Date Started:  Thursday September 28, 2000

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Lufia II:  Rise of the Sinistrals - SNES
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ANCIENT DUNGEON WALKTHROUGH AND FAQ
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by Beastman, [email protected]
No homepage as of yet.
(c)2000 Beastman

The newest version of this walkthrough can always be found on
www.gamefaqs.com.

Version 2.3

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TABLE OF CONTENT
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A. Revision History
B. Party Selection
C. Capsule Monster Selection
D. Magic Use in the Ancient Dungeon
E. General Knowledge and FAQ
F. Feedback and Other Gamer Tips
G. Monster List Floor by Floor
  1. List Legend
  2. The List Itself
H. Master of the Jellies
I. Iris Treasure List
J. Iris Treasure Rumors
K. Blue Chest Items
L. Pro Action Replay/Game Genie Codes
M. Thnx
N. Future Additions
O. Note from Author

=============================================================================
A. REVISION HISTORY
=============================================================================
Version 2.3 (November 2, 2000)
- Added Pro Action Replay/Game Genie Codes Section
    -My Codes
    -Cloud S Codes
- Added to Thnx Section
    -Hornet888
    -Cloud S
- Completed Blue Chest Section
    -Added Flame Shield
    -Put all items in order
- Added to Iris Rumors Section
    -Update III

Version 2.2 (October 31, 2000)
- Revised Monster List Max/Min
- Added to Feedback Section
    -Hornet888
- Added to Iris Rumors Section
    -Update II
    -Ripthor's new rumor
- Added to Iris Treasures Section
    -Future Research
    -Interesting Side Note About Iris
- Added to Blue Chest Items
    -Gloom Jewel
- Revised/Added to Notes from Author
- Revised Party Selection Section
   -Suggestions from Hornet888

Version 2.1 (October 22, 2000)
- Added Maximum/Minimum Characters on Monster List
- Added to Feedback Section
    -Beedrill51
    -Rubyheart
- Revised Iris Rumors Section
- Revised Capsule Monster Selection Section (Darbi's attacks)
- Revised Future Additions
- Revised Party Selection Section (Better things to say about Lexis)
- Added to Blue Chest Items
    -Water Gaunt, Cryst Shield, Dark Mirror (Cursed and Uncursed)
     Aqua Helm, Spido Jewel
- Added Thnx Section

Version 2.0 (October 16, 2000)
- Added The Party Selection Section
- Added The Capsule Monster Selection Section
- Added The Iris Treasure Rumors Section
- Added The Magic Use in the Ancient Dungeon Section
- Revised Future Additions
- Revised Iris Treasure List
- Revised Note from Author
- Added the General Knowledge and FAQ Section
- Added a Feedback Section
    -Ripthor

Version 1.5 (October 6, 2000)
- Added the Iris Treasure List
- Added Some of the Blue Chest Items
- Revised Future Additions
- Monster List Updated
    -Floor 1(big time), Floors 64, 66, 69, 72, and 86
- Added Master of the Jellies Strategy Section

Version 1.0 (September 28, 2000)
- Created Floor by Floor Monster List
- New Future Additions List
- New Notes from Author

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B. PARTY SELECTION
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I guess now would be as good a time as any to go into what party to choose to
go into the Ancient Dungeon.  If you actually want to get the 10 Iris
Treasures and see what they do (see Iris Rumors Section), you should either
try this in the "Start" or "Retry" modes.  This is because even if you get
all ten Iris Treasures in the "Gift" mode, it doesn't mean diddlysquat
because you can't do anything with them.  (Kinda like one of those "why
bother?" things.)  I'm actually going to try that on my next dungeon run-
through.  Conquering the Iris Treasures list is my new objective.  I don't
know about you, but I want to see if those blasted rumors are true!!!  No one
seems to know.  I plan on being the first one to find out.  But, I digress.
Back to this section!  If you do try in the "Start" or "Retry" modes, you
don't have a choice on what party you can use.  Well, that's not completely
true.  At one point, you reach Gruberik (the location of the Ancient Dungeon)
without your final party.  But I can't remember the exact party make-up at
that point.  But you can definitely count out Artea and Tia.  This means your
party consists of one of the following combinations:
    1. Maxim, Guy, Dekar, Selan
    2. Maxim, Guy, Selan
    3. Maxim, Guy, Selan, Artea  (Final Party)

I'm not sure if Dekar has left the party at this point, or if Lexis has taken
Dekar's place.  In any event, you should probably avoid taking Lexis into the
Ancient Cave because he can hardly use any weapon, his magic is nowhere near
first rate, and he's not that strong or capable of good defense.  E-mail if
you can tell me who's in your party when you're at that point in the game.

Now I'll talk about each character's strength and weaknesses.

Note:  All comparisons of stats in this section is without anything equipped.
This is in case you don't have all of the best equipment when you first start
out.  DUH!!  I've also divided the characters into one of three categories:
muscle, magic user, or average.


==========================
Average Characters
==========================

Average characters are average.  DUH!  There aren't any REALLY average
characters, the one is an above average character, the main character, Maxim;
the other is a really below average character, Lexis.  They have more
strength than the magic users, but less strength when compared to the muscles
of Guy and Dekar.

--------------------------
Maxim
--------------------------
Okay, let's be honest people.  You can't get rid of him, but he's one of your
pretty average all-around guys.  His HP are excellent as they are average.
He's not solely muscle, and not solely a magic user, so his HP are right in
the middle.  Not to mention, he can actually use magic, a big advantage over
Guy and Dekar.  The only problem with Maxim's magic is the fact that it is
not that powerful, and you don't get much of it.  When you use Absorb on
high-level monsters, you don't get a lot of MP.  It especially stinks when
you fight genies that absorb your MP, but you can't replenish it as fast as
they can steal it.  You should count on using absorb 4 times, for each 1 time
a genie casts absorb.  This does of course depend on the type of genie.
Therefore, his magic should be used in case of emergencies.  For example,
everyone's dead so cast Valor, it cures the same amount no matter how much
magic power he has.  Also, Destroy is an excellent spell for him to use.
This comes in really handy in the lower levels of the Dungeon.  He's also not
the fastest person in the world, especially when compared to Tia, Selan, and
Artea.  In any event, he's an excellent addition to any party, even a party
by himself if you so incline.  But to me, that's a suicide mission.  That may
be another thing I try to do later.

--------------------------
Lexis
--------------------------
Yes, let's talk about Lexis.  He's a mechanic, not a fighter.  That's all you
really need to know about him.  He really stinks because he can only equip
ONE weapon found in a blue chest, and on top of that, it's not a great one.
In case you're wondering, it's the Water Spear.  He's slower than every
character, he has magic, but he has horrible magic power and magic points.
His defense sucks, his MGR sucks.  He's in the average character category,
because he doesn't have the strengths of either the magic user category or
the muscle category.  Lexis is only given to you in the game as a transition
character for your party to get ready for Artea.  I suggest not using Lexis
at all, unless you want a major hindrance to your party.  You should only use
Lexis for bragging rights for your friends, because they would be really
impressed if you got through the ancient dungeon with a REALLY bad character.
You'd think that they wouldn't have made him such a bad character, but they
did.  Go fig!

Since writing this, I have been informed that Lexis actually ends up having
the highest INT stat.  Now that I know what this means (from whom, look at
Thnx Section), this is awesome!  Lexis becomes the character with the best
magic.  This comes in handy for healing your party.  Unfortunately, at the
end of the Ancient Dungeon, magic does almost nil damage to the Master of the
Jellies.  He's not the BEST character in the world, but I guess he does have
his strengths.  I still wouldn't waste my time with him though, but that's
me! ;-)


==========================
Magic Users
==========================

Magic users use magic.  Well DUH!!!  What's the big deal with that?  Magic is
essential if you want to get through the Ancient Dungeon!  They have low HP
when compared to muscle and average characters.  Their magic power and magic
points are much stronger than the average characters.  Strength takes a
beating though, their attack power is not that great.  Neither is defense,
another major bummer.

--------------------------
Selan
--------------------------
First of all, if you don't choose your own wife, SHAME ON YOU!!!!  Second of
all, her magic power is the best in the game, so you'd be stupid not to have
her on your team.  Also, only she and Tia can wear some of the best items
that are found in the blue chests.  (e.g. Dia Ring, Ruse Armor, Hairpin,
etc.)  Her speed is excellent, but it doesn't get better when compared to
others in the party until she gains a few levels (15?)  Her strength is the
best of the magic users, except for Artea.  But seeing as how the magic users
are best-suited to using magic, their strength is not overly impressive when
compared with Dekar, Guy, and Maxim.  Selan's magic power and magic points
are the best of the magic users. (The reason for this is discussed later in
this section.)  One of the great strengths of her high MP is when you use
your IPs that replenish magic meters by a percentage of 25% or 50%.  In other
words, you get more for your money.  Her defense power is tolerable, not
excellent.  Her MGR is second only to Artea which makes her a great ally.
One of the problems with Selan is that she has very low max HP.  I mean VERY
LOW HP, which means you should probably keep her on the back row with good to
excellent defense when equipping her, and good to excellent MGR for that
matter.  To reiterate, you could use an honorable wife like Selan to enhance
your magic balance for the team.

--------------------------
Artea
--------------------------
Artea is one of the best magic users in the bunch.  He has the best defense
against magic, and at the beginning of the ancient dungeon, he has more magic
points and magic power than any other character. (until he reaches a certain
level.)  One of his greatest assets is the ability to use Fry and Zap magic.
Seeing as how there are an enormous amount of undead creatures, this can come
in real handy, especially against those bastard Archfiends.  The only way for
anyone else to cast Zap is Selan with the Dia Ring's IP, so it can't be used
repeatedly.  The other greatest asset of Artea is his agility.  He is the
fastest character that you can control in the entire game.  He doesn't have a
greater AGL until after a couple levels, like Selan.  When he gets those
couple of levels though, he almost always attacks an enemy before it attacks
him.  Artea has a much higher max HP than Selan and a little lower than
Maxim.  His attack power is fair, and much better than the other magic users.
So do yourself a favor and pick Artea for your group.

--------------------------
Tia
--------------------------
I haven't had much experience with Tia, so to do her justice.  Just think of
Tia as exactly like Selan, except a tiny I can't come up with a description
bit worse.  She's still a great character because she can use so many of the
Blue Chest items like Selan.  There's nothing wrong with her magic, and her
defense is pretty bad like Selan's.  Until I use Tia to go through the
Ancient Dungeon, Tia's section won't be complete.  Look for an update
though!!


==========================
Muscle
==========================

Muscle characters have the best attack power.  You should have at least one
character with muscle in your party!  The reason for this is because they
have the best max HP.  It can go up to 999 if the level is really high!  The
really big problem with muscle though, is the fact that they can't use magic.
Their defense is rated good to excellent, but magic defense is rated bad to
really bad.  One major strength with muscle is that they can use certain
spears, and the powerful axes.  There are some good shields in the blue
chests that only they can use too.

--------------------------
Guy
--------------------------
Guy is categorized as muscle.  He's a great character to use, and has certain
strengths over Dekar.  For example, Guy is much faster to attack, his INT is
higher and has a higher rating for MGR.  Basically, when choosing muscle you
choose Guy if you really hated Dekar's ego in the game itself.  Guy was
always a loyal friend.  But it doesn't really matter which muscle you pick,
but you need at least one.

--------------------------
Dekar
--------------------------
Dekar is also categorized as muscle.  I would choose Dekar for my party
because of the fact you might find the Dekar blade.  Its IP comes in
extremely handy for the final boss.  Dekar is slower than Guy, although all
muscle is slow, Dekar is abnormally slow, so you should boost his speed with
some of the equipment.  He has the best strength and attack power in the
game.  His GUT is higher than Guy's and his defense is great too.  Again,
when it comes down to muscle you just take your pick.

Now that the character descriptions are over, it's time for your choices.  I
would generally have (besides Maxim), Artea as a magic user and strength
against undead creatures, a second magic user, either Selan or Tia, and a
muscle.  This line-up is great for curing your party and using Destroy to end
a battle quickly, or have a better shot at eliminating a really difficult
monster, because Artea can't use "dark" magic like Perish or Destroy.
Another decision you can make is as follows:  If you don't find the absorb
spell, getting MP can be a major problem.  Because of this you might want to
focus on muscle instead of magic, so you should probably keep Artea, and add
both Dekar and Guy.  Or you may even go a different way.  Ultimately, it's
your own decision.

Something else you should consider is the fact that stats change values when
compared against another character in the long run.  I've noticed that
playing with Selan and Artea, better stats can change sides.  Big example:
Until about level 40, Artea has more Magic Points and more Magic Power.  Once
you reach level 40, all of a sudden, Selan's cure spells are more effective
and she has more Magic Points than Artea.  So, if you plan on getting to B99
and actually defeating the Master of the Jellies, I suggest you choose a
party that is better in the long run for your team.  And when you are
fighting the final battle, AGL and MGR don't even matter because you don't
get attacked.  I'm still not sure about INT though, if anyone knows what that
is, contact me PLEASE!!!  For that matter, I'm still kinda foggy on MGR and
GUT as well.  I guess that what happens when you don't have an instruction
manual!

GOOD LUCK WITH YOUR PARTY SELECTION!!!!!

--------------------------
Suggestion from Hornet888:
[email protected]
--------------------------

"My best party is Dekar, Guy, Selan and Maxim.  Get Maxim and Selan to stand
in the back rank whilst Dekar and Guy rip the enemy apart.  Also if you have
Dekar equipped with Dekar's blade and Guy equipped with Gades Blade...
..killing the [Master of the Jellies] is a SNAP. Easy as pie. Dekar chops
bout 5000hp off and Octo-Strike takes off bout 3200hp leaving a measly 1800
for the other 10 moves."

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C. Capsule Monster Selection
=============================================================================

Most people you ask say that you should use Flash as your capsule monster of
choice for the Ancient Dungeon.  In this section I will discuss Flash's
strengths and weaknesses.  I, however, like to use Darbi, and I will also
discuss his strengths and weaknesses.  You should consider the other capsule
monsters obsolete because they can't benefit you like Flash and Darbi can in
the Ancient Dungeon.  If you have a capsule monster you like to use in the
Ancient Dungeon that isn't Flash or Darbi, send me your suggestion and what
makes that capsule monster the best one to use.

--------------------------
Flash
--------------------------

    The reason most people use Flash in the Ancient Dungeon is because he
can cure your hit points without you using any magic.  The problem with this
philosophy is that he can cure you, but you are generally faster than Flash
when you start out in the Ancient Dungeon and remains that way for quite some
time.  Flash has a VERY high INT rating, but I still don't know what that
does.  As far as I'm concerned it's worthless, unless someone proves to me
otherwise.  So you're up somewhere near level 10, and Flash STILL hasn't
cured you.
    His second form ain't that much better!  He's faster, and his cures are
more powerful.  He has a second "attack" called "Wink" that raises your
attack power.  The problem with this is that he never casts Wink and when he
does, it doesn't matter because the monsters you're fighting die before you
even get a chance to use it.
    Form three is just plain annoying to me.  His cures are more powerful
that form two, and he has a new "attack".  Restoration just pisses me off.
Flash uses this WAY too often, and always when you don't need it.  It wastes
your time and spending 8 hours in a dungeon is a long time in itself.  If you
had your way, you'd get outta there as FAST as possible, which can't happen
when this idiot keeps casting this.  This spell is only useful when you don't
have the "Poison" spell, or antidotes and you're poisoned.  The third form
finally has an attack spell of Thunderbolt, but it takes too long for it to
learn and, as I said earlier, it pretty much sticks to casting Restoration.
    Now on to form four.  This form has a dramatic improvement in speed and
it's healing spell.  It can now cure all members of your party.  It has the
Purification spell, but I can't remember what it does.  It has a more
powerful bolt attack than form three, but it almost never casts it.  Instead,
form four focuses on "attacking" with its fists.  That brings me to the worst
part of Flash.  It can't attack worth a crap until you can get it into the M
level, which by then, it's almost too late.  Every form of Flash likes to not
waste its MP (which is non-existent) and either defends itself or tries to
attack.  Because the  ATP and STR are so low, it almost always misses.  If it
actually connects, count on it taking off only 1 or 2 HP (no joke).
    In order to get the M level Flash, kill a Black Dragon on B60 to B72 and
hope he drops Dark Fruit.  Then change to form two and feed it Flash.  The M
level Flash is one hell of an improvement.  Its attacks can finally do
something, but it doesn't do a lot.  Its cure does wonders for your entire
party, and the thunder attack has gained the power of Holy in it, so it's
great against undead creatures.  As I said earlier though, it's too late for
that to do any good.  You also have to realize that when you get to the final
boss, it's necessary to have a good attacker, the chances are slim to nil of
Flash actually hitting the final boss with it's Holy Thunder.  You don't need
to be cured, because he doesn't attack.  Just think about it.  Overall Flash
is almost worthless in the Ancient Dungeon.  It's all your own preference
though.  Just don't blame me when you get fed up of wasting precious minutes
for it to do nothing for you like missing an attack, defending itself, curing
you when you don't need it, and the biggest crap of all the Restoration
spell.

--------------------------
Darbi
--------------------------

I never bothered using Darbi before, until I had excess items in the Ancient
Dungeon I needed to get rid of.  So I decided to see what the other forms of
Darbi looked like.  After one level up, it turned into a werewolf.  I've
always had this fascination with werewolves and I said that I would use Darbi
from then on.  He hasn't let me down since.  He has problems too though, but
when compared to Flash, Darbi kicks a lot of ass!

    Lets start with the huge advantage of Darbi's first form and Flash's
fourth form:  he already has more attack power.  If you want to get out of
the Ancient Dungeon quickly, use should use something that can attack things.
All of Darbi's spells are used to attack, and they seldom miss.  His agility
isn't the greatest, but it beats Flash when it comes to what it does with his
speed.  Darbi is actually useful.  Form one has one attack, Trancemaker,
which attempts to confuse all monsters on the screen.  After fighting for a
while with form 1, he gains Shriek, which cures all members of your party of
confusion.
    His second form has the two attacks of "Wolf Punch" and "Wolf Fang".
They're strong attacks, and Wolf Fang also poisons the enemy.  After fighting
for a while, Wolf Punch is replaced with Sizzle Smash, a very strong Darkness
attack against one person.
    Form three has three attacks.  He just keeps getting better!!!  Mega
Trident is a powerful attack, and Dark Flame attacks all enemies.  The third
form also introduces Destruction, a Destroy-type magic against one character.
This itself makes Darbi one of the best, if not the best, capsule monster in
the Ancient Dungeon because it has a high percentage of working.  When used
against a bitch of a character, it's always good to see it go in one hit,
rather than three rounds of curing and attacking.  Again, after fighting for
a while, a new attack replaces an old one.  Terminate takes the place of Dark
Flame, and is basically a much stronger version of Dark Flame.
    The fourth form has the opposite of Flash's Holy Thunder, Dark Thunder.
Sizzle Smash is back from the Werewolf in form 2.  Terminate, its third
attack, is back from form 3.
    In order to get the M level Darbi, kill a White Dragon on B64 to B68 and
hope he drops Holy Fruit.  Then change to form two and feed it to Darbi.  The
M Form makes it all worthwhile.  It's first attack, Dash, attacks all enemies
with a very strong attack.  Dragon Blast is another strong attack against all
enemies.  His third and final attack, Eliminator, is like Destruction, except
Eliminator has an even higher percentage of connecting and it attacks all
monsters!  Keep in mind, that even if Darbi doesn't use one of its spells,
its regular attacks are outstanding as well.  Darbi is bad against undead
creatures, and there are a lot of them.  They either don't work at all, or
don't cause much damage.  But, in the last 13 floors, you'll find plenty of
really bitchy dragons.  The up side is that they are holy-elemental and Darbi
can REALLY put the hurt on them.  It will make defeating them seem like
they're jellies!  Well, let's not go THAT far.
    Now, for the problems with Darbi.  Darbi is very hard to level up, until
form M, because one attack will send him running, unless it does little to no
damage.  This can become extremely annoying.  His GUT is low, but I don't
know what that does either, so that doesn't really bother me.  A big problem
comes with his defense.  He has average defense, but his MGR is atrocious!
At level 90, Darbi's MGR is only 21!!  If something hits Darbi with a spell,
you can almost kiss him goodbye because his HP aren't high enough to
compensate with a huge spell.  So after weighing strengths and weaknesses,
Darbi should be your capsule monster of choice.

I'm sorry I was so harsh against Flash, but he can REALLY get under my skin
sometimes.  Again, it is ultimately your own choice, but at least listen to
my advice.  If you have a problem with what I have said, or you want to argue
your own opinion, contact me!  I'll stick your comments up here!  (as long as
they're not too dirty)

=============================================================================
D. MAGIC USE IN THE ANCIENT DUNGEON
=============================================================================

You've chosen your party, you've chosen your capsule monster, and you finally
enter the Ancient Dungeon.  But wait!  You've lost everything, levels,
equipment, and most importantly magic!  What are you going to do??  There's
an easy answer.  Open every freaking treasure chest you find.  There are very
important magic spells that are essential to your survival in the Ancient
Dungeon and they can only be found in red treasure chests.  In this section,
I tell you what magic spells will greatly aid you in your quest to B99, as
well as how to conserve your precious MP.

Magics with an "*" beside them indicate that they are not extremely necessary
to your survival.  Curative magic is different because all of it is useful.
Just take what you can get.  Also note that if you don't have magic without
an * doesn't mean you should turn of the game and try again.  It just means
that it GREATLY improves your chances of reaching the bottom of the Ancient
Dungeon

=========================
CURATIVE MAGIC
=========================

When I first entered the Ancient Dungeon, I never realized how important the
curative spells are.  You level up pretty quickly in the beginning of the
Dungeon and you quickly begin to notice that your HP meter shrinks with each
level up.  You have pretty much four options:  hope to God you find an HP
spot under a bush, use some potions (you only start with 10), use Flash
(great help my butt!), or use magic.  HP spots do not come up very often, so
don't plan on finding any quickly.  Potions cure about 30 HP, but they run
out fast when you level up.  Flash almost never cures you, and when he does,
he cures the person that needs it the least, or not at all.  That leaves you
with magic, and your MP aren't that great either.  Your best option is try
and wait to find an HP spot, because most of the time monsters won't even
connect with you until about level 10.  That's when you need to start
worrying.

--------------------
STRONG (3)
--------------------
Strong is one of the two most essential spells in the Ancient Dungeon.  It's
the best curative on a short-term basis because you can use it out of battle
at a really low MP cost!  You shouldn't use this spell in battle when you get
up really high in the levels, because it won't do you much good.  But think
of it his way:  By using only one Ex-Magic, you can refill your MP meter by
about 90 MP, and that's equivalent to using Strong 30 times!!!  Also, at the
beginning of the Dungeon, every character can cast it with about the same
results in magic power.  You can beat the Ancient Dungeon without Strong, but
you would definitely have to use every potion you get your hands on, and you
should probably use Flash.

--------------------
STRONGER (8)
--------------------
Stronger is a good spell if you can't have Strong.  Stronger has more than
twice the MP cost of Strong, and doesn't cure that much more than it does
either.  You should only use Stronger if you don't have Strong and can refill
your MP easily, or use it in tense situation where you need to cure fast, and
you don't have any higher-level magic.

--------------------
CHAMPION (16)
--------------------
Champion is a great spell much later in the game.  In battle, Strong and
Stronger suck if you need to cure large amounts quickly.  Champion can
definitely cut it by curing more than twice as much as Stronger.  It's better
to cure in late battles because it's MUCH cheaper than Valor.  If you only
have Champion and not Strong(er), you shouldn't use it to cure out of battle
unless it is an emergency because of the large MP cost.

--------------------
RALLY (10)
--------------------
Rally restores fight power, so you really need to have this on hand.  It only
cures 100 HP, but it has a much lower MP cost than Valor, and one time I went
through the Ancient Dungeon only finding 1 Regain.  Rally is good in a pinch
if you can immediately cure afterwards (unless it is extremely early in the
Dungeon).  When you are out of battle, use Rally and then some other method
of curing because Rally is the cheapest.  You should keep regains in reserve
until you find a fight power restoring magic.

--------------------
*VALOR (30)
--------------------
Valor restores 2000 HP and fight power.  Depending on how you split the magic
among your party, it cures 500, 666, 1000, or 2000 HP on the character.  I've
only been able to restore one person at a time with Valor, so don't try to
bring everyone back to life at once.  Valor is a great spell because it
completely restores one of your character's HP.  It's also good if you don't
have Champion, or you really need to cure someone that is really close to
dying.  It has a huge downside in the fact that it costs so darn much MP.
You should avoid using Valor unless it is an absolute emergency so you can
conserve MP.  Valor is not necessary, but it comes in extremely handy by the
end of the Ancient Dungeon.

--------------------
*POISON (2)
--------------------
I consider Poison a curative magic because when you sort your magic list, it
goes to the top with the other curative magic.  Poison is not a necessary
spell to have, but it does come in handy.  It's measly cost of 2 MP makes it
worth it.  Antidotes, along with any other status-curing item, are hard to
come by in the Ancient Dungeon.  Considering that it only costs 2 MP, you
should probably use it.  You can even split this spell among all members of
your party.  This means instead of using 4 Antidotes, you can use 2 MP and
the Poison spell.

=========================
ATTACK MAGIC
=========================

Attack magic is not as important as curative magic in the Ancient Dungeon,
but it is extremely important on the lower levels.  As a note of common sense
though, level 3 magics are much stronger than levels 1 and 2 elemental
magics.  Levels 1 and 2 elemental magics are completely obsolete and don't do
you any good.  They don't hurt, but they sure don't help as much either.
Elemental magics are also not extremely necessary, but they're always good to
have.


--------------------
*PERISH (4)
--------------------
Perish can be split among your enemies as you try to get rid of them with one
spell, regardless of how many HP they have.  The problem with this spell is
that it rarely works against higher-level monsters.  Artea cannot use this
type of magic.  Which is why I equip him with a Fatal Pick with the Curse
Lifted.

--------------------
DESTROY (8)
--------------------
Destroy is almost exactly like Perish, except it is a lot more effective.
You can kill anything that dark magic works on.  Because it is a dark magic,
Artea cannot use it.  When you get to B86, you start running into Silver, and
then Gold Dragons.  These are major bitches so use Destroy!!!  It takes these
out very often because these dragons are Holy-elemental, and thus susceptible
to dark magic.  If you run into two Gold Dragons, you better hope that you
get a "Got in First", and at least one of the Destroy spells hit.  If that
happens, you are well on your way to butt-loads of experience points!

--------------------
*FIREBIRD (20)
--------------------
Firebird is a level 3 element spell.  This is great against enemies weak to
fire, and your magic character has something equipped their weapon that does
less damage.  Use this spell and your battle will be over a lot quicker.  All
level 3 magics have a problem with high MP cost, and Maxim can't even use
Firebird.

--------------------
*DRAGON (22)
--------------------
Dragon is a level 3 element spell.  This is great against enemies weak to
water, and your magic character has something equipped on their weapon that
does less damage.  Use this spell and your battle will be over a lot quicker.

--------------------
*ICE VALKYRIE (22)
--------------------
Ice Valkyrie is a level 3 element spell.  This is great against enemies weak
to ice, and your magic character has something equipped on their weapon that
does less damage.  Use this spell and your battle will be over a lot quicker.

--------------------
*THUNDER (22)
--------------------
Thunder is a level 3 element spell.  This is great against enemies weak to
thunder, and your magic character has something equipped on their weapon that
does less damage.  Use this spell and your battle will be over a lot quicker.

--------------------
FRY (20)
--------------------
Fry is a good spell to have because it is one of two spells that is Holy-
elemental.  Use it against undead creatures and enemies weak against holy
magic.  A downside to this magic is that only Artea can use it.  It does less
damage than Zap, so only use this when you don't have enough MP for Zap, or
you don't have Zap at all.

--------------------
ZAP (30)
--------------------
Zap is a GREAT spell to have because it is the other of two spells that is
Holy-elemental.  You use this magic against undead creatures and enemies
vulnerable to holy magic.  Again, only Artea can use this magic.  A big
problem with this spell is the high MP cost.  Once you have Zap, you will
never need Fry again.  Zap is especially useful when fighting archfiends
because it gets the battle over MUCH quicker.

=========================
STATUS MAGIC
=========================

--------------------
TRICK (5)
--------------------
Trick increases your attack power.  I have learned that focusing the spell on
one party member, gives that member the same attack power increase when the
spell is split between all members.  If you want to try and face Gold Dragons
you really need the trick spell to have your weapons do more damage.  This
spell is a necessity for the final boss in the Ancient Dungeon.  Trick has a
low MP cost, so any of your characters should be able to use it.

--------------------
COURAGE (5)
--------------------
Courage is also a great spell and works the same way that trick does, except
it greatly increases your defense.  If you plan on fighting Gold or Silver
Dragons, you need Courage.  This is especially true when fighting Silver
Dragons, because they cast Dread, which lowers your defense.  Courage is only
a necessity when your life is in danger.  When facing dragons that can attack
more than once, consider your life in danger!

--------------------
*BRAVERY (3)
--------------------
Bravery increases your defense, but not as dramatically as Courage does.
Bravery is almost never used, unless you want to fight the dragons, and you
don't have Courage yet.  Concentrate on using Courage, and don't bother
wasting a turn where you can be attacking or curing, with a sub-par defense
spell.

--------------------
*SHIELD (4)
--------------------
Shield increases your MGR, but it is not as effective as Courage is in
raising defense.  You may want to use Shield when facing the Copper, Gold,
and Silver Dragons, because their magic is so darn powerful.  But, it isn't
that useful in the long run.

--------------------
ABSORB (1)
--------------------
Absorb is the second of the two most essential spells in the Ancient Dungeon.
If you get this early enough in the Ancient Dungeon, you can easily fill your
MP.  The cost of the spell is a joke!  As long as concentrate the Absorb on
one monster that has MP, you get more MP.  How can you go wrong with that???
I guess I forgot to mention that Absorb takes MP from an enemy and then gives
it to you.

--------------------
*DEFLECT (5)
--------------------
Deflect is a magic spell that can only be found in the Ancient Dungeon.  It
freezes the enemies magic (in other words it becomes mute).  This isn't that
good of a spell to have, but you can only find it here, so I put it in this
section.

--------------------
*DREAD (5)
--------------------
Dread is also a magic spell that can only be found in the Ancient Dungeon.
It decreases your enemies' defense power and thus, makes them easier to kill.
This is a pretty handy spell, but I wouldn't waste the time to cast it.
Again, as with Deflect, Dread is in this section solely because it can only
be found in the Ancient Dungeon


=========================
CONSERVING MAGIC
=========================
Since MP is VERY hard to come by in the Ancient Dungeon, this section is used
to tell you about how to conserve your precious MP.

1.  Use Absorb!!!
2.  If you don't have Absorb, fill your MP meter with the following items:
    -Hi Magic (Cures about 40 MP)
    -Ex Magic (Cures about 90 MP)
    -Magic Jar (Cures about 8 MP)
    -Charred Newt (Cures about 6 MP)
    -Miracle (Completely restores)
       Try to avoid using Miracle until you really need to, because it can
       also bring party members back to life
3.  Use IPs from Mirak Plate, Magic Scale, or Silver Armor, on the party
   member with the most max MP.
4.  Use lower cure spells out of battle (Strong, Stronger)
5.  When needed, use Valor only in battle.
6.  Use Rally to revive someone after battle, or in battle when you can cure
   them with a low cure spell.
7.  Use items to cure status effects, unless the cost is small and you have
   plenty of MP to spare.
8.  Use high MP cost spells only in emergencies, or you can cure quickly
   after battle.
9.  There is no shame in running!
10. Use IPs instead in the later levels, because the meter goes up VERY fast.
11. There is a rumor that an MP spot exists somewhere in the Ancient Dungeon,
but I have never found it in 40+ hours.  So don't hold your breath!

These tips should help you get through the Ancient Dungeon without too much
MP loss.

=============================================================================
E. GENERAL KNOWLEDGE AND FAQ
=============================================================================
In this section, I discuss general things you need to know about the Ancient
Dungeon, or things to avoid, or whatever.

-Open every treasure chest on every floor.  If it's a red chest, you could
get a great magic spell, or an Iris Treasure.  If it's a blue chest, you can
bring what you find back into the Dungeon

-Kill everything.  Experience is everything.  A general rule of thumb is to
keep all of your characters at a level that is equal to or really close to
the Floor number.  For example, on Floor 10, your characters should be at
Level 10.  Eventually, you come to a point that you can't possible do that.
When you get to the levels with the BIG dragons, you can kill them for LOTS
of experience, and that should equal you out a little bit.  I believe that
it's impossible to get to Level 99 in the Ancient Cave.  When you reach Level
98, you have to gain 1500000 EXP, which is the most you have ever needed for
a level up.

-Treasure chests in a group (5 or more in close proximity) have a TON of
monsters around them.  Use this to your advantage to gain a lot of EXP and
hope you get something good out of those treasure chests.

-More than 1 Blue Chest in a room means that they are all probably mimics.
And take it from me, Blue Mimics suck.  You can tell what mimics look like
though.  A Red Mimic has a much brighter yellow shine, than the golden shine
of a red chest.  These things also follow you around the room, so don't get
caught off guard.  Blue Mimics look identical to blue chests, except that
they don't have the "glare" from the lights on them.  This means, that
between the golden stripes that go down vertically on the top half of the
chest, they are glare spots.  If they aren't there, you're dealing with a
mimic.  Blue Mimics can do a lot of damage in a short amount of time, and in
most cases, they're faster than you.  Also, anytime you see a chest hugging a
wall really close to a door, or stairwell, it's probably a mimic.  Keep your
eyes open!

-Most monsters in the Dungeon can be caught from behind.  I'll list monster
movements later to help you do that.  This is a huge advantage because it
ends the battle that much faster.

-There are monsters that can be real bitches in the Dungeon.  Some of these
are: Copper, Silver, or Gold Dragons, Fiends or Archfiends, and Dark
Summoners.  I'll go into more detail with these things when I get a bestiary
up.

-Never be ashamed to run.  Sometimes, you have to retreat in order to get
yourself better prepared.  It really stinks when you're at B98, and all of a
sudden you die when facing a Gold Dragon, and you can't do anything about it.

-Equip everything you find in chests immediately!  Chances are you aren't
going to have everyone equipped when you first get into the Dungeon.  Some
can't be fully equipped by items in the Blue Chests too!

-Prepare to spend hours in the Ancient Dungeon.  I turn off the sound to the
game and watch television, or a couple of movies to get the time to move
faster.  Or I listen to other music, because the Ancient Dungeon music gets
extremely repetitive.

-Occasionally on certain floors you will find odd looking bushes.  Cut them
down, and you will find an HP spot.  Someone has said that they found an MP
spot, but I never have.

That's all for now.  I'll update it if I can think of anything else!

=============================================================================
F. FEEDBACK AND OTHER GAMER TIPS
=============================================================================
After about two weeks of being posted on www.gamefaqs.com and
vgstrategies.com, I finally got my first feedback!!  In this section, I will
post all received feedback that is relevant and helpful.  Without further
adieu, here's the feedback.

-------------------
Tip from Ripthor:
[email protected]
-------------------

    "I found something very interesting for the ancient cave using ZSnes:
every floor can only have about 12 configuration (shape, enemies, enemies
location, treasure chests, etc...). So here's the trick: when you're about to
go down a stair, save.  After that, go down and check the whole floor for
blue chests (or good red chests). If there's nothing, reload your state then
go down again: the floor has changed! Now just continue this until you find
something interesting. Note that you won't find something good EVERY time.
And if the floor doesn't change, just don't go down at the same moment as the
last time.(it's WHEN you go down that set the next floor). With that trick, I
found 5 Iris treasure and about 40 blue chest (31 without the repetition) in
only one visit."

My comments:  I used the Snes9x save state system exactly the same way.  It's
a great tip and you should definitely use it if you have an emulator.  This
is also a great help if you don't want to spend 8 hours at once in there.
Spend as much time as you want, freeze the game state, and open the file at a
later time.

--------------------
Tip from Beedrill51:
--------------------

"About the INT stat.... My personal guess is that INT is the stat used to
determine magic power, that would explain why Selan's spells seem to be
much more effective than Maxim's or Artea's."

----------------------------
Tips from Rubyheart:
[email protected]
----------------------------

"INT stands for magic strength. It boosts the power of offensive and curative
spells. That would make Lexis the strongest magic user since (if I remember
right) he has the highest INT in the game.

"By the way, GUT affects how often the capsule monster will run away. Compare
how many times Darbi and Sully run away and you'll notice the difference. In
fact, even in near-death situation, Sully won't run! GUT does a different
thing with your character. I believe it affects IP growth rate.

"You can catch ninja-like monsters from the side if you use a door. Attract
his attention, go through the door and there is a chance that it will be
stuck in front of the door in "side" position. As you pass through the door
against, you may have a free battle round.

"Pugs are great for gaining levels since they call for help (I believe it is
called harvesting). Use spells like shield and courage for not being hurt.
Just be sure to not let the capsule monster beat the last one! Some of the
"Green Cloak", maybe the Necromancer, is great for harvesting! If you battle
for an hour (and even more!), you'll level up an insane numbers of time! In
fact, that allowed me to finish the old cave "easily" in one day! Give it a
try!

"You can get many rocks (blue chests) from bosses (CATFISH JEWEL, CAMU JEWEL,
SPIDO JEWEL) but also from common enemies:  TWIST JEWEL, THUNDO JEWEL, EARTH
JEWEL, GOLD EYE and surely even more. Look at the Monster List at
www.gamefaqs.com for the full details. It doesn't matter if you find those
inside or outside of the cave so don't hesitate to stock up."

My comments:  These are AWESOME tips!  All "Green Cloak" Monsters harvest.
The "Ship" and "Gnome" harvest as well.  There are definitely others, but
I'll go find them some other time.  The GUT stat makes sense, and the INT
stat is so obvious I could kick myself!

---------------------
Tips from Hornet888:
[email protected]
---------------------

"GUT is guts or bravery. Come on, a brave potion increases GUT.  A braver
person or creature runs away less and is less susceptible to confusion.  It
also plays a hand in attacking since Dekar, Guy and Maxim have the best GUT.

"The way I always play is: Kill Everything up till Bronze Dragons.  Kill some
of them but at about level 80, start running boy and don't stop. Silver and
Gold Dragons will eat you alive. With a level 75-80 killing the [Master of
the Jellies] is easy."

My comments:  Granted that the Brave potion increases GUT, but I don't think
that it would do two different things for your party and your capsule
monsters.  My hunch is that GUT has something to do with amount of critical
attacks, which is why those three hit critically so often.  If someone
actually owns the instruction booklet for this game, a description would be
really appreciated.  Other than that, these tips are outstanding!

=============================================================================
G. MONSTER LIST, FLOOR BY FLOOR
=============================================================================

Basically, this section contains a list of monsters that are located on each
floor in the Ancient Dungeon.  This includes the amount of each characters
possible when you run into a roaming monster.  Each floor is in the format
of:
-Floor Name-
    -Roaming Monster Name- -Total Characters Possible (Minimum, Maximum)-
       -Monster Name- -Number of Monsters Possible-
       -2nd Monster Name- -Number of 2nd Monsters Possible-
       -etc.

"Total Characters Possible" tells you the least and most monsters that CAN be
on screen for each Roaming Monster.  This means you will NEVER have 4 Gold
Dragons on screen at once.

When the number of monsters possible is (0-3), the monster may have 3
representatives, 2 reps, 1 rep, or may not have any of that particular
monster(0).  A 0 is used because sometimes a character shows up and sometimes
it doesn't.

The roaming monster name is chosen in one of three ways:
1. The monster itself
2. A different color than the previous monster.
3. A really bad description of what it looks like to me.
       -If there are some you don't like, e-mail me a better way to put it,
        and I'll consider changing it.

Listed first underneath the roaming monster is the monster name that ALWAYS
shows up under that roaming character.  For example, every monster first in
the list under the roaming monster has a number of 1 or higher, up to 4.  In
some cases, all monsters can be represented by that roaming monster and have
a value of 0.  Two good examples of this are Goblins that can represent
Goblins, Armor Goblins, and Regal Goblins.  Another great example is the
Genie.  The Genie can represent any combination of the four genies: flame,
water, earth, and wind.

This distinction does not always work because sometimes you get a monster
that can be a new distinction or an old one.  For example, around Ancient
Dungeon B68, a red dragon can represent EITHER a Black dragon combination, or
a blue dragon/thunderbeast combination.  In this case, the word "OR" is
placed between the two possibilities.
       -Note:  Not all of these have been caught yet.  In future versions,
        they will be fixed.

That about does it for the explanations.  Enjoy the List!

=============================================================================

Ancient Dungeon B1
    Red Jelly (1,4)
       Red Jelly (1-4)
    Lizard (3,4)
       Lizard(3-4)
    Bat (1,4)
       Bat(1-4)
    Spider (2,4)
       Spider(1-4)
       Mushroom(0-3)
    Moth (1,4)
       Moth(1-4)
    Mushroom (1,4)
       Mushroom(1-4)
Ancient Dungeon B2
    Blue Jelly (1,4)
       Blue Jelly(1-4)
       Red Jelly(0-3)
    Moth (1,4)
       Moth(1-4)
    Spider (2,4)
       Spider(1-4)
       Mushroom(0-3)
    Bat (1,4)
       Bat(1-4)
    Mushroom (1,4)
       Mushroom(1-4)
    Mosquito (2,4)
       Mosquito(1-4)
       Moth(0-3)
Ancient Dungeon B3
    Blue Jelly (1,4)
       Blue Jelly(1-4)
       Red Jelly(0-3)
    Mosquito (2,4)
       Mosquito(1-4)
       Moth(0-3)
    Frog (1,4)
       Baby Frog(1-4)
       Mosquito(0-3)
    Blue Beetle (1,4)
       Beetle(1-4)
       Spider(0-2)
       Mosquito(0-2)
    Spider (2,4)
       Spider(1-4)
       Mushroom(0-3)
       Mosquito(0-1)
    Bat (1,4)
       Bat(1-4)
Ancient Dungeon B4
    Blue Jelly (1,4)
       Blue Jelly(1-4)
       Red Jelly(0-3)
    Mosquito (2,4)
       Mosquito(1-4)
       Moth(0-3)
    Blue Beetle (1,4)
       Beetle(1-4)
       Spider(0-2)
       Mosquito(0-2)
    Horse (2,3)
       Mad Horse(1-3)
       Eagle(0-2)
    Frog (1,4)
       Baby Frog(1-4)
       Mosquito(0-3)
    Eagle (1,3)
       Eagle(1-3)
Ancient Dungeon B5
    Blue Beetle (1,4)
       Beetle(1-4)
       Spider(0-2)
       Mosquito(0-2)
    Eagle (1,3)
       Eagle(1-3)
    Horse (2,3)
       Mad Horse(1-3)
       Eagle(0-2)
    Green Jelly (1,4)
       Bili Jelly(1-4)
       Blue Jelly(0-2)
       Red Jelly(0-2)
    Frog (1,4)
       Baby Frog(1-4)
       Mosquito(0-3)
    Green/Orange Spider (1,4)
       Sentopez(1-4)
Ancient Dungeon B6
    Bat (1,4)
       Big Bat(1-3)
       Bat(0-3)
    Green/Orange Spider (1,4)
       Sentopez(1-4)
    Bull (1,3)
       Buffalo(1-3)
    Eagle (1,3)
       Eagle(1-3)
    Green Jelly (1,4)
       Bili Jelly(1-4)
       Blue Jelly(0-2)
       Red Jelly(0-2)
    Horse (2,3)
       Mad Horse(1-3)
       Eagle(0-2)
Ancient Dungeon B7
    Pink Moth (1,4)
       Mega Moth(1-4)
       Moth(0-2)
    Green Jelly (1,4)
       Bili Jelly(1-4)
       Blue Jelly(0-2)
       Red Jelly(0-2)
    Red Chest (1,4)
       Mimic(1-4)
    Green/Orange Spider (1,4)
       Sentopez(1-4)
    Bat (1,4)
       Big Bat(1-3)
       Bat(0-3)
    Bull (1,3)
       Buffalo(1-3)
Ancient Dungeon B8
    Bull (1,3)
       Buffalo(1-3)
    Pink Moth (1,4)
       Mega Moth(1-4)
       Moth(0-2)
    Bat (1,4)
       Big Bat(1-3)
       Bat(0-3)
    Goblin (1,4)
       Goblin(1-4)
       Cobalt(0-2)
       Imp(0-2)
    Red Chest (1,4)
       Mimic(1-4)
    Cobalt (1,4)
       Cobalt(1-4)
       Mad Horse (0-2)
Ancient Dungeon B9
    Pink Moth (1,4)
       Mega Moth(1-4)
       Moth(0-2)
    Pink Beetle (1,4)
       Poison Beetle(1-3)
       Mega Moth(0-1)
       Beetle(0-3)
    Blue Lizard (1,4)
       Needle Lizard(1-2)
       Sentopez(0-2)
       Baby Frog(0-1)
       Lizard(0-3)
    Goblin (1,4)
       Goblin(1-4)
       Cobalt(0-2)
       Imp(0-2)
    Red Chest (1,4)
       Mimic(1-4)
    Cobalt (1,4)
       Cobalt(1-4)
       Mad Horse (0-2)
Ancient Dungeon B10
    Pink Beetle (1,4)
       Poison Beetle(1-3)
       Mega Moth(0-1)
       Beetle(0-3)
    Goblin (1,4)
       Goblin(1-4)
       Cobalt(0-2)
       Imp(0-2)
    Lizard (1,4)
       Newt(1-4)
       Needle Lizard(0-2)
       Scorpion(0-3)
    Blue Lizard (1,4)
       Needle Lizard(1-2)
       Sentopez(0-2)
       Baby Frog(0-1)
       Lizard(0-3)
    Imp (1,4)
       Imp(1-4)
       Cobalt(0-2)
    Cobalt (1,4)
       Cobalt(1-4)
       Mad Horse (0-2)
Ancient Dungeon B11
    No Core (1,4)
       Red Core(1-4)
    Lizard (1,4)
       Newt(1-4)
       Needle Lizard(0-2)
       Scorpion(0-3)
    Pink Beetle (1,4)
       Poison Beetle(1-3)
       Mega Moth(0-1)
       Beetle(0-3)
    Scorpion (1,4)
       Scorpion(1-4)
       Needle Lizard(0-2)
    Imp (1,4)
       Imp(1-4)
       Cobalt(0-2)
    Blue Lizard (1,4)
       Needle Lizard(1-2)
       Sentopez(0-2)
       Baby Frog(0-1)
       Lizard(0-1)
Ancient Dungeon B12
    Brown Gorem (1,4)
       Wood Gorem(1-4)
       Nuborg(0-3)
    Scorpion (1,4)
       Scorpion(1-4)
       Needle Lizard(0-2)
    Skeleton (1,4)
       Skeleton(1-4)
    Imp (1,4)
       Imp(1-4)
       Cobalt(0-2)
    No Core (1,4)
       Red Core(1-4)
    Lizard (1,4)
       Newt(1-4)
       Needle Lizard(0-2)
       Scorpion(0-3)
Ancient Dungeon B13
    No Core (1,4)
       Red Core(1-4)
    Brown Gorem (1,4)
       Wood Gorem(1-4)
       Nuborg(0-3)
    Scorpion (1,4)
       Scorpion(1-4)
       Needle Lizard(0-2)
    Wispy (1,4)
       Wispy(1-4)
    Skeleton (1,4)
       Skeleton(1-4)
    Bat (2,4)
       Red Bat(1-3)
       Big Bat(0-1)
       Bat(0-2)
Ancient Dungeon B14
    Skeleton (1,4)
       Skeleton(1-4)
    Bat (2,4)
       Red Bat(1-3)
       Big Bat(0-1)
       Bat(0-2)
    Brown Gorem (1,4)
       Wood Gorem(1-4
       Nuborg(0-3)
    Wispy (1,4)
       Wispy(1-4)
    Ork (1,4)
       Ork(1-4)
       Regal Goblin(0-3)
Ancient Dungeon B15
    Goblin (1,4)
       Goblin(0-3)
       Regal Goblin(0-3)
       Armor Goblin(0-2)
       Ork(0-2)
    Wispy (1,4)
       Wispy(1-4)
    Blue Zombie (1,4)
       Ghoul(1-4)
       Skeleton(0-3)
    Bat (2,4)
       Red Bat(1-3)
       Big Bat(0-1)
       Bat(0-2)
    Ork (1,4)
       Ork(1-4)
       Regal Goblin(0-3)
    Skeleton (1,4)
       Skeleton(1-4)
Ancient Dungeon B16
    Blue Zombie (1,4)
       Ghoul(1-4)
       Skeleton(0-3)
    Mushroom (1,4)
       Big Mushroom(1-4)
    Green Zombie (1,4)
       Zombie(1-4)
       Skeleton(0-3)
       Ghoul(0-2)
    Ork (1,4)
       Ork(1-4)
       Regal Goblin(0-2)
    Skeleton (1,4)
       Skeleton(1-4)
    Goblin (1,4)
       Goblin(0-1)
       Regal Goblin(0-3)
       Armor Goblin(0-2)
       Ork(0-2)
Ancient Dungeon B17
    Green Zombie (1,4)
       Zombie(1-4)
       Skeleton(0-3)
       Ghoul(0-2)
    Blue Gorem (1,4)
       Nuborg(1-4)
       Wood Gorem(0-3)
    Mushroom (1,4)
       Big Mushroom(1-4)
    Goblin (1,4)
       Goblin(0-1)
       Regal Goblin(0-3)
       Armor Goblin(0-2)
       Ork(0-2)
    Blue Zombie (1,4)
       Ghoul(1-4)
       Skeleton(0-3)
    Ork (1,4)
       Ork(1-4)
       Regal Goblin(0-3)
Ancient Dungeon B18
    Scorpion (1,4)
       Antares(1-4)
    Mushroom (1,4)
       Big Mushroom(1-4)
    Blue Gorem (1,4)
       Nuborg(1-4)
       Wood Gorem(0-3)
    Ork (1,4)
       Ork(1-4)
       Fighter Ork(0-3)
       Regal Goblin(0-3)
       Doben(0-2)
    Green Zombie (1,4)
       Zombie(1-4)
       Skeleton(0-3)
       Ghoul(0-2)
Ancient Dungeon B19
    Pumpkin (1,4)
       Pumpkin Head(1-4)
    Winger (1,3)
       Winger(1-3)
    Scorpion (1,4)
       Antares(1-4)
    Ork (1,4)
       Ork(1-4)
       Fighter Ork(0-3)
       Regal Goblin(0-3)
       Doben(0-2)
    Blue Gorem (1,4)
       Nuborg(1-4)
       Wood Gorem(0-3)
Ancient Dungeon B20
    Winger (1,3)
       Winger(1-3)
    Ork (1,4)
       Ork(1-4)
       Fighter Ork(0-3)
       Regal Goblin(0-3)
       Doben(0-2)
    Pumpkin (1,4)
       Pumpkin Head(1-4)
    Gold Gorem (1,4)
       Sand Gorem(1-4)
       Green Clay(0-2)
    Scorpion (1,4)
       Antares(1-4)
    Sword (1,4)
       Deadly Sword(1-4)
Ancient Dungeon B21
    Sword (1,4)
       Deadly Sword(1-4)
    Armor (1,3)
       Deadly Armor(1-3)
    Yellow Snake (1,3)
       Earth Viper(1-3)
    Pumpkin (1,4)
       Pumpkin Head(1-4)
    Winger (1,3)
       Winger(1-3)
    Gold Gorem (1,4)
       Sand Gorem(1-4)
       Green Clay(0-2)
Ancient Dungeon B22
    Lizardman (1,3)
       Lizardman(0-2)
       Skull Lizard(1-3)
    Red Snake (1,3)
       Spinner(1-3)
       Earth Viper(0-2)
    Yellow Snake (1,3)
       Earth Viper(1-3)
    Gold Gorem (1,4)
       Sand Gorem(1-4)
       Green Clay(0-2)
    Armor (1,3)
       Deadly Armor(1-3)
    Sword (1,4)
       Deadly Sword(1-4)
Ancient Dungeon B23
    Yellow Snake (1,3)
       Earth Viper(1-3)
    Flying Pig Thingie (1,3)
       Dragonian(1-3)
    Armor (1,3)
       Deadly Armor(1-3)
    Lizardman (1,3)
       Lizardman(0-2)
       Skull Lizard(1-3)
    Bee (1,4)
       Stinger(1-3)
       Dark Fly(0-3)
    Red Snake (1,3)
       Spinner(1-3)
       Earth Viper(0-2)
Ancient Dungeon B24
    Flying Pig Thingie (1,3)
       Dragonian(1-3)
    Brown Clay (1,3)
       Mad Gorem(1-3)
       La Fleshia(0-2)
    Red Snake (1,3)
       Spinner(1-3)
       Earth Viper(0-2)
    Bee (1,4)
       Stinger(1-3)
       Dark Fly(0-3)
       Armor Bee(0-3)
    Lizardman (1,3)
       Lizardman(0-2)
       Skull Lizard(1-3)
Ancient Dungeon B25
    Bee (1,4)
       Stinger(1-3)
       Dark Fly(0-3)
       Armor Bee(0-3)
    Red Ghost (1,4)
       Specter(1-4)
    Chicken (1,4)
       Pug(1-4)
    Flying Pig Thingie (1,3)
       Dragonian(1-3)
    Brown Clay (1,3)
       Mad Gorem(1-3)
Ancient Dungeon B26
    Chicken (1,4)
       Pug(1-4)
    Brown Clay (1,3)
       Mad Gorem(1-3)
       La Fleshia(0-2)
    Red Ghost (1,4)
       Specter(1-4)
    Samurai (1,3)
       Ochi Warrior(1-3)
    Snail (1,4)
       Drill Shell(1-3)
       Cancer(0-2)
    Bee (1,4)
       Stinger(1-3)
       Dark Fly(0-3)
       Armor Bee(0-3)
Ancient Dungeon B27
    Snail (1,4)
       Drill Shell(1-3)
       Cancer(0-2)
    Squid (1,4)
       Evil Fish(1-4)
    Samurai (1,3)
       Ochi Warrior(1-3)
    Chicken (1,4)
       Pug(1-4)
    Red Ghost (1,4)
       Specter(1-4)
    Dog (1,3)
       Hound(1-3)
Ancient Dungeon B28
    Samurai (1,3)
       Ochi Warrior(1-3)
    Snail (1,4)
       Drill Shell(0-3)
       Cancer(0-2)
       Ammonite(0-3)
    Dog (1,3)
       Hound(1-3)
    Lion (1,2)
       Lion(1-2)
    Squid (1,4)
       Evil Fish(1-4)
Ancient Dungeon B29
    Squid (1,4)
       Evil Fish(1-4)
    Lion (1,2)
       Lion(1-2)
    Dog (1,3)
       Hound(1-3)
    Medusa (1,4)
       Medusa(1-4)
       Dragonian(0-2)
    Blue Chest (1,4)
       Blue Mimic(1-4)
    Snail (1,4)
       Drill Shell(0-3)
       Cancer(0-2)
       Ammonite(0-3)
Ancient Dungeon B30
    Red Armor (1,3)
       Jurahan(1-3)
    Medusa (1,4)
       Medusa(1-4)
       Dragonian(0-2)
    Blue Chest (1,4)
       Blue Mimic(1-4)
    Skull (1,4)
       Dark Skull(1-4)
    Snail (1,4)
       Drill Shell(0-3)
       Cancer(0-2)
       Ammonite(0-3)
    Lion (1,2)
       Lion(1-2)
Ancient Dungeon B31
    Medusa (1,4)
       Medusa(1-4)
       Dragonian(0-2)
    Skull (1,4)
       Dark Skull(1-4)
    Ork (1,3)
       Gnome(1-3)
    Blue Chest (1,4)
       Blue Mimic(1-4)
    Red Armor (1,3)
       Jurahan(1-3)
    Troll (1,3)
       Troll(1-3)
       Dragonian(0-2)
Ancient Dungeon B32
    Ork (1,3)
       Gnome(1-3)
    Bear (1,3)
       Lunar Bear(1-2)
       Troll(0-2)
    No Core (1,4)
       Blue Core(1-4)
       Red Core(0-3)
    Skull (1,4)
       Dark Skull(1-4)
    Troll (1,3)
       Troll(1-3)
       Dragonian(0-2)
    Red Armor (1,3)
       Jurahan(1-3)
Ancient Dungeon B33
    Bear (1,3)
       Lunar Bear(1-2)
       Troll(0-2)
    Green Cloak (1,4)
       Necromancer(1-4)
    No Core (1,4)
       Blue Core(1-4)
       Red Core(0-3)
    Ork (1,3)
       Gnome(1-3)
    Giant Green Plant (1,2)
       Crow Kelp(1-2)
    Troll (1,3)
       Troll(1-3)
       Dragonian(0-2)
Ancient Dungeon B34
    Tengu(1,2)
       Tengu(1-2)
    Bear (1,3)
       Lunar Bear(1-2)
       Troll(0-2)
    Green Cloak (1,4)
       Necromancer(1-4)
    No Core (1,4)
       Blue Core(1-4)
       Red Core(0-3)
    Ramia (1,4)
       Ramia(1-3)
       Medusa(0-3)
    Giant Green Plant (1,2)
       Crow Kelp(1-2)
Ancient Dungeon B35
    Green Cloak (1,4)
       Necromancer(1-4)
    Giant Green Plant (1,2)
       Crow Kelp(1-2)
    Ramia (1,4)
       Ramia(1-3)
       Medusa(0-3)
    Tengu(1,2)
       Tengu(1-2)
    Orange Flower (1,3)
       Desert Rose(1-3)
    Crab (1,3)
       Garbost(1-3)
Ancient Dungeon B36
    Orange Flower (1,3)
       Desert Rose(1-3)
    Mummy (1,3)
       Mummy(1-3)
    Ramia (1,4)
       Ramia(1-3)
       Medusa(0-3)
    Vampire (1,4)
       Vampire(1-3)
       Red Bat(0-1)
       Big Bat(0-1)
       Bat(0-2)
    Crab (1,3)
       Garbost(1-3)
    Tengu(1,2)
       Tengu(1-2)
Ancient Dungeon B37
    Flying Pig Thingie (1,3)
       Armour Dait(1-3)
    Orange Flower (1,3)
       Desert Rose(1-3)
    Assassin (1,3)
       Asashin(1-3)
    Crab (1,3)
       Garbost(1-3)
    Vampire (1,4)
       Vampire(1-3)
       Red Bat(0-1)
       Big Bat(0-1)
       Bat(0-2)
    Mummy (1,4)
       Mummy(1-3)
Ancient Dungeon B38
    Flying Pig Thingie (1,3)
       Armour Dait(1-3)
    Mummy (1,3)
       Mummy(1-3)
    Vampire (1,4)
       Vampire(1-3)
       Red Bat(0-1)
       Big Bat(0-1)
       Bat(0-2)
    Shadow (1,2)
       Shadow(1-2)
    Assassin (1,3)
       Asashin(1-3)
    Pumpkin (1,4)
       Mad Head(1-4)
       Pumpkin Head(0-3)
Ancient Dungeon B39
    Assassin (1,3)
       Asashin(1-3)
    Pumpkin (1,4)
       Mad Head(1-4)
       Pumpkin Head(0-3)
    Flying Pig Thingie (1,3)
       Armour Dait(1-3)
    Samurai (2,3)
       Samurai(2-3)
    Shadow (1,2)
       Shadow(1-2)
    Red Ghost (1,4)
       Dark Spirit(1-4)
Ancient Dungeon B40
    Red Ghost (1,4)
       Dark Spirit(1-4)
    Samurai (2,3)
       Samurai(2-3)
    Pumpkin (1,4)
       Mad Head(1-4)
       Pumpkin Head(0-3)
    Minotaur (1,4)
       Minataurus(1-2)
       Medusa(0-3)
       Ramia(0-2)
    Shadow (1,2)
       Shadow(1-2)
    Hidora (1,2)
       Hidora(1-2)
Ancient Dungeon B41
    Hidora (1,2)
       Hidora(1-2)
    Minotaur (1,4)
       Minataurus(1-2)
       Medusa(0-3)
       Ramia(0-2)
    No Core (1,4)
       Green Core(1-3)
       Blue Core(0-2)
       Red Core(0-2)
    Samurai (2,3)
       Samurai(2-3)
    Skeleton (1,3)
       Bone Gorem(1-3)
    Red Ghost (1,4)
       Dark Spirit(1-4)
Ancient Dungeon B42
    Blue Flower (1,3)
       Wheel Eel(1-3)
    No Core (1,4)
       Green Core(1-3)
       Blue Core(0-2)
       Red Core(0-2)
    Skeleton (1,3)
       Bone Gorem(1-3)
    Minotaur (1,4)
       Minataurus(1-2)
       Medusa(0-3)
       Ramia(0-2)
    Hidora (1,2)
       Hidora(1-2)
    Orange Flower (1,3)
       Vampire Rose(1-3)
Ancient Dungeon B43
    Orange Flower (1,3)
       Vampire Rose(1-3)
    Skeleton (1,3)
       Bone Gorem(1-3)
    No Core (1,4)
       Green Core(1-3)
       Blue Core(0-2)
       Red Core(0-2)
    Blue Flower (1,3)
       Wheel Eel(1-3)
    Tree (1,3)
       Mad Ent(1-3)
    Blue Snake (1,3)
       Coridras(1-3)
Ancient Dungeon B44
    Blue Snake (1,3)
       Coridras(1-3)
    Tree (1,3)
       Mad Ent(1-3)
    Blue Flower (1,3)
       Wheel Eel(1-3)
    Orange Flower (1,3)
       Vampire Rose(1-3)
    Giant Red Plant (1,2)
       Red Plant(1-2)
    Assassin (1,3)
       Ninja(1-3)
Ancient Dungeon B45
    Giant Red Plant (1,2)
       Red Plant(1-2)
    Blue Snake (1,3)
       Coridras(1-3)
    Assassin (1,3)
       Ninja(1-3)
    Tree (1,3)
       Mad Ent(1-3)
    Blue Flying Pig Thingie (1,2)
       Brinz Lizard(1-2)
    Flying Snake (1,4)
       Cokatoris(1-4)
Ancient Dungeon B46
    Blue Flying Pig Thingie (1,2)
       Brinz Lizard(1-2)
    Giant Red Plant (1,2)
       Red Plant(1-2)
    Gargoyle (2,4)
       Gargoyle(0-2)
       Rogue Shape(1-4)
    Flying Snake (1,4)
       Cokatoris(1-4)
    Grey Gorem (1,3)
       Iron Gorem(1-3)
    Assassin (1,3)
       Ninja(1-3)
Ancient Dungeon B47
    Flying Snake (1,4)
       Cokatoris(1-4)
    Tartona (1,3)
       Tartona(1-3)
    Gargoyle (2,4)
       Gargoyle(0-2)
       Rogue Shape(1-4)
    Green Dragon (1,3)
       Waiban(1-3)
       T Rex(0-1)
    Blue Flying Pig Thingie (1,2)
       Brinz Lizard(1-2)
    Grey Gorem (1,3)
       Iron Gorem(1-3)
Ancient Dungeon B48
    Gargoyle (2,4)
       Gargoyle(0-2)
       Rogue Shape(1-4)
    Tyrannosaur (1,2)
       T Rex(1-2)
    Grey Gorem (1,3)
       Iron Gorem(1-3)
    Green Dragon (1,3)
       Waiban(1-3)
       T Rex(0-1)
    Tartona (1,3)
       Tartona(1-3)
    Skull (1,4)
       Hades Skull(1-4)
       Demise(0-2)
Ancient Dungeon B49
    Tartona (1,3)
       Tartona(1-3)
    Skull (1,4)
       Hades Skull(1-4)
       Demise(0-2)
    Samurai (2,3)
       Dark Warrior(1-2)
       Samurai(0-2)
    Blue Ghost (1,3)
       Demise(1-3)
    Green Dragon (1,3)
       Waiban(1-3)
       T Rex(0-1)
    Tyrannosaur (1,2)
       T Rex(1-2)
Ancient Dungeon B50
    Vampire (1,3)
       Nosferatu(1-3)
       Vampire(0-2)
    Skull (1,4)
       Hades Skull(1-4)
       Demise(0-2)
    Tyrannosaur (1,2)
       T Rex(1-2)
    Blue Ghost (1,3)
       Demise(1-3)
    Green Cloak (1,4)
       Wizard(1-4)
    Samurai (2,3)
       Dark Warrior(1-3)
       Samurai(0-2)
Ancient Dungeon B51
    Blue Ghost (1,3)
       Demise(1-3)
    Fiend (1,2)
       Fiend(1-2)
    Samurai (2,3)
       Dark Warrior(1-3)
       Samurai(0-2)
    Green Cloak (1,4)
       Wizard(1-4)
    Chariot (1,2)
       Hade Chariot(1-2)
    Vampire (1,3)
       Nosferatu(1-3)
       Vampire(0-2)
Ancient Dungeon B52
    Vampire (1,3)
       Nosferatu(1-3)
       Vampire(0-2)
    Grianos (1,2)
       Grianos(1-2)
    Chariot (1,2)
       Hade Chariot(1-2)
    Green Cloak (1,4)
       Wizard(1-4)
    Fiend (1,2)
       Fiend(1-2)
    Ramia (1,4)
       Seirein(Siren)(1-3)
       Armour Dait(0-2)
Ancient Dungeon B53
    Bear (1,2)
       Thunderbeast(1-2)
       Cyclops(0-1)
    Ramia (1,4)
       Siren(1-3)
       Armour Dait(0-2)
    Hidora (1,4)
       Sea Hidora(1-2)
       Moray Vine(0-3)
    Fiend (1,2)
       Fiend(1-2)
    Chariot (1,2)
       Hade Chariot(1-2)
    Grianos (1,2)
       Grianos(1-2)
Ancient Dungeon B54
    Eagle (1,2)
       Serfaco(1-2)
    Ramia (1,4)
       Siren(1-3)
       Armour Dait(0-2)
    Cyclops (1,2)
       Cyclops(1-2)
    Hidora (1,4)
       Sea Hidora(1-2)
       Moray Vine(0-3)
    Grianos (1,2)
       Grianos(1-2)
    Bear (1,2)
       Thunderbeast(1-2)
       Cyclops(0-1)
Ancient Dungeon B55
    Green Tartona (1,3)
       Armour Nail(1-3)
       Tartona(0-2)
    Bear (1,2)
       Thunderbeast(1-2)
       Cyclops(0-1)
    Cyclops (1,2)
       Cyclops(1-2)
    Tengu (1,2)
       Sly Fox(1-2)
    Hidora (1,4)
       Sea Hidora(1-2)
       Moray Vine(0-3)
    Eagle (1,2)
       Serfaco(1-2)
Ancient Dungeon B56
    Brown Eagle (1,2)
       Crow(1-2)
    Armour Nail (1,3)
       Tartona(0-2)
       Armour Nail(1-3)
    Grianos (1,2)
       Behemoth(1-2)
    Tengu (1,2)
       Sly Fox(1-2)
    Cyclops (1,2)
       Cyclops(1-2)
    Eagle(1,2)
       Serfaco(1-2)
Ancient Dungeon B57
    Red Dragon (1,2)
       Green Dragon(1-2)
    Tryrannosaur (1,2)
       Brokion(1-2)
       Green Dragon(0-1)
    Tengu (1,2)
       Sly Fox(1-2)
    Armour Nail (1,3)
       Tartona(0-2)
       Armour Nail(1-3)
    Grianos (1,2)
       Behemoth(1-2)
    Brown Eagle (1,2)
       Crow(1-2)
Ancient Dungeon B58
    No Core (1,4)
       No Core(1-4)
       Blue Core (0-3)
       Green Core(0-3)
    Tryrannosaur (1,2)
       Brokion(1-2)
       Green Dragon(0-1)
    Hidora (1,2)
       High Hidora(1-2)
       Sea Hidore(0-1)
    Brown Eagle (1,2)
       Crow(1-2)
    Red Dragon (1,2)
       Green Dragon(1-2)
Ancient Dungeon B59
    Tryrannosaur (1,2)
       Brokion(1-2)
       Green Dragon(0-1)
    No Core (1,4)
       No Core(1-4)
       Blue Core (0-3)
       Green Core(0-3)
    Red Dragon (1,2)
       Green Dragon(1-2)
    Dark Brown Gorem (1,3)
       Magma Gorem (1-3)
    Hidora (1,2)
       High Hidora(1-2)
       Sea Hidore(0-1)
    Purple Vine (1,4)
       Venus Fly (1-4)
Ancient Dungeon B60
    No Core (1,4)
       No Core(1-4)
       Blue Core (0-3)
       Green Core(0-3)
    Hidora (1,2)
       High Hidora(1-2)
       Sea Hidore(0-1)
    Red Dragon (1,2)
       Red Dragon(1-2)
       Black Dragon(0-1)
    Dark Brown Gorem (1,3)
       Magma Gorem (1-3)
    Flying Snake (1,4)
       Snow Gas(1-2)
       Warm Eye(0-3)
    Flying Pig Thingie (1,2)
       Salamander(1-2)
    Purple Vine (1,4)
       Venus Fly (1-4)
Ancient Dungeon B61
    Flying Snake (1,4)
       Snow Gas(1-2)
       Warm Eye(0-3)
    Grianos (1,3)
       Basilisk (1-3)
    Purple Vine (1,4)
       Venus Fly (1-4)
    Red Dragon (1,2)
       Red Dragon(1-2)
       Black Dragon(0-1)
    Dark Brown Gorem (1,3)
       Magma Gorem (1-3)
    Flying Pig Thingie (1,2)
       Salamander(1-2)
Ancient Dungeon B62
    Flying Snake (1,4)
       Snow Gas(1-2)
       Warm Eye(0-3)
    Red Dragon (1,2)
       Red Dragon(1-2)
       Black Dragon(0-1)
    Flying Pig Thingie (1,2)
       Salamander(1-2)
    Grianos (1,3)
       Basilisk (1-3)
Ancient Dungeon B63
    Grianos (1,3)
       Basilisk (1-3)
    Red Dragon (1,2)
       Red Dragon(1-2)
       Black Dragon(0-1)
    Flying Snake (1,4)
       Snow Gas(1-2)
       Warm Eye(0-3)
    Flying Pig Thingie (1,2)
       Salamander(1-2)
    Eye (1,4)
       Warm Eye(1-4)
    Green Vine (1,4)
       Venus Fly(1-4)
       Moray Vine(0-3)
Ancient Dungeon B64
    Red Dragon (1,2)
       Red Dragon(1-2)
       Black Dragon(0-1)
    Green Dragon (1,3)
       White Dragon(1-3)
    Gold Gorem (1,3)
       Gold Gorem(1-3)
    Flying Pig Thingie (1,2)
       Salamander(1-2)
    Green Vine (1,4)
       Venus Fly(1-4)
       Moray Vine(0-3)
    Eye (1,4)
       Warm Eye(1-4)
Ancient Dungeon B65
    Eye (1,4)
       Warm Eye(1-4)
    Green Dragon (1,3)
       White Dragon(1-3)
    Squid (1,4)
       Squid(1-4)
    Lion (1,2)
       Sphynx(1-2)
    Green Vine (1,4)
       Venus Fly(1-4)
       Moray Vine(0-3)
    Gold Gorem (1,3)
       Gold Gorem(1-3)
Ancient Dungeon B66
    Gold Gorem (1,3)
       Gold Gorem(1-3)
    Lion (1,2)
       Sphynx(1-2)
    Squid (1,4)
       Squid(1-4)
    Green Dragon (1,3)
       White Dragon(1-3)
Ancient Dungeon B67
    Gold Gorem (1,3)
       Gold Gorem(1-3)
    Lion (1,2)
       Sphynx(1-2)
    Squid (1,4)
       Squid(1-4)
    Green Dragon (1,3)
       White Dragon(1-3)
    Blue Ghost (1,3)
       Leech(1-2)
       Nosferatu(0-2)
    Red Dragon (1,2)
       Blue Dragon(1-2)
       Thunderbeast(0-1)
Ancient Dungeon B68
    Gold Gorem (1,3)
       Gold Gorem(1-3)
    Red Dragon (1,2) [BOTH]
       Blue Dragon(1-2)
       Thunderbeast(0-1)
            OR
       Black Dragon(1-2)
    Cyclops (1,2)
       Mega Cyclops(1-2)
    Green Dragon (1,3)
       White Dragon(1-3)
    Blue Ghost (1,3)
       Leech(1-2)
       Nosferatu(0-2)
Ancient Dungeon B69
    Blue Ghost (1,3)
       Leech(1-2)
       Nosferatu(0-2)
    Red Dragon (1,2) [BOTH]
       Blue Dragon(1-2)
       Thunderbeast(0-1)
            OR
       Black Dragon(1-2)
    Cyclops (1,2)
       Mega Cyclops(1-2)
Ancient Dungeon B70
    Blue Ghost (1,3)
       Leech(1-2)
       Nosferatu(0-2)
    Ship (1,3)
       Ghost Ship(1-2)
       Leech(0-1)
       Nosferatu(0-2)
    Cyclops (1,2)
       Mega Cyclops(1-2)
    Red Dragon (1,2) [BOTH]
       Blue Dragon(1-2)
       Thunderbeast(0-1)
            OR
       Black Dragon(1-2)
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
Ancient Dungeon B71
    Cyclops (1,2)
       Mega Cyclops(1-2)
    Red Dragon (1,2) [BOTH]
       Blue Dragon(1-2)
       Thunderbeast(0-1)
            OR
       Black Dragon(1-2)
    Blue Ghost (1,3)
       Leech(1-2)
       Nosferatu(0-2)
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
    Ship (1,3)
       Ghost Ship(1-2)
       Leech(0-1)
       Nosferatu(0-2)
Ancient Dungeon B72
    Cyclops (1,2) OR (1,3)
       Mega Cyclops(1-2)
            OR
       Earth Genie(1-3)
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
    Red Dragon (1,2)
       Black Dragon(1-2)
    Ship (1,3)
       Ghost Ship(1-2)
       Leech(0-1)
       Nosferatu(0-2)
Ancient Dungeon B73
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
    Fiend (1,2)
       Ice Roge(0-1)
       Hades(0-1)
       Archfiend(0-2)
    Cyclops (1,2) OR (1,3)
       Mega Cyclops(1-2)
            OR
       Earth Genie(0-3)
       Flame Genie(0-3)
    Red Dragon (1,2)
       Black Dragon(1-2)
Ancient Dungeon B74
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-1)
       Hades(0-1)
       Archfiend(0-2)
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
Ancient Dungeon B75
    Flying Snake (1,2)
       Great Coca(1-2)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
Ancient Dungeon B76
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Flying Snake (1,2)
       Great Coca(1-2)
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
Ancient Dungeon B77
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Flying Snake (1,2)
       Great Coca(1-2)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
Ancient Dungeon B78
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Hidora (1,2)
       Orky(1-2)
       Current(0-1)
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
Ancient Dungeon B79
    Cyclops (1,4)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
Ancient Dungeon B80
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
Ancient Dungeon B81
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
Ancient Dungeon B82
    Minotaur (1,3)
       Gorgon(1-2)
       Basilisk(0-2)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
Ancient Dungeon B83
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Minotaur (1,2)
       Gorgon(1-2)
       Basilisk(0-2)
Ancient Dungeon B84
    Minotaur (1,2)
       Gorgon(1-2)
       Basilisk(0-2)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
Ancient Dungeon B85
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
Ancient Dungeon B86
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Fiend (1,2)
       Ice Roge(0-2)
       Archfiend(0-2)
       Hades(0-1)
       Leech(0-1)
Ancient Dungeon B87
    Chariot (1,2)
       Hades(1-2)
       Archfiend(0-1)
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-1)
    Cyclops (1,3)
       Earth Genie(0-3)
       Flame Genie(0-3)
       Wind Genie(0-3)
       Well Genie(0-3)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B88
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B89
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B90
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B91
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B92
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B93
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B94
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B95
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B96
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B97
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
    Green Cloak (1,4)
       Dark Summoner(1-4)
Ancient Dungeon B98
    Red Dragon (1,2)
       Copper Dragon(0-2)
       Silver Dragon(0-2)
       Gold Dragon(0-2)
Ancient Dungeon B99
    Master of the Jellies
=============================================================================

=============================================================================
H. MASTER OF THE JELLIES
=============================================================================
This section explains strategies on defeating the master of the jellies.

First off, as soon as you reach B99, you notice something isn't quite right.
You guessed it, yet another room that is full of glitches (intentional or
not).  Before walking straight forward, check your equipment one final time.

-----------------------------------------------------------------------------
Strategy #1
-----------------------------------------------------------------------------
What you want to do now is give everyone one good strong IP attack from one
of their equipment slots.

Examples of good IP attacks:

Anything that has a fractional attack
- Dekar Blade
    Fatal Blow:  1/2 of Remaining Hit Points
    IP Gauge: 100%
- Myth Blade
    Battle Fury: 1/4 of Remaining Hit Points
    IP Gauge: 76%
- Old Sword and *Deadly Sword with a Curse Lifter
    Battle Cry:  1/6 of Remaining Hit Points
    IP Gauge: 51%
- GorgOn Rock (note: it is gorgOn, and not gorgAn.)
    Ax Attack:   1/8 of Remaining Hit Points
    IP Gauge: 65%

* There are two forms of the Deadly Sword, so keep that in mind

Anything that has multiple hits:
-*Gades Blade
    Octo-strike:   8 attacks in a row.
    IP Gauge: 100%
- Hidora Rock
    Triple Attack: 3 attacks in a row.
    IP Gauge: 77%
-*Dragon Spear
    Flood:  Attack and then Dragon spell.
    IP Gauge: 100%
-*Snow Sword
    Deep Freeze:   Attack and then Ice Valkyrie spell.
    IP Gauge: 100%
-*Spark Staff
    Phoenix Blow:  Attack and then Firebird spell.
    IP Gauge: 100%
-*Fry Sword
    Sizzle: Attack and then Zap spell.
    IP Gauge: 100%
-*Sky Sword
    Skysplitter:   Attack and then Thunder spell.
    IP Gauge: 100%

*:  Blue Chest Items

These attacks are listed in order of effectiveness.  Hopefully you have one
of these weapons or jewels in your inventory.  You really need AT LEAST AND
ONLY one of these PER PERSON.  You also need to have your IP meter filled to
the percentage specified for each IP attack.  After your IP attack is taken
care of, use your remaining slots to bulk up on your stats.  You only need to
focus on two stats:  Attack power and Strength.  Once you are satisfied with
your equipment.  You're ready for the next step.

Walk straight ahead and you will meet the Master of the Jellies.  You have a
brief conversation with it and then it asks you to "fight" or "not fight".
If you didn't listen to me before you walked straight ahead, don't worry.
Just choose "not fight", and then fix your equipment.  When you're ready,
take a step back, and then walk forward again.  The conversation begins again
and he gives you the same choice as before.  Choose fight and the final
battle begins.

Now, don't get intimidated by it's size.  This thing is a baby.  In fact, it
helps you out during the first two rounds.  What makes this guy a real bitch
is the fact that you have to beat him in ONLY THREE ROUNDS!!  You get a
chance to attack only three times per person.  Now, the first time I fought
this guy, I thought that he would start out with one heck of an attack, and
would practically kill me with one hit, so in the first round I focused on
using the Courage spell.  BIG MISTAKE!  Don't build defense, it's pointless
and a waste of precious attack time.  There's nothing worse than spending 8
hours in the Ancient Cave, reaching the bottom, and then finding out after he
kills himself that you wasted the only three rounds on building your defense
when he doesn't hit you at all!!!!!!!!!!!!!
Sorry, I was just really pissed off when that happened the first time.  After
that, I got wise and started using save states on my emulator.  His three
(kinda four) rounds go as follows:
    Round 1:  Completely heals all characters
    Round 2:  Completely fills all magical characters magic points
    Round 3:  One of those "Checking Situation." attacks.
    Round 4:  Destroys itself.

Since the Master goes first, you don't get the fourth round.  There is
nothing you can do to increase speed enough to beat him.  I have a hunch that
all of its stats are at 999.  The next obvious question is "How many hit
points does it have?"  The answer you ask?  It depends.  That's right, it
depends on your characters average levels.  I've gone completely through the
Ancient Cave 3 times and each time I had different average levels:
    AVG Level:  73  __  HP of Big Bad: about 8000
    AVG Level:  87  __  HP of Big Bad: about 10000
    AVG Level:  98  __  HP of Big Bad: about 11000

Okay, time to bring out the big guns.  Now that you know about the Master's
"attacks", time for some of your own.  I always begin by having everyone who
can cast the Trick spell, or the IP "Battle Lust".  The characters that
should use this are the ones that DON'T have a fractional IP attack.  Also,
if someone has a 1/4 attack, and someone else has a 1/8 attack, make sure
that the 1/4 goes first, so that more damage is incurred.  The reason for
using the trick spell is to boost your attack power big time in the next
round.  After your fractional attack in the first round, attack the thing
with your other good IPs.  If you used trick twice and battle lust once on
once character that just happens to have the Gades Blade with full IP, you
can take off a hell of a lot of HP from the boss.  After you use IPs in round
two, round three is used to just go all out with the rest of your boosted
attack power coming in handy.  Hopefully you took enough out of him with the
combined attacks of your party plus the attacks of your capsule monster (See
the capsule monster section when I make it for the best one to use).

-----------------------------------------------------------------------------
Strategy #2
-----------------------------------------------------------------------------
Some of the main points of the Master of the Jellies is in Strategy #1, so if
you haven't, read that one first.

Okay, now you don't even need to worry about IP attacks.  In fact, give each
character equipment that increases ATP and STR, and get rid of everything
that adds to defense.  This is important because what you're gonna do is try
to kill yourself within three rounds.  Sounds stupid, but you still get all
the rewards and benefits if you do it.  It also sounds easy, but it isn't.
It's still difficult.  You have to be very precise about how you kill
yourself.  One thing you should avoid is using Flash, the Light-Elemental
Capsule Monster.  This is important, because it really stinks when you're
almost dead, and it heals you.  ARGH!!!  You also can't cheat it by coming in
with everyone almost dead, because the first attack heals you.  Just choose
your attacks carefully.  You might want to also use magics that can heat all
members of your party.

Here's something you could try, because I haven't confirmed it.  But you may
be able to come into the battle with only one character that's alive, and
then it's EASY to kill yourself.  Check it out!  Let me know!!  I'll give you
credit!

-----------------------------------------------------------------------------
Afterwards
-----------------------------------------------------------------------------
When you actually beat this guy you get the key to the ancient cave, after
his little victory speech.  Use providence and get the hell out of the hell-
hole you spent HOURS of your life in. When you get out of the cave, you try
to make your way to the lock in the door.  My brain was so fried that it took
me almost 10 minutes to figure out how to get to the door.  There's a crate
at the bottom-left of the desk in the foyer of the cave.  You go behind the
door and pick up a Brill Helm, a Dragon Ring, and yet another jewel, the
Light Jewel.  These sound really great, until you find out that you can't
even take them into the Ancient Cave itself.  Go figure.  You do all of that
work in the "Gift" mode, and these items are useless.

The final reward of beating the Master of the Jellies is that he becomes the
10th Iris Treasure.  So, there's SOMETHING rewarding about beating it, other
than bragging rights to your friends.  The Treasure isn't in your inventory,
but talk to the lady in charge of the showcase in Gruberik and she'll display
it.

Also, if you manage to get all 10 Iris Treasures in the "Gift" mode, you
can't check out the rumor at the end of the game.  And this ROYALLY sucks.

-----------------------------------------------------------------------------
Interesting Side Note
-----------------------------------------------------------------------------
    While playing the game I haven't seen an exact name for this final boss.
When you are actually in battle and choose him/her/it as your target, it says
"Master".  It looks like a blown up Red Jelly, complete with bad pixelation.
(That doesn't make much sense either.  Unless it's used to further make you
believe this will be an easy fight.  Personally, I would have chosen the Bili
Jelly's color of green, or even a completely new color like orange, or
purple.)  If you lose the fight he/she/it refers to itself as the "jelly
juggernaut".  In the opening monologue from this thing, it refers to itself
as the "strongest and oldest of the jellies" as well as mentioning its
"gelatin gestures".  So lets review.  It's a master, a jelly, the strongest
jelly, the oldest jelly, gelatin, and a jelly juggernaut.  Taking all of
these into account, I decided to call it the Master of the Jellies.

=============================================================================
I. IRIS TREASURES
=============================================================================
What is an Iris Treasure?  It's a treasure you find in the Ancient Dungeon
that "emits a rainbow-like light".  These are called Iris Treasures and are
only found in red treasure chests.

I also have a hunch that the Iris Treasures can only be found on specific
floors.  I'm going to further research this and let you know.

The treasures are listed in order of display from left to right in Gruberik.

Top Row
-Iris Ring
-Iris Armor
-Iris Helmet
-Iris Shield
-Iris Sword

Bottom Row
-Master of the Jellies
-Iris Tiara
-Iris Pot
-Iris Staff
-Iris Jewel

Interesting side note:  I was watching Jeopardy the other night when they
mentioned a goddess of the rainbow, or something to that extent.  Guess who
it is?  EXACTLY!!!  Iris is the goddess of the rainbow.  On askjeeves.com it
says that Iris is the Rainbow. She carries the messages of the gods.  All of
a sudden the Iris Treasures make a lot more sense.

=============================================================================
J. IRIS TREASURE RUMORS
=============================================================================
So you've finally collected all of the Iris Treasures after about 40 hours of
game play in the Ancient Dungeon.  You put them all on display and the lady
in Gruberik says "You brought back all the Iris Treasure!?  You must be the
best treasure hunter in the world."  So what??  It's kind of eerie because no
one seems to know what getting all ten treasures does for you.  The main
thing everyone says is that after getting all ten Iris Treasures, go finish
beating the game.  After you confront and destroy Daos, Iris appears and
tells you that you need to destroy the three Mystic Stones to stop the island
from crushing your hometown.  You enter the warp portal that appears and then
you find yourself winding through a maze of a sort.  You notice that above
the doors you go in you see two triangles on either side of a banner with
weird writing.  This appears over EVERY door.  On your way to break the third
and final Mystic Stone, you see the banner and triangles, but no door beneath
it.  The main rumor about the Iris Treasures is that there is something in
that room when you obtain all ten Iris Treasures.  Again, no one seems to
know if this is true, but I intend to find out!  What do you think?  Has it
worked for you?  Let me know.

-------------------
Rumor from Ripthor:
[email protected]
-------------------

"Some guy said that if you get all the Iris Treasures and then beat the
Ancient Slime, you must go give them to the woman in the bar, then continue
your quest.  When you get Artea, you're supposed to go back see her and she
will give you the Iris Weapon and the Ancient Slime(supposed to boost the
user level by 19, capsule monsters included)."

My comments:  Unfortunately, I won't be able to try this out for a while.
Seeing as how this would require going through the entire game again.  I will
do it in the future, but it isn't near.  This involves the Ancient Dungeon
only in the fact that it takes the Iris Treasures and what they do.  When I
finish with everything else for the Ancient Dungeon, I will try this out.

-------------------
Rumor Updates
-------------------
Update on rumors:  This is my current goal right now.  As I go through the
Ancient Dungeon, I try picking up Iris Treasures and Blue Chests.  In one go
around I picked up around 35 Blue Chests, and 6 Iris Treasures, 7 if you
count the Master of the Jellies.  So, I'm just 3 away!!!  But, it gets MUCH
harder when you have a lot less to find.  The odds are very against me now.
Wish me luck!

Update II:  I have finally picked up all 10 Iris Treasures in regular
gameplay.  I went to the end of the game and checked out the rumor.  This
specific rumor is still unknown.  I had all 10 Iris Treasures on display in
Gruberik and it didn't work.  I have a new rumor for this now.  I will now
try to have all 10 (9 are listed, the Master of the Jellies is not) in my
inventory when you beat the game.  It now makes more sense that no one has
found out about the door, because no one would think about having it in their
inventory.  This still sucks though because there is like no room in the
inventory anyway by the end of the game.  I have a save state of the game
mentioned in the last update, so I'll start with 7 Iris Treasures in my
inventory and try to find the other three.  I'll update again the next time I
get the final 3 Iris Treasures.

Update III:  That hunch was wrong.  I still don't know what the Iris
Treasures do, so I only have one more rumor to try out and fail at.  But it
will be a while.

=============================================================================
K. BLUE CHEST ITEMS
=============================================================================

This list is finally complete.  How do I know you ask?  Look at the Pro
Action Replay Codes, putting in every possible combination only comes up with
the following items that can be taken into and out of the Ancient Dungeon.  I
have found everything myself either in a blue chest, or in my item list after
I exited the Ancient Cave.  If you don't find an item in a blue chest, but it
stays in your inventory after you leave the Ancient Dungeon, then that item
CAN be found in a blue chest later on in the Ancient Dungeon.  I know that
you can win the Jewels during the course of the game from certain monsters
and the Gades Blade can be won from Gades.  I'm sure there are others, but I
don't know from which monster they come.

=========================
WEAPONS
=========================

--------------------
SIZZLE SWORD
--------------------
Description
    A sword with the special power of the flame.
IP Name
    Firestorm
IP Description
    Attack all enemies.  Heavily damages enemies vulnerable to fire.
IP Needed
    88%
Stat Increase
    ATP +400, GUT +120
Characters that can use the item
    Maxim, Selan

--------------------
BLAZE SWORD
--------------------
Description
    A sword filled with Light power.
IP Name
    Celestial
IP Description
    Attack all enemies.  Heavily damages enemies vulnerable to light.
IP Needed
    88%
Stat Increase
    ATP +400, INT +20, MGR +20
Characters that can use the item
    Selan

--------------------
GADES BLADE
--------------------
Description
    A sword possessed of the fearsome power of the evil Gades
IP Name
    Octo-strike
IP Description
    Attack enemy eight times in a row.
IP Needed
    100%
Stat Increase
    ATP +200
Characters that can use the item
    Dekar, Guy

--------------------
SKY SWORD
--------------------
Description
    A sword filled with the power of Thunder
IP Name
    Skysplitter
IP Description
    Attack all enemies and then hit them with Thunder spell.
IP Needed
    100%
Stat Increase
    ATP +250, DFP +25, STR +50
Characters that can use the item
    Maxim, Dekar, Guy

--------------------
SNOW SWORD
--------------------
Description
    A sword filled with the power of the Ice Queen.
IP Name
    Deep Freeze
IP Description
    Attack all enemies and then hit them with Ice Valkyrie spell.
IP Needed
    100%
Stat Increase
    ATP +380, DFP +50, MGR +50
Characters that can use the item
    Selan, Tia

--------------------
FRY SWORD
--------------------
Description
    A sword filled with Fry magic.
IP Name
    Sizzle
IP Description
    Attack all enemies and then hit them with Zap spell.
IP Needed
    100%
Stat Increase
    ATP +210, DFP +10, STR +10, AGL +10, INT +10, GUT +10, MGR +10
Characters that can use the item
    Dekar, Guy

--------------------
MEGA AX
--------------------
Description
    An extremely strong ax.
IP Name
    Thundershriek
IP Description
    Attack all enemies.  Heavily damages enemies vulnerable to thunder.
IP Needed
    88%
Stat Increase
    ATP +400, DFP +20
Characters that can use the item
    Dekar, Guy

--------------------
SPARK STAFF
--------------------
Description
    A sword filled with the power of the Phoenix.
IP Name
    Phoenix Blow
IP Description
    Attack all enemies and then hit them with Firebird spell.
IP Needed
    100%
Stat Increase
    ATP +350, INT +50, MGR +50
Characters that can use the item
    Artea, Selan, Tia

--------------------
AIR WHIP
--------------------
Description
    A whip from the heavens.
IP Name
    Arctic Freeze
IP Description
    Attack all enemies.  Heavily damages enemies vulnerable to ice.
IP Needed
    88%
Stat Increase
    ATP +400, MGR +20
Characters that can use the item
    Selan, Tia

--------------------
WATER SPEAR
--------------------
Description
    A water spear.
IP Name
    Torrent
IP Description
    Attack all enemies.  Heavily damages enemies vulnerable to water.
IP Needed
    88%
Stat Increase
    ATP +400, INT +20
Characters that can use the item
    Artea, Lexis!!
    (This is the ONLY blue chest weapon Lexis can use)


--------------------
DRAGON SPEAR
--------------------
Description
    Sword with the power of the Water Dragon
IP Name
    Flood
IP Description
    Attack all enemies and then hit them with the Dragon Spell
IP Needed
    100%
Stat Increase
    ATP +380, DFP +25, AGL +50, INT +25, MGR +25
Characters that can use the item
    Artea, Selan

=========================
ARMOR
=========================

--------------------
MIRAK PLATE
--------------------
Description
    Armor which can cause miracles.
IP Name
    Magic Rebirth
IP Description
    Fully restores MP
IP Needed
    100%
Stat Increase
    DFP +120
Characters that can use the item
    Maxim, Dekar, Guy

--------------------
RUSE ARMOR
--------------------
Description
    Armor with special power.
IP Name
    Regeneration
IP Description
    Restores fight power of all members of your party.  Restores a lot of
HP.
IP Needed
    100%
Stat Increase
    DFP +140
Characters that can use the item
    Selan, Tia

=========================
SHIELDS
=========================

--------------------
FLAME SHIELD
--------------------
Description
    A shield with flame protection power.
IP Name
    Flameblock
IP Description
    Protects user from flame attacks for a short period
IP Needed
    100%
Stat Increase
    DFP +80, GUT +10
Characters that can use the item
    Maxim, Dekar, Guy

--------------------
WATER GAUNT
--------------------
Description
    A gauntlet with water protection power.
IP Name
    Water Screen
IP Description
    Protects user from water attacks for a short period.
IP Needed
    100%
Stat Increase
    DFP +75, AGL +10, MGR +10
Characters that can use the item
    Artea, Selan, Tia, Lexis

--------------------
BOLT SHIELD
--------------------
Description
    A shield with thunder protection power.
IP Name
    Thunderblock
IP Description
    Protects user from thunder attacks for a short period.
IP Needed
    100%
Stat Increase
    ATP +10, DFP +85, STR +10
Characters that can use the item
    Dekar, Guy

--------------------
CRYST SHEILD
--------------------
Description
    A gauntlet with ice protection power.
IP Name
    Holy Shield
IP Description
    Protects user from ice attacks for a short period.
IP Needed
    100%
Stat Increase
    DFP +80, MGR +10
Characters that can use the item
    Selan, Tia

--------------------
*DARK MIRROR (Cursed)
--------------------
Description
    A shield which gives out dark power.
IP Name
    N/A
IP Description
    N/A
IP Needed
    N/A
Stat Increase
    DFP +150
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
*DARK MIRROR (Uncursed)
--------------------
Description
    A shield which gives out dark power.
IP Name
    Dark Mist
IP Description
    Protects user from darkness attacks for a certain period
IP Needed
    100%
Stat Increase
    ATP +10, DFP +85, STR +10, INT +10
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

*The Dark Mirror is very weird.  It has one helluva high defense power
increase.  When uncursed, it gets an IP power, its defense goes down, and
ATP, STR, and INT goes up.  When you lift the curse in the Ancient Dungeon,
you get all of the perks, but it won't stay with you when you use providence.
If you uncurse it out of the Ancient Dungeon, you can't take it in with you.
So it's your choice.  But, once you put it on, you can't take it off until
you leave the Ancient Dungeon or uncurse it.

--------------------
APRON SHIELD
--------------------
Description
    A shield which gives out sun power.
IP Name
    Holy Wall
IP Description
    Protects user from light attacks for a short period.
IP Needed
    100%
Stat Increase
    ATP +10, DFP +85, STR +10, MGR +10
Characters that can use the item
    Maxim, Dekar, Guy

=========================
HELMETS
=========================

--------------------
AGONY HELM (or FLAME HELM in some versions)
--------------------
Description
    A helmet with flame protection power.
IP Name
    Flame Return
IP Description
    Returns flame attacks back against enemy for a short period.
IP Needed
    65%
Stat Increase
    DFP +80, GUT +10
Characters that can use the item
    Maxim, Dekar, Guy

--------------------
BOOM TURBAN
--------------------
Description
    A turban with thunder protection power.
IP Name
    Thunderturn
IP Description
    Returns thunder attacks back against enemy for a short period.
IP Needed
    65%
Stat Increase
    ATP +10, DFP +85, STR +10
Characters that can use the item
    Selan, Artea, Tia, Lexis

--------------------
AQUA HELM
--------------------
Description
    A helmet with water protection power.
IP Name
    Aqua Mirror
IP Description
    Returns water attacks back against enemy for a short period.
IP Needed
    65%
Stat Increase
    DFP +85, AGL +10
Characters that can use the item
    Selan, Artea, Tia

--------------------
ICE HAIRBAND
--------------------
Description
    Hair decoration made from special non-melting ice.
IP Name
    Ice Mirror
IP Description
    Returns ice attacks back against enemy for a short period.
IP Needed
    65%
Stat Increase
    DFP +80, MGR +10
Characters that can use the item
    Selan, Tia

--------------------
HAIRPIN
--------------------
Description
    Special Indian hair ornament.
IP Name
    Dark Mirror
IP Description
    Returns darkness attacks back against enemy for a short period.
IP Needed
    65%
Stat Increase
    DFP +80, INT +10, MGR +10
Characters that can use the item
    Selan, Tia

=========================
RINGS
=========================

--------------------
EARRING
--------------------
Description
    Jewelry for your ear.
IP Name
    Thunder
IP Description
    Calls the Thunder Monster to your aid.
IP Needed
    51%
Stat Increase
    DFP +5, MGR +5
Characters that can use the item
    Selan, Tia

--------------------
DIA RING
--------------------
Description
    Diamond ring.
IP Name
    Zap
IP Description
    Hits enemy with beam of light.
IP Needed
    51%
Stat Increase
    ATP +30. DFP +30, MGR +20
Characters that can use the item
    Selan, Tia

--------------------
SEA RING
--------------------
Description
    Effective against monsters living in the sea.
IP Name
    Vortex
IP Description
    Whirlpool sucks in enemy.
IP Needed
    26%
Stat Increase
    DFP +25, AGL +10, INT +10, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
ENGAGE RING
--------------------
Description
    If wearing when you shop, merchants will charge less.
IP Name
    Courage
IP Description
    Increases DFP by large amount during battle.
IP Needed
    26%
Stat Increase
    N/A
Characters that can use the item
    Selan

=========================
JEWELS (and lots of them)
=========================

--------------------
WATER JEWEL
--------------------
Description
    A mysterious jewel with water power trapped inside it.
IP Name
    Frost
IP Description
    Blow frost over enemies.
IP Needed
    65%
Stat Increase
    DFP +10, INT +20, GUT +10
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
THUNDO JEWEL
--------------------
Description
    A mysterious jewel with thunder power trapped inside it.
IP Name
    Voltage bolt
IP Description
    Blow thunder power all enemies.
IP Needed
    65%
Stat Increase
    ATP +30, DFP +5, STR +10, INT +10
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
EARTH JEWEL
--------------------
Description
    A mysterious jewel with earth power trapped inside it.
IP Name
    Groundshock
IP Description
    Shakes ground and damages all enemies.
IP Needed
    65%
Stat Increase
    DFP +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
TWIST JEWEL
--------------------
Description
    Calls up a Twister attack.
IP Name
    Twister
IP Description
    Slash all enemies.
IP Needed
    51%
Stat Increase
    DFP +25, AGL +30
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
GLOOM JEWEL
--------------------
Description
    Lets you do Dark attacks.
IP Name
    Dark force
IP Description
    Defeats all enemies.  (effective most of the time)
IP Needed
    51%
Stat Increase
    MGR +50
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
TIDAL JEWEL
--------------------
Description
    Causes a tidal wave.
IP Name
    Tidal Wave
IP Description
    Tidal wave crashes into all enemies.
IP Needed
    51%
Stat Increase
    GUT +20
Characters that can use the item
    Selan, Tia

--------------------
CATFISH JEWEL
--------------------
Description
    Causes a huge earthquake.
IP Name
    Mega Quake
IP Description
    Big earthquake that damages all enemies.
IP Needed
    8%
Stat Increase
    GUT +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
CAMU JEWEL
--------------------
Description
    Lets you do Camu attacks.
IP Name
    Buster Attack
IP Description
    Camu's special attack.  Flame attack hits all enemies.
IP Needed
    51%
Stat Increase
    ATP +20, INT +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
SPIDO JEWEL
--------------------
Description
    Lets you do Tarantula attacks.
IP Name
    Spiderweb
IP Description
    Tangles enemy in spiderweb.
IP Needed
    26%
Stat Increase
    ATP +10, GUT +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
GORGAN ROCK (note: it is gorgAn, and not gorgOn.)
--------------------
Description
    Lets you do Orky attacks.
IP Name
    Combo Attack
IP Description
    Blow fire, water, thunder and ice at all enemies.
IP Needed
    77%
Stat Increase
    ATP +20, DFP +50, STR +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
BLACK EYE
--------------------
Description
    The bracelet of the Black Dragon.
IP Name
    Gloomsplash
IP Description
    Attack all enemies with darkness and fire attacks.
IP Needed
    77%
Stat Increase
    ATP +20, DFP +20, STR +20, AGL +20, GUT +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
SILVER EYE
--------------------
Description
    The bracelet of the Silver Dragon.
IP Name
    Diamond Dust
IP Description
    Attack all enemies with water and ice attacks.
IP Needed
    77%
Stat Increase
    DFP +10, AGL +20, INT +20, GUT +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

--------------------
GOLD EYE
--------------------
Description
    The bracelet of the Golden Dragon.
IP Name
    Stardust Blow
IP Description
    Attack all enemies with thunder and light attacks.
IP Needed
    88%
Stat Increase
    ATP +40, DFP +30, STR +20, MGR +20
Characters that can use the item
    Maxim, Selan, Dekar, Artea, Guy, Tia, Lexis

=============================================================================
L. PRO ACTION REPLAY/GAME GENIE CODES
=============================================================================
This section contains the codes for obtaining all the Blue Chest Items, the
important Red Chest Items, Iris Treasures (!!), Capsule Monster food,
strength enhancing items, and awesome items that can only be found outside of
the cave, and cannot be brought in.  All equipment that is not found in Blue
Chests is considered Red Chest items in this list.  The only problem with
this is the question "What's the point?"  Since the Iris Treasure Rumors are
still only rumors, they're pretty much useless and make your trip into the
Ancient Dungeon a complete farce.  The only thing you can't put in your
inventory is the Master of the Jellies.  So you can go through that way, but
oh well.  I encourage you to only use these codes very sparingly.  Until I
figure out what the Iris Treasures do, just don't use a whole bunch of them.

Code (1) and the items, weapons, capsule monster fruit, and armors all came
from the help of Cloud S.  If you want the full list, go to the Item Maker
FAQ on www.gamefaqs.com.

This is what you do:
    Enter the code, then go to the Equip sub screen, select 'REMOVE', and
select the slot you want the item to appear in.  It also doesn't have to be
in the same slot it's supposed to be in.  You can put a weapon in the jewel
slot, or a shield in the armor slot.  You can even have 6 weapons equipped at
one time.  The items also are no longer character-specific.  You can give
everyone a Dual Blade if you want, or 6 Dual Blades for that matter!  Anyway,
here you go and enjoy!!!

Code (1): 82F91D--
In place of the "—-" put in the value to match the item of choice

----------------------
ITEMS
----------------------
11 - Life Potion
12 - Spell Potion
13 - Power Potion
14 - Speed Potion
15 - Mind Potion
16 – Brave
2C - Curselifter
2D - Providence

----------------------
CAPSULE MONSTER FRUITS
----------------------
2E - Secret Fruit
2F - Holy Fruit
30 - Breeze Fruit
31 - Charm Fruit
32 - Dark Fruit
33 - Earth Fruit
34 - Flame Fruit
35 - Earth Fruit

----------------------
BLUE CHEST WEAPONS
----------------------
69 - Sizzle Sword
6A – Blaze Sword
6C - Gades Blade
6D - Sky Sword
6E - Snow Sword
6F - Fry Sword
79 - Mega ax
88 - Spark staff
91 - Air whip
98 - Water spear
99 - Dragon spear

----------------------
RED CHEST WEAPONS
----------------------
36 - Dual Blade
54 - Dekar Blade
66 – Ancient (Old) Sword
6B - Myth Blade
70 - Egg Sword
92 - Fatal pick (Cursed)
93 - Fatal pick (Uncursed)

----------------------
BLUE CHEST ARMOR
----------------------
E0 - Mirak plate
E1 - Ruse armor

----------------------
RED CHEST ARMOR
----------------------
BF - Silver armor
C7 - Magic bikini
CD - Revive Armor
D8 - Magic scale
DA - Ghostclothes
DD – Ancient (Old) armor
E2 - Pearl (Divine) Armor

The following code must be activated in order for them to work.  Keep Code
(2) activated, while changing values with Code (1).
Code (2): 82F91E01

-----------------------
BLUE CHEST SHIELDS
-----------------------
06 Flame Shield
07 Water Gaunt
08 Bolt Shield
09 Cryst Shield
0B Dark Mirror (Cursed)
0C Dark Mirror (Uncursed)
0D Apron Shield

-----------------------
RED CHEST SHIELDS
-----------------------
05 Ancient (Old) Shield
0E Pearl (Divine) Shield

-----------------------
BLUE CHEST HELMETS
-----------------------
3B Agony Helm
3C Boom Turban
3D Aqua Helm
3E Ice Hairband
40 Hairpin

-----------------------
RED CHEST HELMETS
-----------------------
3A Ancient (Old) Helmet
3F Legend Helm
41 Brill Helm
42 Pearl (Divine) Helmet

-----------------------
BLUE CHEST RINGS
-----------------------
46 Earring
64 Dia Ring
65 Sea Ring
67 Engage Ring

-----------------------
RED CHEST RINGS
-----------------------
66 Dragon Ring
68 Egg Ring

-----------------------
BLUE CHEST JEWELS/ROCKS
-----------------------
76 Water Jewel
77 Thundo Jewel
78 Earth Jewel
79 Twist Jewel
7A Gloom Jewel
7B Tidal Jewel
82 Catfish Jewel
83 Camu Jewel
84 Spido Jewel
85 GorgAn Rock
87 Black Eye
88 Silver Eye
89 Gold Eye

-----------------------
RED CHEST JEWELS/ROCKS
-----------------------
86 Light Jewel

-----------------------
IRIS TREASURES
-----------------------

9C Iris Sword
9D Iris Shield
9E Iris Helmet
9F Iris Armor
A0 Iris Ring
A1 Iris Jewel
A2 Iris Staff
A3 Iris Pot
A4 Iris Tiara

A5 Power Jelly (I'm not sure about this one)

-----------------------
ITEM COMANDS
-----------------------
A6 Jewel Sonar
A7 Hook
A8 Bomb
A9 Arrow
AA Fire Arrow
AB Hammer

All of the item commands can actually be used in the Ancient Dungeon.  Even
the Jewel Sonar.  Cool, eh?  You can use them, but they don't have the same
effect as they are supposed.

=============================================================================
M. THNX
=============================================================================
This section is basically for all the people that helped me with this FAQ.

- www.gamefaqs.com for posting my first faq
- My Uncle "Noodle" who got me into the whole RPG genre.
- My roommate Kevin for putting up with me playing RPGs at all hours of the
 night.
- My parents for getting me this awesome computer I used to play the game,
 and write the FAQ for it.
- Square for making me love Final Fantasy so much and inspiring me to search
 for other ways to quench my thirst for RPGs until a new one comes out.
- Nobuo Uematsu for that kickass music I listened to while going through the
 Ancient Dungeon (for HOURS!)
- Taito for making such an awesome game with some tough sidequests!
- Ripthor for being the first to e-mail me comments, and sending in awesome
 information on saving.
- Beedrill51 for the INT stat suggestion and Rubyheart for confirming it.
- Rubyheart for all of the great tips.
- Hornet888 for the comments and suggestions.
- Cloud S for the awesome Code that got me started searching for the code to
 get the Iris Treasures.

I'll come up with more later, trust me!

=============================================================================
N. FUTURE ADDITIONS
=============================================================================
This Walkthrough is nowhere near complete, so this section includes future
additions.
These are in the order of future completion.

1.  Roaming Monster Movements
2.  Probable Monster Combinations
3.  Minimal Bestiary By Floor
      -Including Experience points received
      -Including Attacks
      -Including Number of Consecutive Attacks
      -Including Strategies to Defeat Them
      -Including Possible Items Dropped
      -Including Difficulty Rating
4.  An actual map of every floor in the dungeon.  (It's not completely
   random.)  This is a very daunting task.  This will take quite sometime.
??. ASCII art for the title

=============================================================================
O. NOTES FROM THE AUTHOR
=============================================================================
This walkthrough is shaping up pretty nicely if I do say so myself.  Each
time I go through the Ancient Dungeon, I'll do the next listed under Future
Additions.  If you have any comments or suggestions, SEND THEM TO ME!!!!  My
email address is
      [email protected]
That may change in the future too by the way.
This is my first FAQ, so don't be too harsh.  The next set of revisions is
due whenever I finish my next quest through the Ancient Dungeon.
(Whenever I have time, but that could be a while.)
You never can tell when you can find enough time!
Until then, this is Beastman signing off!