/========================================\
[00Cont] TABLE OF CONTENTS
\========================================/
[00Set] SETUP AND CONFIGURATION
[00Tip] HINTS, TIPS, AND TRICKS
[00Dun] DUNGEON
- Hiyo's Cave - Cave of Beginnings
- Dragon Forest - Burning Cave
- Absolute Zero - Golden Shrine
- Mystery Lab - Monster House
- Scorching Desert - Nostalgic Castle
- Enemy Cave - Courage Wanted
- Energy Square - Place of Beginnings
- New Enemy - Last Boss
- Land of Oblivion - Khamun's Revenge
- Land of Remembrance - Evil Map
- Overfiend Map - Land of Remembrance (lv999)
- Evil Map (lv999) - Overfiend Map (lv999)
[00Ran] RANGEON
- Search Area - Forest Area
- Plank Area - Dragon Area
- Novice Area - Fire Area
- Ice Area - Trap Area
- Ninja Area - Mid-Tier Area
- Mine Area - Mujun Area
- Naon Area - Knight Area
- Veteran Area - Still-Half Area
- Sort of Tiring Area - Quick Area
- Sorcerer Area - Barrier Area
- Magma Area - Bonus Area
- Ice Age Area - Almost Done Area
- Giant Area - Monstrosity Area
- Freak Area - All-Star Area
- Last Area - Dark World
[00Mult] MULTIPLAYER MAPS
- Connecting Forest - Legendary Castle
- Magma Ocean - Glacier Forest
- Dwelling of Evil - Ancient Ruins
[00Equip] EQUIPMENT
[00En] ENEMY STRATEGIES
[00Class] MAGIC CIRCLES AND ABILITIES
[00Leg] LEGENDARY MAGIC CIRCLES
[00Yam] ADVENTURES OF THE YAM HERO
[00Cred] CREDITS, SPECIAL THANKS, AND LEGAL INFORMATION
/========================================\
[00Set] SETUP AND CONFIGURATION
\========================================/
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Version Updates:
12/13/11 - Uploaded version 0.80, missing Overfiend Map walkthroughs.
3/25/12 - Uploaded version 0.90, added Overfiend Map info and tips.
4/21/12 - Uploaded version 0.91, added a strategy for Overfiend 4F and Yam Hero
story.
10/31/12 - Uploaded version 0.92, added walkthroughs for the Ran-Geno areas and
multiplayer levels.
4/13/14 - Uploaded version 0.93, added the three Legendary Magic Circles.
4/19/14 - Version 0.96, added walkthroughs for all lv999 maps except LoR 4F.
5/30/14 - Version 0.97, added walkthrough for LoR 4F (lv999).
1/26/15 - Version 0.99, added tips for beating Rangeon at lv999, speed guides
for lv999 Dungeon maps, and equipment lists.
/========================================\
[00Tip] HINTS, TIPS, AND TRICKS
\========================================/
Q: What class should I be?
A: When you start the game, there are a couple class combinations you’re going
to want in order to get strong quickly. If you’re not interested in changing
classes, Merchant has both Fire and Ice spells and a regenerative ability that
will help in almost any situation. Or just use a Spirit (Soul title) weapon to
be able to damage any enemy.
Q: How do I change classes?
A: Go inside the tree in the top left of Arcanus Cella and talk to the red Hiyo.
He will allow you to change classes when you're at least level 10, which resets
your level back to 1.
Q: How should I mix and match class changes to conserve SP?
A: Switching from Warrior to Guardian will also help, as you’ll have F. Element
and I. Element from Warrior and Heal from Guardian. Leveling up as a Guardian
also means unlocking the Magic Circle “Core”, arguably the best Magic Circle
that you don’t have to unlock via Ran-Geon. The Element abilities only require
one casting for your weapon to be powered up for 20 seconds, so they’re great
for conserving SP. You also don't have to add artifacts to make them strong.
Q: How should I mix and match class changes to be stronger?
A: Switching from Wizard to Guardian is another good combination, as you’ll get
the homing spells G. Fire and G. Ice in addition to healing spells. These are
good for long-ranged attacks, and also have an element regardless of your
status; alternatively, if you used I. Element while on fire, you would still
heal fire enemies!
Q: What's the best way to grind?
A: My favorite method of stat grinding is to switch a character to Wizard class
and bring them to Newgeon and grind up until they're level 99, then do it again
and again until they have 999 MP. Then I do the same with Dragoons until they
have 999 HP. Then switch them to a moderate class like Warrior, Merchant, or
Guardian and bring them up to level 99 to see where their stats are, so both HP
and MP can be 999 at once. I especially like to do this with Guardian, since it
boosts Angel Guard in Newgeon. If you use your preferred main character as a sub
for all this time, grind them as a Dragoon or Guardian to max out their attack
and defense, and max out their SP as a Wizard if you can, too. A particularly
effective way to level up quickly is to hit a bunch of Hell Gates in New-geon,
crank up the enemy level until you land on a double level floor, run away from a
large group of enemies, and spam Hell Dragoon when there are a bunch of monsters
on-screen. You can rake in immense amounts of experience doing this.
Q: What weapon should I use?
A: Swords are the fastest weapon type, but are not as strong as axes. The sword
is easier to use but the axe is the better long-term weapon, and can also break
some blocks. As for staves, they are decent weapons but are really for spell
casters, as they halve SP consumption and cast time for all spells.
Q: How should I fight monsters?
A: Most enemies can be defeated without taking a hit. When you encounter enemies
one at a time, you should try to neutralize them this way. When you find enemies
in groups, though, oftentimes you’ll have to take some hits, so you’ll have to
be a bit less precise and more practical to save time and health.
Q: Why do I keep dying?
A: The HP bars on the top right have very low contrast, making it sometimes hard
to notice if one of your party members is at low health. Keep this in mind and
try to keep an eye on it as much as possible.
Q: What are the pros and cons to spells?
A: Generally speaking, you should use physical builds for longer levels (like
Ran-Geon and New-Geon) and reserve high-powered magical builds for bosses (like
Khamun or custom bosses). Of course, if you want to get to the end of Ran-Geon,
you’ll have to fight bosses along the way, so make sure to bring a hybrid
build. If you’re planning on doing a Ran-Geon or New-Geon run, you should also
make sure that you can deal some kind of elemental damage.
Q: What is Fame good for?
A: Fame unlocks things in Coco's shop and grants you access to more items from
the green face in Arcanus Cella. You can find the face by going to the top right
of Arcanus Cella and following the path along the left.
Q: How do I get Fame?
A: If you’re having trouble getting fame through the dungeon levels, use the
level 36 Magic Circle Jet from the Merchant class, which has 22 slots for Speed
boosting artifacts. With the help of some Widens, you can create a character
that can really roar! Just be careful to balance between your Walk and Run stats
so that your character is still at a manageable speed. You can also play the
multiplayer maps alone, although they are designed so that you finish faster
with more players.
Q: How do I stop taking hits?
A: Slide often! Sliding allows you to dodge most attacks and traps, maintain a
high speed for clearing tar and grass quickly, and finish levels quickly!
Q: Why is my character so weak?
A: When setting up a Magic Circle, always check to make sure you aren’t applying
useless artifacts. For instance, giving extra HP-boosting items to characters
with 999 HP, boosting SP when it’s already at 999, or tacking on items that
boost attack speed when your attacking speed is already at 1.
Q: What are the best Magic Circles?
A: As a general rule, you’ll probably want your Magic Circles to be the
Guardian’s ‘Core’, the Merchant’s ‘Jet’, or the Wizard’s ‘Divine’ at all times.
These are the best Magic Circles for physical, speed, and magical builds
respectively. Unlocked Magic Circles such as Ran-geon King or Dungeon Master
should be used once acquired.
Q: What items are good?
A: Most items that you don’t need should be sold. The only things you should
hold onto are Raikiris, Rebellions, Angel Staves, Dual Walls, and any kind of
armor or artifact. Almost any other weapon type or shield type is fairly useless
compared to the ones mentioned above. Just make sure to keep all copies of the
items I’ve listed, as they will help power up your D99 equipment.
Q: What artifacts should I buy?
A: Attack and defense artifacts are definitely the best, but soon you'll want
to use only rare artifacts, when possible, due to their reduced mana cost. The
things you'll continue to buy in stores will be for HP, SP, speed, CRT, and for
spells. Speed is easily the most important of these.
Q: What is D99 equipment?
A: D99 equipment mimics the titles of all other similar pieces of equipment, so
long as you own 99 of that particular piece. For instance, if you have a D99
Gladius and 99 Duct and 99 LvUp copies of a Gladius, you will gain extra EXP and
leech HP from your enemy at the same time.
Q: What if I have 99 Fire title weapons and 99 Ice title weapons?
A: Good question. Ice overrides Fire and the Fire element becomes inert. It
would be nice if you could get an element-seeking weapon but you can't. Just go
with the Soul element and discard any Fire or Ice element weapons, unless you
need a specific element for a dungeon map.
Q: What are good drops from Rangeon and Newgeon?
A: Armors and artifacts you should look out for and try to keep are Spartan
Armors, Saint Leaves, Magic Robes, and Abyss Plates, along with any rare
artifacts. And if you get a Widen in Rangeon or Newgeon, find the closest exit.
Q: How do I get more G?
A: If you’re short on G, you can grind millions of G in a matter of minutes
with this simple method: Set your custom boss to a red or blue Hiyokki, then
play the map New Enemy and defeat it. Bring the Merchant ability G Get and use
as many boosting artifacts on it as possible, as well as strong projectiles to
kill it. Divine is the best Magic Circle for this. With good enough stats, you
should be able to get 99,999 G each round, which can take about 15 seconds if
you’re quick. I highly recommend this for maxing out your D99 equipment.
Q: What are Widens?
A: Widens are a very rare and powerful artifact that double the effect of all
artifacts placed after it. When placed on an ability slot, they will boost that
ability, usually by tripling the projectiles that are fired.
Q: How important are Widens?
A: If you ever win a Widen in Ran-Geon or New-Geon, play the rest of the level
as defensively as possible and look for an exit no matter how far you are into
the level. There are people that have played for hundreds of hours and still
only have two or three of this incredibly valuable artifact.
Q: How do I use Widens carefully?
A: When using Widens, carefully think about your multiplication. For instance,
say you're placing Widens on the top half of the Dungeon Master Magic Circle.
Each section on the top has 7 slots, 6 for attack or defense, and one for a
critical hit or break rate booster. One Widen will remove a slot but double the
rest. So look at how it breaks down.
0 Widens - 6 Stat, 1 CRT
1 Widen - 10 Stat, 2 CRT
2 Widens - 12 Stat, 3 CRT
3 Widens - 12 Stat, 4 CRT
4 Widens - 10 Stat, 5 CRT
5 Widens - 6 Stat, 6 CRT
6 Widens - 0 Stat, 7 CRT
Make sure to do your multiplication to get the most out of your Widens. Also, if
you're working with more limited mana, think outside the box and bump the Widen
down a space if you have too much left over. You might be able to use up more of
your mana and end up with a stronger character.
Q: How do I unlock more Dungeon maps?
A: Set a new record at Newgeon, probably by reaching floor 200 or so. This is
really easy if you can get +11 floor jumping from a Hell Gate and then let it
slowly creep up farther from Regular and Angel gates.
Q: How do I beat the Rangeon?
A: Make sure you can beat enemies at around level 150 before trying, and keep
the enemy level as low as possible. Ambush enemies one by one if you're having
trouble, and get good at dodging traps and fire.
Q: What is the level 400 Magic Circle?
A: The Magic Circle Dungeon Master is unlocked when you beat Rangeon with the
enemy level at 400 or higher. It has spaces for several subs, plus 64 slots for
set buffs and artifact placement. You can easily get your attack and defense up
to 700 using it, and buff up your spells to unimaginable power. Getting it is
very hard, however. From floor 80 and on, you have to avoid all enemies and walk
slowly to avoid Quake traps or start the entire dungeon over.
Q: Are there any other unlockable Magic Circles?
A: In addition to Ran-geon Master and Dungeon Master, there is a Magic Circle
awarded for beating Rangeon with an enemy level of 999. Supposedly it isn't
quite as good as Dungeon Master; however, both are listed in this guide so you
can decide for yourself. Ultimately the Magic Circle excels in boosting spells
and abilities, but is weaker in CRT/BRK, SPD, ATK and DEF slots. Hypothetically,
if you logged several hours of grinding into the game and had characters with
naturally high stats, this would probably be the best Magic Circle.
Q: What is Dark World?
A: Dark World is a Newgeon theme in which the floors are black and the monsters
have special abilities like the ones in Land of Remembrance, Evil Map, and the
Overfiend Map. It's the most dangerous place in Newgeon, but only appears once
every 100 floors, when a floor's number ends in 00. It is inaccessible in the
normal Rangeon because the Rangeon ends at floor 99.
Q: What can I do about the multiplayer lag?
A: Not much, but some spells will help you. Homing spells are great as you don't
have to worry about aiming. Widened F. Slash or I. Slash will allow you to hit a
big area in a small amount of time. Elemental Vortexes are also good because
you only have to be close enough to an enemy for the attack to connect.
Q: How do I beat the lv999 maps?
A: Get the Dungeon Master Magic Circle and equip it with sub characters who all
have 999 HP and MP. With some clever planning and a lot of Widens you should
have a character with 800+ attack and 900+ defense; grind your main character
to have higher attack and defense if you have to. It's also critical to have
one very strong ability, such as Heal, F Slash, I Slash, or Axeboom. Make sure
this ability costs 1 SP so you don't run out while using it. In certain levels
you may be able to get by with a slightly higher SP cost.
Q: I have a very powerful Magic Circle but I still need more ATK and DEF!
A: You can speed up level grinding a LOT with the right Magic Circle. I prefer
to use Castle in order to grind characters, since it has slots for ATK GAIN 3
and DEF GAIN 3 while still being fairly powerful. In a single run, I had a
Guardian on the ATK GAIN 3 slot go from 236 ATK and 227 DEF at level 99 to
269 ATK and 229 DEF. The Guardian job prevented DEF from going down (it
actually went up a small amount) while the ATK GAIN slot caused a very large
increase in ATK. However, the same trick later on only increased my ATK from
269 to 283.
Q: What the heck happened to my New-Geon gate?
A: There are a few anomalies to watch out for when grinding in the New-Geon.
First is that there is a small chance of a Normal Gate increasing the enemy
level dramatically (500 to 2000+). Second is that sometimes a Hell Gate will
increase your Drop Rate and Rare Item Rate to 999 and increase your Floor
Jump by 50 or 100 (without transforming into an Angel Gate) - this has only
happened to me once in over 200 hours of playing. More common things to watch
out for are the Full Recovery from an Angel Gate, a 1/3 chance of a Demon
Gate becoming an Angel Gate, a 1/6 chance of a Hell Gate becoming an Angel
Gate, and a Gamble Gate multiplying your floor jump by 2, 3, 4, or even 5.
Q: How do I beat the Ran-Geon with enemies at level 999?
A: The hard truth is that it's mostly luck. You have to use the anomalies
from gates to your advantage (see the above question.) Since you have 99
floors and have to increase the enemy level to 999, you need to average
having the enemy level go up by 11 each floor, which is nearly impossible.
Hit every Hell Gate you can. If not, hit a Demon Gate, and if neither are
present, go for a Normal Gate. All three of these gate types can increase
monster level by a dramatic amount. Around the first few floors, the amount
is always lower (about 50) but toward the end the numbers will creep into
the hundreds (400-999) so don't feel bad if you aren't keeping up with
the average level perfectly - even if you don't get rare level spikes, the
increase will always accelerate. Also, don't give up no matter how close
you are to the end, since there is ALWAYS a chance of getting a level spike,
and it's easier to beat 10 levels with level 999 enemies than it is to beat
50 levels. Personally, it probably took me around 20 tries to successfully
get the level high enough, and when I did I had to run through about 50 levels
playing very cautiously. It should go without saying that you are able to beat
Overfiend Map 4F with your character before attempting this run.
Q: Which is better, F. Slash, I. Slash, or Axeboom?
A: It depends on what level you're playing and what you're fighting. For most
purposes, Axeboom is stronger because it connects more per casting. It is the
ability of choice to use versus lv999 Khamun, for instance. However, a lot
of monsters are resistant to blunt damage, so for those it's better to use a
Slash ability. Typically I. Slash is better than F. Slash, because you can
get fire status more easily than ice status to use with normal attacks, but
the downside is that neither Slash is an effective cure-all against all
enemy types the way that Axeboom is. In short, Axeboom is better, but there
are times when you will need I. Slash.
Q: What are the most important titles to have?
A: If you're just starting to build up a piece of D99 equipment, there are a
few titles that are very useful. First, anything that boosts movement speed
will be very helpful, such as Wind or Die. Duct and Soul are also very good
because they improve general versatility; Duct is good because it prevents one
sub from having less health and straggling (with the exception of your rear
sub, who cannot be healed by Duct equipment.) Soul is important for weapons
because it means that you can deal damage to any monster, regardless of what
abilities you have. After that, you'll want to look at the most powerful ones
such as Hero, Rip, Evil, Fort, ESP, and Psy.
> Since I wrote this walkthrough as a high-level character, I may not remember
if some areas were difficult for my level. However, each guide still gives
instructions for a speed run once your characters are strong enough, and what
to do in order to unlock which area.
> When I refer to the ‘right wall’ or ‘left wall’, I’m referencing the player’s
left and right, but when I say ‘take a right turn’, I am referring to the right
side of the screen regardless of direction. Keep that in mind.
> As a last note, I’ve put periodic double dashes between some sentences on
longer levels in order to break up the content a bit more. This because I gave
each floor of each dungeon its own paragraph separated by a blank line, but
don’t want to give separate paragraphs describing the same floor the same
treatment. I think you’ll find this format easier to navigate.
Hiyo's Cave
1F - This is super easy. All you have to do is run through to the end, beat the
King Man (bull), and get to the ladder. For a speed run, I suggest taking the
middle path when you first get to an intersection in order to avoid being cut
off by the Fodder (yellow) on the left path. Also, since the King Man is an Ice
elemental, you may want to give your sword or axe fire affinity by walking in
the fire before you face him, to do extra damage. As soon as he's beaten, rush
to the exit.
2F - This one is pretty easy as well. All you have to do is run forward, then
right, and defeat another King Man (bull) to open up the exit. If you bring an
axe, however, you may want to destroy some of the destructible wall for
treasure. Also, because you start off with traps in front of you, make sure to
dash and jump right before you hit them in order to vault over them, as they
will deal considerable amounts of damage.
3F - This may be the easiest map of all of them. You can win by running up and
around the wall and then to the finish, but the fastest way to complete it is
to bring an axe, destroy the wall, and dash right to the finish.
Cave of Beginnings
1F - To beat the level normally, you have to make a wide arc around the level
(or go straight down if you don't mind taking fire damage), then arc right
again and go left while avoiding the Lager Man (bull) racing back and forth,
go up, and break open the treasure chest there to unlock the door at the
beginning. In order to get there, you'll have to go all the way back and take
the opened path to the finish.
- - However, if you want to beat par time, all you have to do is bring a
character with the right ability. The sword abilities F Slash and I Slash should
work, and the axe abilities Boomer and Axeboom should as well. If you're a new
player, you should try and bring along a Warrior as your main, who will most
likely have one of these abilities. Once you enter the stage, all you have to do
is use that ability through the wall to destroy the treasure chest and you'll
save yourself the entire round trip there and back.
2F - Depending on which enemy you defeat, a different set of walls will vanish.
For fastest completion time, go straight up and around the first room and kill
the Fodder Ice to uncover the treasure chest. Destroy that, then head downward
and go all the way to the far right of the map until you find another treasure
chest to break.
- - Head all the way back to the left for the exit. To cut more time, you may
want to use the trick from 1F to skip running around the first room and just
destroy the chest outright. Also note that for every enemy you destroy on the
lower level, another wall will be unlocked, giving the trapped enemies access
to you.
3F - To beat this level, you'll have to go up and defeat a Self Man (bull),
then go up and to the left and defeat another, then up and right to defeat a
Raoh Man, which will unlock the finish and leave you free to finish. If you
find that the enemies are taking too much health, get out of their way and let
them hit a wall; this will give you plenty of time to unload attacks on them.
4F - This level is pretty straightforward. All you have to do is defeat the
enemies on the red carpets to unlock the next area. After defeating the second
monster, go up to find the third and wrap back around to the next area. The
area after that will be slippery, but this actually works in your favor; while
decreasing your traction, you can also slide at insanely high speeds on them,
cutting back on your completion time!
- - Defeat the fourth enemy, head on to the fifth, then dash straight down
once you enter through the bottleneck you just came through (beware, there
will be an enemy on the same Y axis). Now just weave up and down (and try to
avoid the traps) as you make your way to the final enemy and to the finish.
Again, sliding is a good move to help you dodge projectile traps... Even if
they hit you! And unlike jumping, they won't bring you to a halt.
Dragon Forest
1F - Make your way up first, then take a right and follow the right wall into
an area with an Anijun (green lizard). Defeat it to unlock the next area, then
hurry back left and down into the small passageway. There's a really tough
fight coming with an Atadrya (dragon), so be prepared to take a lot of damage.
Get out of the way when he charges an attack, run to get him from the side or
behind, and counterattack. You also may want to kill anything else in the area
so you don't end up fighting several enemies at once. Once he's defeated, just
go back the way you came and go up until you reach the finish.
2F - Go down immediately and then right. The traps here will slow you down and
make your screen go dark if you hit them, so be very careful as these can
sabotage a speed run very quickly. Go down at the intersection, and weave
around to the finish.
3F - This level is composed of two major forks. If you're good at combat and
fast (or if you're going back for a speed run), then take the north path first,
then the right one, and defeat both enemies at the end of each section. At
the end will be a single Hydra (dragon). Beat him and go up to finish.
Burning Cave
1F - Annoyingly enough, this level starts out with an area in which you have
to beat a fire monster to advance. That means you lose a good 5-10 seconds of
time if you catch fire, because you'll be healing him! However, if you run into
water or use the Guardian ability Recover, you should be able to save time by
rushing straight through the fire and curing Fire status as soon as you approach
him. After that, just follow the left wall all the way around to the finish.
2F - The prompt to this level is "Right or left?" The simple answer is left.
You'll find a treasure chest that unlocks the finish. All you have to do is
dash. Alternatively, going right will give you two treasure chests. Also,
there's a lot of fire, so if you're low level, be careful.
3F - For this, go right until you see a path going downward, then go up and
around the path. Here you can either go straight through the flames or go
around. For a speed run I recommend the latter. At the next intersection is a
fiery path to the south and one to the right. Take the southern one and you’ll
find yourself in another very fiery area. Again, either navigate through it or
just ram through the fire and keep going. Keep moving north until you find a
Katadrya (dragon) and kill it to unlock the finish room.
Absolute Zero
1F - Stay right at first, then kill both of the King Mans (bull) to unlock the
door to the right. Go at top speed by sliding on the ice, then take the north
path, slide through the tar, and beat the enemy here to unlock the finish.
2F - For this level, all you have to do is go down the south path, defeat all
of the enemies, then rush through the door and up to finish. Sadly, the area
is kind of big and it’s easy to miss an enemy in a corner.
3F - First, go left and take an immediate north turn and kill the Green Bunno.
Continue left, then up, and kill the White Scissy. Go back to where you started
and go right then up again. Defeat the Fodder (yellow), then continue right and
kill the Anijun (green). Go all the way back to the center of the map and dash
north.
Golden Shrine
1F - All you have to do for this is step on the summon traps and kill each enemy
that appears. None of them are very strong, so just dash into the traps. If
you really want to cut back on time, memorize where they are and which ones
make an enemy appear where, as some will materialize in other rooms than their
corresponding trap.
2F - This one was extremely hard for me when I first encountered it. Kill the
first two mandatory enemies, then consider attacking the Mujun lizards through
the walls so you don’t have to deal with them later (if you’re a high level,
don’t worry about it).
- - The level is symmetrical, so the fastest way to beat the level is to lean
toward one side after killing the Cat Raider (green) and go around and back
down to take out the Mujun on the same side, which will allow you to go up and
then more toward the center, fighting a dragon, then a Great Cat Burglar
(black), and then finally an Eyeman (black) to unlock the finish. Low level
players will want to lure each enemy in separately, as the Eyeman is an
extraordinarily difficult opponent to beat.
3F - This is one of the shortest levels there is. It’s composed of several
rooms each with five enemies, four being the same and one being an outlier,
which stands somewhat to the north. After beating that enemy, you unlock a
teleported to the right which will take you to the next section. Simply dash
to the north enemy and beat him in each section to finish as quickly as
possible.
4F - This level is composed of three mandatory battles; two eyes (both fire
and ice), and an Eihiei (black ninja). The best strategy for this is to use an
ability like Axeboom to attack the left eye through the wall, then take the
right path after dashing right to run into the Eyegirl (blue), which will
unlock the gate to the last battle.
Mystery Lab
1F - At first, you only have one option: Dash left, destroy the fire block,
then destroy the black treasure chest and go back. After that you have to go
back right through a fiery gauntlet of both destructible and indestructible
fire blocks. The best way to get a good time here is to stay to the right and
destroy all of the fire blocks you come in contact with, instead of navigating
it slowly. Since you can slide right through fire without taking damage, you
won’t be in much danger once you memorize the course.
- - Destroy the black treasure chest in the middle of the path going downward
and proceed cautiously to the bottom right to find the next treasure chest on
the bottom left of the next room. You can dash through the tar on the way there,
but the way back will invariably be slow. You may want to use a projectile
attack to save time. After it’s destroyed, head straight left and run through
the water for your final treasure chest. Go back to the center and run through
the open door into the finish.
2F - Go down, then count up from the bottommost path until you reach the
eighth path branching out right. Go up at the intersection, then back down and
take the next to last path right to find the finish. The unique treasure
chests in this level contain garbage, so don’t bother.
3F - To save time, you’ll only want to break the correct treasure chest in
each room before proceeding. The correct treasure chests are:
1. Top left AND bottom right 2. Top right AND left
3. Middle AND left 4. Middle AND right
5. Right 6. Right
7. Trick question, kill the Great Beetle (black) to unlock the exit.
Monster House
1F - Take the top left, bottom left, and middle teleporters in that order.
Other than that the level is pretty easy, but make sure to find a good opening
in the area with the Pain Mans (white) and avoid being hit by the Again Fireball
s (blue) when you enter the third area, as ice status can make it very hard to
get the middle teleported while you’re navigating between two other ones.
2F - This is an extremely confusing level to beat with seemingly no logic as to
which enemy to defeat next. For this reason, I find it necessary to cheat in
order to make the level take one tenth the time it normally does. Bring a
character with Axeboom and head left as soon as you can, then south to find a
Great Beetle (black) inside of a building. Use Axeboom to kill it, then go up
and right until you find yourself walking alongside a wall with enemies on the
other side. Continue right along the path until you find an opening. Go up
through it and left for the finish.
3F - Follow the path until you reach a fork. Take either path and defeat both
Raoh Mans (black bull), then go up through the new path and head right at the
intersection. Defeat both bombers, go back, then go up and left. Go up and
smash through all of the Anijuns (green). Go back and continue upward and
right to find your way to the exit.
4F - You start this level with a three way fork. Go up first, then take the
bottom path, then the middle one. For the first two, all you have to do is
fight a weak enemy, and for the last one, you have a one-on-one fight with a
Red Knight. To beat him, read the Knight entry under the ENEMY STRATEGIES
section.
Scorching Desert
1F - This is just a quick run through fire and sand with a boss battle at the
end. The most annoying thing about this is that the boss, while fairly weak,
is a fire elemental. To save the trouble of finding water, just bring a strong
ice spell to use on him once you encounter him. The only way you can get lost
is if you don’t go left at the first fork. Also, note that sand slows you down
a lot, so it may be hard to time your slides over the tar while you already
have limited momentum.
2F - For someone who’s just unlocked this level, you’re going to have to be
careful. Go straight into the pool in the middle of the first room, but be very
careful of mine traps, which cannot be slid over without taking damage. Take
out both of the Blue Scissy enemies and continue going right. You’ll encounter
another Scissy-in-water situation here, but if you’re a high enough level to
bear the brunt of her attacks, ignore her and keep going right. Next, an Ogre
Beetle (red) will attack you from behind a wall of fire. This can be a pain,
as he’s a fire elemental and the wall is very hard to jump over without being
hit by it, so be ready to run past him into the water on the other side.
- - There is another Scissy in the water here, too, though, so you may want to
deal with her first, or just run through them all. Go left to fight yet another
Scissy in water, then continue on south, around north, and left to fight two
Ogre Beetles. This battle can be annoying, since you have to slide over the
tar and get set on fire to even enter, and the two water squares in this room
have mine traps on them. Just bear the brunt of the mines, wet yourself down,
and take care of the beetles to unlock the finish. Alternatively, you may want
to use an ice spell.
Nostalgic Castle
1F - I’m not sure what the point of this map is exactly. All you have to do is
kill all of the enemies in the starting room to unlock the finish at the top.
None of the enemies here are hard or new, so just unload your attacks.
2F - You can go either way at the first fork, but make sure to go the opposite
direction at the next (so that you end up in the center). If you go north after
the room with two Hydras (fire), you’ll find a Green Knight. Take him out,
then go back and take the other path (which would have made your route from the
beginning right-right or left-left) to find a bigger room with three Scissy
enemies in them. Kill the black one and go all the way back to the beginning
to finish.
3F - Go to the far right of the map, then go down and break the treasure chest.
Go back up and the finish is right there, plain and simple. The treasure is
just another randomized item that sucks, so pass it by.
4F - This is just a very short battle. In the beginning, you’ll have to
navigate through a path of fire blocks or ice blocks. It can be hard to get in
the middle without taking too much damage, so just wing it and see how it
works with your personal movement speed. After that, you have to fight two
Gotsu (black ghosts) and a Hellbelos (black boss monster). All of them are
immune to physical attacks, so bring F. Element or I. Element. Alternatively,
bring a weak spell to deal with the ghosts and a strong one to take out the
boss. After that, just go up to beat the level. There are also two unique
treasure chests unlocked by beating this level. Take them if you want, but
they’re lame no matter what level you are.
Enemy Cave
1F - This level can be extremely short if you have the fire resistance for it.
Go down and left immediately and kill the Arnejun (fire) before heading back
north and right a little bit to enter the unlocked passageway. Slide through
all of the fire and take as little damage as possible. At the end of the path
is a 1-on-1 battle with a Red Knight. Take him down, then return south and go
right just a little bit to find the finish.
2F - Follow the left wall until you find a White Scissy in the middle of a
four way intersection, then go northeast and immediately southeast. Next you
will encounter two pillars in the middle of a room. Don’t be fooled into think
that it’s an intersection; both are just giant circles. Once you hit the top,
go left, then down to encounter a Bossdra (black). Defeat it and the exit is
unlocked.
3F - In this map, you teleport around randomly until you find yourself in a
place filled with water, at which point you make one large circle around the
perimeter of the map and find yourself at the finish. For those low enough
level to be troubled by the fire blocks, I suggest thoroughly destroying each
one you encounter so that you can dash with relative safety after you’re done
teleporting. For those interested in a speed run, simply take the left, right,
left, and downward teleporters in that order. This is the quickest path to the
finish. For super fast completion times, make sure to slide through the tar, as
it will slow you down more than anything else.
4F - You have two objectives for this map: Defeat the Raoh Man (black) and the
Oyajun (black). There are several sets of objectives needed to be able to get
to these creatures, but with Axeboom, you can skip them all for a delicious
clear time. Go right first, then down to find the Oyajun. Use Axeboom on him,
then go back and take a left. Go up, left, then down to find the Raoh Man
sandwiched between two walls that are opened by keys. Use Axeboom on him as
well, then dash back to the first intersection and up until you find the exit.
Courage Wanted
1F - Take either teleporter, go to the end of the path and get the black
treasure chest. Take the teleported in the same area to return to the start,
then take the other path and get the chest at the end of this path, too.
Instead of going to the teleporter a third time, go south to find a previously
locked path now open. Go to the end of it to find a teleporter.
- - Now you’ll go through three consecutive areas with fire blocks, traps, and
a teleporter at the end. Slide to avoid being damaged by fire, hit by traps,
or slowed by tar, and when you reach the end with the four exits, make sure to
go through the second one, as the first, third, and fourth will teleport you
back to the beginning of that area.
2F - This was an incredibly hard area the first time I encountered it. You
have to break three treasure chests, then defeat two ghosts and a boss, all of
which are immune to physical attacks. There are also lots of very powerful mine
traps that you have to step on if you want to take a shortcut.
- - To save a few seconds, bring Axeboom, and beginners should also jack up
their fire resistance as much as possible. At first, go down and left through
the hidden passage and use Axeboom to get the treasure chest beyond the chasm.
Go back and follow the left wall until you find a treasure chest. Destroy the
chest, obviously, then go down through another secret passage and destroy the
chest just beyond that, too.
- - Now make a beeline downward, then left once you hit the bottom, and take
down the two ghosts and boss. Beginners should guard while going across secret
passages to minimize damage from the mines, but high-leveled players can just
dash through. It’s also worth noting that there’s a ring of fire surrounding
the boss, which makes it much easier to deal fire element attacks to both it
and the ghosts surrounding it. Elemental spells will work too, and are
recommended to lower level characters that will take high damage from the
boss’ short-range radial attack.
3F - The design of this level gives you 12 small areas to fight in. In each,
you must defeat all enemies inside in order to unlock a teleporter that will
take you back to the beginning. These 12 levels are divided into a 4x4 of three
levels, with only one row being accessible at first. This means you start off
with six possible levels.
- - Go into the sixth level (out of the six you start with) as soon as you
begin the level and defeat the Eyehags (white) to make it to the next row. In
this row, all you have to beat are the first and fourth levels to unlock the
finish. The fourth level of this row has a Knight, so be careful. This is also
a good place to farm Knights to unlock bonus info, as the plain yellow variety
are quite rare.
4F - This is a ‘one-on-one’ battle with a Saturdemon, ‘one-on-one’ being in
quotes because it will summon other monsters to take you down. The Saturdemon
has quite low health, but will be invulnerable during its main attack (which is
summoning other monsters and sometimes shooting projectiles). Dress yourself
with the intention of dealing maximum damage, while also storing the potential
to do either Fire and Ice damage, or Spirit damage, in case the Saturdemon
summons a ghost. Either guard or dodge the Saturdemon’s attacks while it’s
summoning, and unload as many hits as possible in between them. The first few
hits will be important, as you’ll have the drop on it before it can summon
anything.
- - After it’s dead, you can take the left teleporter to get a bunch of unique
treasure chests (containing anything but unique treasure), or simply go right
to exit. Preparing a single, very powerful spell is the best way to do a speed
run on this.
Energy Square
1F - You’ll start off on the left side of a hallway full of ice blocks. With
high enough speed, you might be lucky enough to slide through almost all of
them, but if you’re not that strong yet, just slide once and stay guarded when
you slow down until the ice stops and you can do it again.
- - At the end of the hall is a teleporter that will take you to a giant
circular path. Treasure chests on this path unlock more treasure chests on it.
In order, the treasure chests you can break will be on the right, left, top,
bottom, top, and bottom sides of this area. That means that if you have Axeboom
handy, you can just go to the rightmost chest on the bottom and slash it
through the wall before going to the northeast corner to exit.
- - After doing that, all you have to do is zigzag back and forth through
slippery corridors while an Eihiei (black) chases you. You could kill it, but
for a speed run you could just slide on the ice, which will get you to the
finish very quickly.
2F - This is another teleporter maze. For the best completion time, dash right,
then go up all the way, left past the two Self Mans (green), then down and
into the first teleporter you see. Most teleporters except for the last one
will take you to the closest teleporter, usually on the other side of an
intersecting path, simulating an underpass.
3F - I remember this being a level I got stuck on for quite a while, due to the
monsters being very strong and hitting you quite often. To avoid getting in
serious trouble, you’re going to want to take out each enemy one at a time, if
possible by luring them to you. Once you go down for a bit, there are two mine
traps. I guarded while walking over one of them in order to damage a nearby
enemy; this is a very useful tactic, especially if your fire resistance is high.
- - At the end of this section, the path curves left and you’ll find yourself
fighting two Great Beetles (black) and a Some Fireball (red), all using ranged
attacks, protected perpendicular fire blocks. The fireball is the most difficult
opponent, since the edges of the map are layered with fire, making it easy
for you to be unable to damage him. You might do well to bring ranged attacks
of your own in order to dispose of these enemies, or find a way to slip by
without taking too much damage, as I did.
- - After you make it past, there’s an intersection spanning left and down. You
can help make a later area easier by going down, but in actuality it won’t
matter since you’ll be sliding across this area when you come to it. You can
still risk going down there if you want, though. I suppose it depends on your
level.
- - In the next clearing, you’ll find yourself once again surrounded by ranged
enemies (two Great Beetles). Take them out, then probe the right wall for a
secret passage. Be careful; as soon as you find it, another fireball will begin
shooting at you, and if you want to get past, you’ll have to kill it, so don’t
get lit on fire. After that’s done, head left and repeat the process with the
fireball there, then go down. The enemy here can be entirely avoided, so just
brush past him.
- - If you keep going south, you’ll find a bunch of tar with the fire blocks
from before lighting it up. There’s also an Eternal Fireball (black) at the end
of the path. Get as much momentum as you can and slide over as much tar as
possible, then guard for both the fire blocks and the fireball. The fastest
way to traverse the rest of it is to slide when it’s safe. Once you’re across,
there will be a teleported right in front of you to take you to the exit.
- - There’s also an optional boss if you go right, but the reward for beating
him is a measly 6 treasure chests filled with random and most likely useless
items.
4F - This area could take quite a while, but you can help speed it up by
bringing Axeboom, which will REALLY help you out here. Also make sure you can
deal some kind of elemental damage, as there’s a ghost you have to defeat that’s
mandatory to beat the level.
- - Kill the spider just left of you at the start first, then after reaching
the teleporter, take the left path at the first intersection and use Axeboom
through the wall on the enemy there. Follow the right wall to find another
enemy in a dead end, and also use Axeboom on the spider beyond the wall there,
too. Continue straight down, ignoring the left path until you see yet another
enemy behind a wall on the left. Use Axeboom again and continue downward. Go
south at the next intersection to find an enemy southwest. Return to the
intersection and take the remaining path (southeast) to find the last enemy in
this area. Go back to the same intersection and take the northeast path to get
back to the start, where the now unlocked teleporter will be.
- - Go south immediately and take out the enemy there, then go up and attack
the Beetle through the wall. Continue up, left, and down to find another enemy
at a dead end and an Eye behind the dead end. Kill them both (the Eye might
take a few hits) and return up. Return to the beginning and go right, staying
as far to the right as possible until you find the last enemy and get it. Go
back to the teleporter.
- - Take out the Beetle on the left through the wall, then go right and down,
and take the second path left to find an Eye. Go as far as you can back up and
take out the eye beyond the wall when you see it to unlock the teleporter back
at the beginning.
- - There’s a Black Scissy on the right as soon as you materialize. Kill it
and go right and then down. There are two enemies here, one on the right and
one beyond the wall on the left. Take them both down and return back up. Behind
a seemingly dead end in the top right corner is a ghost. Use your elemental
attack to deal with him, then continue left until you find an Eihiei (black).
Attack him through the wall and from behind, as this will deal tons of damage,
then return to the teleporter, which will take you to the finish.
- - As a last note, some of the enemies here are pretty tough, so it might be
wise to use artifacts to boost the strength of your Axeboom. I recommend the
Magic Circle “Divine” for this, as you can use two Widens on either side of
your sub character to boost your speed by a ton and still have space for
juicing up Axeboom to your heart’s content.
Place of Beginnings
1F - This area has a lot of fire and fire monsters, and the only bodies of
water have summon traps on them. For this, I suggest you either bring an ice
ability that’s cheap and with low cool down, or the Guardian’s ability Recover
to cure fire status.
- - With that aside, go up, right, and then down once you start the level. As
soon as you see ice, go left and back up. Here, you’ll go through a fire maze
with a teleporter at the end which will take you to another teleporter. After
all of this you’ll find a battle against two Red Scissy monsters and a Red
Knight. Defeating the Knight unlocks the finish.
- - The best strategy for this level is most likely to run through everything,
ignoring all of the monsters until you find the Red Knight. Stepping on the
water here summons an Eyegeezer (red), but if you can take out the Knight quick
enough, then it’s worth it. But again, you might just get by with a really
strong ice spell to take the Knight off guard, as spells cannot be affected by
your status ailments. And of course, Recovery works as well. The biggest
problem with a speed run is that you can get surrounded by enemies very quickly,
at which point you might not be able to move around to attack the Knight from
the side.
2F - In this level, you run around to different areas through a teleporter and
break chests. These chests can unlock other teleporters, or could unlock the
exit itself, which is right next to your starting position. To get this map
done as quickly as possible, you’ll only need to break two chests.
- - To find the first chest, go to the top right, then left when you see the
path stretching left. Go through the teleporter at the end, then go to the
bottom right of this area and break the treasure chest there. An Eimaro (blue
ninja) will be following you now. Either keep running or kill it, your choice.
Go up along the far left side of this map and you’ll slide right into the next
teleporter, which will take you to the center of the map. Go to the right and
head down as soon as you can until you find an opened teleporter at the very
bottom of the map, close to where you started. Go through it.
- - In this area, all you have to do is rush to the bottom left and break the
chest there before returning to the teleporter in the center-ish of the area.
You’ll respawn in the same area you were in last time, so just go right, down,
and left to find the exit open.
3F - This map is titled “misleading”, and rightfully so. It takes a lot of
teleporting around to master this level, but I’ve found a way to beat it in a
very short period of time using, you guessed it, Axeboom (or F. Slash or I.
Slash). Set up a character with one of those moves and follow these
instructions:
- - Run all the way to the right. You’ll run past four teleporters and run
straight into one more at the far end. On the other end of it will be four
more teleporters, with three at the top of the room and one at the bottom. The
top three teleporters will be arranged in an upside-down triangle. The way to
crack open the chest we have to destroy is to use Axeboom between the top two
teleporters, aiming it upward. The chest is off the screen, but will still
break.
- - After that’s done, take the top left teleporter to find yourself in a
sideways F-shaped room. Go to the right to find another teleporter that will
take you to ANOTHER room with a teleporter, which will then take you to the
room with the finish. Just dash south until you reach the finish.
New Enemy
1F - In this area, you fight a one-on-one battle with a level 1 Fodder, unless
you bring a custom character. This can be beaten in 9 seconds if you fight the
Fodder, but will be significantly harder with a custom character, who will
fight a scaled boss that you chose when you created that character. At a
certain point, this enemy will be level 9999. The best way to defeat it is to
bring a very strong spell with an element it’s weak to and unload attacks on
it nonstop, as most physical attacks will bounce off. Yellow, green, and
specially white and black monsters will be exceedingly difficult to kill as
they won’t have any real weakness.
Last Boss
1F - This isn't so bad if you have the right setup. For someone who's about
the same level as the mask, the best thing to do is bring the Wizard's Magic
Circle Insist or Divine and load up a spell to be incredibly strong. Make sure
you can cast it once or twice, and obliterate the enemy with it! Remember that
equipping a staff lets you halve SP consumption and cool down.
Land of Oblivion
1F - There are lots of hidden paths here. Go down and right, then down and
right again after beating the fireball. Go right, up, then continue up and go
left just above the section you were in. Go left, then go right at the point
parallel with the island with traps on it. To get to the next bit of solid
ground, go right, up, right, down, and then right. There's a small intermission
with a fireball before you have to go right, up, left, up, and left on another
black area.
- - This next section gives you a choice between a long path and a boss fight.
For the boss fight, kill the two beetles, but for the easier but longer path,
go up and around the battle area and find an opening into the black on the
left. Advance downward until you find a treasure chest and smash it open to go
to the next area.
- - Now it's time for the invisible fire maze! I uploaded a map of it here
which will take you to the end. It's pretty much impossible and guaranteed to
take a good 10 minutes with a good chance of you dying if you don't use it, so
if you don’t want to find the map, I’ve created an ASCII version for you here,
with the start labeled 'START' and the exit labeled 'EX':
XXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXX ____________________
XXXXXXXX START XXXXXXXXXXXXXX | |
XXXXXXXX XXXXXXXXXXXXXXX V XXXXXXXXXX | LEGEND |
XXXXXXXX X X + X XXXXXXX | |
XXXXXXXX X X X 1 X XXXXX + 2 X | X = Wall |
XXXXXXX> + X +X + + + X + + XXX X | = Path |
XXXXXXXX X X XXXXXXXX X + X | > = Fire block |
XXXXXXXXXXXXXXX V XXXXXXXX X + XXX | + = Emitted fire |
XXXXXXXXXXXXXXX XXXXX + + X + XXX |____________________|
XXXXXXXXXXXXXXX XXXXXXXXXXX^XXX + XXX
XXXXX X XXXX + XXXX + X + X 1. Make sure to get to this point from
XXXXX XXXXXXXX X EX X ^ X the first intersection; it’s easy
XXXXX X XXXXXXXXXXXXXXX XXX X to miss it.
X > +X + + + ++ XXXXXXXX XXXXXX X 2. It’s dangerous to get to here; make
X X XXXXXXXX + X + X sure to slide and guard.
X 4 XXX XXXXXXXXXXXXXXXXXXXXX XXX 3. Getting here is even more dangerous
XXXXX ++ + + X+ < XXX X XXXXXX XXX as you are going parallel to fire
XXXXXXXXXX XXX X + XXX paths.
XXXXXXXXXXXX >+ XXX + XX + XXXX + XXXXX 4. As you go up and left, be careful
XXXXXXXXXXXX XX X + XX not to get caught in niches.
XXXXXXXXXXXXXX XXX XX 3 X^ XXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
2F - This map can take quite a while due to there being tons of tar in it. First
, go down and use Axeboom on the Black Scissy behind the south wall. Then, go
straight up and defeat the Bunno EX (black) to unlock the next area. Slide all
the way to the right, then go down, avoiding as many Hydras as possible until
you find an south passage. Prepare for a fight with a demon.
- - If you take it by surprise, you might be able to stop it from even attacking
, but this thing is a high enough level to be quite dangerous if you’re caught
at a bad moment, and could leave behind several cronies, too. Once it’s dead,
go to the far top-left corner to find a previously locked area now accessible.
Go all the way to the right as Eternal Fireballs (black) attack you and then
rush downward to the finish. The biggest problem with this level is the
ridiculous amount of tar in it. For better times, you might be able to use
ranged attacks.
3F - This can be an annoyingly long level, mostly because you’re just running
so much. Basically you start in the middle of a spiral-esque maze and you have
to wrap around it in order to get to the black treasure chest on the outermost
layer, then go all the way back to the finish. You’ll have to alternate
clockwise and counterclockwise to get there, and to make matters worse, many
of the corners are fitted with traps to slow you down or summon enemies.
- - As soon as you leave your little alcove, you’ll have to go counterclockwise,
then clockwise at the first path that takes you closer to the outside, then
counterclockwise again. At one point, you’ll see a black treasure chest above
you and at an angle. Using Axeboom, you should be able to destroy it earlier
than you normally would be able to and get back to the exit. This will shorten
your completion time to less than a minute.
4F - This level really wants you dead by virtue of all of the traps in it. Go
along the initial path, sliding as far as you can between the bursts from the
ice blocks, and try to keep yourself from taking damage when you’re not
guarding. This first area is surprisingly exhausting, so it might be a good
idea to bring ice resistance.
- - After that is an area with zigzag patterns appearing and disappearing.
Move when they’re disappeared and be careful not to touch them, as they can do
pretty high damage. Take out the bombers in this area, then jump over the
ierce traps. Alternatively, you could slide past all of this if your character
is fast enough to not get stuck and take loads of damage from it all.
- - At the end of that hall, turn north and slide through all of the fire
(there’s water at the end). Slide past the tar above it, then prepare for a
fight with three Eihiei (black ninjas) at once. Using an explosive spell or
an elemental slash is a great way to hit all of them at once, and you’ll want
them dead fast, as they deal a lot of damage. Defeating them unlocks a path to
the east with an Eternal Flame (black) surrounded by mine traps. You could
either set a bunch of mines off while guarding or simply avoid them, but this
battle isn’t too hard.
- - After that, you’ll unlock a path a little left of that area with a Raoh
Man (black bull), breakable blocks on the left and right, and a Golem King. If
you want, you could lure the bull into the blocks, but it’s really not
necessary, certainly not for both sides. These sides will allow you to destroy
fire and ice blocks on the battlefield where you fight the Golem King, but
with proper sliding, you should be fine, especially when you should be using
ranged attacks against the Golem King to begin with and therefore being
distant enough from him so you don’t have to reposition yourself that often.
Take him down and run to the finish!
Khamun's Revenge
1F - This modified version of the final boss has a new attack pattern, and
summons various monster types to attack you as well as using spirit attacks
and making fire and ice blocks materialize around you. Simply dodge out of the
way of any incoming attacks and don’t move when the fire and ice blocks appear.
The boss has several attacks, including these:
- - It can shoot out magic projectiles of all elements, especially Spirit.
- - It can spawn a pentagram on the ground, through which Spirit crystals pop
out.
- - It can summon a monster for a split second to perform one attack before it
vanishes.
- - It can spawn four blocks of either Fire or Ice, which shoot out all around
you, forcing you to stay still or slide under them until they vanish.
- - It can spawn four ghosts of itself to attack diagonally of itself, dealing
physical damage.
- - It can spin around itself and deal physical damage. Stronger ghosts.
- - The way I beat this boss at first was to create the strongest spell I
could and use it against him. If I didn’t have enough SP to bring him down,
I readjusted the spell to be able to cast it one more times, weakening the
spell slightly until I found a good balance.
- - Now, I just use physical attacks against him and dodge all of his attacks.
With 394 attack and maximum attack speed, it took about 50 seconds to beat him.
Also, once you memorize his attack pattern, it’s fairly easy to avoid all of
the attacks except for the ones from the monsters he summons, which can appear
in random places. Also make sure to protect yourself against Spirit as much as
possible. Saint Leaves and Magic Robes are the best protective armors to use.
Land of Remembrance
1F - I can't remember my exact setup for this level, but I remember using
high-powered elemental projectiles. Pick off both of the eyes in the beginning
without letting the golem notice, then sneak up on him and load him up with
your strongest attacks. Run to the next area and kill the Scissy. Be careful;
as soon as you clear the burners, there's a black Scissy with an upgraded
attack. Stick to the left as much as possible and get it from behind or from
the side so it can't hurt you, then go down through the maze of more burners.
- - Either snipe the fodder with your spells or run past as you find the black
one on the bottom right. Make a quick retreat and go up and left. Either set
yourself on fire to attack this next summoner enemy, or get him with projectiles
from a distance. If you choose the latter he won't even advance or attack you.
- - After that, go up, right, and down, and you'll have to navigate through
another one of those invisible mazes while a couple ghosts chase you. Don't
worry though; this one is pretty easy and all you have to do is take out the
ghosts to unlock the finish. There's also a more complex route that will allow
you to unlock several treasure chests, but you're better off farming treasure
chests on 4F of this dungeon.
2F - This is another very tough level. Make sure to bring strong but cheap
fire and ice spells, and a way to heal yourself of course. Once you begin,
dash right, avoiding the fire, and going all the way to the right up against
the wall. Ready ice spells for any enemy that follows you here and pick them
off, then slowly advance left and assassinate each remaining enemy one by one
until the path on the right is open. The Arnejuns (red lizard) are the only
monsters you don’t have to defeat to advance.
- - Defeat the Plus Men (red bull) one by one, then dash down and strafe back
and forth until the Black Scissies stop attacking you. Snipe the Hydras in
this area with G. Ice one by one from your little opening until they’re all
dead, then sneak in melee attacks to the Again Fireballs in the corners without
alerting the Wednesdemon until they’re dead.
- - If you can, snipe the Fodder Ices before you engage the Wednesdemon, as
they have upgraded attacks, then take out the Wednesdemon, most likely with G.
Fire. However, you could be running low on SP by this point, so consider a
melee attack from behind. Once he falls, you’ll be thrust into a battle with
Hydras, Imojuns (blue), another Wednesdemon, and a Gorice (blue golem). Back
up and try and kill them one at a time without alerting the Gorice, then once
they’re all gone, sneak around behind him and ambush him. Once he’s gone, you’re
free to finish.
3F - Begin this level by cornering both Raoh Men (black bull) and defeating
them, then take down the Bomber Bombers (black) on either side of the screen.
You don’t have to defeat the Fodder Defenses, but if they see you, you really
should unless you want to be put in a world of hurt.
- - Once both Bombers are dead, go down and toward the center and use a surprise
elemental attack on the Eizaemon (white ninja). The Scissies below are seriously
bad news, so go down the far side of the room and sneak around behind them so
you can take them out before they even see you. Continue downward.
- - This next area is just a bunch of gut reflexes in a row. You’ll fight a
bunch of Fodder and Mujuns while a Knight chases you around. Once the Knight
is the only one left, carefully deal with him, then go right and left,
defeating the Green Knights there to unlock the finish at the bottom.
4F - I believe my setup for this level was purely magical. Load up on defense
and bring along a healing spell as well as I. Storm and F. Storm. Don't move
as soon as you step on the teleporter; just ready your storms and blast the
burglars to bits.
- - After the coast is clear, carefully examine which direction to go in;
diagonally will make two sets of burglars come after you, so choose a cardinal
direction and take care of them. After that, you'll only have to take out one
enemy of each set individually before you can sneak behind the entire set and
either use your spell or melee attack them from behind. At high enough levels,
you can brute force this with a sword for lots of artifacts.
Evil Map
1F - This level is extremely hard! My personal strategy for beating it was to
use the Wizard's Magic Circle Divine and build up very high attack and defense.
Using two Widens to the immediate left and right of my sub character, I was
able to bring both my attack and defense over 350 while still being able to
use very powerful spells. I used G. Fire, G. Ice, and Heal 2. One projectile
did lots of damage but took lots of SP and a bit of cast time, while the other
could be rapid cast. Heal 2 only had a power of 115, but I made it cost 1 SP
and a cast time of 1 as well.
- - With this setup, I beat the level by advancing on enemies very, very
carefully and ambushing them one by one. The strategy is simple and requires a
lot more skill than good judgment, but once you try it out you'll realize that
I can't give you any more advice; you just have to be fast and evasive.
2F - The game prompts you to fight or flight... Well, you'll be doing a little
of both! I used a setup similar to the one for 1F and managed to take out the
first two spiders without the fodder destroying me. Then I rushed in and took
out their measly health. After that you should rapid-fire the ninja on the top
of the next room with projectiles until he dies, load up a strong projectile
and alert the one on the bottom. As soon as he teleports and attacks, I let it
loose and he's toast.
- - Let a Haste trap hit you and dash through the dragons and boss enemy. The
ambush method won't allow you to conserve enough SP for this level, so you
should skip them and attack the Scissies you encounter as you run back left,
as you will die otherwise. Run past the bombers and dodge everything that comes
your way. Ignore the fire as you wrap around left and make it to the finish!
3F - My biggest mistake in this level was using a character too fast for me to
control. I ended up beating this level by getting a character with the Magic
Circle Jet and using a good balance between walking and running artifacts to
boost him up to a comfortable speed. Since you won't be attacking, go ahead
and give him all defense artifacts for the corresponding slots. As you run
through the level, stay on the side with the single goo block and slide over
it; the other side usually has a Man enemy on it that will stop you and
promptly kill you.
- - Time your slides so that you can also be sliding while the fire and ice
shooters are erupting so you can dodge through the beams. Also, once the ninja
starts chasing you, it's somewhat a matter of luck whether you win or not, since
it can teleport in front of you and kill you in one hit if it decides to. I also
believe that the bottom stretch with the ninja chasing you is the only exception
in which the Man enemy and goo are on the same side. Basically this level is
like a racing game in that you just have to know your environment before you
can beat it.
Overfiend Map
1F - As I recall, I beat this level by using the Ran-geon King Magic Circle.
This should not be too hard to get if you were able to beat Evil Map, so go on
and make sure you have that for one of your characters. You'll also want to
have Heal, F Slash, and D. Song equipped. I gave my Heal and F Slash spells
about 100 power but only 1 SP and 1 Cast Time, and I also made sure D Song was
adequately powered up. Alternatively, give F Slash a little more power and SP.
- - The first thing you'll want to do when you start this level is run into the
teleporter at the top, and then run down and around the Mujun. If done
correctly, only he will be alterted of your presence and the other two monsters
will ignore you. Now you'll have to learn how to fight in the Overfiend Map.
Much like Knights, enemies in all floors of this dungeon will be highly
resistant to frontal attacks, so make sure to hit them from the sides or better
yet from behind.
- - Dodge around the Oyajun, staying as low and to the right as you can, and
when he's dead, creep up the right wall until you find the Katadrya (white
dragon). Lure him down to the bottom corner and only hit him with
counterattacks. Then simply go up and do the same with the Bicgei (black wasp).
- - Now ready your F Slash and go to the left. You'll want to carefully take
out the Scissies one at a time, as their attacks are devastating and very hard
to dodge. Ideally you'll want to kill them before they can hit you. Only then
will you be able to proceed (but if you can, attack the Hellbelos through the
wall on the far left with F Slash). You may want to cast D. Song now.
- - Slide immediately to the left before the Bomber Bombers can act. One or both
of them might see you, but whatever happens, stay away from them and nail them
with F Slash repeatedly as soon as you can. Their attacks will easily kill you
in one hit, both your subs and main, so dodge and attack viciously. Then do the
same thing you did before with the Scissies on the left.
- - In this next area, immediately pounce on the Saturdemon on the left and wait
for his summons to end before hacking him senseless in between his attacks. You
might have to fight a variation of ninja if he can summon a few times, but you
have to kill him first either way. Then, carefully ambush the rest of the
monsters on the area before going right and assassinating the Scissies again.
- - This next area has tons of Fodder royale. Slide to the left immediately and
use F Slash to kill off any that come near you until you have a safe corner to
rest in. Then carefully sneak out and kill one at a time until they're all gone.
As before, take out the Scissies before proceeding.
- - In this area you have to fight one or two Hellbelos, depending on whether or
not you killed the first one early, and a Golem King. Go down immediately and
lure over one boss at a time if you can. When you're done, take out the Scissies
at the top and then go into the next teleporter, the one after that, and then
right into the exit.
2F - This level appears winding and confusing at first, but it's really not. All
you have to do is kill the first two Knights in the first area, then explore
every additional area one at a time and kill the Knight in each one, along with
any minions that are too tough to run from. The big issue is the level of the
enemies, which hovers around 650. For this, you're going to want the big bad
level 400 Magic Circle, Dungeon Mastery. It's very tough to get, but pretty much
a necessity.
- - You're going to have to kill off 5 or 6 Knights, each in their own areas,
and then go through the locked area in a big intersection and fight the Black
Knight. Despite the level being simple, there are some important tips to know.
For the ice area, go around the perimeter of the area first and kill all the
Eimaro (blue ninja). This is even better if you were set on fire in the previous
area, but since fire is a lot easier to contract than ice, bring I Slash for the
fire area.
- - For the green area, take out the Green Bunno so she doesn't heal the Green
Knight. And for the white area, make sure to lure over the Eyehags (white eyes)
and kill the first, as they go down easy but deal lots of damage. The Square
Beetles will also have to be fought, as they can see in all directions, making
it impossible to only kill the White Knight.
- - When you get to the Black Knight, make sure to take out the Gotsu (black
ghost) soon, as they're weak but can put you to sleep, and the Scissies as
always. The Knight is strong, but very managable once his horde is gone. When
they're all dead, poke around a bit until you find the path to the finish. The
treasure chests will be filled with garbage, as always.
3F - This level is really easy to just run through. Bring as high defense as you
possibly can and also a simple Fire or Ice projectile, then run through the
whole thing. Make sure to memorize where the Quake traps are, as they will
take out a sub in one hit. Also make sure not to get ice status, or monsters
will catch up with you and kill you quickly.
- - When you slip between the two golems, go down into the secret black area
to avoid the tar and ready your projectile spell. Find the first part of the
left wall that starts zigzagging to the right and down (the first section will
zigzag to the left and down), then get in that corner and fire your projectile
to the right. It will hit the treasure chest there and unlock the next area
without wasting time on tar.
- - Dash back up between the golems and slip inside another black area. Avoid
the summoning traps and keep running past the bombers and other very high-level
monsters (although the Eihiei, the black ninja, may be weak enough to kill) and
dash past the fire and ice blocks to the finish!
- - The three white monsters before the end can cause a lot of blockage, so look
for an opening before slipping through.
4F - This is the final level before you get the chance to redo several maps with
level 999 monsters. The boss here has several different attacks. This is almost
the same as Khamun's revenge, only you're under a lot more threat because your
enemy has massive health and deals ridiculous damage.
- - Make sure to bring a fully powered up D99 weapon, fully powered Dual Wall
shield, and a fully powered up Magic Robe. This will maximize your protection,
speed, and damage output, and Duct is a lifesaver too.
- - If the mask deals too much damage, consider bringing all three resist spells
(fire, ice and spirit) and cast all of them three times before plunging into the
battle. This makes your resistances go even further... So high, in fact, that
you can heal from elemental attacks without even blocking! However, I neglected
to bring F. Resist and I. Resist because the only attacks which deal fire or ice
damage hit you only when you're moving, and my strategy was to tank next to the
boss and attack repeatedly.
- - Unlike previous versions, this mask can face different directions, but you
can't tell which just by looking; you have to go by how much damage you deal,
too.
- - When I beat this level, I had about 750 attack and defense, and the spells
I brought were S. Resist, War Song, and D. Song. I cast the latter two once,
and the former three times, then ran up to the mask head-on so he would face
forward as I ran behind him. This is a reliable way to make sure you're
attacking from the rear. All I did then was attack repeatedly, moving away when
he summoned a pentagram attack, or repositioning myself when he faced another
direction (I dealt about 150-200 damage per hit with my stats).
- - When he gets low enough on health, he lets out a burst from himself and
then begins summoning pentagrams five at a time which follow you regardless of
where you are. What I did here was simply continue dashing in a circle before
running up to the boss again and hitting him a couple more times. I was lucky
enough that my strategy finished him off.
_____________________________________________________________________________
| |
| On lv999 Levels... |
| |
| Keep in mind that the lower level the enemies were in the original |
| permutations of these levels, the higher their level boost will be! |
| Therefore, enemies in the Overfiend Map will be a closer level to those |
| you are used to, while enemies in Land of Remembrance have received a |
| larger level boost. I suggest taking these levels in reverse order unless |
| they involve simply fleeing from enemies. Also, replaying the original |
| levels is great practice for the lv999 versions, since you've most likely |
| spent the last few dozen hours grinding in the New-geon and might need a |
| quick refresher. |
| |
| One general tip is to have a high leveled spell with a low SP cost. I |
| lean towards using Heal or F Slash. With a few Widens on the Dungeon |
| Master circle you can max out an ability at level 17 with an SP cost |
| of 1. This is extremely important, even if it comes at the cost of a |
} few attack points. |
|_____________________________________________________________________________|
Land of Remembrance (lv999)
1F - With F Slash this is pretty simple. Guard elemental attacks to regain HP,
and use your ability when you can in lieu of an attack. Guard and dodge, and
don't fight any enemies you don't have to. Consult the original 1F to see tips
on finding the black monsters required to unlock the finish. Recommended to use
a Slash ability over Axeboom.
2F - As a general rule, instances where on element is more useful than another
are quite rare in Cladun. However, this level just so happens to be dramatically
easier if you come with F. Element equipped on your character. Three mandatory
bosses at the end of the level are of the ice element and using fire will make
a big difference.
- - You've already beaten this map. Run past the Scissies and walk up and down
once you're past them such that they stop attacking but you don't alert any more
enemies. Kill the Bunnos and red Scissy to unlock the next area, then kill off
the bulls and repeat the processes with these Scissies.
- - If you can, bait the red Dragon enemies over to you one at a time and defeat
them, then use combo hits with a longer range to take out the fire enemies. You
can also dash out to kill the Fodder enemies but it's best to make sure you can
face the demon alone. Use F. Element to boost your attack against him, guard,
and of course be careful not to let the Ghosts he summons put you to sleep.
- - This next area is very similar to the last - bait enemies out if you can.
Since the dragons don't have a very long attention span, you can probably lure
the Mujuns away and then the second Demon without having to deal with them at
all.
- - This next part is my favorite. Creep along the top edge of the area. The red
dragons probably won't see you. At the top left corner, cast F. Element, then
sneak down behind the ice Golem and use your strongest attack on him. Guard, and
run to the next area if you have to until he goes back to his starting point.
Repeat until he's dead, then head left to the exit.
3F - This level was a lot easier than I thought it would be, but required a lot
of caution. You're going to have to rely on high defense and Duct titles to heal
you. Since so many resources on your Magic Circle will go to attack and defense,
you'll probably only have space for one good spell, and it should be a long
ranged technique such as F Slash. Just for reference, mine was F Slash with
an SP cost of 1, cast time of 30, and power of 343 when I beat this level. For a
speed run you should decrease cast time further. You may also compare and
contrast F Slash with Axeboom.
- - Taking care of the bulls at the beginning of this level is easy, just hit
their backs. The Bombers are much tougher; you need a hit-and-run strategy to
make sure they don't hit you with their own long-ranged attacks. If you run far
enough, sometimes you can hit their back as they retreat to their start point.
Thankfully it won't take many hits to kill them.
- - This next part is fairly easy, you can kill everything fairly quickly.
Block magical attacks to heal up if you have to, just don't do it too much as
your shield defense will decrease.
- - Once you beat the Scissies you'll go down a hallway with fire and ice, and
then the room opens up to a bunch of Fodder, Mujun, and a Knight in the center.
Remember that sword techniques are slow but powerful. One casting is about the
same as a three-hit sword combo in duration, but stronger and with greater
range. Take on enemies one at a time and clear the room before taking on the
bosses on the sides. Kill the black Knight to unlock the side doors.
- - The green Knights are basically the same as you're used to. Hit them once
to bait them away from their friends, then kill them. Run down to the exit.
4F - There are two factors that come into play here, and both are extremely
important. First is your setup; I ended up spending several hours grinding a D99
Rebellion just for this map, while every other map I beat with a Raikiri. This
is partially due to the raw power that the Rebellion affords, and partially due
to the ability I used.
- - You're going to want to use a really powerful version of Axeboom. My setup
involved the lower right quadrant of Dungeon Mastery being Widened three times,
and then filling the four spaces for Ability 1 with Skill Rise 2, SP Decrease 6,
Widen, and Speed Cast 30. The resulting ability cost 26 SP, had a Cast Time of
only 1, and had 56 Power. For reference, my attack/defense was 815/938.
- - The second trick to beating this level is NOT attacking the instant that
you teleport into the circle of Burglars. I was very tempted to teleport in and
use Axeboom or a charged attack instantly, but you're already delayed from the
teleporting animation and you need all the time you can to run. Head up
immediately, and then bank right or left. The higher up you are, the fewer
Burglars will notice you when you deviate from your center position. The game
will lag a bit as you use Axeboom, so try and keep it together while you pick
off all of the Burglars. The level will get easier as you go on, so once you
take care of all of the enemies attacking you, you can focus on sneaking up on
the rest of them. Don't hesitate to kill an enemy that hasn't seen you if it's
in your way; this will probably happen with the four Burglars on the bottom of
the level. Also, don't look at your health; you're going to take hits no matter
what and honestly the whole fight is going to be quick and dirty.
Evil Map (lv999)
1F - Since 1F does not require you to defeat any monsters, I suggest bringing a
fully defensive build, and perhaps a projectile spell. Remember that the two
black treasure chests that cumulatively unlock the exit gate are on the top
right and bottom left sections of the level. You may want to ambush enemies one
by one if their attacks are troublesome - particularly enemies of the Scissy or
Ninja variety.
- - To summarize, get one chest, hit the teleport, get the other chest, and rush
to the finish. The chest on the top right is easy to get to but can be quite
deadly since there are many enemies there. This is a good place to use a spell
such as Fire to get the chest from a distance and save time on the trip back.
The chest on the bottom left is a bit trickier, since the Bombers are directly
in your way there. See if you can get them to shift out of alignment or bait
them away from the area. A weak Axeboom may also work, since it has a helpful
knockback effect.
2F - Your biggest enemy here is that the enemies will physically get in your
way. Fighting lv999 monsters head-on is probably a deathwish unless you've been
doing a LOT of grinding. You may take out the Spider and Fodder enemies first
if you wish, otherwise I suggest you just run through the level. Zig zag when
you can, otherwise you might run into an enemy, or have a Ninja teleport right
in front of you. Stopping for even a fraction of a second will get you killed.
Get to know the level, memorize the track, and turn it into a race.
3F - This is the second map you should try after unlocking these lv999 Dungeons.
The strategy is nothing new; just run through fast and don't get hit. Just note
that if you take a hit this time around you'll be in even bigger trouble.
Overfiend Map (lv999)
1F - Welcome to hell. Aside from Land of Remembrance 4F, this is the hardest
level in the game. Bring a strong, cheap spell, it will effectively replace your
weapon attacks for this level. Same as last time, dash right into the teleporter
and then down. Take out the Mujun, Dragon, and Wasp individually, then run up
and hit one of the Scissies with your ability. Get into a rhythm of running from
the giant spike attack and counterattacking between hits. Hug the corner of the
Scissy you defeated and you can avoid alerting the second one. Finally, run to
the far side by the Hell monster and wait for it to notice you through the wall.
Once it does, strangely enough it will face downward no matter what. Spam your
ability, hitting it from the side until it dies, then go through the teleporter.
- - These two Bombers are the crux of the level. The axe attacks are ridiculous
and to boot the terrain slows you down significantly. The best way to deal with
these guys is to bring a decent walking and running speed and to run straight
past them, baiting them to attack to the side while you're running to their
side to attack. Turning and counterattacking will deal a lot of damage, and you
can kill each one in 2-3 hits with this method. If you can spawn into this room
and only alert one of the Bombers, this will be much, much easier. Repeat the
processes with the Scissy on the left and continue on.
- - The Demon monster here is not particularly tenacious, so run up and down,
killing the Spider and Flame respectively before trying to tackle the Demon.
Using the same method with the Bombers, you can trap the Demon into an attack
animation while it faces to the side. However, this time you have to carefully
time your attack such that it hits just as the Demon's attack is ending, due
to its invulnerability. If it spawns Ninja, kill them quickly and hit them from
behind if they spawn without noticing you. Kill one of the Scissies and hit the
next teleporter; you can't hit the Helluton through the wall here.
- - Just a bunch of black Fodder. Pick them off one by one and be careful not
to alert the Scissies. The bombs dropped by Fodder hurt, too. Block them. Kill
a Scissy and proceed.
- - Since you killed off a Hell monster earlier, there should only be one now,
along with the Golem monster. This can be tricky since both bosses have very
different attack patterns. Surprisingly, the Golem is more vulnerable here and
also has a tendency to walk right past you. This is a great opportunity to run
and get in a rear attack on him - only a few hits are needed for a kill. Just
be careful of the Hell monster chasing you during this time.
- - As you noticed before, the Hell monsters can be a little buggy. These lv999
monsters have very high defense, so your best bet is banking on him glitching
and standing still facing sideways. Spam your attack and kill him. Once again
kill a Scissy and proceed.
- - This next area has two Hiyos, and the final area has several treasure
chests lined up. These have no special properties; take them or leave them but
if you're weak I suggest you skip the Hiyos and head over to the exit.
- - If you're looking to beat this map in par time, I suggest bringing a sword
and F. Slash or I. Slash rather than Axeboom, because the enemies tend to have
higher blunt defense in this level, and the elemental damage will allow you to
kill the Hell monsters in the final room. Also consider trading attack speed
and run speed for walking speed, since you'll be using your ability more than
normal attacks, and you'll be stopping too frequently for a high running stat
to be useful. You might also be able to get away with having a main attack
ability that costs a few extra SP - when I beat this, I had a lv.13 I. Slash
that cost 8 SP. Finally, while the flames by the demon in the third room are
not necessary to kill, it IS convenient to kill the Scissy in the last room,
as it will give you an advantage in sneaking around behind the Golem and
killing him faster.
2F - For reference, when I beat this my attack was 748 and my
defense was 996. More importantly was a heavily customized Heal spell with a
cost of 6 SP, 60 cast time and 340 power.
- - Killing the first two Knights should be easy - run along the side and alert
them one at a time, and make sure you run around them quickly to attack from
behind. Even from the side, damage will be reduced greatly.
- - After making it into the main area, I suggest taking on the hardest areas
first. Try the white area on the bottom right - alert the Eye monsters one at a
time, and defeat the Beetles if you have to. Finally, bait the white Knight out
and beat him. For speed runs, you can take out the knight in just a few rear
hits but it is very difficult, especially with all of the enemies attacking.
- - The ice area should be next. Sneak in and kill the blue ninjas first, then
hit the blue Knight and run, hoping he follows you. Fighting him on slippery
terrain is a bad idea, so lure him off of it if you can. Still possible to
fight on ice during speed runs.
- - The fire area is similar - sneak in and get the Knight's attention. Don't
wander too far from him as you run, as he might not be able to follow you. Get
a fair distance from the fire, use Recover if you must, and then engage him.
For speed runs use Axeboom or I Slash, since you don't have to worry about
having the fire status effect when using them.
- - The green area is nice and easy if you know what you're doing. Move along
the bottom of the map, then go up and take out the Bunno behind the Knight and
Scissies. With a sword, attack twice a fair distance behind the Scissies such
that your third strike hits it and takes most of its health. Creep forward
gradually so you can kill it without alerting the Knight. Not hitting him can
be tricky. If you're using an axe, find another way to defeat the Scissies
individually or simply alert the Knight and bait him away.
- - The final area is winding, which makes it confusing but also easier, since
enemies are more spaced out. Creep forward slowly. When you run into a Scissy,
run away from it as it attacks and get it to follow you out of the area. When
it follows you and you have a chance, take it out. For Ghost monsters you can
probably just guard against its attacks and take it out in a few hits. When I
took on the black Knight, I noticed an off-screen monster healing him but beat
him anyway. The fight is no different from the rest so just keep your cool and
fight smart. Just note that when you run away and heal, he's healing too.
- - If you're looking to beat this map in par time, you will want to use one
of the F. Slash or I. Slash abilities rather than Axeboom, and use it for your
main attack. Either way you will have to face a Knight immune to one of those
abilities, so I suggest I. Slash because you can bring your fire status from
the fire in a previous room into a fight with the Knight in the ice area for
normal attacks. Aside from the green monsters (which you can kill quickly,)
the Ninja in the ice room (which will follow you) and the black monsters
(which can corner you if you get lost,) it's typically best to avoid all of
the unnecessary enemies.
3F - This is the first map that I recommend you try if you've just beaten the
normal Overfiend Map. You have to be precise, but under the right conditions,
it's not so bad. Just do what you did the first time and completely forget about
fighting these super juiced-up enemies.
Search Area (Floors 1-3)
- This area is pretty much impossible to lose at. The enemies are weak in level,
color, and species, and the ground allows you to move quite quickly.
Forest Area (Floors 4-7)
- Another simple area. There's some grass here, so be sure to slide over it to
maintain speed. Also charge any Scissies that try to attack you, as they will
attack from a distance.
Plank Area (Floors 8-9)
- This is basically Forest Area, but with a few slippery panels thrown in. Use
them to your advantage and slide on them to traverse great distances.
Dragon Area (Floor 10)
- This is a pretty easy boss level, just be careful of getting surrounded and
guard for the attacks. These boss monsters can do a lot of damage if you're
similar in level to them.
Novice Area (Floors 11-13)
- Basically the same as Plank Area, but has a higher monster density.
Fire Area (Floors 14-18)
- Be ready to fight some ghosts with Ice or Spirit element, and be careful not
to step in the fire. Get those right and you should be fine.
Ice Area (Floors 19-23)
- Time for everyone's favorite enemy, the eye! Stay out of its way or hit it
with fire; their already weak resistance to elements will compound with fire
attacks.
Trap Area (Floors 24-29)
- This area was designed with a bit of intelligence. You have quite a few ghosts
hiding behind certain structures, some of them protected behind tar. Use
projectiles! Or slide over the tar.
Ninja Area (Floor 30)
- Come prepared, that's all I can really say. Ambush the ninja one by one and
don't get stuck in the tar. Guard every attack.
Mid-Tier Area (Floors 31-35)
- Pretty unremarkable area, but there will be more eyes. Everyone hates eyes.
Mine Area (Floors 36-38)
- This area is easy, but slow-going. The sand and occasional spider will drive
that point home. Still, most monsters are just wasps, which makes for easy
pickings.
Mujun Area (Floors 39-42)
- Eyes and fire can make this somewhat difficult, but overall the high quantity
of Mujun enemies makes this place quite easy.
Naon Area (Floors 43-49)
- The magic users here are laughably weak and the level design is also quite
easy. The only real problem here might be a Naon outmaneuvering you and getting
a lot of rear attacks in.
Knight Area (Floor 50)
- Aside from a possible Hiyo population, the only thing you'll fight here is one
little Knight. Just run around for rear and side attacks and guard against his
and you'll be fine.
Veteran Monster Area (Floors 51-54)
- Bulls, Beetles, and Bombers. Three enemies that have very direct attack
patterns and are very weak if you can close in on them and fire off a few hits.
Beetles may have troubling Spirit projectiles, but otherwise this area is quite
easy.
Still Half Area (Floors 55-60)
- The Beetles have been replaced with Burglars. Could this be any easier? Just
make sure the Burglars don't have a chance to take your equipment.
Sort of Tiring Area (Floors 61-65)
- At this point in the Ran-Geon, you may have started dozing off. That's exactly
what the game developers want; while the enemies aren't dangerous, a Quake trap
or two will catch you off guard and kill you very quickly. Just keep paying
attention. The enemies are leveling up and so are the traps. Stay on guard.
Quick Area (Floors 66-69)
- Sand and tar... An obnoxiously slow combination. Why did they call it Quick
Area? Anyway, this part shouldn't be too hard, just keep an eye out for the
Ninjas. If you don't want to run headlong into one while being chased, go on
the offense and take them on from behind. Elemental attacks work great.
Sorcerer Area (Floor 70)
- Two sorcerers to take care of this time. Definitely a step up from the Knight
we fought back on Floor 50, but this is doable. Hug the sides and see if you can
creep up behind one of them and clobber him with a rear attack. If not, just
switch off guarding and attacking. Also be careful not to fight both of them
at once; lean toward the side of the map so only one sees you at a time.
Barrier Area (Floors 71-72)
- Thankfully there are only two floors of this, but they're a big step up from
what you're used to. The barriers may be constant or flashing on and off, but
either way you don't want to mess with them. The damage is quite high and you
can't slide through them, either. The best you can manage is creeping over them
with your guard up, and this only works if you're quite high-level. On top of
the barriers themselves, there are quite a few Ninjas here that will only help
pick away at the health you're already losing. Tread carefully.
Magma Area (Floors 73-76)
- Out of the frying pan and into the fire! Magma Area features some of those
flamethrowers you may have seen on previous levels. They deal high damage and
can sometimes move. These ones in particular also happen to be unbreakable. The
best way to avoid them is to slide under them.
- Be careful of the Fire status, as you may be affected by it quite frequently.
If you lose here, consider bringing Recover so you don't have to seek out water.
Water is not only scarce here but oftentimes guarded by Ghosts. And if they put
you to sleep in an area like this, you might not wake up.
Bonus Area (Floor 77)
- This level is good for everyone but especially great for axe users. There are
plenty of treasure chests here and even more hidden behind breakable walls. The
only monsters here are Hiyos, too, so you're not in much danger unless you pick
a fight with one at low HP.
- This level has a high risk and reward factor in New-Geon. Because the enemy's
level will be doubled, you can expect a high payout for slaying a Hiyo. But
their already high attack will be even higher, too. Projectiles will work
wonders here.
Magma Area (Floors 78-79)
- Not much will have changed. Mostly the same old stuff.
Ice Age Area (Floors 80-86)
- Ghosts, Dragons, Eyes, and Ninjas. Not a very pleasant combination, but of the
Dragons are of course the worst part. Use the ice here to your advantage and
slide over areas when you have to. A couple ice machines are also breakable, so
you may use that to your advantage. Above all, keep an eye on your health!
Almost Done Area (Floors 87-89)
- The Dragons are still here, now in multiple colors, but other than that this
is thankfully easier than the Ice Age area. Just be careful of the level enemies
are at now. Though most non-Dragon enemies here are easy, they still are kind
of strong by now.
Giant Area (Floor 90)
- You have to fight two black Golems here. This could be easy or quite hard
depending on your health, SP, and general setup. I have a guide for taking on
monsters, so look up the part I wrote for Golems there. Otherwise, just make
sure to steer clear of traps and fight one Golem at a time. One good strategy
if you're using an axe or hammer is to hug the wall and sneak behind one of
the Golems, then unleash your attack and run to the bottom corner of the map.
He won't follow you there, so you can repeat the process until he dies. Just
keep an eye on the traps so you don't kill yourself trying to exploit it.
Monstrosity Area (Floors 91-95)
- You are fighting some of the absolute toughest monsters now, so you're going
to have to use your surroundings to your advantage. Note that this area is
comprised mainly of big open spaces. This means you can run from most Dragons,
as they have weak homing. It also means you have lots of space to take on the
boss-type monsters you'll regularly encounter without running into another one
of them along the way.
Freak Area (Floors 96-97)
- This area is a small rehash of the previous one. Ninjas and Dragons still
serve as the grunts, while this time you'll be fighting Hell and Golem monsters
for semi-bosses. Just be careful not to get surrounded, as the areas here are
somewhat smaller. There's also a bit of fire as a minor hazard.
All-Star Area (Floor 98)
- A Knight, a Golem, and a Helluton walk into a bar... Okay, not really. But
these are the three bosses you fight. Obviously the Knight will be the easiest
to take out, but whichever you want first (the Knight or Helluton) you'll want
to sneak up on one of them from the side and attack from behind. After that you
can retreat and do it again on the other side of the map, or go for the Golem.
You don't need to learn anything new to beat this.
Last Area (Floor 99)
- Two Hellutons stand beside Khamun. Lure them away one by one and stomp them.
It's very important Khamun doesn't see, or you'll be in a lot of trouble. It's
also a big mistake to step on a Summon trap, because it can summon ANOTHER copy
of Khamun.
- After you beat the Hell monsters, sneak up behind Khamun and start the fight.
This would also be a good time to cast something like Defense Up or Attack Up.
When he's morphing, timing your attacks for the moment his invincibility ends
is a great strategy.
Dark World (Floor 100)
- If you've played any of the extra-hard maps in Cladun (Land of Remembrance,
Evil Map, or Overfiend Map) then you'll recognize the enemies' attacks. Fodder
will use their bomb attack while other monsters will shoot projectiles. And
because the floor level ends in double zeroes, their levels will also be
doubled. This does not bode well for you.
- The best way to beat this level is to sneak and take out enemies one at a
time. Using projectiles is also a good idea. If you have any abilities you've
been saving up, now's the time to use them, as this is the single hardest floor
that you can encounter while doing New-Geon runs.
Multiplayer maps can be played with only one player, but these maps are designed
specifically to be played with teammates; earning Fame is nearly impossible
going solo. Also, the game will still lag, even if you're not connected to
another PSP (don't ask me why).
Connecting Forest
1F - As this is meant for two players, it's best if you bring two! You and your
partner start on opposite sides of the map and will come together where the
finish is. You'll have to keep going onto the other side if you're playing alone
but otherwise you'll want to use a pincer movement to unlock the finish fast.
2F - This level seems to work a lot like 1F, only all 4 players will start in
different areas. This means you'll have to run around and kill all 4 black
Cat Burglars before the exit is unlocked. Axeboom or F. Slash would speed this
up, but not by much as you can't nail anyone through the walls.
Legendary Castle
1F - Again, division of labor is crucial here. There are four rooms, and after
beating the green Bomber in each of them the finish on the far left will be
unlocked. If you only have one player, you'll have to unlock them after beating
a few fire monsters in the middle. There's tons of fire there, so just use I.
Slash to wipe them out regardless of status ailments.
2F - A bunch of consecutive rooms will string you along to the finish, each
separated by a bunch of monsters that unlock the next room. This game's
multiplayer levels lag pretty badly, so homing spells are your friend! They
save time that you would otherwise spend on targeting! Widen will also allow
spells to hit multiple enemies.
Magma Ocean
1F - Same basic concept as previous levels. Four teleporters lead to four rooms.
Use something with a large area of effect to clear the enemies fast and make
sure you can take on fire monsters even with the fire status ailment. This is
very difficult to beat in par time on solo, because the treasure chests needed
to unlock the finish can't be destroyed with I. Slash through the wall. Your
best bet is to use an ability that will one-shot the entire group of enemies in
one room, fire a projectile into the room with the chest, and rush to the next
one, but even under optimal conditions the difficulty is likely to hover around
"barely possible."
2F - This is a long weaving level that ends with an exit that has a fire demon
due north and south of it. Only the demons have to be beaten to unlock the exit.
The fastest way to beat it is to just bring a strong ice spell, race through the
level, and then slam both the demons and run to the exit.
Glacier Forest
1F - The ice here is what makes speed difficult. It also makes the teleporters
very difficult to see, so you'll have to use a bit of guesswork to know where to
look for them. Other than that, this level is quite simple. You just have to
beat each of the 8 sections surrounding the center where the exit is. The more
people you bring, the easier this is, as you each start in a corner, making it
much faster if you have 4 people.
2F - You start off in an icy room loaded with teleporters that drag you back to
the beginning. They are nearly impossible to see, and the game won't even tell
you which one is the right one. But fortunately for you, this walkthrough will
tell you! Follow along the bottom of the starting point, going right. There are
three teleporters on the bottom if you look carefully. They will be on the very
bottom, or one space above it. However, there is a fourth teleporter that's
a couple blocks higher. That's the one you want.
- After that part, you'll be taken to an area with three ice monsters. Beat them
to unlock a teleporter to the center. In the center are two ice Dragons and the
exit. Kill the Dragons and you're free to go.
Dwelling of Evil
1F - This is the easiest multiplayer map. Charge in a circle around the area and
kill every boss monster you encounter. If you're with a friend, go clockwise
while he goes counterclockwise. After you beat all the bosses the exit is
unlocked at the bottom and slightly to the left. Since there are only a few
enemies, load up strong spells that can only be cast a few times. Or just come
back as a high-level player.
2F - Defeat the Ninja you start next to, then charge into the middle of the map.
There are 8 boss monsters arranged around the center exit. Just kill them all
to unlock it. Alerting the summoner enemies may delay you, as they're impervious
to damage while attacking. It might be best to use projectiles against them or
just kill them from behind.
Ancient Ruins
1F - These last two levels will lag in addition to the usual button delay.
Ignore the first teleporter you see and go straight up, killing the bull
and then cracking open the chest. That will unlock a door back at the start, so
go back and take the passage up. Kill the Ninja to unlock the next part, which
is a Yin-Yang shape with some monsters around it. Kill them to unlock the
teleporter in the middle of the Yin-Yang, then go inside it and kill the Scissy
and Knight on the other side to unlock the exit.
2F - This level seems confusing but it's really not. All you have to do is kill
every enemy and then take the teleporter that was previously locked to the exit.
Since the teleporters are kind of smeared all over the area you're in, it might
be a good idea to plan with your partner who's going to take care of which room.
Other than that it should just be a simple rush-kill.
This section of the guide contains a list of equipment that can be found in
the game. These are the stats of weapons which have the Norm title, and are
a good baseline for figuring out the kind of stats you're looking for. After
all, a fully-powered D99 of any weapon will have the same bonuses, so the
original stats are the only real differences between them. Out of laziness I
decided only to include rare armor. However, keep in mind that the lack of a D99
version of any rare items severely squelches their usefulness.
> Here are some short (and not so short) explanations as to how each enemy
attacks and how to deal with them, along with special abilities they gain as
they reach higher levels.
Burglars - These things are pretty weak and go down easy. The biggest problem
is that if your guard is down, they can reduce attack and defense to nothing
by unequipping you of your items for a few seconds. If you can, ambush them
when they're alone, as they can leave you vulnerable to other monsters. If
they keep running away, turn your back to them and let them approach, then
turn back and smash them to bits at the last second. Also make sure to guard
if you know they're going to hit you with an attack. The last thing you need
is for them to do tons more damage, or worse yet, reduce your damage to next
to nothing.
Tarantula - These things are quite a nuisance if you get hit with them. Try to
guard their attacks as much as possible, as they can slow or poison you. The
worst part about them is that they'll zigzag to hit you as you approach them,
making it hard for you to get a clean advance on them. Once you're on top of
them, circle them so that they're trying to face you but unable to, and attack
them between their attacks.
Fodder - These creatures can lay traps, but pose very little threat in terms
of combat ability. Just advance on them and kill them. At higher levels, they
can lay down bombs in front of them and deal ungodly amounts of elemental
damage, so it's important to stay guarded. Even more importantly, though,
you'll want to rush in and deal with them in between attacks, as their health
is still low. Just be careful of fighting them in groups, as they can be
remarkably deadly.
Fireball - These can either advance on you, or attack in a clockwise fashion.
Either way, you'll want to stay clear of their projectiles and attack them
from the side if you can. The Fire and Ice versions can inflict you with Fire
and Ice status, making you heal them. If this happens, you may be able to use
it to your advantage against opposite aligned enemies in the area, or find a
way to cure yourself (water cures fire cures ice). Fire will do damage while
ice will make you slip and slide (much worse than a slippery surface, I might
add).
Hiyokki - These things can be a pain. Approach them from the back or side and
use the strongest attack you can against them before they know what's going
on, then continue to bombard them for as long as possible. Their attacks are
short ranged but do tons of damage, so stay out of their way if possible.
Chasing after them can be frustrating if you don't know the map they're in,
so you may want to stay where they started, as they will eventually return.
Worst of all is that while running, they can alert other enemy types of your
presence, bringing them down upon you as you wait.
Wasp - These guys are pretty easy, although they can also be pretty determined.
They're fast and I don't think I've ever seen one give up when you're fleeing.
Their offense and defense are both pretty weak, though, so you may want to deal
with them as soon as you see them to avoid getting ambushed by them in numbers.
The worst experience I’ve had with them is being ambushed by a bunch of the
fire variety while I was on fire, as I was completely blocked in.
Ghost - These are some of the worst enemies, as they're immune to physical
attacks. You'll have to bring an elementally charged weapon, a staff, or an
elemental ability capable of disposing of them. My personal favorites are the
sword slashes and elemental spells from the Warrior class. Like the wasps,
they will never stop hunting you, but unlike them, they use a ranged attack
that can hit you through walls and even put you to sleep. Get in close and use
an attack that will work against them, and they fall pretty quickly.
Helluton - These use both fire and ice attacks, and can be a serious threat,
considering they're boss monsters. They're also immune to physical attacks and
have high health, so my best encounters with them have been because I used the
Warrior elemental abilities. Spells that can fire rapidly and take them by
surprise are good as well. Once they start chasing you, it might be best to
stick with ranged attacks, and maybe slip in a melee attack or two in between
their attacks. Having good equipment to build up resistances against the
elements is essential to dealing with them, as guarding against their attacks
allows you to stay close and unload more melee attacks into them if your weapon
is elemental. At high levels, they may also shoot a projectile, but I’ve
noticed that these can actually miss you if you stand close enough to them.
Mujun - These will either only attack when you attack them first, or attack on
sight, depending on the level. Either way, their attacks are too frequent to
allow you to dodge their attacks entirely, so you'll have to alternate
attacking and blocking. Having rapid attacks works great here. Fighting them
in groups can be problematic if they're high level. Also, at a certain level,
they can fire projectiles or use a tripled version of the Warrior slashes. The
projectiles can be handled if you guard or dodge them, but the slashes tend to
make fighting them in numbers suicidal.
Golem - As a boss monster, these aren't as bad as they could be. Their only
weapon is a fairly short-ranged radial attack. If you can, get in and bombard
them with melee attacks at first, then use a hit-and-run strategy to whittle
away the rest of their health. Projectiles are a godsend against them as well.
Demon - These can summon more monsters to attack, including ghosts, while
firing a triple projectile at you. They're also invulnerable while summoning
or attacking. However, they have very low health, so as soon as they stop
their attack animation, it's absolutely vital to hit them with rapid fire
attacks or use a single very strong attack. Ignore the enemies they summon as
much as possible and try to deal with them later, but if you can't dodge the
Ghosts' attacks, you might want to take them out so they don't put you to
sleep.
Eyes - This enemy is extremely tough to beat, and seems to have very high
attack and defense. They also will never stop chasing you. Their laser attack
is slow enough that you can dodge out of the way of their attacks and move to
attack them from the side indefinitely, but this is quite risky and absolutely
impossible when facing them in large groups. I've noticed that using elemental
attacks against them seems to deal with them very, very quickly.
Bunno - These strange creatures have a tornado-like attack with limited homing
ability. Since it's ranged, the best way to deal with them is to get in close
before you can get taken out too quickly. The infuriating thing about them is
that after each attack, they change positions very quickly, oftentimes moving
behind you. At high levels, they can fire a devastating projectile attack.
Really the only way to deal with it is to dodge and have high enough attack to
defeat them before they can fire off another one; even guarding you'll take
lots of damage. White versions can cast healing spells.
Dragon - I've found these to be pretty dangerous, especially as the Fire and
Ice variants can inflict you with Fire and Ice status. Their two main attacks
are rushing at you, dealing high physical damage, and then turning around and
using a breath attack, which uses up some of their HP. At high levels, they
also have insane health. Projectile attacks are good for keeping them at a
safe distance, and when facing them one at a time, it's also possible to dodge
all of their assaults on you. In numbers, however, there is no tried and true
method of neutralizing them without putting yourself in serious danger.
Scissy - These creatures follow you and use a ground-up attack similar to the
ghosts. Since they have no melee attacks, the best way to kill them is simply
to rush them and use melee attack after melee attack; they don't even retreat!
At high levels, they can make gigantic 5x5 squares of spikes pop out, or make
the spikes attack constantly. Both of these keep you running constantly and
are close to impossible to survive; when they gain this ability, virtually the
only way to defeat them is to ambush them and kill them before they can move
at all.
Knight - These enemies have incredible defense from the front, so the best
thing to do is guard through one of their attacks, then quickly reposition
yourself to their side and attack them there before they turn to face you again.
Back assaults are the best, but can be tough to pull off without wasting a lot
of time. Their attacks can also extend very far if you continually run from
them, so stay in close and be sure only to fight one at a time.
Man - This bull-like enemy will rush in your direction and stop once it hits a
wall, only to turn around and rush you again. Some variants only run back and
forth, ignoring you completely. They damage you on impact, and stop after four
or so hits. You can also bait them into running into destructible walls if you
don't have an axe with you. These are generally easy to deal with, as they
don't deal very high damage. Both attacking them when they hit a wall and
guarding their rush and attacking once they stop are easy ways to dispatch them.
Bomber - This creature uses a double axe attack that goes out and does damage,
and then reels back in and does damage again. While appearing in later levels,
I've found them to be extremely easy to defeat. While it's hard to get out of
the way of their attacks, their damage is so incredibly low that you can guard
against their attacks and stay close to them while using melee attacks. At
very high levels they will use the character ability Axeboom, which will do
enough damage to make you want to just run from them.
Ninja - These monsters teleport behind you and use a very strong attack before
repeating the process. They're extremely dangerous and can have pretty high
resistance to physical attacks. Generally the best way to deal with them is
just to guard through their attacks and put in your own in between. They’re
also quite weak to elemental attacks. Fighting multiple ones can be a pain,
especially because you can' outrun a teleporting enemy. Strong spells can work,
and rear ambushes do ridiculous damage to them.
Beetle - These creatures like to center themselves with you and fire projectiles
at you. The knockback from these is their biggest threat, as it prevents you
from advancing on them. Other than that, they're not too dangerous unless you
encounter them in numbers or with other kinds of enemies.
Khamun - This boss is somewhat unique in that it always faces forward and will
always take more damage from behind. Its attack pattern consists of moving
around randomly and firing homing projectiles at you. As its health goes down,
it will transform into other boss monsters and back again. When its health
becomes very low, it will move back and forth while rapid-firing tons of
projectiles (which do not have homing). During this time, it is invulnerable,
but when it stops it can be hit again. When fought in later Dungeon levels, it
gains three new attacks: Creating a pentagram which spirit spikes pop out of
after a few seconds, spawning four fire or ice blocks around the player (this
can be dodged by standing still), and shooting out spirit element projectiles.
The final version of this boss also can rapidly summon the pentagrams five at
a time when low enough on health.
/========================================\
[00Class] MAGIC CIRCLES AND ABILITIES
\========================================/
WARRIOR
1 Fist
2 Wolf S) W Slash
3 Phalanx S) Ring, A) Tank
5 Leader S) F Slash
6 S) I Slash
7 Fair
8 A) Boomer
9 Back
10 F. Element, I. Element
11 Firm
12 A) Axeboom
13 D-Fens
15 Troll S) Stab
17 3-Guard
18 A) Combo
19 Schemer
21 Thorough
24 Iron
25 A) S Slash
28 Master
32 Twin
36 Big Wing
40 Snakes
45 Storm
50 Flash
60 Kaiser
DRAGOON
1 Suicide
2 Blast
3 Law S) Charge, A) Swing
5 Price S) F Slash
6 S) I Slash
7 Bully
8 A) Empower
9 Vanguard
10 A) S Slash
12 Train
14 God Hand S) Ring
16 Tyrant
17 Crush
18 Fortress A) Boomer
20 Backs
23 Warcry
25 A) Axeboom
27 Javelin
31 Sparta
35 Bump
39 Teamplay
43 Triangle
49 Dragon
61 Glory
WIZARD
1 Last S. Fire, Ice
3 Dualcast G. Fire, G. Ice
5 Dual S. Burn, Cool
8 Test Time Burn, Time Cool
10 Great S. G. Burn, G. Cool
12 Rage S.
14 Servent
16 M&S
18 Triple
20 Insist F. Storm, I. Storm
22 Blood
24 Wall
26 Teamwork
28 Wizard
30 Clone
32 3 Wishes
36 Dark Tie
42 Parallel
48 Compleate
56 Divine
GUARDIAN
1 Life Heal
2 Sprout Recover, E. Recover
3 Guard A.
4 Clumsy
5 Secret D. Song
7 Lifefarm F. Resist, I. Resist
9 Defy
10 Atk Break
11 Final Def Break
13 Inner
15 Security S Resist
18 Blade
20 Heal 2
21 Armor
24 Castle
28 Mountain
31 Mirror
36 Blocker
41 Maxim
51 Seven
61 Megalow
81 Core
MERCHANT
1 Loyal G Get
2 Dual G.
4 Boss
5 Blame War Song
7 Dwarf
8 Time Burn
9 Giant
10 Time Cool
11 F. Storm, I. Storm
12 Mania
14 Twirl
15 King!
17 Gulliver
18 The Star
20 S. Heal
22 Spin
24 Extra
28 Do/Die
32 Job
36 Jet
41 Rescue
49 Civil
56 Peace
71 Champ
Cladun: This is an RPG features three Legendary Magic Circles, unlocked by
beating the Ran-Geon with certain parameters. Specifically, Ran-Geon King is
unlocked by beating the Ran-Geon at any level, Dungeon Mastery is unlocked by
beating the Ran-Geon with the enemy level set at 400 or higher, and Completed
is unlocked by beating the Ran-Geon with the enemy level at 999.
The below image is a representation of a Magic Circle. You can see that each
slot for a sub character is represented by the letters A-H. This will be used
to show which character has what slots. If a letter is replaced with an X, it
means that there is no slot for a sub character.
A
B
CD EF
G
H
Ran-Geon King
A
X
CX XF
G
H
A = EXP UP 3
SP > SP > ATK/DEF > CRT > HP/SP > HP/SP > HP/SP > HP/SP
SP > SP > ATK/DEF > CRT > HP/SP > HP/SP > HP/SP > HP/SP
C = EXP UP 3
SP > SPD > Mana x2 > CRT > ATK > ATK > ATK > Ab 3
F = EXP UP 3
SP > SPD > Mana x2 > CRT > DEF > DEF > DEF > Ab 3
G = EXP UP 3
Ab 2 > Ab 2 > Ab 2 > Ab 2
Ab 1 > Ab 1 > Ab 1 > Ab 1
H = EXP UP 3
ATK/DEF > ATK/DEF > ATK/DEF > ATK/DEF
ATK/DEF > ATK/DEF > ATK/DEF > ATK/DEF
Dungeon Mastery
A
X
CD EF
X
H
A = EXP UP 3
C = EXP UP 3
Dist 50%
ATK > ATK > ATK > ATK > ATK > ATK > CRT
D = EXP UP 3
Dist 50%
ATK > ATK > ATK > ATK > ATK > ATK > CRT
E = EXP UP 3
Dist 50%
DEF > DEF > DEF > DEF > DEF > DEF > CRT
F = EXP UP 3
Dist 50%
DEF > DEF > DEF > DEF > DEF > DEF > CRT
H = HP GAIN 3
HP > HP > HP > Mana x3
DEF > DEF > DEF > DEF
SPD > SPD > SPD > SPD
ATK > ATK > ATK > ATK
SP > SP > SP > SP
Ab 1 > Ab 1 > Ab 1 > Ab 1
Ab 2 > Ab 2 > Ab 2 > Ab 2
Ab 3 > Ab 3 > Ab 3 > Ab 3
Completion
A
B
CD EF
G
H
A = NONE
DEF > DEF > DEF > DEF > Ab 1 > Ab 2 > Ab 3 > Mana x4
HP > HP > DEF > DEF > DEF > DEF > DEF > DEF
B = NONE
HP/SP > Ab 3
HP/SP > Ab 3
C = NONE
HP/SP > ATK > Ab 1 > Ab 1
HP/SP > Ab 1 > Ab 1 > Ab 1
D = NONE
HP/SP > Ab 3
E = NONE
HP/SP > Ab 3
F = NONE
HP/SP > DEF > Ab 2 > Ab 2
HP/SP > Ab 2 > Ab 2 > Ab 2
G = NONE
SPD > SPD > CRT > CRT
SPD > SPD > CRT > CRT
H = NONE
ATK > ATK > ATK > ATK > Ab 1 > Ab 2 > Ab 3 > Mana x4
HP > HP > ATK > ATK > ATK > ATK > ATK > ATK
/========================================\
[00Yam] ADVENTURES OF THE YAM HERO
\========================================/
WARNING: This section contains spoilers. In fact, it's one big spoiler. So if
you don't want to know how this story ends until you unlock it for yourself,
don't read on, simple as that. Also, considering that Adventures of the Yam Hero
is the ONLY plot progression after the Asagi event and continues until midway
through the Overfiend Map, you should definitely think twice before spoiling the
final chapter.
CHAPTER 1
Long, long ago, there was an old man and woman. The old man went to build a
bonfire in the mountain. The old woman went bathing in the river. While the old
woman was bathing, a giant yam floated down the river. She picked it up and took
it home, wanting it for dinner that night. After returning home, she tried to
eat the yam but a baby popped out from inside.
CHAPTER 2
The old man and woman named the baby "Yam." The young "Yam" then grew up, slowly
but surely. One day, Yam said, "Grandpa, Grandma, I want to become a hero." That
was the day the Yam Hero was born. On the day that Yam was to depart, the old
woman made him some Natto dumplings.
CHAPTER 3
Yam first went to a town where people complained about monsters who wreaked
havoc. But he hated walking, so he ran. By the time he arrived, it was already
infested by monsters. "I must help these people," he said. Thanks to the work
of Yam, peace returned to the town. But that peace did not last long. Another
danger crept close to Yam.
CHAPTER 4
The Evil Lord had kidnapped the princess. Determined to make that princess his
bride, Yam headed off to her rescue. After arriving at the castle, he found
both the Evil Lord and Princess. "You must be Yam! The princess is mine!" Yam
couldn't tell which one was the princess. "You can have her." Yam turned around
and left.
CHAPTER 5
Yam returned home to the old man and woman. "Grandpa, Grandma, I'm home." But
there was no response. Apparently, the old man and woman were dying from hunger.
"Grandpa! Grandma!" Yam didn't know what to do. He had never thought so long and
hard.
CHAPTER 6
Yam finally decided on one thing. If it is for the sake of the old man and
woman, he didn't care if it cost him his life. Yam turned himself into some
grated Yam. "Grandpa. Grandma. Please eat!" The nutritious yam satisfied them
right away. "Thank you, Yam." The old man and woman happily ate the grated yam.
The End.
/========================================\
[00Cred] CREDITS, SPECIAL THANKS, AND LEGAL INFORMATION
\========================================/
Special Thanks to:
NIS America, for making such an amazing game!
GameFAQs, for hosting this FAQ and many others.
Steele Blade, for providing a complete compendium of Magic Circles.
CronoDAS, for advising me to use the Magic Robe for its Spirit resistance.
Legal Information:
This guide may not be redistributed for commercial use, nor redistributed for
non-commercial use if it is modified. If, however, this document is left in
its original form, it may be redistributed for noncommercial use.