Walkthrough and Spoiler Guide for Torneko The Last Hope (PSX) ver 1.03
Contents
1. Introduction
2. Walkthrough
2.1. Odd Field
2.2. Mansion Dungeon
2.3. Castle Dungeon
2.4. Cemetery Dungeon
2.5. Mt. Fiery
2.6. Lost Forest
2.7. Toro Ruins
2.8. Well
2.9. Magic Dungeon
2.10. More Magical Dungeon
2.10.1. Jobs
2.10.1.1. Mage
2.10.1.2. Merchant
2.10.1.3. Warrior
2.10.2. Monster House
2.10.3. Unknown Items
2.10.4. Theft
2.11. Magic Dungeon Unequipped
2.12. Mage Dungeon
2.13. Ordeal Mansion
2.14. Sword Dungeon
2.15. Challenge Games
3. Item Spoiler
4. Monster Spoiler
4.1. Main Data
4.2. Locations
4.3. Abilities
5. Skill Spoiler
5.1. Learning Methods
5.2. Settings
6. Treasure Spoiler
7. Adventure Log Spoiler
8. Bug Report
9. Credits
1. Introduction
There are already FAQs for this title but there are still questions. Therefore
the FAQs are not complete to be helpful and updates of theirs are unlikely.
I may not update others' works so I decided to write a new guide. It is
spoiler-free considering The Last Hope an adventure game and I try to give all
important information for the roguelike game. Many things can be tried in this
game but I just write about things that work. The game already gives a lot of
information so there is no need to repeat any here.
I use these characters in the guide to replace the item icons of the game:
/ = weapon
V = shield
> = arrow
O = ring
| = staff
* = herb
@ = scroll
D = bread
U = pot and box
P = key
If you find such a character before a name then it is an item otherwise it is
a skill or a spell.
2. Walkthrough
I recommend you to read the entire walkthrough even though you have already
cleared some dungeons because I give you tips that you can use later.
2.1. Odd Field
This tutorial dungeon is a very safe place. I doubt you may be defeated here.
Try to learn the basics of the game. For example how to move diagonally and
how to engage monsters so you can attack them first. You are going to find
weapons and shields and you can check how they modify your fighting data.
The damage done to enemies is calculated a rather complicated way:
AttackPower = Sword / factor1 + Strength / factor2 + factor3
TotalDamage = (AttackPower - factor4) x factor5 x factor6 x factor7
MaxDamage is calculated from the monster's defense value.
If TotalDamage > MaxDamage then InflictedDamage = MaxDamage, otherwise
InflictedDamage = TotalDamage.
Factor1 is about 4 at Level 1 and is slowly decreased to about 1 by level-up.
Factor2 is about 4 at Level 1 and is quickly decreased to about 1 by level-up.
Factor3 is nearly zero at Level 1 and is increased by level-up.
Factor4 is exponentially calculated from the monster's defense value.
Factor5 is 2 in case you use a specialist weapon or skill otherwise it is 1.
Factor6 is 2 in case you do a critical hit otherwise it is 1.
Factor7 is 2 in case the monster is affected by |Sap[] otherwise it is 1.
And there is a 10-20% plus or minus to the calculated damage randomly.
MaxDamage for a defense value 2 is about 650. MaxDamage for a defense value 30
is about 100. MaxDamage for a defense value 37 is about 60. This means you can
not knock a tough enemy out by just one hit.
The calculation of damage done to you is simpler:
Damage = ATK - factor
ATK is the monster's attack power. A monster with 0 attack power can not hit
you (pondering). Factor is calculated from Shield. In the case of Shield 46 an
ATK 200 is reduced to about 55 for example. A VMetabble+99 (Shield: 108) can
reduce a 200 ATK to 8. Shields found in dungeons can not be so strong, they are
from -1 (cursed) to +3. Such raw shields provide little protection so you
should go for what ability the shield has. For example the VLeather here on the
Odd Field can suppress hunger which greatly determines how much time you can
spend in a dungeon.
2.2. Mansion Dungeon
This place has lots of arrows. This teaches you how to defeat monsters with
ranged attacks without being hit or touched. Be careful later because arrows
are not so bountifully generated in other dungeons. Save your arrows against
the most dangerous enemies usually.
2.3. Castle Dungeon
Here you can learn how nasty monsters can get. One is when the monster runs and
attacks you from behind in case you retreat. Experienced dungeonists do not use
the circle+directional button combo to "walk fast" in a more magical dungeon
because running and agile monsters may surprise-attack you from behind. They
use this combo to jump on items they do not want to auto-pick up. For example
you do not want to pick up a gold bag to be pocketed but you trade your DBig.
The gold bag goes in your bag, then you pick up the DBig. The Trick Bag can
steal from your pocket but it can not from your bag. Before you exit dungeon,
just press square in the bag menu and the gold gets pocketed.
Usually the best place to fight monsters is the corridor because monsters can
not surround you. It is a good idea to retreat from the room into the corridor
even when there is a lone enemy. Who knows what cards it has up its sleeve?
Can it clone itself or summon monsters?
2.4. Cemetery Dungeon
I consider this dungeon too a tutorial one. It teaches you how to use status
changes to defeat monsters without a wound or a worse "injury." If you try the
found herbs on both yourself and monsters then you can see the status effects
can differ somewhat. For example you just can wait or walk while dancing (or
chew an *Ironize) whereas a dancing monster spins around in place and
occasionally attacks somebody nearby. A golden rule is a monster under bad
status can not use its special technique, it still may attack you or use such
attack abilities as FalconCut and BrutalHit. A monster can usually use its
special technique 100 times. After that it becomes "sealed."
Blindness does not work well in a corridor because you are in the monster's way
and it keeps punching you. You should hurl the *Blinding to the enemy in a room
from a distance and step aside and you can hit the monster three times as it
passes you by.
Panic works better in a corridor because the monster does not wander away from
your blade.
Terror is good only when there is another monster in your target's back in the
corridor otherwise the monster just escapes you to be back again.
Paralysis is used rarely. You can cork a corridor with a paralyzed monster.
There are status effects that last just long enough to lay some hits (dance,
panic, terror, sleep) and some last for keeps on enemies (misled, blind,
paralysis, slow).
2.5. Mt. Fiery
This is the first serious dungeon. A lot more difficult than the ones before.
At first, the corridors are dark. Then there are traps. A trap can not be
in a corridor and on the spot in the room where the corridor connects. Spikes
are also free. And a trap usually can not be where an item is scattered on the
ground. Traps are just annoyances but they can be fatal under certain
circumstances. Attack the air (ground) by pressing X and you discover the trap
before you. This way you can make a safe path in a room, however, these plus
movements can make you hungry. Another problem is you forget which way you have
walked in case there is not a straight line between the entrances when you
revisit a room. Do you search again or gamble a little? Anything you may want
but you must search for traps next to items because a mine destroys the items
around and must not walk when a monster is near because a gray jet can put you
to sleep with sleeping gas and the monster beats you up. Nevertheless do not
search for traps on the first floor.
There are various scrolls here. Some are useful now, some are more precious
than to use it in this dungeon. In case you find a @Haven, store it in an
UExploding[]. One reason is you can carry more items. Other reason is it gets
wasted in case you trip over a hidden rock and it falls on the ground. A rock
may break your pot (around 20% chance) but if it does not then you can pick the
pot up with the scroll(s).
Useful items are the @Radiant and the @See-All. You may discover a hidden
chamber full of gold walled in. You can obtain the cash with a /Pick or an
@ItemPull or a @BigRoom. Or wait until an Army Ant tunnels there. It can look
like this (W = wall, g = 100-499G, t = teleport (random)):
WWWWWW
WtgggW
WggggW
WggggW
WggggW
WWWWWW
The @TieDown is also a very useful item but not here. Anyhow, do not sell these
scrolls while your storehouse can accept items.
The monsters here are just bullies. The Iron Turtle can even teach you how to
defeat monsters slower than you with the attack & retreat tactics. You can
also find fine weapons to beat them up.
You are allowed to bring two items here. I recommend a VLeather from the Odd
Field and a DBread because you may starve to death in case the randomizer
just does not generate any bread through the ten floors.
One new thing is you may interrupt your exploration. The problem is the game
corrupts the save data when you continue once. I advise you to prepare three
memory cards. One card stores the "torneko house" data. The two others are
used for the dungeon saves. After you interrupted, open the lid and reset the
PSX. Copy the save data from slot 1 to slot 2. You continued and got knocked
out? Reset and delete the corrupt data in slot 1, copy the data from slot 2 to
slot 1 and you can continue again. Let us call it the "load game" tactics. Some
games allow you to do it, but this game counts it as cheating.
2.6. Lost Forest
The new thing in this dungeon is the Gargoyle's shop. Fittingly, there are gold
bags scattered and dropped by monsters. It is also a good idea to bring all
your money because you may purchase very useful items. If you do shopping on
the upper floors then a VThiefStop is a good choice because the Trick Bags
are going to drive you crazy otherwise. A very good choice is a UPreserve[5];
the more items you can carry the stronger you are. Insert your bread to
protect it from mud (green bread).
The /Windshear is a very technical weapon. It is not better in revealing traps
than any other sword but it is very useful when you are confused and have to
hit the enemy somehow. The sword's strength shows in the corner tactics. The
corner tactics used when you are too weak. Here are two maps, the normal letter
indicates where you should stand and wait by pressing X. When a monster shows
up on the corner, you can hit it the first time, when it comes close, you can
hit it the second time and perhaps you defeat it. W = wall, C = corridor,
R = room.
WWWWWWWW WWWWWWW
WRRRRRRW CCCCWWW
WRRRRRRW WWWcWWW
CRRRRRRW WWWCCCC
WrRRRRRW WWWWWWW
WWCWWWWW
The /Zombie-X is also a useful weapon here because you are going to meet vile
undead enemies. It is a good idea to level up on 1-10 F so you can KO-hit them
with the zombie killer. I am not saying the upper floors are easy because there
are hibernant monsters that you should leave alone until you get stronger.
In case a Lylipa drops >Wooden[], you can shoot an arrow through a long
corridor. If it hits (or misses) somebody then it is better to wait until it
comes close to you. If the arrow just flies away then you should make five
steps and shoot again. This way you can reduce the chance of bumping into a
dangerous monster.
The zombies on the lower floors are extremely dangerous. Do not spend time
searching for gold bags or a shop. Exit the floor and the dungeon as soon as
you find the stairs. However, you surely need some tips in case you just can
not find the stairs. When you stand on a Corpse in a corridor and there is a
zombie before you, retreat and wait. The zombie resurrects the Corpse but there
is no room to jump out of the grave and the Corpse just disappears. It is a
good idea to reserve a *Super Herb for a Lv5+ Berserker. Hurl it to it. If it
misses then there is still your sword.
Another new things are the ice and the islands. When you step on the ice, you
slide until you hit ground again. If there is a trap on that spot then you can
be hurt somehow. An item on the ice can catch you. You can slide to the wall
and hurl or shoot items against the wall. This way you can slowly but safely
advance on ice.
You could get on the island in case you could fill the water with earth or
ford it as valiant warriors do but now you should just ignore those items.
Once I was lucky to find a steel ball trap in the room with the island and
it blew me on the island.
Before you exit the dungeon, insert your useful items in the UPreserve[5].
Your UPreserve[0] counts as one item for the next dungeon.
Now you know what awaits you, you can meditate what two items you want to bring
here. The VLeather is not important because they sell lots of bread. Two
@Radiant are very useful to find the exit quickly on the lower floors and see
the monsters. Two @ItemPull are also useful in case you want to steal the
expensive equipment.
2.7. Toro Ruins
You are allowed to bring five items here. Some players obtain a UMelding[6] by
this time. Let us suppose you are one. Let us suppose you obtained a VScale+1
in Mt. Fiery, a VLeather+3 on the Odd Field and you bought and brought a
VThiefStop+2, a VDragon+1, a /Windshear+1 and a /Zombie-X+2 in a UPreserve[]
from the Lost Forest. Insert the VDragon+1 in the UMelding[6] and then the
three other shields. Then insert the /Zombie-X+2 and the /Windshear+1 too. Hurl
the UMelding[0] against the wall and the result is a VDragon+7 (Shield 14)
that protects you against fire, theft, poison, rust, and normal hunger and
a /Zombie-X+3 that can hit three enemies at one strike. Do you feel much safer?
You may find a sanctuary and you may ask the priest to do certain services to
you. He can uncurse your equipment in case a Shaman cursed you in the Lost
Forest. Maybe you do not need his service because you have no wound and other
problems. Even then you should choose "restore HP" because he increases your
max HP by 2 plus he may give you a DBread. Unfortunately religion did not
reach a more magical dungeon.
You may find a |Heal[]. It seems a bad idea to heal your enemies unless it is
a Skeletor. What to do with this useless staff? You may also find a huge
crystal in a room. Aim the crystal with your staff. If you are wounded then it
restores your HP by 25 otherwise it increases your max HP by 1.
You may find an |Itemizer[]. Use it against the Skeletor and the Enchanter.
If you are extremely lucky then this staff can give you an VExplode-X+3 and a
/Surehit+3. These are very useful items. When the staff gets to |Itemizer[0],
do not hurl it to a monster but take it home and do not sell it.
Try to fight more Arrops to get some >Iron[] from them and save the arrows for
the Enchanter. When it confuses you, you still can aim it well with arrows.
Promenade
There is a great exploration before you, the Magic Dungeon. What to do now?
Do you jump in deep waters or decide to prepare utmost? A hardcore roguelike
gamer surely enters the Magic Dungeon without any gold and items just because
it is possible to survive. If you are far from that then you can safely earn
gold on the Odd Field. Do not sell the @Bang. You can recharge the |Itemizer[0]
in the magic shop or by @Prayer in the Well. The |Itemizer[] may give you a
variety of useful items therefore you can also meld such a shield: VOgre+? +
VLeather+? + VLeather+? + VDragon+? + VThiefStop+? + VExplode-X+? + VScale+?.
This shield can be strengthened by @Upper up to +99 in the Well or by melding
the junk shields collected on the Odd Field. You can ask for the service of the
blacksmith too but I do not recommend that. You can turn your UPreserve[5] to
UPreserve[8] by @Prayer and find such useful items as *WorldLeaf and @Blank in
the Well. You should also strengthen a sword up to +99 in the melding shop in
case you did not obtain an VExplode-X. On a decent level, you can knock a Bomb
Crag out by a single slash with this sword. You can also meld another good
weapon: /Zombie-X + /Windshear + /Surehit + /Babyfork + @Plating(read!). This
is an excellent zombie buster because it is not just for the double damage to
the undead but the monster drops a gold bag instead of a Corpse.
Let us call this the panzerkampfwagen-strategy for careful Dragon Quest guys.
Where is this Well? You should not seek a well but a man in the village.
However, I bet you are not going to be so lucky with the |Itemizer[]. So I
recommend you to strengthen your VDragon+7 a little and rely on the items you
find in the Magic Dungeon.
2.8. Well
The easiest way to clear level 1 of the Well is bring a @Bang and read it in
the monster house. The only problem is there are three types of dungeon here:
the monster house, the labyrinth, and the maze of moats randomly. The best
you can do is reset the PSX when it is not the monster house and try again.
It is faster than wandering in the labyrinth. Just do not touch the ring,
the shield, the sword, and the arrow on the ground because they are fakes.
There is level 10 too but that requires excellent equipment and maybe such
staves as |Beat[] or |Dual-edge[]. The level 10 is harder with the monster
house.
2.9. Magic Dungeon
The new things are the unknown items (just like in the Well) and the monster
houses. I made two sections for them somewhat below. Search "Monster House"
and "Unknown Items." About the half of items are unknown. For example you
find a UFat[3] with "It" inside and a UThief[4]. It is 100% sure the unknown
pot is a UHeal[3] and you can name it. Maybe you are not going to find a
monster house except one.
There are two treasure rooms on certain floors. You need to bring two PKeys for
them from the Well but they are not important now.
You may find very useful rings. The OShadow shows you the traps, the OSee-All
shows you the items and the monsters. When you are in a room, equip the
OShadow. When you are in a corridor, equip the OSee-All. And there is the
OConfuse-X that you should carry with you. Another useful ring is the OPassage.
You can loot the items from the islands with it.
From now on you should search for traps on the first floor already.
The boss of this dungeon is very tricky. Fill two UPreserve[5] with @Bang on
the Odd Field and keep on reading them until it dies on the 27th floor.
Promenade
After you defeated the Darkevil Chest, you can find out there are some
treasures to obtain. You can enter various new dungeons as the linearity of
the adventure has ended. I hope you did not carry out the panzerkampfwagen-
strategy because of two reasons: (1) an VOgre+99 is still almost nothing;
(2) you are not allowed to take items in certain dungeons nevertheless. Such
dungeon is the More Magical Dungeon. As I said, you have almost nothing, why
not start to obtain things in the More Magical Dungeon? So turn on the joy
music and march in. Good luck!
2.10. More Magical Dungeon
2.10.1. Jobs
2.10.1.1. Mage
The mage is the most fitting for this exploration because he is the least
dependant of items. He does not get hungry therefore he does not have to carry
bread for example. He may not equip a weapon or a shield therefore he does not
need them too. However, you must play with the mage very carefully because you
may lose spells due to magic and doll attacks, status changes such as confuse,
sleep, dance, misled, and even tripping over a hidden rock can be a disaster.
This means you must not bump into monsters and must search for traps. Another
problem is the elemental spells are useless because there are many monsters
that resist them. Spells get available at random and if you do not get the
essential spells then you are going to be defeated. Essential spells are
RobMagic, Radiant, Sleep, Bounce, StopSpell. Very useful spells are Slow,
X-Ray, Farewell, CurseOff, Beat, Defeat, DefeatMax, Panic, Upper, Transform,
Open, Chance, StepGuard, Warp, Blazemost. If you have these spells then this
exploration can be a very easy one.
What to do when you have all the available spells but you are dissatisfied with
them? Let us suppose you are after a save point, and there is a dance floor in
front of you and you have three *Joy, three *Disaster, and a OJoy. Step on the
trap six times to lose six spells you do not need. Equip the OJoy and chew the
three *Disaster and the three *Joy. This way you can quickly get six spells.
If you lost useless spells and you got the spell(s) you wished for then you go
on playing otherwise load game. This way you can force the randomizer to give
you useful spells.
You should use the corner tactics while you do not have the essential spells.
You should level up on the first three froors until the wind comes. If you have
not learned the essential spells then reset and try again. This can be
frustrating but the other jobs are even worse. If you find a OSee-All then the
Radiant is not essential.
See what the monsters do on the map. Do not enter a room while there are awaken
monsters in. Wait until they leave the room. When you enter a room with
sleeping monsters, cast StopSpell especially when there are such monsters as
Eye Ball on the floor. Watch the Dog Snipers' moves on the map. Do not enter
a long corridor when a Dog Sniper may also enter it on the other end. Reserve
a |Skill-X[] or a |Beat[] for a Dog Sniper on a long corridor because your
ranged spells (Sleep, Beat) can reach about ten spots.
The Bounce effect should be always on you when there are Enchanter or Wizard on
the floor. Bounce becomes essential only when these two monsters show up. It is
your decision whether you go on playing after the third floor without Bounce or
reset.
In case you find a VMagic and a VSkill-X in a shop, you should obtain them some
way because they are very useful and very rare. You also should take home a
|Beat[0], an |Invisible[0], an |Itemizer[0], a |Mimic[], and a *Bogus besides
the treasure.
2.10.1.2. Merchant
If you do not like the mage job then the merchant is a good choice. He is
dependant of items very much but if you are lucky then you are going to find
every useful item in this dungeon. Your success depends on if you can make a
decent shield by melding. For example you meld such a shield: VOgre+3 +
VLeather+3 + VLeather+3 + VScale+3 + VDragon+3. This is not bad to start with.
You add a VParry, VMagic, VSkill-X with luck. Meld these shields even if they
are cursed (reserve an @Upper for that case). And meld such shields as
VBronze+3, VSilver+3, and so on. I guess statistically every fifth shield is
good for melding.
The sword is not as important as the shield. Meld this: /Abacus + /Windshear +
/Surehit. In case you have a UMelding[4], you should meld /Eliminato or
/Demon-X too.
2.10.1.3. Warrior
The warrior is the worst job for this dungeon because you have to explore three
times to get every treasure and you have to walk through 100 floors without a
break. Once I reached about the 60th floor. I was able to meld a decent shield
and I felt I could do it but I just turned off the PSX because I was very
sleepy.
To explore this dungeon with an untrained warrior is a mazochistic challenge,
but I believe it is possible. With a well-trained warrior, it can be easy,
however, to train a warrior can be very difficult and laborous. More laborous
than to do this dungeon with a mage or a merchant.
Skills do not work like the spellcasting. You have to set the skill(s) on your
weapon and shield. You will probably never use the 90% of skills because skills
can not be set off in the dungeon. It could have been a good thing to use a
skill only when needed but now you can perform even three sword skills in one
turn. On the other side of the coin there is the problem that equipment with a
skill set on is in danger. You may lose the weapon or the shield due to a
brutal hit, a flying steel ball, and a falling boulder. You may lose your
shield due to a mine in case it is not protected against explosions somehow.
It can be the best idea not to set any skill on decent equipment, for example
on a melded and strengthened shield. You can perform a skill by equipping the
weapon too, so it is no use to hold a weapon with a skill set on all the time.
It is dangerous. You perform a normal attack when there is no skill set on the
equipped weapon. You can use this "ability" of the warrior to attack with
specialist weapons. You meet a Wyvern? Equip a /Wind. The next is a Troll?
Equip a /Demon-X.
I give you some tips how to fight as a warrior in the Sword Dungeon section.
2.10.2. Monster House
The most horrible thing in a dungeon is a room filled with monsters and traps.
The monsters surround you and quickly defeat you even if you have a decent
shield. There are three types of monster house. The worst is when the entire
floor is a big room. You may know this type from the Well. The difference is
traps too exist now. The easier is when one of the rooms of the floor is a
monster house. (Let us call this type of monster house monster room.) And the
third case is not a real monster house but just a room with many monsters. This
happens when the floor has only two rooms and one room is a treasury or a shop
and all the monsters of the floor are placed in one room.
If you are placed in a monster room then you should escape by chewing a *Warp,
but you usually have a choice to enter a monster room. It is wisest not to
enter however. Sadly, it often happens the stairs is placed in the monster
room. If you have a OShadow then find a trapdoor and exit the floor that way.
Sometimes the monster room is just in the way to the exit room. In that case a
/Pick can be very helpful to make a tunnel to the exit room.
How can you know a monster room before entering it? The easier method is when
your OSee-All shows a bunch of red dots on the map. Similar method is when a
read @SeeAll shows several items in a room, that is very probably a monster
room. @Radiant and @HearAll can show you a monster room as well. You should
always equip your OShadow before you enter a room. If you see several traps in
the dark room then it is very probably a monster room. Usually a monster room
is so filled with monsters that they are sleeping near the entrance, even on
the entrance spot. They do not wake up when you step close to them. If the
monster is known an awake type then the room is surely a monster room.
Before you enter a monster room, it is a good idea to eat a DMagic or an DOnion
to get a thief effect. The weak point of a monster house is the monsters are
tired of guarding the items and are very sleepy. If you can sneak in the
room then you can fight them one by one. But you usually are not so lucky to
get the wanted effect from the bread so there are other ways to fight the
monsters.
The cork tactics: enter the monster room and cast StopSpell when you can.
After that, return to the corridor and wait for a monster to step on the
entrance spot. Cast Sleep and Slow on the monster and hurt one of the monsters
beside the cork monster as the corner tactics dictates. Blazemost and RobMagic
are fine to do it. When the cork monster wakes up, put it to sleep again and
go on with the corner tactics. A merchant can do the same with a |Sleep[] and
a |Slow[] but a @Paralyze or a *Paralyze are better. The warrior's cork tactics
works fine with the Ironize skill. This way you can attack both monsters beside
the cork monster with the /Windshear. The drawbacks: without the StopSpell, the
Iron or Magic Ants can ruin this tactics. Dog Snipers also can kill the cork
monster or snap it out from paralysis. Wizards and Druids may remove the cork.
The scapegoat tactics: lure a monster in the corridor leading to the monster
room. Use a |Scapegoat[] on it and put it to sleep and enter the monster room.
Then you can hurt them unpunished because they can not get to the scapegoat
because you are in the way. Another way is you find a room with a lot of moat.
For example a room like this (W=wall, R=room, C=corridor, M=moat):
WWWWWWWWW
WRMRRRRRW
WRMRMMMRW
WRMRRrMRW
CRMMMMMRC
WRRRRRRRW
WWWWWWWWW
If you make a monster a scapegoat and paralyzed on the spot indicated by normal
letter then monsters are stupid to walk around the moat to get the fake priest,
they just gather up at the moat and looking angrily while you clean up the
monster room. The tactics does not work when there are Reapers on the floor.
The berserker tactics: zap a |Berserker[] into the monster room to hit a
monster that is not a Zombie or a Demonite (zero ATK). As soon as it levels
up, it quickly clears the room of monsters and starts to tunnel itself far away
and you just enter the empty monster house, collect the items and exit the
floor. You should watch the moves of your berserker with the OSee-All equipped.
The drawback is a monster knocked out by a monster never drops an item.
The warp tactics: you enter the monster room and chew a *Warp. Hopefully it
teleports you far away from the monster room and the monsters scatter on the
floor and you have time to auto-heal when you fight them. This works well on
floors with several rooms.
Now I list the tactics that are typical in a big room monster house.
The run tactics: in case the stairs is not far away, it is a cheap method to
just walk out of the danger. Chew an *Eyedrop. This prevents you from stepping
on a teleport or a turntable. Another benefit can be a trapdoor shows up just
beside you, and the only thing you should do is step on it. Sometimes you
should chew an *Agility or use the QuickStep skill to be faster.
The tradespot tactics: it may happen you are in line with a monster near or
next to the stairs. Use the |Tradespot[] and go on with the run tactics.
The corner tactics: it may happen you are placed near one of the four corners
of the monster house. Hurry there and you can not be surrounded by monsters but
three ones that can be hit with a /Windshear. If you equip a OWarp then you
can get near a corner or the stairs. Remove the OWarp then.
The paralyze tactics: when you are surrounded by monsters, read a @Paralyze to
make a wall of monsters around you and you can fight them one by one in case
you do not wield a /Windshear.
The tunnel tactics: if you are placed near the LOWER EDGE of the room then it
is a good idea to walk to the wall and make a cavity with a /Pick and you can
leave the room. And then you can use the cork tactics or the scapegoat tactics.
For the latter you need to trade spots with a monster to put it in the cavity
and make it a fake priest and paralyze it. The drawback is ants can ruin this
tactics.
The javelin tactics: sometimes you are placed near the left or the right edge
of the room and the approaching monsters make one huge line. This is the time
to equip a OJavelin and hurl a |Beat[0] or a *Misleader.
The pause tactics: read a @Pause to have 15 turns to exit the floor.
The invisible tactics: step in line with a crystal hunk and use the
|Invisible[] on yourself to have 49 turns to exit the floor.
The scapegoat tactics: the problem is the monsters quickly knock the fake
priest out and level up. But if you make it invisible then the monsters
can not find it and become misled. You should hurl a *Paralyze to the
invisible fake priest to make the effect last longer than 20 turns. If you are
a warrior and you have the /GoldPick and on the 99th or 100th floor then you
should set Scapegoat + Invisible + Paralyze on it and perform a skilled attack
on the Gragoopi and you are a free man, just do not chew an *Eyedrop. See also
the Bug Report.
The haven tactics: defeat the monsters standing on a @Haven. The drawback is
the @Haven does not protect you from monster abilities of 'room' and 'line'.
If a Gragoopi or a Druid removes you from the scroll then you get in trouble.
Arrow shooters are also dangerous because they level up by shooting at the
lined up monsters and knock you out. A VMagic or a VParry can save your life
here.
The tie down tactics: read a @TieDown to make the monsters immobile. Only the
ranged attacks are that you can worry about. It is a very foolish tactics
against Blue Dragons but it is usually very good tactics to escape the monster
house. If you have >Magic[] or a |Change[] then you can also earn EXP. Shoot
the monsters from a distance or make a change on yourself at a crystal hunk
and approach the monsters that look like you because those won't attack you.
The transformation lasts for 100 turns.
The retry tactics: read a @Retry to get a normal floor. It does not always
work because the 81st floor of the Magic Dungeon is always a monster house,
and you just get another monster house retrying.
The chance tactics: read a @Chance to have two useful effects. One effect makes
you go down two floors. The other turns the monsters into items. The @Chance
has other effects too, so you may easily fail but it is worth trying.
The defeat all tactics: cast DefeatMax, chew an *Eyedrop, and harvest the
items. The mage's ways can be so easy.
The hurt all tactics: cast StopSpell and cast a Bang type spell in a row until
all the monsters die. Sometimes you should cast Panic or chew an *Agility
not to let nearby monsters get to you. The merchant can do this with a
collection of @Bang.
The thief tactics: if you have a OThief equipped when you exit a floor then
the monsters in the monster house are going to be sleeping. That is why you
should never forget to equip your OThief when you exit a floor. It is a good
idea to reserve the *Eyedrop for big room monster houses even if you have a
OShadow because you must not remove your OThief while you are in the monster
house. Stepping on a fork tray can be fatal. See also the Bug Report.
The @Monster makes a room a monster house. It fills the place with monsters,
items, and traps, and the monsters have the initiative. Therefore you should
read unknown scrolls in a corridor until you have identified the @Monster.
2.10.3. Unknown Items
One way to identify items is to read an @X-Ray on the unknown item. The
problem is you have to identify the @X-Ray first in a more magical dungeon.
It is easy when you find a shop. The prices tell you exactly the @X-Ray.
How to use an @X-Ray? Drop all the items you already know what they are
and set your bag so you hold 20 unknown items and you stand on the @X-Ray.
Read it on the ground and if you are lucky then the scroll may identify
all the 20 items in your bag.
The problem is you usually become overloaded with items before you get in a
shop. What items should you take with you? It is time to identify items to know
what you do not need. The first items an experienced dungeonist puts to trial
are the pots.
Pots
Pots can be named well when you insert an item and see what happens. If you can
take the item off the pot then it is a good old UPreserve[] and you may stop
the trials and fill the UPreserve[] and go on until you find a shop. But what
if the pot is a UMelding[] for example? What kind of item should you insert in
an unknown pot? The wisest decision is to insert a staff in a pot with 3 slots,
and you have to have another piece of both the staff and the pot. For example
you have two |Mulberry that puts the target to sleep and a UDeep[5] and a
UDeep[3]. If you insert a |Mulberry and nothing happens then you should insert
the other |Mulberry too. If the pot is a UMelding[] then the pot identifies the
melded staff inside, and you can name the pot too and you have the other
UMelding[5]. It is a foolish idea to put a good shield in an unknown pot hoping
for a UMelding[] because it can easily be a UChange[] or a UStorage[]. A
|Sleep[] is not a great loss in that cases. In the other hand, if the pot
happens to be an UExploding[] or a UNo-Break[], the two |Sleep[] have a better
price in the shop to make money than a scroll or a herb usually.
What if the pot happens to be an UX-Ray[]? You should insert herbs that you
already have more than one. It is a very unlucky trial to chew a *WorldLeaf
to identify one, isn't it? And if you insert an unknown scroll that happens to
be a @Haven then it can be very difficult to make it useful.
What to do when you have an unknown pot that can be either a UMonster[] or a
UHeal[] by the price? If it is a UCurved[5] then you should use up an @X-Ray
hoping for a UHeal[5] but if it is a UCurved[3] then you should lure a monster
in a room with moats and put it to sleep and use the pot on the spot surrounded
by wall, moat, and the sleeping monster. In that case the UMonster[3] can not
cause you trouble and a UHeal[3] was not a thing you should carry with you.
Staves
Staves can be named well by the effect they cause. Their usage points can be
identified in shops by the price. Just watch how many times you use the staff.
Try staves in rooms from a distance. If you try a |Mimic[] or an |Itemizer[]
in a corridor then it can be a problem when the item generated is a Mimic.
Rings
Do not waste an @X-Ray to identify a ring becuase rings do not disappear after
trying as herbs and scrolls do. The danger in trying is the probable curse on
the ring. You must find a fork tray for the ring trials. Stand on the fork tray
and equip the unknown ring. If it is cursed then see what effect the ring does
and immediately stomp on the trap because it may be a OWarp that can make it
difficult to return here. Never try on an unknown ring elsewhere even if you
have a @CurseOff. The @CurseOff is not for removing bad rings but for uncursing
good rings. To get rid of a cursed bad ring use a @Bread instead. If you have
the CurseOff spell then naming unknown rings can be easy. The useful rings can
be easily named well by their effect, such as OSee-All, OShadow, OPassage,
OJavelin. How to identify the OThief? Enter a room with a hibernant monster
such as Demonite or Big Sloth. Equip the ring then unequip it. If it wakes the
monster up when you unequip it then it is surely a OThief. Somehow it works
that way.
Weapons and shields
It is important to know whether a shield is +3 before melding. Stay on floors
where there is a shop (you can tell by the price the + or - of the shield) or
a fork tray and there are such monsters as Demonite to drop items (shields).
It is also a good idea to eat a DMagic on a floor where there are monsters with
good item-drop rate. The DMagic may have the effect that you can identify items
by picking up just as you were wearing an OX-Ray.
Herbs and seeds
A mage needs *Life, *Herb, and *Super Herb to increase his max HP. Fortunately,
the herbs and seeds that the Gargoyle gives you 50 or 100 gold do not cause
you trouble; you can try them safely. The merchant and the warrior may try
every herb and seed after you know the price is not 2500 (*World Leaf).
Scrolls
When you see a scroll on the ground and there is a monster nearby then do not
pick up the scroll but stand on it or stand so the scroll should be between
you and the monster. If the monster does not attack you or does not walk
through the scroll then the scroll is a @Haven. After you have identified the
@Haven, you can just put down scrolls in shops to see the price otherwise
insert the scroll in a UPreserve[] and drop it to see the price without the
price of the UPreserve[]. When you happen to read a @Bread trying, read it
on itself. As it can not turn itself into a DBig, the scroll remains. @Blank,
@Outside, and @Chance are not unknown.
If the *Blue and the @Mouse were generated in a UChange[] then you know they
can not be *Small Tum, @ShinyHarp, @MouthSeal, or @Monster.
2.10.4. Theft
After you have entered a shop, search for traps because a mine or a teleport
may be fatal. If you find a trapdoor in a shop then you should consider a
little sin...
Another safe method to steal is to use the UThief[]. But you can not steal a
pot that way.
I do not like the @BigRoom method because of traps and monsters but it works.
A better method is to read an @ItemPull when you stand on the stairs. It is a
good idea to insert the items in a UPreserve[] so you should have to grab only
a pot and leave.
Once I could steal with a single use of a |Tradespot[]. The Magic Ants made a
straight tunnel between the shop and the exit room. I waited for a monster
show up in the exit room, aimed it, left the shop, and left the floor. I was a
mage but you can make such a tunnel with a /Pick being a merchant.
Once I could steal with a OPassage because I could walk on water in caves to
the exit room. The Gargoyles could not get me.
Leaving with debt is not exactly stealing but it is close. Let me explain it
by an example. You have no shield yet but you have a UMelding[3]. There are
a VLeather+3, a VParry+3, and an VExplode-X+3 in the shop and you have not
enough money but you have a @Retry. Sell the UMelding[3] and buy the
VLeather+3. Insert the VLeather+3 in the UMelding[3] first, and the two other
shields. Break the UMelding[0], pick up the VLeather+9, and read the @Retry.
Promenade
I hope you found enough @Retry and was able to loot the treasures of the More
Magical Dungeon and you do not need to enter it again. In this case the next
dungeon should be the Magic Dungeon Unequipped and you can loot it as well
with luck. Now there is no choice of jobs because it seems impossible with a
merchant and an untrained warrior because UMelding[] are rare there.
2.11. Magic Dungeon Unequipped
This time the Open spell is essential because PKeys are rare here. But this
time there are several save points and if you do not get good spells then
just redo the floors. It is a good idea to collect *Joy and use them after
a save point as I explained before.
Watch out for the priests in this dungeon. If you knock him out with a Bang
type spell or you cast StopSpell in his room then he can not boost your HP.
You may need to use Mimics so I tell you how to pick up one. A Mimic is often
generated in a UChange[]. If you stand on the proper spot and hurl the pot in
the proper direction against the wall then the Mimic is going to fall right
below you. Here are the patterns how the items are scattered on the floor
when you shatter a pot with five items (W=wall):
WWW 52 52W W25
412 413 41W W13
53 WWW 3W W4
Promenade
If you did the Magic Dungeon unequipped with a mage then you obtain a OGuard
(which is a junk item really) and you learned almost every spell. Now you can
call Torneko a well trained mage who can now enter safely the Mage Dungeon to
loot the warriors' dream sword.
2.12. Mage Dungeon
If you are lucky enough then you find so many @SpellBooks that you can write
in every essential spell. However, you should learn RobMagic though. Also, you
can not write in every spell. For example Farewell and Chance. Some folks
recommend the "sacrifice trick" to do this dungeon. Surely, they do not like to
play this game. I recommend the load tactics again to get good spells. There
are savepoints and *Joy and *Disaster to collect so you can cheat all right.
Promenade
After you looted the Mage Dungeon and obtained such equipment as VSkill-X and
VMagic in the Magic and the More Magical Dungeon, you can change your job to
warrior. You can train the warrior safely on the Odd Field while you gather
shields with + to make a strong shield. I mean now is the time to do the
panzerkampfwagen-strategy. Meld an excellent shield and sword: VOgre+? +
VLeather+? + VLeather+? + VScale+? + VExplode-X+? + VDragon+? + VParry+? +
VSkill-X+? + VMagic+? + VSeal+?; /Magic+? + /Whirlwind+? + /Falcon+? +
/Miracle+? + /Seal+? + /GoldPick+? + /Surehit+? + @Plating(read). You should
strengthen your melded VOgre+? up to +99 whereas you can leave your melded
/Magic+? as it is because it is strong enough due to the things I explained on
the Odd Field (MaxDamage). The next target, the Ordeal Mansion, can be done
with a mage also, but I recommend the merchant because you can not save your
game in that dungeon. They thought about us cheaters for sure.
2.13. Ordeal Mansion
You may bring 20 items here. What should they be? An excellent sword, an
excellent shield, a OShadow, a OSee-All, a OThief, a few UPreserve[8],
a DGolden, a |No-Trip[], a |Beat[20], a >Tractor[20], some @Blank, some
*WorldLeaf, some *Eyedrop, a @Retry.
If you find an alarm bell on 16-20th floor then keep on stepping on it and
defeat the monsters to reach Lv99. From the 21st floor you must watch carefully
the monster movement on the map not to bump into VenomZombies and not to find
GoldSlimes in a room. Try to hunt down far away Red Dragons with your
>Tractor[].
Promenade
After you obtained the VLoto, meld your VOgre+99 to it and revisit the Magic
Dungeon with the warrior to learn skills. With the excellent equipment, the
only danger can be the fork tray and the hidden rock. The latter can be solved
by a |No-Trip[] in your bag. You can wade through the Magic Dungeon like a
panzerkampfwagen nevertheless.
2.14. Sword Dungeon
I well trained warrior can clear this dungeon easily this way: set Bread Drop
+ Kamikaze on a /Copper and Disappear + Trap-X + StepGuard on a VLeather.
What if you do not want to train the warrior? You should learn one skill though
before you enter this dungeon: Hunger-X. You can easily learn it on the Odd
Field taking two UHeal[4] and level up in the magic shop. You may find some
*Joy too to increase your HP. Starve and heal until you get 1/2 Hunger and
Hunger-X.
Equip Hunger-X on an VOgre (or other strong shield) and stay on the upper
floors until the wind comes to level up and obtain such items as *Life,
*Strength, *Big Tum. On the lower floors the monsters get stronger and your
VOgre may provide little protection. Then change your shield to VParry.
If you find a /Surehit then try to learn Dance then set Dance on a /Demon-X.
Dance is a cheap status skill, it is good to defeat lone monsters. In monster
rooms where I had to defeat several monsters in a row, the Kamikaze on a
/Surehit worked well. Use QuickStep when you see a running or agile monster
coming.
Quick Step worked well in a monster house to run away from the monsters. You
can not defeat the monsters of a big room monster house (and it seems the 20th
floor is always one). If you use 1-Damage or Parry Pass then you are going to
starve to death.
2.15. Challenge Games
In case you did not find this game challenging, you can make voluntary
challanges:
No Melding
You do not use melding at all to strengthen your shield. You have to ready
more shields in a dungeon for the various dangers. As this challenge is not a
challenge when you explore dungeons with a mage, you may clear only the More
Magical Dungeon, the Mage Dungeon, and the Magic Dungeon Unequipped 100 F with
the mage once.
Only the Great Dungeons
You may not revisit such dungeons as Lost Forest, Toro Ruins, Cemetery Dungeon.
Only the Magic and More Magical Dungeon, the Ordeal Mansion, the Well, and the
Odd Field.
Every Dungeon is Clear
You may not use the priest, @Outside, Outside, Escape to exit a dungeon and you
must not be defeated.
Warrior Only Quest
You explore every dungeon with the warrior. To do this, you have to save your
game being a warrior. Reset the PSX and start Torneko The Last Hope. Enter
the Exploration Log menu and exit. Then start a new game. Torneko looks like a
merchant but he is warrior in dungeons. This way you can enter the Well too.
The goodness of this challenge combined with the No Melding one is that you can
rely only on the blacksmith to make a strong shield. However, the randomizer
is not perfect with what items the blacksmith asks for. When you continue a
game from Torneko's house, the blackmith asks for items depending on how many
times the timeout were triggered in the title screen ("Press Start").
@StepGuard + *Blinding
*Panic + @Radiant
*Blinding + *Big Tum
*Blinding + *Herb
*Paralyze + *WakeUp
*Agility + @Bang
@StepGuard + *Super Herb
*Ironize + *Strength
@Defense + *Panic
@X-Ray + @Paralyze
You may not force the randomizer to get these because it is a cheat. To avoid
this, go to the blacksmith after you came out from a dungeon.
Use No Skills
You decide to use only one skill per dungeon or no skill at all to collect 40
Tiny Medals. Of course combined with the Warrior Only Quest and the No Melding.
No Theft, No Sells
Do not steal from the Gargoyle. Always pay. You may use the ODiscount. Do not
sell items. Thrash them. Rely on the cash you find in gold bags. You may use
the /Babyfork.
3. Item Spoiler
Pow = power
O = Odd Field
M = Mansion Dungeon
C = Castle Dungeon
c = Cemetery Dungeon
F = Mt. Fiery
L = Lost Forest
T = Toro Ruins
D = Magic Dungeon
d = More Magical Dungeon
m = Mage Dungeon
S = Sword Dungeon
o = Ordeal Mansion
W = Well
I = items generated by |Itemizer[], UChange[], @Chance, Itemize, Chance
* = found
- = I do not remember finding it
S = I have found it in shops
X = treasure
U = unique treasure
Name Pow OMCc FLT Dd mSo WI Gargoyle Price
/Club 2 **-- *S* ** -*- -* 300 15 100 5
/Copper 5 *--- *S* ** -*- -* 700 35 300 15
/Iron 7 ---- *S* ** -*- -* 900 45 400 20
/Steel 9 ---- *-- S* -*- -- 3000 150 1500 75
/Metabble 12 ---- *-* ** -*S -* 7000 350 2000 100
/Abacus 15 ---- --- ** -*- -* 15000 750 4000 200
/Gold 3 ---- *S* ** -*- -* 4000 200 2000 100
/Pick 1 ---- *-* ** -*- -* 800 20 400 10
/Windshear 3 ---- *S- S* -*- -* 5000 125 2000 50
/Whirlwind 3 ---- --- X- --- -- 16000 400 8000 200
/Surehit 2 ---- --- SS -*- -* 10000 250 5000 125
/Eliminato 4 ---- --- -- --- -- 6000 150 2400 60
/Reaper 8 ---- --- -- --- -- 13000 500 4000 140
/Wind 6 ---- --- S* -*S -- 7000 175 3000 75
/Dragon-X 8 ---- -S* S* -*S -- 3600 90 1200 30
/Zombie-X 4 ---- -S- S* -*S -- 5000 125 2000 50
/Demon-X 4 ---- --- S* -*- -- 8000 200 3000 75
/Doll-X 5 ---- --- S* -*- -- 7000 175 2600 65
/Ice 25 ---- --- X- --- -- 15000 375 6000 150</pre><pre id="faqspan-2">
/LifeDrain 1 ---- --- -S -*S -- 10000 - 4000 -
/Babyfork 5 ---- --- S* -*- -* 3200 80 900 30
/Seal 2 ---- --- X- --- -- 30000 750 12000 300
/Magic 30 ---- --- -- X-- -- 4000 200 1600 80
/MetalKing 40 ---- --- -- --- -- 40000 2000 20000 1000
/Loto 99 ---- --- U- --- -- 90000 4500 45000 2250
/Miracle 7 ---- --- -X --- -- 45000 1125 20000 500
/Falcon 6 ---- --- -X --- -- 35000 875 15000 375
/GoldPick 1 ---- --- -U --- -- 40400 1000 20200 500
VBronze 4 *--- *S* ** -*- -* 400 20 100 5
VSteel 7 ---- *S* ** -*- -* 1600 80 600 30
VMetabble 9 ---- *-* ** -*- -* 3000 150 1200 60
VLeather 2 **-- *S* ** -*S -* 1200 30 400 10
VSilver 5 ---- *-* ** -*S -* 1200 45 400 15
VScale 3 ---- *-* ** -*S -* 800 20 300 7
VOgre 13 ---- --- ** -*- -* 2400 110 1000 45
VBlade 4 ---- *S* SS -*S -- 6000 150 2400 60
VParry 6 ---- --- SS -*S -- 12000 300 4000 100
VThiefStop 4 ---- -S- ** -*S -* 4000 100 1000 25
VExplode-X 6 ---- --- SS -*S -* 12000 300 5000 125
VMagic 3 ---- --- SS -*S -- 10000 250 4000 100
VSkill-X 2 ---- --- SS -*S -- 10000 250 4000 100
VSeal 5 ---- --- X- --- -- 15000 375 6000 150
VDragon 7 ---- -S- S* -*S -* 5000 125 2000 50
VMetalKing 40 ---- --- -- --- -- 80000 4000 40000 2000
VLoto 99 ---- --- -- --U -- 90000 4500 45000 2250
VGolden 20 ---- --- -- --U -- 20000 1000 8000 400
>Wooden[] ---- --- ** --- -- 20 2
>Iron[] -*-- --- ** --S -* 60 10
>Silver[] -*-- --- S* --- -* 80 20
>Tractor[] ---- -S- ** --S -* 200 40
>Poison[] ---- --- SS --S -- 800 160
>Magic[] ---- --- S* --S -- 400 80
>Golden[] ---- --- U- --- -- 2000 400
OPretty ---- --- ** --S -- 20000 10000
ODiscount ---- --- ** --- -- 10000 5000
OHunger ---- --- S* --S -- 15000 7500
OHunger-X ---- --- S- --- -- 15000 7500
OMonsterWake ---- --- SS --S -- 20000 10000
OThief ---- --- SS --S -- 15000 7500
OExplode ---- --- *S --S -- 5000 2500
ORustproof ---- --- S* --S -- 3000 1500
OStrength 3 ---- --- ** --- -- 3000 1500
OJoy ---- --- S* --S -- 10000 5000
OSee-All ---- --- ** --S -- 5000 2500
OShadow ---- --- ** --S -- 3000 1500
OPassage ---- --- ** --- -- 3000 1500
OJavelin ---- --- ** --S -- 3000 1500
OTrap-X ---- --- SS --S -- 20000 10000
OCurse-X ---- --- ** --S -- 5000 2500
OPoison-X ---- --- ** --S -- 10000 5000
OConfuse-X ---- --- ** --- -- 3000 1500
OSleep-X ---- --- ** --- -- 5000 2500
ODoll-X ---- --- SS --- -- 20000 10000
OHeal ---- --- SS --- -- 10000 5000
OBrutal ---- --- -* --- -- 15000 7500
OCritical ---- --- SS --- -- 15000 7500
OItemDrop ---- --- ** --- -- 10000 5000
OWarp ---- --- -* --S -- 3000 1500
OX-Ray ---- --- -S --- -- 50000 25000
OLife 50 ---- --- -- -X- -- 50000 25000
OGuard 30 ---- --- -- --- -- 50000 25000
OGolden ---- --- -U --- --100000 50000
|Thunder[] 25 *-*- --* ** *-- -* 1000 50 250 12
|Blowback[] 5 --*- -S* ** *-S ** 1500 75 250 12
|Dual-Edge[] ---- -S- ** *-S ** 400 20 100 5
|Disperse[] ---- -S- ** --- *- 1500 75 400 20
|Druid[] ---- -S- SS --- -* 2000 100 500 25
|Mystifier[] ---- --- -S --- -* 4000 200 1000 50
|Enchanter[] ---- --- -S --- -* 3000 150 750 37
|Wizard[] ---- --- -S --- -* 3000 150 750 37
|Sleep[] --*- --* ** --S ** 1500 75 400 20
|Panic[] --*- --* ** --- ** 1000 50 250 12
|Terrify[] ---- --* ** --S ** 4000 200 1000 50
|Berserker[] ---- --- S* *-S -- 400 20 100 5
|Slow[] ---- --- ** --S -* 2000 100 500 25
|Sap[] ---- -S* S* --S -* 1500 75 400 20
|Skill-X[] --*- --* ** *-S ** 4000 200 1000 50
|Itemizer[] ---- --* -* --- -- 4000 200 1000 50
|Change[] ---- --* ** *-S ** 1000 50 250 12
|Clone[] ---- --- ** --- -* 1000 50 250 12
|Identify[] ---- --- -- --* -- 400 20 100 5
|Scapegoat[] ---- --* ** --- ** 2000 100 500 25
|Tradespot[] ---- -S* ** *-S ** 1500 75 400 20
|Heal[] 25 ---- --* SS --- ** 2000 100 500 25
|No-Trip[] ---- --- ** --- -* 400 20 100 5
|Earner[] ---- --- -* --S -- 1000 50 250 12
|Loser[] ---- --- -* --S -- 800 40 200 10
|Mimic[] ---- --- -* --- -- 4000 200 1000 50
|Beat[] ---- --- -* --S -- 9000 450 1500 75
|SpeedUp[] ---- --- -* --S -- 1500 75 400 20
|Invisible[] ---- --- -* --- -- 2000 100 500 25
|Golden[] ---- --- -U --- -- 10000 500 2500 125
*Weed ---- --- -- --- -- 100 25
*Herb 25 **** *S* ** **- -* 200 50
*SuperHerb 100 ---* *S- ** **S ** 400 100
*Life 5 -*** *S* ** **- ** 200 50
*Strength 1 -*-* *S* ** -*S ** 500 200
*Antidote ---* -S- ** -*S -* 400 200
*Poison -1 ---- --- -* --- *- 400 200
*Joy *--- -S- ** **S -* 2000 500
*Disaster ---- --- -* *-S -- 1000 150
*Big Tum 10 ---- --- ** -*S -* 500 200
*Small Tum -10 ---- --- -* --S -- 500 200
*Eyedrop ---- -S- ** **S ** 200 50
*Blinding ---* -S- ** -*S ** 600 150
*Agility ---- -S- ** -*S ** 500 200
*Berserker ---- --- ** -*S -- 2000 500
*Ironize ---* -S- ** -*- ** 600 250
*WakeUp ---- --- ** -*- -* 400 100
*Warp ---* -S- ** -*S ** 200 50
*Flame 70 *--- *S- ** -*S -* 400 100
*Sleep ---* -S- ** -*S ** 600 150
*Dance ---* -S- ** -*- ** 600 250
*Misleader ---- -S- ** -*S ** 600 150
*Panic ---* -S- ** -*- ** 600 150
*Paralyze ---* -S- ** -*- ** 1000 250
*BellyAche ---- --- -* --S -- 50 25
*Bogus ---- --- -* --- -- 600 250
*WorldLeaf ---- -S- S* -*- *- 5000 2500
*Golden 100 ---- --- -- --- -- 8000 2500
@CurseOff ---- --- ** --- -* 1000 400
@X-Ray ---- --- ** --- -* 500 150
@Bang *--- *S- ** --- -* 1000 400
@MouthSeal ---- --- -* --- -- 200 100
@Outside ---- *S* ** *-X -* 500 250
@Trap ---- --- -* --- -- 500 250
@BigRoom ---- *S- ** --- -* 1000 300
@Monster ---- --- -* --- -- 600 300
@Upper ---- -S- ** --S ** 500 250
@TwinHits ---- -S- ** --S ** 500 250
@Plating ---- --- ** --S -* 2000 500
@Prayer ---- --- S* --S *- 1000 500
@Vacuum ---- --- -* --S -- 4000 1000
@GlueDown ---- --- -* --- -- 200 100
@Haven ---- *-- ** --- -* 6000 1000
@See-All -*-- *S* ** --- -* 200 100
@HearAll -*-- *S* ** --- -* 200 100
@Radiant ---- *S* ** --- -* 200 100
@Typhoon ---- --- -* --- -- 1000 500
@Bread ---- --- ** --- -* 200 100
@Retry ---- --- ** --- -* 200 100
@QuickSave ---- --- *- --- -* 200 100
@Chance ---- --- ** --- -- 10000 5000
@Paralyze ---- *S- ** --S ** 1000 250
@ShinyHarp ---- --- -* --- -- 1000 500
@Revive ---- --- -* --- -- 1000 500
@StepGuard ---- *-* ** --- ** 200 100
@Pause ---- *-- ** --- -* 3000 150
@Defense ---- *-- ** --- -* 1000 500
@TieDown ---- *S- ** --S -* 500 250
@ItemPull ---- *-- ** --S -* 2000 1000
@Blank ---- *-- ** --- ** 9000 2500
@SpellBook ---- --- -- *-- -- 5000 500
@Scrap ---- --- XX --X -- 500 100
@Gold ---- --- -U --- -- 15000 5000
DBread 50 **** *S* ** -*- -- 100 50
DBig 100 ---- *S* ** -*- -* 200 100
DHuge max ---- --- ** -*S -* 300 150
DMagic 30 ---- --- SS --S -* 400 200
DOnion 30 ---- --- -- --- -- 200 100
DMoldy 30 ---- --- ** -*- -- 30 1
DRotten 20 ---- --- -* --- -- 20 1
DGolden 100 ---- --- U- --- -- 5000 500
UHeal[] max ---- *-* ** *-S *- 5000 250 1000 50
UMonster[] ---- --- -* --- -- 5000 250 1000 50
UThief[] ---- --* ** --- -- 2000 100 500 25
UPreserve[] ---- -S- ** --S *- 2000 100 600 30
UStorage[] ---- --- ** --S -- 2000 100 500 25
UX-Ray[] ---- --- S* --S -- 2500 125 500 25
UExploding[] ---- *-* ** --S *- 2000 100 500 25
UNo-Break[] ---- --- S* --S -- 2000 100 600 30
UChange[] ---- --- ** --S -- 3000 150 500 25
ULiar[] ---- --- -S --S -- 2500 125 500 25
UMelding[] ---- --- ** --S *- 7000 350 1500 75
UClone[] ---- --- -S --- -- 10000 500 5000 250
UMagic[] ---- --- XX --X -- 4000 200 1000 50
UGolden[] ---- --- U- --- -- 30000 1500 5000 250
100-499G -*** *** ** *** -*
Mimic ---- --- ** **S ** 0 0
PKey ---- --- ** --- X- 1000 500
Tiny Medal ---- --- ** --* -- 1000 100
Iron Safe ---- --- -- --- -- 2000 1000
Corpse ---- --- -- --- -- 0 0
4. Monster Spoiler
4.1. Main Data
EXP = experience points gained
HP = hit points
ATK = attack power
DF = defense
Res/Wk = resistance/weakness to elemental spells
capital letter = resists (1 damage)
normal letter = weak (double damage)
B = Blaze, Blazemore, Blazemost
F = Firebal, Firebane, Firebolt
C = cold as IceBolt, SnowStorm, Blizzard
I = Infernos, Infermore, Infermost
E = explosive as Bang, Boom, Explodet, Hellblast, BigBang, Blizmost(?)
Z = Zap, Bolt, Thordain
S = special family
Z = zombie (weak to /Zombie-X and Zombie Cut, vulnerable to healing)
N = dragon (weak to /Dragon-X and Dragon Slash)
D = demon (weak to /Demon-X and Devil Cut)
B = bird (weak to Bird Cut)
L = doll (weak to /Doll-X and Doll Cut)
M = material (KO hit by /Pick and /GoldPick; every doll is material)
T = toxic (suffers 50 HP damage from *Antidote)
F = flying or hovering (weak to /Wind)
* = yes
G = generated as
H = hibernant (it may not wake up when you step beside)
S = sleepy (it may wake up when you step beside)
L = lazy (it may wake up anytime)
A = awake (it never sleeps except...)
V = infravision (it can aim you through the dark corridor)
* = yes
? = sometimes
M = mobility
0 = immobile
1 = normal
2 = running
S = speed
0 = slow
1 = normal
2 = agile
I = item drop rarity
0 = always
1 = often
2 = rare
Name EXP HP ATK DF Res/Wk SF GV MSI Drop Ability
Slime 2 5 2 2 ------ -- A- 112 any
Giant Slug 3 6 3 3 ------ -- A- 112 any
Bad Gopher 3 6 3 3 ------ -- L- 112 any
Mommonja 4 7 5 2 ------ -- L- 112 any
Dracky 3 5 4 4 ---i-- B* A- 112 any Wander
Phantom 6 7 6 4 ------ D* A- 112 any Pass, Wander
Brunie 14 16 7 9 ------ -- S- 112 any ChargeUp
Mummy 15 17 10 9 ------ Z- L- 112 any
Lilypa 8 10 6 7 ------ -- A- 112 >Wooden[] Arrow
Pillow Rat 20 20 12 12 ------ -- A- 211 any Watch
Spooky 4 6 3 3 ------ D* A- 212 any
Trick Bag 6 15 0 6 ------ M- A- 110 100-499G Brood, Steal
Deranger 9 13 6 7 BFCIEZ D- L- 112 |Disperse[] Staff
Demighoul 7 14 6 8 ------ D- L- 112 any Clone
Slime Nite 8 20 9 6 ------ -- L- 112 any
Mummy Man 10 14 8 9 ------ Z- L- 112 any
Army Ant 13 15 8 7 ------ -- A- 112 any Tunnel, Call
Hammerman 12 12 9 10 ------ -- S- 112 any ChargeUp
Bigshroom 10 15 6 7 ------ T- L- 112 any Poison
Mad Gopher 4 7 4 3 ------ -- A- 112 any
Red Slime 3 6 3 3 ------ -- A- 112 any
Flame 11 18 10 8 B-c--- M- L- 112 any Burn
Iron Turtle 20 18 23 24 ---I-z -- L- 102 any
Troll 30 30 14 12 ------ D- L- 112 any ChargeUp
Stone Man 25 23 13 14 ------ L- A- 112 any Statue
Goopi 35 30 9 14 ------ M- A- 012 any Grab, Call
Oniono 5 8 0 3 ------ -- L- 211 DBread Flee
Crabus 20 24 12 11 ------ -- L- 112 any
Dance Vegi 15 18 9 10 ------ -- L- 112 any LureDance
Yeti 30 17 10 8 b-C--- -- H- 212 any Bond
Wyvern 36 21 17 12 ---i-- B* L- 112 any
Hork 45 30 0 13 ------ Z- L- 111 Corpse Fluid
Shaman 85 33 15 13 ------ Z- L- 111 Corpse Call, Curse
Skeletor 70 40 15 14 ------ Z- L- 111 Corpse ShieldOff
Berserker 55 35 10 15 ------ Z- A- 211 Corpse Berserk
Tah Dracky 5 6 5 5 ---i-- B* A- 112 any Wander
Druid 14 14 7 7 BFCIEZ D- L? 112 |Druid[] Staff2
Evilamp 18 19 12 13 ------ M* L- 112 any Call
Druin 35 30 14 12 BFCIEZ D- H- 112 any Sleep
Metal Rider 20 24 12 11 ---I-z -- L- 212 any
Arrop 18 18 11 12 ------ -- L- 112 >Iron[] Arrow
Roguenite 40 25 14 17 ------ M- L- 112 any
Spectet 50 45 20 13 ------ D- L- 112 any Ironize
MagiWyvern 115 39 22 15 BFCIEZ B* L- 112 any StopSpell
Enchanter 50 45 15 3 BFCIEZ D- L* 112 |Enchanter[] Staff3, Watch
Demonite 70 35 0 15 ------ D- H- 110 ANY Steal2
Golem 155 48 26 17 ------ L- L- 112 any ConfuHit
Mud Doll 60 30 10 11 ------ L- L- 112 any OddDance
Lavaman 110 40 23 16 B-c--- M- A- 112 any Encircle
Tentsuk 75 33 13 14 ------ D- L- 112 any LureDance
Voodoll 100 65 15 11 ------ L* L- 112 any Drain, Absorb
Zombie 45 40 0 14 ------ Z- L- 111 Corpse Fluid2
Roboster 250 65 19 18 ---I-z L- L- 112 any FalconCut
Executer 150 60 22 17 ------ D- L- 112 any BrutalHit
Shadow 175 40 23 14 ------ D* A- 112 none Invisible
Iron Ant 130 55 20 17 ---I-z -- A- 112 any Tunnel
Jellyfish 180 50 18 16 ------ -- L- 112 any NumbAttack
Revirock 300 75 15 22 ------ M- A- 112 any Farewell
Copycat 10 30 5 5 ------ D* A- 112 none Disguise
Arc Demon 400 85 33 24 ------ D- L- 112 any
Gigantes 250 65 30 22 ------ D- L- 112 any
Ag Devil 300 70 22 18 ------ D- L- 122 any
Blizzard 450 85 30 23 b-C--- M- L- 112 any
Healer 500 75 25 20 BFCIEZ -* L- 112 any Heal, Wander
Shadower 350 75 35 18 ------ D* A- 112 none Invisible, Bounce
Bomb Crag 550 100 20 23 B-c--- M- A- 112 any Explosive
Killarmor 650 85 35 25 ------ M- L- 112 any
Mystifier 500 65 30 22 BFCIEZ D- L- 112 |Mystifier[] Staff4
Dragon 1250 100 50 26 ------ N- L* 111 any Scorch
Eye Ball 800 95 38 25 ------ D- L- 112 any Confuse
Wing Sage 850 85 30 25 BFCIEZ -- L- 112 any Fly
Iceman 700 75 45 25 b-C--- M- A- 112 any Encircle, Freeze
Druinlord 900 85 30 25 BFCIEZ D- L- 112 any Hypnotic
Reaper 800 80 50 25 ------ D* A- 112 any Pass, Wander
Onion Man 800 95 40 20 ------ -- L- 212 DOnion Flee
Flufbeast 1700 95 50 25 ------ -- A- 212 any Watch
Bazuzu 1800 120 30 26 ------ D- L- 122 any
Troll Max 1350 110 45 25 ------ D- L- 112 any ChargeUp
Mage Monja 2300 120 80 25 BFCIEZ -- A- 112 any MouthSeal
Dog Sniper 1800 95 80 23 ------ -* L* 122 any Arrow2
Dead Nite 2800 140 80 25 ------ Z- L- 111 Corpse ShieldOff
Drackeema 1700 100 70 24 ---i-- B* A- 112 any Wander
Voodoo Man 2500 120 70 25 ------ Z- L- 111 Corpse Resurrect, Cut
Toadstool 1500 100 60 20 ------ T- L- 112 any Poison2
Big Sloth 2000 120 70 25 ------ -- H- 212 any Bond
Eliminato 2800 130 95 30 ------ D- L- 112 /Eliminato BrutalHit
Ghoul 150 55 0 17 ------ Z- L- 111 Corpse Fluid3
Devil Clown 2500 120 105 30 BFCIEZ D- L- 112 any Hypnotic
Poltergeist 3100 100 90 31 ------ D* A- 212 any
Rock Doll 1600 85 100 30 ------ L* L- 112 any Drain2, Absorb2
Super Ten 2000 115 95 29 ------ D- L- 112 any LureDance
Hellcrab 3500 120 125 33 ------ -- L- 112 any
Star Wyvern 3000 145 135 33 ---i-- B* L- 112 any
Rock Golem 3300 120 150 33 ------ L- L- 112 any ConfuHit
Specter 3000 145 150 37 ------ D* A- 212 any
Last Ten 3900 145 100 30 ------ D- L- 112 any LureDance
Tonghoul 1800 120 120 30 ------ D- L- 112 any Clone
Magic Ant 3900 140 135 32 BFCIEZ -- A- 112 any Tunnel, Retaliate
Wizard 3300 130 120 30 BFCIEZ D- L* 112 |Wizard[] Staff5
Evil Clown 3500 130 130 35 BFCIEZ D- L- 112 any Hypnotic
Fly Mage 2500 135 130 33 BFCIEZ -- L- 112 any Fly
Troll King 3000 160 150 34 ------ D- L- 112 any ChargeUp
Metabble 5500 5 100 99 ---I-z -- L- 120 *Joy Flee, Warp
Grand Titan 4200 220 200 38 ------ L- L- 112 any
Batboon 3500 140 120 37 ------ D- L- 122 any
Gragoopi 2700 120 120 32 ------ M- A- 012 any Grab2, Call
Demonica 2100 120 0 30 ------ D- H- 110 ANY Steal3
Curer 2700 130 85 32 BFCIEZ -- L- 112 any HealAll, Wander
Magestool 3000 110 100 33 ------ T- L- 112 any Poison3
Land Turtle 3500 70 165 40 ------ -- L- 102 any
Blue Dragon 5000 150 150 37 ------ N- L- 111 any Scorch2
Gold Slime 9000 200 250 35 ------ -- A- 110 *Golden MegaMagic
Minidemon 800 100 0 19 ------ D- H- 110 ANY Steal4
Metaly 1500 10 50 70 ---I-z -- A- 210 any Flee
Mandora 1900 110 50 25 ------ -- L- 112 any Encircle2, Hunger
Goldman 4000 120 380 38 ------ L- L- 111 5000G ConfuHit
Shadownite 4500 150 330 30 ------ Z- L- 112 any ShieldOff
Zarlox 2800 130 350 35 ------ D- L- 112 any ChargeUp
Atlas 4000 125 350 35 ------ D- L- 112 any ChargeUp
Puppet Man 2000 90 250 30 ------ L- L- 112 any OddDance
Darkevil 3000 165 125 27 ------ -- A- 212 none Nullify, Open
Hellnite 3300 105 520 35 ------ M- L- 112 any
Red Dragon 8500 220 600 40 ------ N- L* 111 any Scorch3
Metal Hunter 5500 105 250 37 ---I-z L- L- 112 any FalconCut
War Doll 3500 170 350 35 ------ L* L- 112 any Drain3, Absorb3
Avenger 3100 180 500 35 ------ D- L- 112 /Reaper BrutalHit
Army Crab 3500 195 480 35 ------ -- L- 112 any
VenomZombie 3500 95 0 40 ------ Z- L- 111 Corpse Fluid4, Flail
Toxarrop 2500 100 300 35 ------ T- L* 112 >Poison[] Arrow3
Mimic 100 45 25 14 ------ M- -- 112 none
Cannibox 3000 110 50 30 ------ M- -- 112 none
Gargoyle 1 500 200 50 ---i-- B* -- 122 none
4.2. Locations
O = Odd Field
M = Mansion Dungeon
C = Castle Dungeon
c = Cemetery Dungeon
F = Mt. Fiery
L = Lost Forest
T = Toro Ruins
D = Magic Dungeon
d = More Magical Dungeon
m = Mage Dungeon
S = Sword Dungeon
o = Ordeal Mansion
Name O M C c F L T D d m S o
Slime 1-3 1-3 1-3 1-3 1-3 - - 1-2 1 1-2 1-2 -
Giant Slug 1-3 1-3 1-2 1-3 - - 1-3 - - - - -
Bad Gopher 2-3 - - - - 1-3 - 1-3 - - 1-2 -
Mommonja 3 - - - - 1-3 - 1-3 1-3 1-2 1-2 -
Dracky - 1-3 1-3 1-3 - - - - - - - -
Phantom - 1-3 - - - - 1-3 1-3 1-3 1-2 1-2 -
Brunie - 4-6 - - 4-6 - - - - - 5-6 -
Mummy - 4-6 - - - 4-6 - - 4-6 3-5 5-6 -
Lilypa - 4-6 - - - 4-6 - 4-6 3 - - -
Pillow Rat - 4-6 - - - 4-6 - 4-6 4-6 3-5 3-4 -
Spooky - - 1-3 - - - 1-3 1-3 1-2 1-2 1-2 -
Trick Bag - - 3-6 - 4-6 4-8 - 4-6 - - 3-4 -
Deranger - - 4-6 - - - 4-6 4-6 4-6 4-5 - -
Demighoul - - 4-6 - - - 4-6 - 4-6 3-5 5-6 -
Slime Nite - - 4-6 - - - 4-6 - 4-6 3-5 5-6 -
Mummy Man - - - 4-6 - 4-6 - - - - - -
Army Ant - - - 4-6 4-6 - - - 4-6 3-5 5-6 -
Hammerman - - - 4-6 - 4-6 - 4-6 - - 3-4 -
Bigshroom - - - 4-6 - 4-6 - 4-6 4-6 3-5 3-4 -
Mad Gopher - - - - 1-3 - - - 1-3 1-2 - -
Red Slime - - - - 1-3 - - 1-3 1-2 1-2 1-2 -
Flame - - - - 4-6 - - 4-6 4-6 3-5 3-4 -
Iron Turtle - - - - 7-10 7-11 - 8-11 8-11 8-9 7-9 -
16-20
Troll - - - - 7-10 - - 8-11 8-11 8-9 7-9 -
Stone Man - - - - 8-10 - - 8-12 8-12 - - -
Goopi - - - - 9-10 - - 10-12 9-12 - - -
Oniono - - - - - 1-3 - - 1-3 - 3-4 -
Crabus - - - - - 7-10 - 7-9 7-9 - 5-6 -
Dance Vegi - - - - - 7-10 - 7-10 7-10 6-8 7-9 -
Yeti - - - - - 7-10 - 7-10 7-10 6-7 7-9 -
Wyvern - - - - - 8-10 - 8-10 8-10 6-9 7-8 -
Hork - - - - - 11-12 - 11-13 11-13 - 10-12 -
Shaman - - - - - 11-12 - 11-13 11-13 10-12 10-12 -
Skeletor - - - - - 11-12 11-13 11-13 11-13 - 10-12 -
Berserker - - - - - 11-12 - 11-13 11-13 10-12 10-12 -
Tah Dracky - - - - - - 1-3 - 1-3 1-2 - -
Druid - - - - - - 4-6 4-6 4-6 5 - -
61-79
Evilamp - - - - - - 7-13 - 7-10 6-9 7-9 28-50
Druin - - - - - - 7-10 7-10 7-10 6-7 7-9 -
Metal Rider - - - - - - 7-10 7-10 7-10 6-7 7-9 -
Arrop - - - - - - 7-10 7-10 7-10 - 7-8 -
Roguenite - - - - - - 8-10 8-10 8-10 6-9 7-8 -
Spectet - - - - - - 11-13 12-15 12-15 - 13-15 -
MagiWyvern - - - - - - 11-14 14-15 14-15 13-15 - 1-3
22-24
Enchanter - - - - - - 12-14 14-16 14-16 13-15 - 1-3
Demonite - - - - - - 12-14 14-17 14-17 13-15 13-15 -
Golem - - - - - - - 11-14 11-14 - 10-12 1-3
Mud Doll - - - - - - - 11-14 11-14 - - -
Lavaman - - - - - - - 11-14 11-14 10-12 10-12 1-3
Tentsuk - - - - - - - 12-15 12-15 13-15 13-15 1-3
Voodoll - - - - - - - 13-15 13-15 13-15 13-15 1-3
Zombie - - - - - - - 14-17 14-17 13-15 13-15 -
Roboster - - - - - - - 15-17 15-17 - 16-20 1-3
Executer - - - - - - - 15-17 15-17 - 16-20 1-3
Shadow - - - - - - - 15-17 15-17 13-15 13-15 -
Iron Ant - - - - - - - 18-22 18-22 - 16-20 -
Jellyfish - - - - - - - 18-20 18-20 16-20 16-20 -
Revirock - - - - - - - 18-22 18-22 16-20 16-30 21-50
41-50 41-50
57-60 57-60
80-90 80-90
Copycat - - - - - - - 18-20 18-20 16-20 16-20 -
57-60 57-60
Arc Demon - - - - - - - 18-22 18-22 16-20 16-20 -
Gigantes - - - - - - - 18-22 18-22 16-20 16-20 -
Ag Devil - - - - - - - 18-22 18-22 16-20 16-20 -
Blizzard - - - - - - - 23-30 23-24 16-20 21-25 4-6
61-79 61-79
Healer - - - - - - - 23-30 23-30 16-20 16-20 -
41-50 41-50
Shadower - - - - - - - 23-30 23-30 16-20 21-25 -
Bomb Crag - - - - - - - 23-30 23-30 21-25 21-25 4-6
Killarmor - - - - - - - 23-30 23-30 21-25 21-25 4-6
Mystifier - - - - - - - 23-30 23-30 21-25 - 4-6
Dragon - - - - - - - 24-30 23-30 16-20 21-25 4-6
Eye Ball - - - - - - - 25-30 26-30 21-25 21-25 21-50
Wing Sage - - - - - - - 25-30 26-30 16-20 16-20 4-6
Iceman - - - - - - - 26-30 26-30 21-25 21-25 4-6
Druinlord - - - - - - - 31-40 31-40 26-30 26-30 7-10
Reaper - - - - - - - 31-40 31-40 26-30 26-30 -
Onion Man - - - - - - - 31-40 31-40 - - -
Flufbeast - - - - - - - 31-40 31-40 26-30 - 7-10
Bazuzu - - - - - - - 31-40 31-40 21-25 21-25 7-10
Troll Max - - - - - - - 31-40 31-40 21-25 21-25 7-10
Mage Monja - - - - - - - 41-50 41-50 26-30 - 11-15
Dog Sniper - - - - - - - 41-50 41-50 26-35 - 7-10
Dead Nite - - - - - - - 41-50 41-50 - 26-30 7-10
Drackeema - - - - - - - 41-50 41-50 26-30 26-30 -
Voodoo Man - - - - - - - 41-50 41-50 26-30 26-30 7-10
61-70 82-90
Toadstool - - - - - - - 41-50 41-50 - 26-30 -
Big Sloth - - - - - - - 41-50 41-50 - 26-30 -
Eliminato - - - - - - - 51-56 51-56 31-35 31-35 -
Ghoul - - - - - - - 51-56 18-22 - 16-20 -
51-56
Devil Clown - - - - - - - 51-56 51-56 - 31-35 21-27
Poltergeist - - - - - - - 51-56 51-56 31-35 31-35 11-15
Rock Doll - - - - - - - 51-56 51-56 26-30 26-30 11-15
Super Ten - - - - - - - 51-56 51-56 21-25 31-35 -
Hellcrab - - - - - - - 57-60 57-60 31-35 31-35 11-15
Star Wyvern - - - - - - - 57-60 57-60 31-35 31-35 11-15
Rock Golem - - - - - - - 57-60 57-60 - 31-35 11-15
Specter - - - - - - - 61-79 61-79 - - -
Last Ten - - - - - - - 61-79 61-79 - - -
Tonghoul - - - - - - - 61-79 61-79 31-35 31-35 11-15
Magic Ant - - - - - - - 61-79 61-79 - - -
Wizard - - - - - - - 61-79 61-79 - - 16-20
Evil Clown - - - - - - - 61-79 61-79 31-35 31-35 16-20
Fly Mage - - - - - - - 61-79 61-79 31-35 - 11-15
Troll King - - - - - - - 61-79 61-79 31-35 - 11-15
Metabble - - - - - - - 61-98 51-100 - - -
Grand Titan - - - - - - - 80-100 80-100 - - 16-20
Batboon - - - - - - - 80-100 80-100 - - -
Gragoopi - - - - - - - 80-100 80-100 - - -
Demonica - - - - - - - 82-100 82-100 - - -
Curer - - - - - - - 82-100 82-100 - - -
Magestool - - - - - - - 82-100 82-100 - - -
Land Turtle - - - - - - - 82-100 82-100 - - -
Blue Dragon - - - - - - - 82-100 82-100 - - -
Gold Slime - - - - - - - 97-98 - - - 21-50
Minidemon - - - - - - - - 31-40 - - -
Metaly - - - - - - - - 31-40 21-25 21-25 -
Mandora - - - - - - - - - - 26-31 11-15
Goldman - - - - - - - - - - - 16-20
Shadownite - - - - - - - - - - - 16-20
Zarlox - - - - - - - - - - - 16-20
Atlas - - - - - - - - - - - 16-20
Puppet Man - - - - - - - - - - - 16-20
Darkevil - - - - - - - - - - - 16-20
Hellnite - - - - - - - - - - - 21-50
Red Dragon - - - - - - - - - - - 21-50
Metal Hunter - - - - - - - - - - - 21-50
War Doll - - - - - - - - - - - 21-50
Avenger - - - - - - - - - - - 21-50
Army Crab - - - - - - - - - - - 21-50
VenomZombie - - - - - - - - - - - 21-50
Toxarrop - - - - - - - - - - - 21-50
Mimic - - - - - - - 1-40 1-40 1-35 1-35 -
Cannibox - - - - - - - 41-100 41-100 - - 1-50
Gargoyle - - - - - S - S,T S,T - - S
Well
1: Slime, Tah Dracky, Lylipa, Bigshroom, Hammerman, Deranger, Druid, Flame
2: Iron Turtle, Troll, Goopi, Dance Vegi, Crabus, Arrop, Metal Rider, Wyvern,
Roguenite, Druin, Yeti
3: Iron Turtle, Troll, Goopi, Lavaman, Golem, Hork, Shaman, Skeletor, Berserker
4: Tentsuk, Enchanter, Ag Devil, Roboster, Gigantes, Arc Demon, Copycat,
Revirock
5: Gigantes, Arc Demon, Ag Devil, Healer, Bomb Crag, Mystifier, Wing Sage,
Killarmor, Blizzard, Revirock
6: Healer, Bombcrag, Mystifier, Wing Sage, Blizzard, Killarmor, Shadower,
Iceman, Eye Ball, Dragon
7: Druinlord, Reaper, Bazuzu, Troll Max, Minidemon, Onion Man, Metaly
8: Mage Monja, Dead Nite, Healer, Dog Sniper, Drackeema, Toadstool, Big Sloth,
Voodoo Man, Revirock
9: Rock Golem, Hellcrab, Devil Clown, Wizard, Poltergeist, Super Ten, Fly Mage,
Star Wyvern, Revirock
10: Gragoopi, Grand Titan, Blue Dragon, Curer, Bomb Crag, Revirock
4.3. Abilities
Wander - behavior self
It does not want to attack you exclusively therefore it gives you a break.
Pass - ability self
It can pass through the moat and the wall. It can be dangerous in a corridor.
ChargeUp - skill front/self
It uses a turn to attack more powerfully in the next.
Arrow - ability line
It can attack you from a distance when it is in line. A very dangerous ability
in a monster house.
Level 1 normal arrow (max 10 spots distance)
Level 2 long range attack
Level 3 poisoned arrow (max 10 spots distance) that reduces your strength by 1
Watch - behavior self
It avoids melee fighting. You have to approach it to give it the initiative.
Brood - behavior room/self
It searches a gold bag on the ground and stays above it.
Steal - skill front
It steals from you then escapes you by teleport. Then it becomes fleeing. The
stolen item can be taken back by defeating the monster.
Level 1 money specialist
Level 2 unequipped items specialist
Level 3 equipped items specialist
Level 4 pot specialist
Staff - magic
It uses a staff effect on you.
Level 1 front Disperse
Level 2 line Druid (teleport+sleep)
Level 3 line Thunder or Tradespot or Panic
Level 4 front Mystifier (teleport+paralyze)
Level 5 line Slow or Sleep or Disperse or Skill-X (MouthSeal on you) or Terrify
Clone - ability self
It clones itself because of a wound.
Tunnel - ability self
It is able to destroy obstacles (wall, crystal hunk).
Call - ability front/beside
It can get help to be in odds. Some calls just one friend but some can call 7.
Poison - ability front
Its spores reduce your strength.
Level 1 -1
Level 2 -2
Level 3 -3 + slow
Burn - ability self
It burns shot and hurled items such as >Magic[]. It clones itself because of
your flame attack (*Flame) and destroyer type explosions. This ability can not
be sealed.
Statue - behavior self
It pretends to be a statue but it attacks you when you walk beside.
Grab - ability
It makes you immobile.
Level 1 front
Level 2 room
Flee - behavior self
It tries to avoid your attack.
LureDance - ability front
It makes you dance.
Bond - behavior self
They sleep together and wake up together. They are put to sleep together.
Fluid - ability front
It damages your equipment in various ways:
Level 1 rusts your shield
Level 2 rusts your weapon
Level 3 rusts your shield or weapon
Level 4 destroys a melded ability in your shield or weapon
Curse - skill front
It curses your weapon or shield or ring.
ShieldOff - skill front
It sends your equipped shield flying behind. Your shield may hit a monster or
fall on water.
Berserk - behavior self
It attacks both you and monsters and levels up to be stronger. It also destroys
the walls.
Sleep - magic front
It puts you to sleep.
Ironize - ability room/self
It gets ironized not to be hurt anyway.
StopSpell - magic front
It stops you from using a staff, reading a scroll, casting a spell.
ConfuHit - ability front
Its attack makes the mage forget a spell.
OddDance - doll attack front
It decreases your level by 1.
Encircle - ability self
It tries to get you encircled.
Level 1 front
Level 2 room
Drain - doll attack front
It reduces your max strength:
Level 1 -1
Level 2 -2
Level 3 -3
Absorb - doll attack front
It reduces your max HP:
Level 1 -5
Level 2 -10
Level 3 -15
FalconCut - doll attack front
It cuts you twice per turn.
BrutalHit - skill front
It occasionally hits you harder.
Invisible - ability self
It is invisible normally.
NumbAttack - ability front
It makes you paralyzed.
Farewell - ability/behavior beside/self
It trades its life with the felled one. It also searches for corpses to revive
them.
Disguise - ability self
It looks like another monster.
Heal - magic beside/self+beside
It restores HP of the wounded by 25.
Bounce - ability self
It returns the staff effect as it were a crystal hunk. This ability can not be
sealed.
Explosive - ability self/beside
If it is hit by an explosion or fire attack then it explodes and destroys items
and monsters beside and reduces your HP to 1. Also, if it gets badly wounded
then it also explodes.
Scorch - ability
It attacks you with fire from a distance.
Level 1 line 30 HP damage
Level 2 room 35 HP damage
Level 3 floor 40 HP damage
Confuse - skill room
It makes you confused.
Fly - magic front
It makes you lose a few HP per turn.
Freeze - skill front
It makes you disabled for a few turns.
Hypnotic - magic front
It may make you eat your *WorldLeaf and hurl your strengthened shield in the
monster.
MouthSeal - magic front
It stops you from speaking, eating, reading scrolls, casting spells.
Resurrect - behavior self/room
It searches for corpses to resurrect them.
Cut - ability beside
It reduces staff usage points by 1 in the bag. Insert your staves in pots.
Retaliate - magic front
It puts you to sleep when you knock it out by normal attack.
Warp - ability beside/self
It can not be approached because it teleports itself away.
HealAll - magic beside/self+beside
It restores HP of the wounded by 100.
MegaMagic - ability room
It releases a powerful attack (at least 200 HP damage) that reduces your HP
below 10. I believe this attack damages the caster and other monsters too.
Hunger - ability front
It reduces your belly by 20.
Nullify - ability self
It nullifies staff effect. It also clones itself because of destroyer type of
explosions and your flame attack (*Flame). This ability can not be sealed.
Open - ability self
It releases monsters and teleports itself away because of a wound.
Flail - ability front
It makes you unable to distinguish items.
5. Skill Spoiler
5.1. Learning Methods
I list the required equipment after the method. I do not list the /Magic and
the VLoto because they seem to work everywhere. The equipment for the sword
skills is not my finding and it may be inaccurate. If there is no listed
weapon or shield then the skill learning works with even bare hands. The
equipment for shield skills are my trials. There can be more shields that
work. It seems some skills (-) need certain skills or certain amount of skills
to learn before therefore try to learn as many skills as you can. First the
skills (*) that you can surely learn then the skills (+) that can be easily
learned.
Kamikaze *
Defeat a monster while under 10 HP.
Twin Slash *
Reduce a monster's HP to 1.
Any
1/2 HP *
Reduce a monster's HP to its half.
/Magic
Miracler +
Defeat a monster.
/Miracle, /Loto
Tiger Trap *
Defeat a monster while caught in a tiger trap.
Babyfork *
Defeat five Trick Bags on a floor.
/Babyfork, /Loto
Zombie Cut *
Defeat five zombies on a floor.
/Zombie-X, /Loto
Bird Cut *
Defeat five birds on a floor.
/Wind, /Loto
Doll Cut *
Defeat five dolls on a floor.
/Doll-X, /Loto
Devil Cut *
Defeat five demons on a floor.
/Demon-X, /Loto
Dragon Slash *
Defeat five dragons on a floor.
/Dragon-X, /Loto
Surehit -
Attack not to miss a monster. Maybe a weapon with /Surehit melded in does not
work.
/Dragon-X, /Loto
Critical +
Do a critical hit.
/Eliminato, /Reaper, /Loto
Multi Cut *
Defeat three monsters at one strike with a /Windshear.
Any
Havoc Cut *
Do at least 100 HP damage to a monster with a strengthened weapon (at least to
+50).
Any
Evil Slash *
Defeat three Grand Titans in a row.
Any
KO-Hit
Hurl a |Beat[] to a monster.
Any
Falcon Cut +
Defeat a monster.
/Falcon
Bi-Attack +
Attack while agile.
/Iron, /Pick, /Steel, /Metabble, /Surehit, /Zombie-X, /Eliminato, /Reaper,
/Ice, /MetalKing, /Loto, /Wirlwind, /Falcon
Flail Cut
Attack in a random direction under hypnosis.
Spin Cut +
Attack while confused.
/Loto
Dragon Breath
Get hit by Scorch.
Clone +
Attack a Demighoul or a Tonghoul.
Invisible *
Hurl an |Invisible[] to a monster and defeat it.
Berserker *
Defeat a monster while berserk.
/Zombie-X
Slow +
Step on a weird foot.
Defense +
Attack with a cursed weapon.
Any
Blind *
Attack a blinded monster.
Any
Confuse *
Attack a confused monster.
Dance *
Get hit by LureDance.
/Surehit, /Loto
Sleep +
Attack a monster that was put to sleep.
/Surehit, /Demon-X, /Loto
Ironize +
Chew an *Ironize.
Paralyze
Hurl a *Paralyze or a |Mystifier[] to a monster.
Mislead *
Attack a monster while misled.
Terrify *
Defeat a terrified monster.
Any
Dance-X +
Step on a dancefloor or chew a *Dance.
Any
Staff-X *
Defeat a sealed monster with such an ability as Staff. Hurl a |Berserker[] or a
|Skill-X[] to the monster or hit it with the /Seal+VSeal combination to seal it.
Any
Magic-X *
Defeat a sealed monster with such an ability as Staff. Hurl a |Berserker[] or a
|Skill-X[] to the monster or hit it with the /Seal+VSeal combination to seal it.
/Seal, /Loto
Skill-X *
Defeat a sealed monster with such a skill as ChargeUp. Hurl a |Berserker[] or a
|Skill-X[] to the monster or hit it with the /Seal+VSeal combination to seal it.
/Seal, /Loto
Change +
Attack with a cursed weapon.
Any
Mimicize
Hurl a |Mimic[] to a monster.
Scapegoat *
Defeat a monster that was made a scapegoat.
Itemize
Hurl an |Itemizer[] to a monster.
Sword-X
Use the Shield-X skill.
Any
Shield-X
Get hit by ShieldOff.
Any
Bread Drop
Get a bread (DBig, DMoldy, DOnion, etc.) dropped by a monster.
/Loto
Item Drop
If you know the method then please tell us on the GameFAQs message boards or
send me an e-mail to
[email protected]
/Babyfork, /Loto
Tractor +
Shoot a >Tractor[].
Summon
Step on an alarm bell.
/Magic
Bust Trap +
Attack a trap.
Any
Landfill +
Attack a moat.
Any
Tunnel +
Attack the wall.
Maybe any
Tunneler
Use the Tunnel skill.
Any
Charge Up +
Let a monster attack you by pressing circle+cross.
/Eliminato, /Reaper
Encircle +
Get "hit" by Encircle.
Quick Step +
Take turns while agile.
Strength Heal +
Chew an *Antidote.
Meditate +
Chew a *Sleep.
Surge -
Defeat a monster while wounded.
/Loto
Escape *
Step on a teleport.
Accuracy Up +
Do a critical hit.
Gold Throw
Hurl a gold bag to a monster.
Defense Up +
Chew a *Strength.
1-Damage
Use the Attack Block skill.
VLeather, VBronze
Heal Block
Use the 1-Damage skill.
VLoto
Attack Block *
Defeat a monster with the payback ability of a shield.
VBlade
Parry Pass
Get missed by a monster.
VLeather, VMetabble, VBlade, VParry, VSeal
Attack Parry +
Take 1 damage.
VParry
Magic Parry
Get hit by a magic attack (for example the Druin's Sleep, but chew a *WakeUp).
bare hands
Magic Back
Dissipate a magic attack (for example the Enchanter's Staff3).
VMagic
Arrow Grab +
Get hit by Arrow.
Brutal-X +
Get a brutal hit.
VLeather, VBronze, VMetabble, VBlade, VMagic, VDragon
Fair Wind +
Get hit by Scorch.
VMetabble, VDragon, OgreV
Fly-X +
Get hit by Fly.
VMetabble, VDragon
Curse-X +
Remove equipment by a fork tray.
Doll-X
Get hit by a doll attack (for example the Voodoll's Drain).
VScale, VThiefStop
Thief-X +
Negate the monster skill Steal.
VThiefStop only
Flail Parry
Chew a *Bogus.
VBronze, VScale, VThiefStop, VDragon, OgreV
Skill-X
Decrease your strength by chewing a *Poison or stepping on a poison arrow trap
or get hit by Fluid, LureDance, or Drain/Absorb.
VSkill-X, VSeal, VMagic
Equip Lock +
Remove equipment by a fork tray.
VSilver, VScale, VMagic, OgreV
Bomb-X +
Step on a mine or hurl an UExploding[] to the wall close to you.
VExplode-X
Rustproof +
Get hit by Fluid.
VLeather, VSilver
Anti-Tox +
Get hit by poison breath.
VScale
Awaken +
Step on a gray jet or chew a *Sleep.
Confuse-X +
Step on a turntable or chew a *Panic.
Probably any
Mislead-X +
Step on a green jet or chew a *Misleader.
Probably any
Dance-X +
Step on a dancefloor or chew a *Dance.
Probably any
Slow-X +
Step on a weird foot.
Probably any
Trip-X +
Trip over a hidden rock.
Drop-X
Stomp on a trapdoor.
Find Trap
Chew an *Eyedrop.
Probably any
Trap-X -
Stomp on a trapdoor.
VLoto
Get hit by Fluid.
VLeather, VSilver
Ford *
Hurl a |Tradespot[] to a Phantom or a Reaper above a moat.
StepGuard *
Step on ten spikes in a row.
MonsterWake
Enter a monster house.
VBronze, VSkill-X, OgreV
Thief
Use the MonsterWake skill.
VBronze, VSteel, VMetabble, VDragon
Disappear *
Defeat five Shadows or Shadowers on a floor.
VLoto
Iron-X
Chew an *Ironize.
VBronze, VSilver, VScale
1/2 Hunger *
Take 100 turns while starvation.
Hunger-X *
Take 200 turns while starvation.
5.2. Setting
This table shows you which skill can be set on which weapon. The weapon must be
at least +1 strong for Falcon Cut.
W E L W M
M i B D Z l i h e G
e n S a r o D i f i M t o
C t A d u b a m D e m R e r i F a l
o S a b s r y g b o m i e D l r a l M d
C p I G P t b a h e f W o i l o n a r w S a l K a L P
l p r o i e b c e h o i n e l n a p a i e I c c i g o i
u e o l c e l u a i r n - - - - t e i n a c l o n i t c
b r n d k l e s r t k d X X X X o r n d l e e n g c o k
Kamikaze * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Twin Slash * * * * * * * * * * * * * * * * * * * * * * * * * * * *
1/2 HP * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Miracler * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Tiger Trap - - - - - - - * - - - - - - - - - - - - - - * - - * * *
Babyfork - - - * * - - - - - * - * - - * * - - - * * - - - * * *
Zombie Cut * * * * * * * * * * * - - - - - * * * * * - * * * * * *
Bird Cut * * * * * * * * * * * - - - - - * * * * * - * * * * * *
Doll Cut * * * * * * * * * * * - - - - - * * * * * - * * * * * *
Devil Cut * * * * * * * * * * * - - - - - * * * * * - * * * * * *
Dragon Slash * * * * * * * * * * * - - - - - * * * * * - * * * * * *
Surehit * * - * - - - * * * * * * - * - - - - - - - - - - * * *
Critical - - * - - - * - - - * - - * - * * * * - * * - - - * * *
Multi Cut * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Havoc Cut * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Evil Slash * * * * * * * * * * * * * * * * * * * * * * * * * * * *
KO-Hit * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Falcon Cut * * - * - - - * * - * - * - - - - - - - - - * * - * - *
Bi-Attack - - * - * * * - - * - - - * - - * * - * - * - - * - * -
Flail Cut * * - * - - - * * - * * * - * * - - - - - - * - - - - *
Spin Cut - - * - * * * - - * - - - * - - * * - * - * - * * * * -
Dragon Breath - - - - - - - - * - - - * - - - * * - * - - - - - * * *
Clone - - - - - - - - - - - - - - - * - - - - - - * - - * * *
Invisible - - - - - - - - - * - * - - - - - - - - * - - - - * * *
Berserker - - - - - - - - - * - - - * - - - - - - * - * - - * * *
Slow - - - - - - * - - - - * - - * * - - * - * * - - - * * *
Defense - - - - * - - - - - - - - - - - - - * - * - - - * * * *
Blind - - - - * - - - - - - * - - - - - - - - * - * - * * * *
Confuse * - - - - - - - - - - - - - - * - - - - * - - - - * * *
Dance - - - - - - - - - - - - - - - * - - - - * - - - * * * *
Sleep - - - * - - - - - - - - - - - * - - - - * - - - - * * *
Ironize - - - - * - * - - - - - - - - - - - - - * - - - - * * *
Paralyze - - - - - * * - - - - - - - - - - - - - * - - - - * * *
Mislead - - * - - - - - - - - - - - - - - - - - * - - - - * * *
Terrify - * - - - - - - - - - - - - - - - - - - * - - - - * * *
Dance-X - - - - - - - * - - - - - - - * - - - - * - - - - * * *
Staff-X - - - - - * - - - - - * - * * * - - - - * - - - - * * *
Magic-X - - - - - - * - - - - * - - - * - - - - * - - - - * * *
Skill-X - - * - - - - - - - - - - - - * - - - - * - - - - * * *
Change - - - - - * - - - - * - - - - - - - - - * - - - - * * *
Mimicize - * - - * - - - - - * - - - - - - - - - * - - - - * * *
Scapegoat - - - - - - - - - - * - - - - - - - - - * - - - * * * *
Itemize - - - - - - - * - - * - - - - - - - - - * - - - - * * *
Sword-X - - - - * - - - - - - - - * - - - - - - - - - * - * * *
Shield-X - - - * * - - - - - - - - * - - - - - - - - - * - * * *
Bread Drop - * - - * - - - - - * - * - - * * * - - * - - - - * * *
Item Drop - - * - * - - - - - * - * - - * * - * - * - - - - * * *
Tractor - - - - - - - - - - * - - - - - - - - - * - * - - * * *
Summon - - - - - - - - - - * - - - - - - - - - * - * - - * * *
Bust Trap - - * - * - - - - - - - - - - - * * - - - - - - - * * *
Landfill - - - - * - - - - - - - - - - - - - - - - - - - - * * *
Tunnel * * - * - - - * * - * * * - * * - - - - - - * * - - - -
Tunneler - - * - * * * - - * - - - * - - * * - * - * - - * * * *
Charge Up * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Encircle - - - - - - - - - - - - - - - - - - * - - * - * - * * *
Quick Step - - - - - - * - - - - * - * * * - - - - - * - * * * * *
Strength Heal * - - - - - - - - * - - - - - - - - - - - - * * - * * *
Meditate * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Surge * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Escape * * * * * * * * * * * * * * * * * * * * * * * * * * * *
6. Treasure Spoiler
Here I give you the maps of treasure rooms. The most of the treasure rooms have
a locked door. You need a PKey or the Open spell to get in, you can not get in</pre><pre id="faqspan-3">
with a /Pick. If there are monsters (Gargoyles, Reaper, or others) inside then
you can get in by hurling a |Tradespot[] while you wear a OJavelin. But then
you may need a *Warp or a @Retry to get out. The warrior can use the Bust Trap
and the Ford skills in most cases. You can get through the moat wearing the
OPassage while you can get through the traps by casting Transform or aim a
crystal hunk with a |Change[] or a |Mimic[]. If there are more treasures on a
floor then read a @Retry to get them. After you obtained all, you can find a
@Scrap in the end. (W=wall, C=corridor, R=room, M=moat, I=ice, D=door, X=the
treasure)
Magic Dungeon 15 F 1000G
More Magical Dungeon 35 F @Prayer
CCCCCCCCC
CWWWWWWWC
CWXXXXXWC
CWXXXXXWC
CWXXXXXWC
CWXXXXXWC
CWWWDWWWC
CCCCCCCCC
More Magical Dungeon 15 F 1000G
CCCCCCCC t = 3 random trapdoors and a safe spot
CWWWWWWC
CWXRXXWC
CWRXXRWC
CWttttWC
CWIIIIWC
CWIIIIWC
CWIIIIWC
CWIIIIWC
CWRRRRWC
CWWDWWWC
CCCCCCCC
Magic Dungeon 20 F @Outside
Such treasure may be trapped. For example you have 20 items in your bag which
often happens and you step on the trapped treasure. If the trap is a trapdoor
or a mine then that could be a great problem because you leave the floor
without picking up the item or the mine destroys it. Search for a trap, and
if there is one then drop an item so you can auto-pick-up the treasure before
the trap starts to work. Another problem can be the trap is an alarm bell and
you can not see it for the item picture is bigger than the trap picture.
Magic Dungeon & More Magical Dungeon 23 F UMelding[]
CCCCCCC r = mine + stunned Bomb Crag
CWWWWWC
CWXrXWC
CWrrrWC
CWrrrWC
CWWDWWC
CCCCCCC
You can lure some monsters out with arrows or teleport them out with a
|Mystifier[]. Then you can use a |Tradespot[] to get to the pots. If you do not
have a |Tradespot[] but you have a |Blowback[] then stand in the doorway and
wait until a Shadower shows up. Aim it with the |Blowback[] to blow yourself on
the spot between the pots and you can get one of them.
More Magical Dungeon 27 F @Monster
CCCCCCCCCCCCCC r = stunned monster
CWWWWWWWWWWWWC
CWRRRrRRrRRRWC
CWRWRrRRrRRRWC
CWRWWWWWWWrrWC
CRRWRRRXRWRRWC
CRRWRRWWWWrrWC
CRRWRRrRrRRRWC
CRRWRRrRrRRRWC
CRRWWWWWWWWWWC
CCCCCCCCCCCCCC
Magic Dungeon 30 F /Ice 60 F 1st UGolden[] 2nd UMagic[] + >Golden[]
More Magical Dungeon 98 F 1st UMagic[] + /GoldPick 2nd UMagic[] + |Golden[]
3rd UMagic[] + OGolden
CCCCCCCCC r = stunned Gargoyle
CWWWWWWWC
CWrRrRrWC
CWRRRRRWC
CWrRXRrWC
CWRRRRRWC
CWrRrRrWC
CWWWWWWWC
CCCCCCCCC
A mage can not get in with a /Pick. However, he can make a monster berserk
by a |Berserker[]. That monster can destroy the wall for the mage.
Magic Dungeon 50 F /Whirlwind
CCCCCCCCCCCCCCCC s = spikes
CWWWWWWWWWWWWWWC h = crystal hunk
CWtsssssssssstWC
CWsWhhhhhhhhWsWC
CWshsssssssshsWC
CWshsWhhhhWshsWC
CWshshsssshshsWC
CWshshsWsshshsWC
CWshshshsshshsWC
CWshshshsXhshsWC
CWshshsWhhWshsWC
CWshshsssssshsWC
CWshsWhhhhhhWsWC
CWshtsssssssstWC
CWDWWWWWWWWWWWWC
CCCCCCCCCCCCCCCC
Use |Change[] on yourself.
More Magical Dungeon 50 F @Gold
CCCCCCCCC t = trapdoor
CWWWWWWWC g = trapdoor + stunned Gargoyle
CWMMMMMWC
CWMgtgMWC
CWMtXtMWC
CWMtttMWC
CWMMMMMWC
CWDWWWDWC
CCCCCCCCC
More Magical Dungeon 70 F /Miracle
CCCCCCCCCCCCC m = mine
CWWWWWWWWWWWC
CWMMMMMMMMMWC
CWMMmmmmmMMWC
CWMMmWRWmMMWC
CWMMmWXWmMMWC
CWMMmWWWmMMWC
CWMMmmmmmMMWC
CWMMMMMMMMMMC
CWWWDWWWDWWWC
CCCCCCCCCCCCC
Magic Dungeon 70 F /Seal 80 F VSeal
CCCCCCCCCCCCCCC t = teleport
CWWWWWWWWWWWWWC c = Mimic (Cannibox)
CWMMMMMMMMMMMWC
CWMWWWWIWWWWMWC
CWMWtcWIWXtWMWC
CWMWWIWIWIWWMWC
CWMWWIWIWIWWMWC
CWMWIIIIIIIWMWC
CWMWWIWIWIWWMWC
CWMWWIWIWIWWMWC
CWMWtcWIWctWMWC
CWMWWWWIWWWWMWC
CWMMMMMIMMMMMWC
CWWWWWWDWWWWWWC
CCCCCCCCCCCCCCC
Shoot arrows or hurl items against the wall not to slide on the ice.
More Magical Dungeon 90 F /Falcon
CCCCCCCCCCC t = trapdoor
CWWWWWWWWWC r = stunned monster
CWRMMtMMRWC c = Mimic (Cannibox)
CWRWWRWWRWC
CWRWrRrWRWC
CWRWcRXWRWC
CWRWrRrWRWC
CWRrWWWrRWC
CWRRRRRRRWC
CWWWWDWWWWC
CCCCCCCCCCC
Magic Dungeon 98 F 1st UMagic[] + /Loto 2nd UMagic[] + DGolden
CCCCCCCCCCCCC t = teleport
CWWWWWWWWWWWC f = weird foot
CWMMMMMMMMMWC
CWMMtttttMMWC
CWMMtWDWtMMWC
CWMMtWXWtMMWC
CWMMtWWWtMMWC
CWMMtttttMMWC
CWMMMMMMMMMWC
CWWWfWWWfWWWC
CWfffffffffWC
CWfffffffffWC
CWWWWWDWWWWWC
CCCCCCCCCCCCC
In the lack of rings (OPassage, OTrap-X) you need two Mimics to use at the
proper place and use the |Blowback[], |Tradespot[], |Sleep[], and |Panic[].
Mage Dungeon 35 F /Magic
Sword Dungeon 35 F OLife
Ordeal Mansion 20 F @Outside 30 F @Outside, 1st UMagic[] + VLoto 2nd UMagic[] +
+ VGolden
7. Adventure Log Spoiler
Defeated the Darkevil Chest
Magic Dungeon unequipped: 100 F
Read the Monster Scroll
More Magical Dungeon: 100 F
Ordeal Mansion: 50 F
Sword Dungeon: 35 F
Mage Dungeon: 35 F
Cleared Level 10 of the Well
Learned all skills
Learned all spells
Gave the King 40 Tiny Medals
Obtained Loto's Sword & Shield
Obtained MetalKing Sword & Shield
Obtained all Golden items
Made a superb Sword by melding
Made a superb Shield by melding
Felled by a Trapdoor
Felled by a Poison Arrow
Felled by a falling boulder
Felled by a steel ball
Defeated while asleep
Defeated while dancing
Defeated while confused
Defeated while berserk
Defeated a Gargoyle
Brought home a Mimic
Defeated a Gold Slime
Hit by MegaMagic
Chain-exploded ten Bomb Crags
Felled by an explosion
Felled by an L5+ Berserker
Smote by Divine Retribution
Thieved ? time(s)
Successfully thieved ? time(s)
Returned alive ? time(s)
Read a Chance Scroll
Melded a weapon with a Pick
Threw a Melding Pot through walls
Felled by hunger
Blown out by wind
8. Bug Report
A mage is not supposed to shoot arrows but he can shoot arrows from a
UPreserve[].
Shadownite can not be sealed by Skill-X.
When you make a fake priest invisible and you chew an *Eyedrop, monsters too
can see the fake priest. The same goes with Find Trap and OShadow.
Once I entered a monster room wearing a OThief and left the floor and the next
floor was also a monster house. The monsters were awake to my surprise. The
OThief was ignored.
I obtained VLoto and VGolden. I hurled the UMagic[0] against the wall and put
the shields in a UPreserve[]. I did not get the Loto and golden item entry in
the adventure log though. I went in the Well and dropped the shields and picked
them up. Then I got the entries.
9. Credits
Torneko The Last Hope by Chun Soft
this document by Borjati Csaba in 2015-2016
FAQ and Walkthrough by Terii Senshi at gamefaqs.com