lightning at (7,4) on 1F and choose "Deal."  Buy this
item from him.

With the Important Item in your possession, head up to 2F from the stairs
at (2,11) on 1F.  You'll find the man who is looking for the item in front of
the secret door at (4,21).  He's just outside Lucky Pair-a-Dice.

Giving him the Important Item finished the Quest.
--------------------------------

--------------------------------------------
Other Quest 10: General Heiden Zeke  -oq10z-
Description: Find the mischievous General Heiden Zeke.  He is hiding somewhere
on the 1st floor of the Tower.
Requirements: Obtained the Second Ending.
Location: 1F, (18,18)
Reward: 5,000 Gold, 5,000 EP
Information:
This quest becomes available once you've obtained the Second Ending. It's
really straightforward.

Head to the teleporter room on 6F and put the Black Orb in the Slot. You'll
want the Blue and Green Gems to be glowing.  This will transport you down to
the final section of 1F.  Down here, take the teleporter at (14,13), which
will make you land at (17,18).  Don't move, and examine the right wall.  You'll
find a hidden passage.  Enter the hidden passage and you'll find your general.

Try to say his name out loud and you'll find his name amusing and relevant.
--------------------------------

--------------------------------------------
Other Quest 11: Fit for a King       -oq11k-
Description: The Guild of Commerce has requested that you find a treasure that
would make an appropriate gift for the King.
Requirements: Having completed the normal game.  Having joined the Guild of
Commerce. Having opened the door at (10,14) on the ???? floor. Dragon Drops
Location: ?????, (10,9)
Reward: 50,000 Gold, 10,000 EP
Information:
Once you've joined the Guild of Commerce on 1F, found from entering from B1 -
East and using the Low Temp. Candle, and you've finished the game this
quest becomes available.

The Dragon Drops necessary to finish this quest are found on the ????? floor
at (10,9), which is right near the NPC that teleports you out. Examine the
ground and you'll find them.

Bring them to the Guild of Commerce at on 1F, (4,3) and the quest is complete.
Remember that you enter the Guild of Commerce from the Basement - East.
--------------------------------

--------------------------------------------
Other Quest 12: Lost Holy Spells     -oq12h-
Description: The Magic Academy has requested that you find some Lost Holy
spells.
Requirements: ????? access, Old Rusty Axe, Golden Axe, Tree Log, Staff of
Harmony
Location: 3F, (1,3), 6F, (12,3), 6F, (16,14)
Reward: Miracle Prayer
Information:
First, find the Old Rusty Axe at (21,0) on the ???? floor.  Once you have
this item, go to 3F.

Enter the secret door at (9,5) and cast Sagactias Furax to avoid traps.  Head
all the way to the east in this area and at (1,3) you'll find a Tree and a
Spring.  Equip a character with the Axe and then have this character chop down
the tree. You'll probably want to save before doing this.

When asked, tell the woman that it wasn't yours.  She will give you the GOLDEN
AXE. If she doesn't give you the Golden Axe, reload and try again. It seems
to be random.

If you mess this up at any time know that you can re-obtain the Old Rusty Axe
by visiting the marsh at (21,0) where you first obtained it.  However, reloading
generally fixes your problems.

Equip the Golden Axe to your character and then attempt to cut down the
tree again.  This time it will work and you'll receive a TREE LOG.

With the Tree Log in your possession, go to 6F.  On 6F at (12,3) give them men
your Tree Log and participate in their sport.  They'll give you the STAFF OF
HARMONY.

With the Staff in your possession, head to the Altar of Balance on 6F at
(17,16).  This is reached by using the White Orb in the teleporter and by
not having any Gems glowing. At the Altar, ask for "A Blessing" and Offer
the Staff.

This unlocks the door at (16,15) and the small room at (16,14).  Enter the
room, Pray, and you'll get your Quest Complete. You also receive the spell
Miracle Prayer.
--------------------------------

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                             Spell List                                  |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -splls-
Spells are split into two types, Arcane and Holy.  Mages, Samurai, and Wizards
use Arcane spells.  Priests and Paladins use Holy-type spells.

Arcane spells are usually damage dealing or support spells directed toward the
enemy.
Holy spells are usually healing spells or support spells directed toward your
allies.

Level 8 and 9 Spells:
All level 8 Spells are Chaotic Characters only.
All Level 9 spells are Lawful characters only.

To use these spells, you must not only have the available MP, but have completed
the quests "8th/9th Domain Arcane Spells" and "8th/9th Domain Holy Spells."
Not only that, but your character must be at least level 7 in their Faith.
For more information on Faith, see the Alignment section in the Basics.

Here's a quick list of spells Chaotic and lawful Characters get. A stands for
Arcane, H for Holy.

Lawful Only:
-----------
A3 - Vestis Plumarius
A3 - Asta Attonita
A9 - Lancea Fulminea
A9 - Telum Sacrum
A9 - Gigas Socius
A9 - Impetus Ultrix
H3 - Holy Asylum
H9 - Vow of Order
H9 - Salvation <- All HP and Death, no Status Effects.
H9 - Angel of Death <- Instant Kill all enemies.


Chaotic Only:
------------
A4 - Sominium Intentus
A4 - Aura Aevitatis
A8 - Radio Insanus
A8 - Extinctio Magnus <- Strongest spell in the game.
A8 - Socius Chai
A8 - Gladius Obscurus
A8 - Jurgium Gigantis
H4 - Divine Touch
H8 - Vow of Chaos
H8 - Divine Sermon <- All HP and Status Effects, no Death.
H8 - Holy Bombardment

For information on Magic as a whole, Casting Quickly, Carefully, Backfiring,
and Failure, see the Battles section of the Basics.

This section is simply a spell List section.

All spells require 1 MP from their respective level.  There are no job
limitations on spells, but there are Faith limitations and equipment
limitations.  If you're wearing too heavy armor as a Priest or Mage, you will
be unable to cast spells.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Credit goes to Booklich on the GameFAQs forums for the numerical spell damage
and percentages.  Thank you, Booklich!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

What do the numbers mean?  Like "2d4?"  It means "2 separate 4 sided die" are
rolled to determine the damage.


===============================================================================
---                             Arcane Spells                               ---
===============================================================================

-----------------------------------------
Spell: Sominium Dulcis
Level: 1
Description: Put 1 group of enemies to sleep.
Information: 90% Chance for sleep effect.
Battle only.  Puts a Group of enemies to sleep.
-----------------------------------------
Spell: Impetus Ardens
Level: 1
Description: Damage 1 enemy.
Information: 2d4 damage.
Battle only. Deals damage to one enemy, works from the back row.
-----------------------------------------
Spell: Visitum Situs
Level: 1
Description: Display the Currect Location.
Information: Displays your current location on the map.
Field Only. Using the Settings Screen you can change the way this spell works.
The default is to show it on the map, but you can also change it show you
your current coordinates (E,N) and which direction you're facing.  Sometimes
it's easier just to see it visually, though.
-----------------------------------------
Spell: Tegumen Larualis
Level: 1
Description: Reduce the Caster's AC by 2.
Information: Self AC -2.
Battle only. Self explanatory, it reduces your AC, effectively raising the
Mage's evasion rate.
-----------------------------------------
Spell: Heros Temporalis
Level: 2
Description: Increase 1 ally's ST by 2 and reduce AC by 1.
Information:
Battle Only. Good early in the game, this spell will not only give your
Warriors higher attack damage range through the ST, but also raise their evasion
rate through a minor increase in AC.  Loses its usefulness after the first
floors.
-----------------------------------------
Spell: Ventus Torvum
Level: 2
Description: Increase 1 enemy group's AC by 4.
Information:
Battle only. Extremely useful on large groups of enemies with high AC early in
the game. Sometimes it's hard to find a time to use, it through.  By
increasing enemy AC you're effectively lowering their "evasion."
-----------------------------------------
Spell: Armum Laurualis
Level: 2
Description: Lowers Caster's AC by 4.
Information: Self Only.
Battle only. Considering your Mage/Arcane user will likely be in the back
row, this spell isn't particularly useful.
-----------------------------------------
Spell: Saltatus Ardens
Level: 3
Description: damage one enemy group with a powerful fire attack.
Information: 4d6 damage.
Battle only.  Extremely useful, you'll be using this for most of the game,
even at the very end when you know a group of enemies only has 10 or so HP
left.  Set this immediately and don't remove it.
-----------------------------------------
Spell: Visio Vigilantis
Level: 3
Description: Perceives the true names of enemies.  Lasts until you exit the
dungeon.
Information:
Field Only. Have you ever noticed in battle how an enemy's name changed after
a few rounds?  That's because you're "Identifying" an enemy. This spell skips
the "Identification" process and all enemies are immediately named as what
they are.  This isn't a particularly useful spell unless you choose the
Warrior Oath that requires not attacking Unidentified enemies. If you do, then
you'll be using it every time you enter the dungeon.
-----------------------------------------
Spell: Clustrum Magicium
Level: 3
Description: Increase all allies' Spell Resistance.
Information: 20 Spell Resistance.
Battle only.  Good for battles with Magic users.  Usually magic users have
a name like "Alchemist," "Sorcerer," "Necromancer," etc, and have a Staff so
you can tell which they are.
-----------------------------------------
Spell: Vestis Plumarius
Level: 3
Description: Increase the caster's DX by 3.
Information: Self only. Lawful Only.
Battle Only. DX raises your speed in battle and your ability yo evade traps.
This is probably only good for a Wizard who will be picking your locks.
-----------------------------------------
Spell: Asta Attonita
Level: 3
Description: Damage 1 enemy with a direct hit of lightning.
Information: 4d6+20 damage. Lawful Only.
Battle Only.  This is a nice spell because it allows you to have access
to a strong single-target spell early on, something Chaotic casters will
lack throughout the game.  Use this when there's only one strong enemy with
low AC left in the battle.
-----------------------------------------
Spell: Lotus Puniceus
Level: 4
Description: Damage 1 enemy group with a fireball explosion.
Information: 6d6 Damage.
Battle Only. Very useful.  Set this and keep it equipped for the entire game.
You'll be using it often.  The Instruction booklet has a typo in it with this
spell.  It is not a Lawful only spell, Chaotic Characters also have access to
this spell.
-----------------------------------------
Spell: Fulmen Celer
Level: 4
Description:  Damages 1 enemy by unleashing the power of lightning.
Information: 6d6+20 Damage.
Battle Only. This will be a Chaotic Character's only single target spell
throughout the entire game, so if you're using a Chaotic party, keep this set
at all times.
-----------------------------------------
Spell: Vestis Velox
Level: 4
Description: Increases all allies DX by 3.
Information:
Battle Only. DX increases party speed and trap evasion.  Only use this if you're
planning on a long battle, otherwise it's just not worth it.
-----------------------------------------
Spell: Sominium Intentus
Level: 4
Description: Put all enemies to sleep.
Information: 90% Chance. Chaotic Only.
Battle Only. Chaotic characters get a nice spell here to help aid their
survival.  This spell has a high chance of sleeping -all- enemies in the battle,
not just a group. Highly useful and I suggest making use of it whenever you can.
-----------------------------------------
Spell: Aura Aevitatis
Level: 4
Description: Damages 1 enemy that is equivalent to half the caster's HP.
Information: Set Damage, Chaotic Only.
Battle Only.  This is a mixed bag, it definitely won't be useful on a Mage with
their low HP, but a Samurai it can be useful on.  Unfortunately, until the end
of the game this spell is generally weaker than Fulmen Celer and is also the
only other single-target magical attack spell Chaotic users have, so you
have to make do.
Fortunately, this -is- consistent damage and does NOT rely on dice rolls.
Because of this the spell is always reliable.
-----------------------------------------
Spell: Mucro Glacialis
Level: 5
Description: Damage an enemy group with a raging blizzard and blades of ice.
Information: 8d8 Damage.
Battle Only.  One of the most useful spells in the game, period.  Even once
you have Extinctio, this will be your backup attack spell, since it's strong
on groups.  Set it immediately and keep it set always.
-----------------------------------------
Spell: Socius Bestialis
Level: 5
Description: Summons one monster as an ally.
Information:
Battle Only. Considering the other spells you have available at level 5 to
deal damage, namely, Mucro Glacialis, there's less point to this spell.
-----------------------------------------
Spell: Susurrus Fatalis
Level: 5
Description: Annihilate all enemies level 8 or lower.
Information: Never works on hunts, sub-bosses, or bosses.
Battle Only.  This will be your ultimate Leveling tool on 4 and 5F.  The big
question is: How do you determine if an enemy is level 8 or not? Basically,
everything below Floor 5 on the Tower is below level 8, as are many enemies
on Level 5.  Use this spell on the huge groups of Vampire Bats on 5 and watch
the EP roll in.
-----------------------------------------
Spell: Clustrum Magnus
Level: 5
Description: Reduce all allies' AC by 4 and raise spell and status ailment
resistances.
Information: 10 Spell Resistance, 10 Ailment Resistance, -4AC
Battle only.  In theory, this is an extremely good spell.  However, there are
few times that you will actually have the chance to use it, since most of the
time your Arcane users will be attacking, anyway. Still, good for battles
with Wizard-type enemies.
-----------------------------------------
Spell: Sagacitas Furax
Level: 5
Description: Increases trap evasion rate.  Effect lasts until the dungeon is
exited.
Information:
Field Only.  Early on you'll find this spell only a bit useful, but as you
progress through the game, this becomes more and more useful as traps become
more and more dangerous and annoying.  Still, it's not worth it to have it on
all of the time.
-----------------------------------------
Spell: Ululo Fatalis
Level: 6
Description: Suffocates an enemy group.
Information: 80% chance.
Battle Only. Instant Death spell.  It's your choice if you want to risk
this over pure damage, but I prefer the old fashioned pure-damage route.
-----------------------------------------
Spell: Procella Torva
Level: 6
Description: Increases all enemies AC by 5.
Information:
Battle Only. very useful on those high AC enemies near the end of the game that
are hard to hit with physical attacks.  I suggest keeping this set once you get
it.
-----------------------------------------
Spell: Aura Venenata
Level: 6
Description: Deal damage equivalent to half the caster's HP to each enemy in
one group.
Information: Consistent damage.
Battle only. Since this spell is based off of your HP, it becomes more effective
as you level up.  A 100 HP character will do 50 damage to one group.  Not as
strong as Extinctio, but still useful as backup.  The strength of this spell
comes in its consistency.
-----------------------------------------
Spell: Sagitta Candida
Level: 7
Description: Deals a single, powerful blow to one devil-type enemy.
Information: 8d8+50 damage.
Battle Only. Devil Type enemies does not refer to Demons.
According to the English wiki, you must complete Lost Arcane Spells before
you obtain this spell.
-----------------------------------------
Spell: Extinctio
Level: 7
Description: Damages all enemies by unleashing pure destructive energy.
Information: 10d10+10 damage.
Battle only.  This will be your only spell to use at the end of the game. If
you're using Lawful characters, this will be your most powerful spell against
all enemies, Chatoci Characters do get a stronger one.  However, this spell
is so stunningly useful that once you get it you'll understand why everyone
raves about Mages being exceedingly useful at the end of the game.
-----------------------------------------
Spell: Gladius Candidus
Level: 7
Description: Summons a Sword of Light for the Caster to use a Weapon.
Information:
Battle only. Self only. This one's a bit strange, considering that most Arcane
users, except Samurai, are generally back-row characters.  Please note that this
Sword IS a short ranged weapon and you will not be able to attack with it
unless you're in the front row.  It's better to stick with Extinctio for level
7 spells.
-----------------------------------------
Spell: Radio Insanus
Level: 8
Description: Afflict all enemies with various status ailments.
Information: Chaotic Only.
Battle only. Not particularly useful, especially considering the spells it has
for competition in Level 8.
-----------------------------------------
Spell: Extinctio Magnus
Level: 8
Description: Deals extremely high damage to all enemies by unleashing pure
destructive energy.
Information: 15d10+15 damage. Chaotic Only.
Battle Only.  Remember how I mentioned that Extinctio was the most useful spell
in the end-game? Probably not. Well, this spell is Extinctio's big brother.
it does around 30%-50% more damage than Extinctio on average!  Where Extinctio
does 70 or so damage to all enemies on average, you can expect this to break
120 to all enemies consistently.
The main problem with this spell is that it does lower your affinity towards
your alignment, so don't use it unless you plan on Praying a few times at the
Temple afterwards.
-----------------------------------------
Spell: Socius Chai
Level: 8
Description: Summons a Chaos Knight as an ally.
Information: Chaotic Only.
Battle Only. The problem with this spell is that by the time you get it,
physical attacks will practically useless because of how many enemies are
in battles.  By the time you can actually cast it, there's really no point to
it.
-----------------------------------------
Spell: Gladius Obscurus
Level: 8
Description: Summons a Sword of Shadows for the Caster to use as a weapon.
Information: Chaotic Only. Self Only.
Battle Only.  By the time you get this spell, there's simply no reason to
use it.  There are three reasons for this: One being that physical attacks are
pretty much worthless at this point. Two being you already have Extinctio Magnus
and there's really no reason you should be using your level 8 MP for anything
else but that.  The third being that most of your Arcane users, except Samurai,
are going to be in the back row.  With this spell in effect, you're turned into
a short-range attacker, so characters in the back row should never use this
spell.

While I have spent all of this time saying the spell is worthless, don't get
me wrong.  The spell is POWERFUL, but there are very few chances you'll find
yourself using it, especially since it's limited to frontline fighters and
battles where you're going to be physically attacking.  That cuts out 5/6 of
the battles at the end of the game.
-----------------------------------------
Spell: Jurgium Gigantis
Level: 8
Description: Deal a single, powerful, blow to one Giant enemy.
Information: 8d10+10 damage. Chaotic Only.
Battle Only.  This spell has its uses, but it only works on Giants, so it will
only be useful on 6F and 7F.
-----------------------------------------
Spell: Lancea Fulminea
Level: 9
Description: Deals powerful damage to one enemy.
Information: 10d10+50. Lawful only.
Battle only.  If there's one thing Lawful Arcane casters have over Chaotic
Arcane casters it is they have many more single-target spells. This is a very
powerful single target spell.  Unfortunately, by the time you get it, you're
going to be limited in ways to use it.
-----------------------------------------
Spell: Telum Sacrum
Level: 9
Description: Summons the Holy Spear for the Caster to use as a weapon.
Information: Lawful only.
Battle only.  Self only.  Like the other "replacement" weapon spells, this
one's range is good to take into account.  Fortunately, spears have better
range than Swords, so it's better than the Chaotic equivalent. The same problems
with the other "Weapon" spells also persist with this one.  By the time you
get it, there's no reason to use it because physical attacks are useless and
you're going to be using magic 90% of the time in battle.
-----------------------------------------
Spell: Gigas Socius
Level: 9
Description: Summon a Storm Giant as an ally.
Information: Lawful only.
Battle only.  As with the Chaos summon, the main problem with this spell is
that by the time you get it, physical attacks are pretty much useless and
you can use your turns and MP for something better.
-----------------------------------------
Spell: Impetus Ultrix
Level: 9
Description: Deal a single, powerful, blow to one Master enemy.
Information: 10d10 damage. Lawful Only.
Battle only. This refers to the humanoid Master-type foes found on 4F, 6F, 7F,
and ?????, such as Dragonmaster and Demonmaster. Not a bad spell, since those
enemies are very annoying.
-----------------------------------------

===============================================================================
---                             Holy Spells                                 ---
===============================================================================

-----------------------------------------
Spell: Healing Touch
Level: 1
Description: Restore one ally's HP slightly.
Information: 2d4 Healing spell.
Field and Battle. This spell will only be useful for the first few floors,
but it serves its purpose as the first healing spell in the game. Recovers up
to 8 HP.
-----------------------------------------
Spell: Holy Bolts
Level: 1
Description: Shoot Holy Bolts to cause damage to one enemy.
Information: 1d6 damage.
Battle Only.  Until your Priest gets a Quarterstaff, this spell will act as way
for him to do damage, but most of the time you'll just be using your MP for
healing.
-----------------------------------------
Spell: Heavenly Barrier
Level: 1
Description: reduce All allies' AC by 1.
Information: AC-1
Battle Only.  Useful extremely early on only, but most of the time it's better
to just save your MP for healing.  This spell can help in one or two event
battles.
-----------------------------------------
Spell: Divine Armor
Level: 1
Description: Reduce the Caster's AC by 4.
Information: Self Only, AC-4
Battle Only.  Unless you plan to grind quite a bit, the only time you'll find
this spell useful is early on a Warrior.  but that requires a good amount of
extra EP grinding, so you really won't be using this.
-----------------------------------------
Spell: Divine Shield
Level: 2
Description: Reduce 1 ally's AC by 5.
Information:  AC-5
Battle Only.  This will be surprisingly useful early on, especially if you're
using Heroic Formation.  In hard early battles, like Crush Grave Robbers, this
spell will lower the damage taken by your "tank" considerably.
-----------------------------------------
Spell: Devout Silence
Level: 2
Description: Seal the spells of one enemy group.
Information: 80% Chance.
Battle Only.  Very useful to cast on those pesky back-row mages that are
good at causing you problems.  Once you have enough extra points, set this
at once. The instruction booklet has a typo misnaming this spell.
-----------------------------------------
Spell: Tranquility
Level: 2
Description: Cure one ally of the Paralysis effect.
Information:
Battle and Field.  When you first get access to level 2 spells, set this and
keep this set.  Do not remove it, ever.  This will be useful starting from
the Second Floor on.
This spell is extremely important because Paralysis counts as "death."
If all of your characters are Paralyzed, the game is over.
-----------------------------------------
Spell: Divine Fortress
Level: 3
Description: Reduce All Allies' AC by 4.
Information: AC-4
Battle only.  An extremely useful skill on large groups of enemies with strong
physical attacks.
-----------------------------------------
Spell: Holy Bullets
Level: 3
Description: Deals damage to one enemy by hitting it with a volley of Holy
energy.
Information: 2d6 damage.
Battle only. A useful form of damage for your Priests before they turn into
Paladins or Druids, but remember to save MP for Tranquility.
-----------------------------------------
Spell: Healing Force
Level: 3
Description: Restore one ally's HP slightly.
Information: 6d4 Healing spell.
Battle and Field.  This will be your primary healing spell for much of the
game.  Set it and never remove it.  It heals you up to 24 HP.
-----------------------------------------
Spell: Holy Asylum
Level: 3
Description: Increase all allies' Spell resistance.
Information: 20 Spell resistance, 5 ailment resistance. Lawful only.
Battle Only.  very useful on the Fourth Floor, this spell lowers the damage
you take from magical attacks. However, it's probably better for you to stick
with Clustrum Magicum, since Level 3 Holy spell MP is so important because of
Healing Force.
-----------------------------------------
Spell: Absolution
Level: 4
Description: Cure one ally of poison.
Information:
Battle and Field. By the time you get this spell, you'll be screaming "About
time!'  This is one of the most useful spells in the game, as poison is very
annoying.  Keep it set at all times.
-----------------------------------------
Spell: Holy Guardian
Level: 4
Description: Reduce all allies' AC by 3. This lasts until the dungeon is exited.
Information: AC-3
Field Only.  This is an extremely useful spell that you will immediately want
to begin making a habit of using.  Every time you enter the Tower, use this
spell. For the Third and Fourth floors this spell with be brokenly useful.
It isn't as broken later on, but you can never go wrong with an extra 3 AC.
-----------------------------------------
Spell: Virtue
Level: 4
Description: Increases casters Stat Points slightly.
Information: +2 ST, IN, VT, DX. Self Only.
Battle only.  Not particularly useful.  Not much to say here, actually.
-----------------------------------------
Spell: Holy Protection
Level: 4
Description: Reduce 1 Ally's AC by 10.
Information: AC-10
Battle only.  Useful in heroic Formation during the beginning portions of
the game.  You'll find this spell makes you practically invincible to
physical attacks early on.
-----------------------------------------
Spell: Divine Touch
Level: 4
Description: Cure one ally of any status ailments except petrification or
Death.
Information: Chaotic Only.
Field or Battle.  Of the level 3/4 Holy spells, I really think that Lawful got
thr short end of the stick, Divine Touch is just too useful to ignore. This
is a nice spell that removes all status effects, except Petrification and
Death, from an ally.
-----------------------------------------
Spell: Resurrection
Level: 5
Description: Revive One Ally.
Information: Consistent 1HP Revival.
Field Only.  Set this and never remove it.  This will be your first chance
to revive characters without having to return to the Temples, so it's good
to have.  Revived characters come back to life with 1 HP, no matter what.
-----------------------------------------
Spell: Divine Hand
Level: 5
Description: Partially restores one ally's HP and cures all status ailments
except for Petrification and Death.
Information: 12d4+5 Healing Spell.
Field and Battle.  Another great spell, this is basically a Spell version of
the Recovery Potion.  It recovers HP along with most of your status effects.
-----------------------------------------
Spell: Sacred Silence
Level: 5
Description: Seal the spells of all enemies.
Information: 90% Chance
Battle only.  This will replace Devout Silence.  Good for those pesky
Priest and Mage-type enemies who stay in the back row.  This will not stop
breath attacks.
-----------------------------------------
Spell: Smite
Level: 5
Description: Cause instant death for one enemy.
Information: 80% Chance.
Battle only. Good for a strong enemy who is avoiding your attacks or who is
in the back row and just won't die.
-----------------------------------------
Spell: Divine Gift
Level: 6
Description: Fully Restores one ally's HP and recovers all status ailments
except for Death.
Information: Consistent full HP cure.
Battle and Field.  Another useful Healing Spell.  At this point you're getting
enough of them to spread them around through your MP and last longer through
the dungeon.
-----------------------------------------
Spell: Angel Wing
Level: 6
Description: Warps the Party Back to Town.
Information:
Field only.  Arguably the most useful Holy spell.  With no penalty, you're
brought back to town.  No more backtracking once you've learned this spell.
This spell saves you time, effort, and frustration.
-----------------------------------------
Spell: Holy Barrage
Level: 6
Description: Damage an enemy group by generating multiple pulses of Holy
energy.
Information: 10d6 damage.
Battle Only. With all of the good level 6 Healing spells, it's difficult to
justify using level 6 MP to attack with, but if you have the MP, go for it.
-----------------------------------------
Spell: Divine Homily
Level: 6
Description:  Restore all allies' HP somewhat and cure all status ailments
except Petrification and Death.
Information: 14d4+10 Healing Spell.
Battle and Field. This will be extremely useful and I suggest saving most of
your level 6 MP for this spell.  It's your first area healing spell and when
you get it, it will be quite overpowered.
-----------------------------------------
Spell: Benediction
Level: 6
Description: Increases all allies' resistance to status ailments.
Information: 10 Spell resistance and 20 Ailment Resistance.
Battle Only.  this one is more useful for those enemies that cause status
ailments than against spells.  Of particular note it will be useful on 7F.
You'll know which enemies when you get there. . .
-----------------------------------------
Spell: Deliverance
Level: 7
Description: Revive one ally and fully replenish their HP.
Information: Consistent Full Revival.
Field Only.  An improvement of Resurrection, this one always revives a character
with full HP.  Make sure that you know it's Field Only, though.
-----------------------------------------
Spell: Punishment
Level: 7
Description: Causes instant Death to one enemy group.
Information: 80% chance.
Battle only. If you're into Instant death spells, this is great.  I, personally,
prefer the old-fashioned deal-damage-and-kill-enemies approach.  Of course,
that's the hard way in this case.
-----------------------------------------
Spell: Righteousness
Level: 7
Description: Increases all allies' Stat points.
Information: +3 ST, IN, VT, and DX.
Battle only.  How useful this is is arguable.  You'll probably get the most out
of the DX and IN boosts from this.  Boosting IN will reduce your spell failure
rate.
-----------------------------------------
Spell: Miracle Prayer
Level: 7
Description: pray For a Miracle
Information: Gamble.
Battle Only. Like many "gambling"-type spells in RPGs, it's hard to say
how useful this spell is.  It has the potential to be useful, like fully
Restoring everyone's MP!  However, it doesn't always happen.

When used once, the spell is "unset" with no points expended.  You can re-set
it at the Guild.

To get this spell, you must Complete the quest Lost Holy Spells.
-----------------------------------------
Spell: Divine Blessing
Level: 7
Description: Increase all allies' spell and status ailment resistance. Lasts
until the dungeon is exited.
Information: 10 Spell Resistance, 10 Ailment Resistance
Field Only.  Along with Holy Guardian, once you get this spell it should
automatically go n your habitual "To-cast" list.  This is extremely useful
and lasts until the dungeon is exited, even if you die.
-----------------------------------------
Spell: Divine Sermon
Level: 8
Description: Fully restores all allies' HP and cures all status ailments except
death.
Information: Consistent HP/Status Cure. Chaotic only.
Field and Battle. A very nice spell that is an advanced Divine Homily.  There
are very chances that you'll find yourself needing this until the post-game,
though.  In the normal game, Homily works fine.
-----------------------------------------
Spell: Vow of Chaos
Level: 8
Description: Increase all allies' spell resistance.  lasts until existing the
dungeon.  only those with Chaotic alignment can cast this.
Information: 25 Spell Resistance. Chaotic only.
Field only.  Once you have this, make sure you cast it every time you enter
the dungeon in order to reduce the total damage you take.  Note that after
each use, it "un-sets" itself, and you must "re-set" it at the Guild.  You
do not lose the point when the spell un-sets itself.
-----------------------------------------
Spell: Holy Bombardment
Level: 8
Description: Causes damage to all enemies with a hail of Holy Projectiles.
Information: 12d6 Damage. Chaotic Only.
Battle only.  Surprisingly powerful for a Holy spell.  Chaotic characters
really have a nice assortment of damage dealing spells, Extinctio Magnus and
Holy Bombardment.  Be aware that this spell lowers your affinity towards your
alignment, so use sparingly.
-----------------------------------------
Spell: Salvation
Level: 9
Description: Revives all allies and restores them to full HP.
Information: Consistent HP Revival and Recovery. Lawful only.
While a very useful spell in itself, it's difficult to say if this spell or
Divine Sermon are more useful. By the time you get this spell, either no one
in battle dies, or everyone does and you Game Over.  Personally, I'd suggest
just sticking with Divine Homily and using your level 9 MP for Angel of Death.
-----------------------------------------
Spell: Vow of Order
Level: 9
Description: Increases all allies' resistance to status ailments.  Lasts until
the dungeon is exited. Only the Lawful can use this.
Information: 25 Ailment Resistance. Lawful Only.
Field Only.  Once again, the Lawful gets the Short end of the stick on Holy</pre><pre id="faqspan-8">
spells.  First it was Holy Asylum and now this.  This is not a bad spell at all,
don't get me wrong, but it's just so situational. I can think of only a few
types of enemies that this is useful against, namely Hell Beasts and Lost Souls
on ????? and 7F.

When you use this spell, it is automatically "un-set" from your Spell List.
Head back to the Guild and re-set it.  You do not lose your spell points when
the spell un-sets itself.
-----------------------------------------
Spell: Angel of Death
Level: 9
Description: Instantly Kill all enemies.
Information: Lawful only.
Battle Only.  Extremely useful spell.  Use it on strong groups that will
take multiple Extinctio castings to kill to save yourself some MP. This will
be most useful in the Post-Game.
-----------------------------------------


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                             Drop Lists                                  |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -drpls-
Drops in The Dark Spire are separated into two types: "Normal enemy drops,"
which are the chests found when you kill an enemy, and "Level" drops.  "Level"
drops are chests that have a certain percentage of a chance to drop from ANY
enemy on the level.

As in other sections, what do numbers like 50d20 + 50 mean?  It means 5-
separate 20 sided die are rolled and their values added together, with 50
added to their total.  So the lowest value you could get is 100, which you
would get from rolling all 1s on the dice and then adding the 50.

The numbers may at first seem easy, but you have to remember a few things:
First, there is a total of 200% chance for some monsters to have chests.  For
example, if a monster has both the "Level" chest and their own, Monster-specific
chest that they're capable of dropping, the total percentage values counts for
BOTH.  So if a monster has a 10% chance of dropping a Chest and inside this
10% chest is an item with a 20% chance, it's not just (.1)x(.2)=.2%.  You must
also factor in the level drops as well! As if 2% chance wasn't low enough as it
is. . .

In other words, sometimes trying to get a specific item will be painful.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I thank Terence on the GameFAQs forums for the numerical data.  Thank you very
much, Terence! I claim no credit in finding the numerical drop rates.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

==============================
Training Area
==============================

Monster: Sir Garland
-------------------
Gold: 1d1+255
-----------
Chest 1: 100% chance to receive this chest:
-----------
100% chance - Healing Potion
100% chance - Antidote


==============================
The First Floor
==============================

Level Chest
-----------
Gold: 5d6 + 10
-----------
Chest 1: 25% chance to receive this chest:
-----------
30% chance - Dagger
30% chance - Robe
20% chance - Healing Potion
20% chance - Scrap Metal
-----------
Chest 2: 5% chance to receive this chest:
-----------
60% chance - Antidote
20% chance - Steel Helm
20% chance - Scrap Metal


Monsters: Killer Bats and Thieves
---------------------------------
Gold: 10d6+10
-----------
Chest 1: 50% chance to receive this chest:
-----------
30% chance - Healing Potion
20% chance - Leather Helm
20% chance - Dagger
10% chance - Robe
10% chance - Compass
10% chance - Scrap Metal
-----------
Chest 2: 25% chance to receive this chest:
-----------
80% chance - Antidote
20% chance - Steel Helm


Monster: Bronze Coin
--------------------
Gold: 20d10+100
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Scrap Metal


==============================
The Second Floor
==============================

Level Chest
-----------
Gold: 10d6+20
-----------
Chest 1: 50% chance to receive this chest:
-----------
30% chance - Healing Potion
20% chance - Longsword
20% chance - Leather Armor
20% chance - Antidote
10% chance - Scrap Metal
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Handaxe
20% chance - Shortbow
20% chance - Steel Helm
10% chance - Battleaxe
10% chance - Healing Potion
10% chance - Compass
10% chance - Scrap Metal


Monsters: Goblin Sgt. and Lost Soul
-----------------------------------
Gold: 15d6 + 20
-----------
Chest 1: 50% chance to receive this chest:
-----------
30% chance - Healing Potion
20% chance - Longsword
20% chance - Quarterstaff
20% chance - Antidote
10% chance - Scrap Metal
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Battleaxe
20% chance - Steel Helm
20% chance - Buckler
20% chance - Fine Compass
10% chance - Flail
10% chance - Kris


Monster: Vagrant Mage
---------------------
Gold: 15d10+30
-----------
Chest 1: 50% chance to receive this chest:
-----------
40% chance - Healing Potion
20% chance - Shortbow
20% chance - Flail
10% chance - Jerky
10% chance - Compass
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Platemail
20% chance - Wooden Shield
20% chance - Frilled Codpiece
20% chance - Molotov Cocktail
20% chance - Healing Potion
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Fine Chainmail
30% chance - Fine Leather
20% chance - Kris
10% chance - Shotel
10% chance - Silver Chainmail


==============================
The Third Floor
==============================

Level Chest
-----------
Gold: 15d10+30
-----------
Chest 1: 50% chance to receive this chest:
-----------
40% chance - Healing Potion
20% chance - Shortbow
20% chance - Flail
10% chance - Jerky  <- Required item for a puzzle on 3F
10% chance - Compass
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Platemail
20% chance - Wooden Shield
20% chance - Frilled Codpiece
20% chance - Healing Potion
20% chance - Molotov Cocktail
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Fine Chainmail
30% chance - Fine Leather
20% chance - Kris
10% chance - Shotel
10% chance - Silver Chainmail


Monsters: Spear Dancer and Imp
------------------------------
Gold: 20d10+30
-----------
Chest 1: 60% chance to receive this chest:
-----------
30% chance - Healing Potion
20% chance - Spear
20% chance - Buckler
10% chance - Shotel
10% chance - Mirage Mantle
10% chance - Jerky  <- Required item for a puzzle on 3F
-----------
Chest 2: 30% chance to receive this chest:
-----------
40% chance - Estoc
30% chance - Longbow
10% chance - Kris
10% chance - Choker Necklace
10% chance - Antidote
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Halberd
30% chance - Crossbow
30% chance - Fine Leather
10% chance - Great Helm


==============================
The Fourth Floor
==============================

Level Chest
-----------
Gold: 20d10+40
-----------
Chest 1: 50% chance to receive this chest:
-----------
60% chance - Healing Potion
20% chance - Cutlass
20% chance - Claymore
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Fine Platemail
20% chance - Fine Chainmail
20% chance - Fine Leather
20% chance - Recovery Potion
10% chance - Battleaxe
10% chance - Choker Necklace
-----------
Chest 3: 5% chance to receive this chest.
-----------
30% chance - Fireblade
30% chance - Katana
30% chance - Shotel
10% chance - Lightning Bow  <- Excellent if you can get this early on


Monsters: Goblin Major and Beastmaster
--------------------------------------
Gold: 25d10+40
-----------
Chest 1: 70% chance to receive this chest:
-----------
30% chance - Antidote
20% chance - Tricorne Hat
20% chance - Wooden Shield
10% chance - Choker Necklace
10% chance - Frilled Codpiece
10% chance - Fine Compass
-----------
Chest 2: 20% chance to receive this chest:
Note: Terence's information, whom I give full credit to for the item drops
at the beginning of this section, says that this has a 50% chance.  However,
70+50+10=130%.  I feel this is more accurate at 20%, as 70+20+10=100%.
-----------
40% chance - Healing Potion
20% chance - Halberd
20% chance - Crossbow
20% chance - Jitte  <- Required item for a puzzle on 7F
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Rapier
30% chance - Assassin Bow
20% chance - Warhammer
10% chance - Magic Wand
10% chance - Metal Shield


Monster:  Silver Coin
---------------------
Gold: 40d10+300
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Scrap Metal


==============================
The Basement - East and West
==============================

Level Chest - Western Side
--------------------------
Gold: 10d10+30
-----------
Chest 1: 50% chance to receive this chest:
-----------
60% chance - Antidote
20% chance - Spear
20% chance - Shortbow
-----------
Chest 2: 25% chance to receive this chest:
-----------
40% chance - Healing Potion
20% chance - Claymore
20% chance - Estoc
20% chance - Chainmail
-----------
Chest 3: 5% chance to receive this chest:
-----------
40% chance - Kris
40% chance - Defensive Ward
10% chance - Fine Platemail
10% chance - Anti-Magic Ward


Level Chest - Eastern Side
--------------------------
Gold: 50d20+50
-----------
Chest 1: 50% chance to receive this chest:
-----------
30% chance - Quarterstaff
30% chance - Flail
20% chance - Fine Chainmail
20% chance - Fine Leather
-----------
Chest 2: 25% chance to receive this chest:
-----------
40% chance - Healing Potion
20% chance - Silver Chainmail
20% chance - Great Helm
20% chance - Anti-Magic Ward
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Naginata
30% chance - Lightning Bow  <- Excellent drop to get, best on the floor.
20% chance - Magic Wand
10% chance - Wooden Pilum
10% chance - Cursed Mask


Monster: Copper Coin
--------------------
Gold: 30d10+100
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Scrap Metal


Event Monster: Gold Coin
------------------------
Gold: 50d10 + 500
-----------
Chest 1 - 50% chance to receive this chest:
-----------
100% chance - Scrap Metal


==============================
The Fifth Floor
==============================

Level Chest
-----------
Gold: 25d10+50
-----------
Chest 1: 60% chance to receive this chest:
-----------
30% chance - Healing Potion
20% chance - Halberd
20% chance - Quarterstaff
20% chance - Fine Leather
10% chance - Choker Necklace
-----------
Chest 2: 25% chance to receive this chest:
-----------
30% chance - Recovery Potion
20% chance - Harakiri Dagger <- Required for a puzzle on 7F.
20% chance - Katana
20% chance - Assassin Bow
10% chance - Miracle Potion
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Breguet's Sword
30% chance - Poison Blade
30% chance - Nodachi
10% chance Nodachi


Monsters:  Ba'al Demons and Nightmares
--------------------------------------
Gold: 30d10+50
-----------
Chest 1: 75% chance to receive this chest:
-----------
60% chance - Robe
20% chance - Crossbow
20% chance - Fine Platemail
-----------
Chest 2: 20% chance to receive this chest:
Note: I'm not sure if I'm comfortable with the 50% number on this chest,
It feels much better at 20%.Terence's information gives us 50%, however.
-----------
40% chance - Antidote
20% chance - Fireblade
20% chance - Shotel
20% chance - Warhammer
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Chaos Dagger  <- Chaotic Alignment Only
30% chance - Scarlet Robe
30% chance - Demon Tiara
10% chance - Arbitrator's Cape  <- Balanced Alignment Only. Not Neutral.
                               Balanced is an event alignment you'll use in
                               the post-game.

==============================
The Sixth Floor
==============================

The drops on 6F start becoming very good and some are very rare. Most of the
best drops here will either be received from luck or a good deal of killing.

Level Chest
-----------
Gold: 30d10+60
-----------
Chest 1: 60% chance to receive this chest:
-----------
20% chance - Recovery Potion
20% chance - Antidote
20% chance - Power Lollipop  <- In-battle item only, not permanent.
20% chance - Silver Chainmail
10% chance - Defensive Ward
10% chance - Anti-Magic Ward
-----------
Chest 2: 30% chance to receive this chest:
-----------
40% chance - Magic Wand
40% chance - Metal Shield
10% chance - Recovery Potion
10% chance - Arbitrator's Cape  <- Balanced Alignment Only. Not Neutral.
Balanced is an event Alignment used post-game.
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Berserker Axe
20% chance - Phoenix Bow
20% Chance - Kogarasu Maru
10% chance - Emerald Sword
10% chance - Chaos Dagger  <- Chaotic Alignment only.
10% chance - Heal Ring


Monsters: Silver Demons and Bugyos
----------------------------------
Gold: 35d10+60
-----------
Chest 1: 75% chance to receive this chest:
-----------
20% chance - Warhammer
20% chance - Great Helm
20% Chance - Antidote
10% chance - Chaos Dagger  <- Chaotic Alignment Only.
10% chance - Metal Shield
10% chance - Choker Necklace
10% chance - Miracle Potion
-----------
Chest 2: 50% chance to receive this chest:
-----------
20% chance - Lightning Bow
20% chance - Bikini Armor
20% chance - Power Lollipop  <- In-battle item only. Not permanent.
10% chance - Heavy Crossbow
10% chance - Demon Tiara
10% Chance - Return Ring
10% chance - Miracle Potion
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Saint's Mace  <- Amazing Paladin weapon.
30% chance - Dragon Lance
20% chance - Rune Shield
10% chance - Sylph Blade
10% chance - Spirit Sword  <- Use in battle for Divine Touch effect. Possible
                             to break when used, however.


Monsters:  Cloud Giants and Mist Giants
---------------------------------------
Gold: 50d10+70
-----------
Chest 1: 50% chance to receive this chest:
-----------
70% chance - Giant's Ear
30% chance - Miracle Potion
-----------
Chest 2: 25% chance to receive this chest:
-----------
30% chance - Breguet's Sword
30% chance - Ninja Outfit  <- Ninjas get an AC bonus from this.
20% chance - Cursed Mask
20% chance - Demon's Tiara
-----------
Chest 3: 5% chance to receive this chest:
-----------
40% chance - Heal Ring
20% chance - Sylph Blade
10% chance - Emerald Sword
10% chance - Gekkou  <- Amazing Samurai weapon, keep equipped.
10% chance - Oborotsuki
10% chance - Rune Shield


Monster: Venom Dragon - 6F
--------------------------
Gold: 50d10+70
-----------
Chest 1: 50% chance to receive this chest:
-----------
70% chance - Dragon's Fang
30% chance - Miracle Potion
-----------
Chest 2: 25% chance to receive this chest:
-----------
40% chance - Cursed Mask
30% chance - Rune Shield
20% chance - Power Lollipop   <- In-Battle item only.  Not permanent.
10% chance - Ninja Mask  <- Ninja receive an AC bonus from this.
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Heal Ring
20% chance - Hard Leather
20% chance - Scarlet Robe
10% chance - Gekkou  <- Amazing Samurai weapon, keep equipped.
10% chance - Oborotsuki
10% chance - Ninja Outfit  <- Ninja receive an AC bonus from this.


==============================
The Seventh Floor
==============================

Level Chest
-----------
Gold: 35d10+70
-----------
Chest 1: 70% chance to receive this chest:
-----------
30% chance - Cursed Mask
20% chance - Recovery Potion
20% chance - Power Lollipop  <- In-battle item only.  Not permanent.
10% chance - Chaos Dagger   <- Chaotic Alignment Only.
10% chance - Miracle Potion
10% chance - Antidote
-----------
Chest 2: 30% chance to receive this chest:
-----------
30% chance - Miracle Potion
20% chance - Breguet's Sword
20% chance - Hard Leather
20% chance - Scarlet Robe
10% chance - Barrier Device
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Oborotsuki
20% chance - Sylph Blade
20% chance - Spirit Sword  <- When used in battle, gives Divine Touch effect.
20% chance - Heal Ring        May possibly break when used.
10% chance - Gekkou  <- Amazing Samurai weapon, keep equipped.


Monsters: Gold Demons and Sorcerers
-----------------------------------
Gold: 40d10+70
-----------
Chest 1: 75% chance to receive this chest:
-----------
50% chance - Miracle Potion
20% chance - Naginata
20% chance - Metal Shield
10% chance - Heavy Crossbow
-----------
Chest 2: 50% chance to receive this chest:
-----------
30% chance - Giant's Hammer
20% chance - Wooden Pilum
20% chance - Return Ring
10% chance - Emerald Sword
10% chance - Spirit Sword  <- When used in battle, gives Divine Touch effect.
10% chance - Emerald Sword
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Armor of Order  <- Lawful Alignment only.
30% chance - Sorcerer's Hat
20% chance - Shield of Order <- Lawful Alignment only.
10% chance - Mechanized Armor
10% chance - Rune Shield


Monster: Storm Giant
--------------------
Gold: 50d10+70
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Giant's Ear
-----------
Chest 2: 25% chance to receive this chest:
-----------
30% chance - Breguet's Sword
20% chance - Ninja Outfit  <- Ninja receive an AC bonus from this.
20% chance - Cursed Mask
10% chance - Miracle Potion
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Sylph Blade
30% chance - Heal Ring
20% chance - Oborotsuki
20% chance - Gekkou  <- Amazing Samurai weapon, keep equipped.


Monster: Dragonmaster
---------------------
Gold: 50d10+80
-----------
Chest 1: 50% chance to receive this chest:
-----------
70% chance - Demon's Eye
30% chance - Miracle Potion
-----------
Chest 2: 25% chance to receive this chest:
-----------
30% chance - Berserker Axe
20% chance - Kogarasu Maru
20% chance - Lightning Bow
20% chance - Holy Grenade
10% chance Emerald Sword
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Saint's Armor
30% chance - Saint's Helm
20% chance - Gekkou
10% chance - Brightsaber
10% chance - Kamikaze


Monster: Venom Dragon - 7F
--------------------------
Gold: 50d10+70
-----------
Chest 1: 50% chance to receive this chest:
-----------
70% chance - Dragon's Fang
30% chance - Miracle Potion
-----------
Chest 2: 25% chance to receive this chest:
-----------
40% chance - Cursed Mask
30% chance - Rune Shield
20% chance - Power Lollipop  In-battle Only.  Temporary.
10% chance - Ninja Mask <- Ninja receive an AC bonus with this.
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Heal Ring
20% chance - Hard Leather
20% chance - Scarlet Robe
10% chance - Gekkou
10% chance - Oborotsuki
10% chance - Ninja Outfit  <-  Ninja receive an AC bonus with this.


Monster: Red Dragon
-------------------
Gold: 50d10+70
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Dragon's Fang
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Dragon Lance
20% chance - Hard Leather
20% chance - Scarlet Robe
20% chance - Ninja Mask  <- Ninja receive an AC bonus with this.
20% chance - Miracle Potion
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Sylph Blade
30% chance - Heal Ring
20% chance - Oborotsuki
20% chance - Gekkou


==============================
The ????? Floor
==============================

Level Chest
-----------
Gold: 40d10 + 80
-----------
Chest 1: 70% chance to receive this chest:
-----------
20% chance - Lightning Bow
20% chance - Bikini Armor
20% chance - Recovery Potion
20% chance - Defensive Ward
20% chance - Anti-Magic Ward
-----------
Chest 2: 30% chance to receive this chest:
-----------
30% chance - Miracle Potion
20% chance - berserker Axe
20% chance - Kogarasu Maru
20% chance - Holy Grenade
10% chance - Shield of Order  <- Lawful Alignment only.
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Gekkou
30% chance - Saint's Armor
30% chance - Saint's Helm
10% chance - Kamikaze


Monsters: Hobgoblins and Demon Dolls
------------------------------------
Gold: 45d10 + 80
-----------
Chest 1: 75% chance to receive this chest:
-----------
60% chance - Miracle Potion
20% chance - Metal Shield
20% chance - Frilled Codpiece
-----------
Chest 2: 50% chance to receive this chest:
-----------
30% chance - Ninja Outfit   <- Ninja receive an AC bonus with this equipped.
30% chance - Power Lollipop <- In-Battle Only. Temporary effect.
20% chance - Phoenix Bow
20% chance - Holy Grenade
-----------
Chest 3: 10% chance to receive this chest:
-----------
30% chance - Mechanized Armor
30% chance - Aegis Shield
30% chance - Barrier Device
10% chance - Brightsaber


Monster: Demonmaster
--------------------
Gold: 50d10 + 80
-----------
Chest 1: 50% chance to receive this chest:
-----------
100% chance - Demon's Eye
-----------
Chest 2: 25% chance to receive this chest:
-----------
20% chance - Kogarasu Maru
20% chance - Berserker Axe
20% chance - Cursed Mask
20% chance - Miracle Potion
20% chance - Holy Grenade
-----------
Chest 3: 5% chance to receive this chest:
-----------
30% chance - Saint's Armor
30% chance - Saint's Helm
20% chance - Gekkou
10% chance - Kamikaze
10% chance - Brightsaber


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

|||                              Conclusion                                 |||

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                                                       -sfncc-
Thank you for reading!  I hope this guide has been helpful to you. I've
attempted a different approach to formatting with this guide, since writing a
full out step-by-step walkthrough for a game like this would be painful for
both you and I.  I hope it doesn't look too bad and remains easy for you to
read.

Still need more help?  I suggest visiting the wikis, both Japanese and English.
Japanese: www9.atwiki.jp/genmunotou/
English: http://thedarkspire.wikidot.com

Due to real life, I am unable to answer EMails.  I apologize for any
inconvenience that this may cause my readers.

If you wish to use this guide on your website, it must remain in this form
with all credit given to the original author.  Oh, and do your best to update
it, too.

What's to come?
Possibly Monster/Item/Weapon/Armor lists. Writing lists is so dull.

Credits:
Corrosion, GameFAQs Forums: For his Maps.
The Japanese Dark Spire Wiki, www9.atwiki.jp/genmunotou/, for their maps.
The Japanese wiki also clued us off to 71 CH being a requirement for the true
ending.
Both the English and Japanese Wikis for information stat requirements of
secondary jobs.  English wiki: http://thedarkspire.wikidot.com
Terence on the GameFAQs forums for information on how the "rolls" work with
HP as well as Hits and Accuracy. A huge thanks to him for the numerical values
in the drop list data.
Booklich for spell damage "rolls" in the Spell List section.

May 15th, 2009 - Version 1.2: Drop Lists section added.
May 6th, 2009 - Version 1.1: All of Post Game and all quests completed. General
spellchecking done.
May 6th, 2009 - Version 1.0: The Tower is finished except for ????. Basics
section heavily improved upon.  Spells section added.
May 5th, 2009 - Version .85: The Tower up to the Sixth Floor completed, more
Quests and puzzles added.  More added to the basics section.
May 3rd, 3009 - Version .70: The Tower and Quests are completed up until the
Fifth Floor.

Copyright 2009 Stephanie Nutter