Adventure Labyrinth Story is a spin-off/sequel to Adventure Bar Story, also
developed by RideonJapan, Inc and published by CIRCLE Entertainment. This guide
is written from the 3DS release of the game. Authored by GameFAQs user M Riggs
(Shadowangemon) for use only on GameFAQs.com and Neoseeker.com or personal use.
Version 1.0: Guide mostly complete. Still to come: Some missing monster data;
Missing Recipes; Any unlisted items or skills I can discover; Anything else I
learn.
Version 1.1: Added food effects; corrected minor errors.
BASICS:
[BAS1]Story- Following the events of Adventure Bar Story, Siela has been
appointed as the Royal Chef after boosting the popularity of her family's Bar.
At the start of the game, Siela leaves the Bar in the care of her sister
Kamerina and Lidia who works there as well. As business is expected to slow in
Siela's absense, Lidia takes the opportunity to explore the newly discovered
Labyrinth that has opened nearby.
[BAS2]Controls-
- Circle Pad- No function.
- D-Pad- Move the character in eight directions.
- A Button- Action; attack monster, examine floor, talk to NPC.
- B Button- Hold B and tap D-Pad to dash. Tap B to open inventory.
- X Button- Open menu.
- Y Button- Aim; Hold Y to turn without moving, tap to face nearby target.
- Start- No function.
- Select- No function.
- L Trigger- Use equipped Arrow, Magic, or Art.
- R Trigger- Hold R to have your character walk diagonally.
- Touch Screen- No funcion; displays minimap and other information only.
[BAS3]Menu-
- Items- Shows current inventory, up to four pages of six items each.
- Examine- Interacts with the current floor tile; use Stairs or Traps.
- Magic- Alfine only; view and equip spells
- Arts- Kamerina only; view and equip Arts
- Options- Toggle BGM On/Off, SFX On/Off, Battle Animation On/Off/Fast,
Clothing Normal/Bunny/Rogue
- Help- Includes some handy information and tips
- Quit- Saves the game and exits to the title screen. Closing the game
otherwise is counted as falling in a dungeon and items will be lost accordingly.
Save & Quit- In a dungeon, saves the game and exits to the title screen.
Give Up- If chosen in a dungeon, leave immediately while forfeiting loot based
on Dungeon.
[BAS4]Statistics- Each of these is reset upon leaving a dungeon.
- Level- Gaining a level increases the character's max HP. Alfine learns new
spells at various levels. Resets to 1. Exp required to reach next level is
listed on the menu underneath Power.
- Attack- Denoted by a Sword icon, current total attack strength.
- Defense- Denoted by a Shield icon, current total defense strength.
- HP- Character's health, displayed as Current/Max; can be increased by gaining
levels or drinking potions. Automatically recovers 1% of max hp every turn.
Characters return to town upon falling to 0 HP. Kamerina's Arts cost HP to use.
Resets to 15.
- Stomach- Character's hunger; Stomach level slowly drops as turns pass. Can be
restored by eating food. If Stomach drops to 0, 1 HP is lost each turn. Alfine
relies on Stomach points to cast spells. Has a maximum of 100.
- Power- Affects attack damage dealt. Resets to 6 for Alfine, 8 for Lidia, and
10 for Kamerina. Some Arts expend Power.
- Record- Displays the deepest dungeon floor previously reached.
- Gold- Displays your current held gold. Gold is lost when falling in a dungeon
but can be stored at the Bar.
[BAS5]Dungeons: The main action of the game takes place in various dungeons.
Each dungeon has many floors of increasing difficulty. Each floor has a
stairway down to the next floor. The only ways to return from a dungeon are to
reach 0 HP, have Lidia or Alfine read a Book of Escape, or use Kamerina's Great
Escape Art. Falling to 0 HP in a dungeon results in the loss of items depending
on the dungeon: the equipped weapon, shield, and possibly ring will be retained
in the Labyrinth; all items are lost in the Abyss and Training Grounds; no
items are lost in the EX Dungeon except rings at random. Choosing 'Give Up'
from the menu forfeits loot based on the same conditions as losing all HP.
The Trial- Acting as the tutorial, the 11F Trial maze must be cleared at the
start of the game. Items found during the trial cannot be kept.
The Old Well- Not a true dungeon, this semi-hidden area behind the bar is an
empty room where items and skills can be used or tested. A stairway leads back
up to town. (Using a Book of Stairs simply exits to outside)
The Labyrinth- The first goal of the game, the royal treasure, can be found on
33F. Afterwards, the player may explore to 100F to find a powerful relic (first
time only). There are no restrictions on what items may be taken into or out of
the dungeon. A peddler can be encountered every 5 floors.
The Abyss- Available after reaching 50F of the Labyrinth. A challenging dungeon
where you must enter with no items. Potions and Books are not identified until
after use. Powerful loot and monsters appear that are not found in the
Labyrinth. A peddler may be encountered every 5 floors. Mo=ku resides on 33F
with both a portal to town and stairs further down.
The Training Center- Available only to Alfine and Kamerina; no items may be
taken into the dungeon but an abundance of loot and enemies are available from
the start. Books and Potions are unidentified initially. Many of the enemies
and items here are not found in the Labyrinth. No peddlers are encountered.
The EX Dungeon- Unlocked after exploring deep into the Abyss, the EX Dungeon
features a number of high level monsters right from the start. Books and
Potions are unidentified initially. Milija is found on 25F for some dialogue;
there are no monsters or loot on this floor. Items can be freely brought
inside. Oddly, no Arrows are found here. A portal to town is found on 50F
(There is no final treasure).
CHARACTERS:
[CHA1]Player characters: Only Lidia is playable at the start. Alfina and
Kamerina can be selected by speaking to Siela after exploring the Abyss and
then entering the Bar for a short scene.
Lidia- Live-in employee of the Bar, the former-Thief Lidia can use any item or
equipment. She is the only character who can use the Arrows found in dungeons.
Alfine- A student Mage, Alfine learns Magic by reading books and leveling up.
She is able to use Rings, Staves, Books, Potions, and Amulets but not Swords,
Shields, or Arrows.
Kamerina- The older sister of Siela, Kamerina is known for her great beauty and
infamous cooking. In dungeons, she learns various Arts by repeating motions.
She can use Weapons, Shields, Potions, and Amulets but not Rings, Arrows,
Staves, or Books. When selected, speak to Lidia to access storage.
[CHA2]NPCs: Most NPCs offer tips and story tidbits that change at various
points in the game. Some NPCs offer additional functions as well.
Kamerina/Lidia- From the start of the game, speaking to Kamerina allows you to
access a storage room to hold up to 140 items as well as depositing or
withdrawing accumulated gold. Items in storage may also be sold. If chosen as
the player character later in the game, Lidia fills this function.
Siela- The protagonist of Adventure Bar Story, Siela spends the beginning of
the game traveling with the King in her position as Royal Chef. After she
returns to the Bar, she can be interacted with in order to cook dishes or
change characters.
Fred- The owner of the general store and Siela's childhood friend, Fred will
restock a number of items each time you exit a dungeon. He will also buy items
from you.
Peddler- Found wandering every fifth floor of dungeons, the peddler often
carries rare items as well as purchasing unwanted items. Despite taking damage
from some effects, cannot be killed even upon receiving thousands of damage;
Justice and Karma staves have no effect. Can be transformed.
Mofmoof- Found in front of the Bar. By trading rare Moof Tickets, items of the
same type can be synthesized into more powerful versions as detailed below.
Royal Guard- The Guard at the north gate will allow give Lidia 10 tips on
dungeon exploration. Later in the game, Alfine and Kamerina can enter the
Training Grounds as well as receiving an explanation of Magic and Arts.
Mo=ku- A mysterious blacksmith residing in 33F of the Abyss, Mo=ku will perform
synthesis for you without a charge.
Alter- Returning from ABS, Alter is a regular at the Bar and a former party
member. In ALS, he offers tips.
Elias- Returning from ABS, Elias is a mage and a former party member. In ALS,
he offers tips.
Milija- Returning from ABS, the Elf-like Milija is a former party member. In
ALS, she appears later in the game to unlock the EX Dungeon.
[CHA3]Outfits: No effect on gameplay; changes Lidia's appearance.
Normal- Lidia's standard outfit.
Rogue- Available after reaching 33F of the Labyrinth.
Bunny Girl- A gift from Mofmoof (Either after number of Synthesis or by
speaking with Kamerina)
ITEMS: Many items can be found in dungeons, bought from peddlers, or dropped
from monsters. Up to 24 items can be carried at once and another 140 stored at
the Bar. Only Arrows stack. Any item can be 'Thrown' at monsters for a small
amount of damage though Potions and Staves will inflict their relative effect
on the target. Equipment found in dungeons may be cursed; once identified, a
cursed item's name will be purple. Any weapon, shield, or ring may be cursed
but it is more common on items with detrimental effects such as a Ring of
Hunger.
[ITE1]Potions: Can be drunk by the player to receive effect or thrown at
monsters.
Recovery Potion- Restore 30P Health or increases Max HP by 1.
Elixer of Life- Restores 100P Health or increases Max HP by 2.
Strength Potion- Restores Power of increases Max by 1.
Stamina Potion- Increases Max HP by 5.
Hallucinant- Inflicts Hallucinate.
Sleeping Potion- Inflicts Sleep.
Confuse Potion- Inflicts Confusion.
Deadly Poison- Inflicts Poison.
Sealing Potion- Inflicts Seal.
Liquid Antidote- Cures all status ailments.
Critical Potion- Grants Charge.
Ghost Potion- Allows you to see Ghosts.
Teleport Potion- Teleports to another part of the same floor.
Experience Potion- Increases level by 1.
Hyper Speed Potion- For 10 turns, two actions can be taken per turn.
[ITE2]Books: Books can be read to activate their effects. Alfine can learn news
spells by reading books. Kamerina is unable to use books.
Book of Discernment- Used to identify items.
Book of Attack- Upgrades equipped weapon by 1. Also removes Curse from weapons.
Book of the War God- Upgrades equipped weapon by 3. Also removes Curse from
weapons.
Book of Defense- Upgrades equipped shield by 1. Also removes Curse from shields.
Book of the Guardian- Upgrades equipped shield by 3. Also removes Curse from
shields.
Book of Flash- Inflicts half of max HP in damage to all monsters in the room.
Book of Escape- Returns you to town from the dungeon.
Book of Rustproofing- Coats shield in rustproof gold plating. Also removes
Curse from shields.
Curse Lifting Book- Removes curse from all equipped items.
Shadow Binding Book- Paralyses enemies within one space around player.
Book of Recovery- Cures all status ailments and restores power.
Moof Ticket- Ticket Mr. Mofmoof Collects. Restores 25 hunger if used.
Book of Discovery- Displays location of traps on floor.
Book of Restoration- Replenishes 5 staff charges.
Book of Thieves- Displays all items on the minimap.
Book of Perception- Reveals the current floor map.
Book of Slumber- Inflicts sleep.
Book of Sensing- Reveals the locations of all monsters on the floor.
Book of Torches- Illuminates the current floor.
Book of Sealing- Inflicts Seal.
Book of Bread- Turns any item into a Large Bread.
Book of Stairs- Creates a staircase down on an empty floor tile.
Book of Synthesis- Allows the synthesis of an item while in a dungeon.
Book of Clamor- Awakens all sleeping monsters on the floor.
[ITE3]Staves: A staff is unidentified when found but can still be used. A staff
with no remaining charges can be thrown for one more use. Unidenfied staves can
be manually renamed; this is useful to keep track after you discover its
effect. Once Staves are properly identified, the name is stored in a List for
easier manual entry. Kamerina can only throw staves. Staves can be recharged by
Tuning or Alphine's Plus One spell up to [99] (no overflow).
Flame Staff- Inflicts 25P damage.
Confusion Staff- Inflicts Confusion.
Transform Staff- Turns target into a different monster.
Teleport Staff- Sends target to another part of the map.
Split Staff- Divides target into two.
Slumber Staff- Inflicts Sleep.
Sealing Staff- Inflicts Seal.
Slowing Staff- Afflicts monsters with Slow.
Invisible Staff- Turns target Invisible.
x2 Speed Staff- Affected monster can act twice per turn.
Karma Staff- Instantly kills the target.
Judgement Staff- Inflicts 50% damage to a monster.
Paralyze Staff- Inflicts Bind.
Fairy Staff- Transforms enemies into Lop.
Cooking Staff- Transforms enemies into food.
[ITE4]Weapons: Weapons have a base strength and an upgrade level. Each item has
a limit to how much it can be upgraded; for example, a Battle Axe (5P) can be
upgraded to +15 (20P) while a Battle Hammer (5P) can be upgraded to +25 (30P).
Weapons can have one to three traits that can be added or changed through
Synthesis. Unidentified weapons may be Cursed.
Iron Sword- 03+15
Poison Edge- 04+06, Poison 20%
Confuse Edge- 04+06, Confusion 10%
Silence Edge- 04+06, Seal Effect 15%
Stop Edge- 04+06, Paralyze 10%
Black Sword- 04+16, Corner Stab
Battle Axe- 05+15, Critical 10%, Target -10%
Knight Sword- 05+20
Demon Killer- 05+20, Demon-Effective
Battle Hammer- 05+25, Shell-Effective, Target -10%
Holy Sword- 06+26, Undead Effective
Fairy Sword- 10+30
Great Axe- 10+50, Critical 10%, Target -10%
Rideon Sword- 16+24
Samurai Sword- 25+15, Quick Draw, Nicked Blade
Master Sword- 12+40
Rune Sword- 10+50, Critical 15%
Dragon Buster- 07+63
Cassel Sword- 25+75 (Unique; Labyrinth 100F)
Chaos Bringer- 21+99, Berserk, Target -10%; Cursed
[ITE5]Shields: Shields have a base defense and an upgrade level similarly to
weapons. Unlike weapons, shields can be affect by Rust from traps or monsters,
reducing the upgrade level. A Book of Rustproofing can "gold plate" a shield,
turning the item name yellow and preventing Rust unless targeted with "Strange
Liquid" from high level Slimes. Alternatively, the Rustproof trait resists both
Rust and Strange Liquid at the cost of a bonus slot. Shields can have one to
three traits that can be added or changed through Synthesis. Unidentified
shields may be Cursed.
Lucky Shield- 01+09, Defense 30%
Wood Shield- 02+08, Defense 10%, Rustproof
Round Shield- 03+12, Defense 10%
Sleep Guard- 04+06, Sleep Guard
Confuse Guard- 04+06, Confuse Guard
Silver Shield- 04+06, Defense 10%, Weak Guard
Gold Shield- ?+?, Rustproof
Safe Shield- 05+15, Defense 10%, Steal Guard
Great Shield- 06+18, Defense 10%
Dragon Shield- 07+18, Defense 10%, 1/2 Fire Damage
Rune Shield- 03+22, Defense 10%, 1/2 Hunger
Fairy Shield- 10+20, Defense 10%
Holy Shield- 10+20, Defense 10%, Drain Guard
Aegis Shield- 10+20, Defense 20%
Cosmos Shield- 16+24, Defense 10%
[ITE6]Rings: Unlike weapons and shields, Rings cannot be upgraded. Rings can
have one to three traits that can be added or changed through Synthesis. Rings
must be identified by a Book or Spell effect or returned to town in order to
see the effects, though a ring can be manually renamed; once Rings are properly
identified, the name is stored in a List for easier manual entry. Many found
rings are Cursed, even those with beneficial effects.
Ring of Beauty- No effect; sells for 1500 gold.
Victualer's Ring- 1/2 Hunger
Ring of Hunger- x2 Hunger; usually cursed; sells for 99 gold.
Ring of Strength- Power +3
Ring of Thieves- Search
Ring of Insomnia- Sleep Guard
Ring of Security- Steal Guard
Ring of Antidote- Poison Guard
Paranormal Ring- Sixth Sense
Ring of Accuracy- Perfect Aim
Ring of Chance- Critical Chance
Hunter's Ring- Critical Arrow 20%
Calm Ring- Confusion Guard
Ninja Ring- Sneak
Rustproof Ring- Rustproofs shield.
Ring of Miracles- x2 Recovery
Ring of Courage- Terror Guard
Holy Ring- Drain Guard
Merchant's Ring- Haggle
Ring of Weakness- Power -3; usually cursed; sells for 99 gold.
[ITE7]Amulets:
Phoenix Amulet- Revives you once.
Scavenger Amulet- Makes tuning equipment possible.
[ITE8]Arrows: Lidia can equip arrows to shoot using L. Useful for softening up
strong enemies or enemies with bothersome skills.
Wood Arrow- 4P
Iron Arrow- 12P
Slumber Arrow- 12p, Sleep 100%.
Silver Arrow- 18P, effective against Demon-type
[ITE9]Food: Food can be eaten to replenish Stomach level and sometimes gain
other effects. Under normal conditions, only Bread, Stale Bread, and Large
Bread is found inside dungeons. Ingredients found are sent automatically to the
Bar when picked up.
Bread- Fills stomach to 50.
Stale Bread- Fills stomach to 50, inflicts Poison.
Large Bread- Fills stomach to 100.
Boxed Lunch- Fills stomach to 100. (Given by Kingdom when entering Labyrinth)
Siela's Boxed Lunch- Fills stomach to 100 and restores power fully. (Given by
Siela when entering a dungeon)
Other food items will be listed below in the Cooking section [FEA3]
TRAITS: Weapons, Shields, and Rings often come with a passive trait; Similarly,
some food items grant a temporary effect that lasts one floor. Each item can
have up to three traits that may be transferred to removed through Synthesis.
An item cannot have the same trait more than once but similar traits may stack;
for example, Defense 30% and Defense 20% can both be on the same shield but not
more than one instance of Defense 30%. While most are beneficial or
situational, some are detrimental; these are usually on cursed items.
[TRA1]Weapon Traits:
Shell-Effective- Double damage against Crab or Mimic type monsters.
Undead-Effective- Double damage against Zombie, Vampire, or Ghost type monsters.
Dragon-Effective- Double damage against Dragon type monsters.
Demon-Effective- Double damage against Demon or Succubus type monsters.
Critical ##%- Improved critical hit rate.
Poison ##%- Inflicts Poison on hit.
Sleep ##%- Inflicts Sleep on hit.
Paralyze ##%- Inflicts Paralyze on hit.
Seal ##%- Inflicts Seal on hit.
Target -10%- Seems to reduce accuracy of weapons.
Corner Stab- Attack diagonally from doorways and around pillars.
Quick Draw- The first attack after equipping the weapon is always critical.
Nicked Blade- Successive attacks reduce attack power.
Berserk- Player character automatically attacks adjacent monsters, preventing
player action
(More to come)
[TRA2]Shield Traits: Known to appear on Shields but not Rings.
Defense ##%- Block attack rate.
Rustproof- Resist rust trap/attacks. Not removed by "Strange Liquid".
1/2 Fire Damage: Half damage from fire attacks like Dragon breath.
Weak Guard- Immune to Weakness effects.
(More to come)
[TRA3]Rings Traits: Known to appear on Rings but not Shields.
x2 Hunger- Stomach level decreases twice as quickly.
Power +3- Simple +3 to Max Power.
Search- Shows items on the minimap.
Sixth Sense- Ghosts always visible.
Perfect Aim- Improved accuracy (Possibly attacks never miss)
Critical Chance- Unconfirmed (Assumed increased critical hit rate)
Sneak- Monsters may not react to player entering rooms.
Rustproofs Shield- Prevents your shield from Rusting.
x2 Recovery- Doubles HP Recovery
Drain Guard- Immune to Drain effects on HP, Power, or Level
Haggle- Doubles selling prices to Peddler
Power -3- Decreases Max Power by 3P.
(More to come)
[TRA4]Shield/Ring Traits: Known to appear on both Rings and Shields.
Steal Guard- Immune to item or gold theft.
Poison Guard- Immune to Poison status.
Sleep Guard- Immune to Sleep status.
Confusion Guard- Immune to Confusion status.
Terror Guard- Immune to Terror status.
1/2 Hunger- Stomach level decreases half as quickly. (Does not affect spell
costs)
(More to come)
[TRA5]Food Effects: Last as long as the player remains on the same floor. Only
one can be in effect at a time; eating another food with an effect will
override the current effect.
Confusion Guard- Immune to Confusion status.
Blind Guard- Immune to Blind status.
Sleep Guard- Immune to Sleep status.
Poison Guard- Immune to Poison status.
Seal Guard- Immune to Seal status.
Illusion Guard- Immune to Hallucinate status.
Terror Guard- Immune to Terror status.
Forget Guard- Immune to Amnesia status.
Ailment Guard- Immune to all negative status effects.
Fire Guard- Cuts fire damage in half.
Drain Guard- Immune to Drain effects.
Steal Guard- Immune to item or gold theft.
Weak Guard- Immune to Weakness effects.
Trap Dodge- Will not trigger traps when stepping on the tile.
Sneak- Monsters may not react to player entering rooms.
Clairvoyance- Can see Invisible beings such as Ghosts.
Analyze- Items are automatically identified.
x#.# Exp- Boosts experience gained by 20% (1.2) or 50% (1.5).
Defense +#- Boosts Defense power by 5P or 8P.
Power +#- Boosts Power by 3P, 5P, or 8P.
1/2 Physical Damage- Cuts physical damage taken in half.
x2 Recovery- Doubles HP recovered per turn.
x2 Potion Effectiveness- Double effect of certain potions.
x2 Selling Price- Doubles selling price to Peddler.
Knowledge of Tuning- Can Tune items as if holding a Scavenger Amulet.
HAZARDS: Many dangers are found inside the dungeons. Though risky, some can be
used to the player's advantage.
[HAZ1]Status Effects: Though mostly hindrances, some effects can benefit the
player.
Poison- The victim receives damage equal to 10% of maximum health every few
turns for a brief duration.
Sleep- Prevents the victim from acting for several turns.
Confusion- Causes the victim to move and attack erratically for several turns.
Arrows, Staves, Magic, Arts, and thrown items are not affected.
Blind- Darkens the screen for a time, cannot see monsters or items and icons
removed from minimap.
Seal- Unable to use Magic or Arts. (Unknown if Lidia is impaired by this)
Terror- Unable to act other than running for several turns. Monsters will flee
the player.
Amnesia- Items become unidentified for a brief duration.
Hallucinate- See things differently for several turns; monsters look like NPCs,
weapons look like food, etc. Afflicted monsters usually won't attack. Good for
a laugh unless you're blindsided by a strong monster.
Charge- Doubles damage for the next turn only.
Speed- Can act twice in a turn.
Invisible- Cannot be seen without clairvoyance.
Transform- An effect of staves, turns a monster into something else.
Teleport- Appear somewhere else on the same dungeon floor.
Drain- An effect of some monsters, this may result in the loss of Max HP or a
base Level.
Weakess- An effect of monsters and traps, this may result in the loss of Power
or Max Power.
Steal- Some monsters may steal gold or items. Stolen goods may be recovered by
defeating the monster.
Rust- An effect of monsters or traps, reduces the defense bonus on shields by
-1.
Rustproofing- A "gold plating" applied to shields, prevents rusting. Denoted by
a yellow item name.
Strange Liquid- An effect of advanced Slime-type monsters, dissolves the golden
Rustproofing effect. No effect on Rustproof Trait (though still removes plating
if present)
Curse- The equipped item cannot be removed until the curse is lifted.
Identified items are denoted with purple text.
[HAZ2]Monsters: A number of enemies will appear in dungeons while progressively
stronger monsters will be encountered on deeper floors. Many of the stronger
monsters are palette-swaps of other monsters. Some monsters appear only in
certain dungeons. A certain number of monsters will be on each floor on arrival
though more will appear as turns pass. Some monsters may be stationary or even
under the effect of the Sleep status when first encountered; these may "awaken"
when the player approaches or takes action while nearby. The player character
will comment on the air clearing once no more monsters will appear on the floor.
Slime- 1 exp
Blob- 500 exp, Strange Liquid
Orichalcum- 2400 exp, Strange Liquid, very high defense, immune to Staff magic
Drake- 1600 exp, Dragon, Fire Breath 20P Range: 5 squares
Red Dragon- 3500 exp, Dragon, Fire Breath 40P Range: 5 squares
Dragon Lord- 5000 exp, Dragon, Fire Breath 50P Range: 5 squares
Lop- 360 exp, assists Player with recovering Status, HP, Stomach; Monsters
transformed by Fairy Staff or Geo Fantasia. Always drops a Bread when killed.
[HAZ3]Traps: Traps are sometimes hidden on floor tiles. You can examine floor
tiles in the menu or by pressing A facing an empty tile. Revealed traps will no
longer activate unless chosen from the menu. Traps may sometimes be revealed
without triggering when stepped on.
Spike Trap- Deals 10P damage. Dangerous at low levels.
Unequip Trap- Unequips your weapon, shield, ring, and arrows. Dispels Alphine's
magical Sword and Shield. As it takes a turn to re-equip each of these, can be
dangerous when near monsters.
Rust Trap- Weakens your equipped shield by -1. Can be prevented by Book of
Rustproofing or Rustproof trait.
Weakness Trap- Reduces current Power by 1. May affect nearby monsters.
Teleport Trap- Sends you to another part of the map. Usually a minor nuisance.
Pit Trap- Drops you to the floor below. Frustrating when you haven't collected
nearby items.
Gas Trap- Some traps may inflict a status ailment such as Poison or Sleep. May
affect nearby monsters.
[HAZ4]Monster Lairs: Rarely while exploring a dungeon, the character will enter
a room described as a "Monster's Lair." These rooms are filled to the brim with
monsters, treasures, and traps. The floor's layout will be instantly revealed
and lit as well as the locations of monsters and items. It is recommended to
make a tactical retreat in order to avoid being surrounded. Once the monsters
are dealt with, any floor tile without an item should be examined for traps.
FEATURES:
[FEA1]Synthesis: After acquiring Moof tickets, each can be traded to synthesize
an item. Synthesis works by first selecting a base Weapon, Shield, or Ring.
This item will remain after the Synthesis. The second item chosen allows you to
select up to three traits to add to the base weapon, optionally replacing
negative or unwanted traits. For weapons and shields, the augmented bonus is
also added to the base item.
For example, choosing a Fairy Shield +3 (Defense 10%) as a base item and a Gold
Shield +2 (Defense 10%, Rustproof) as the second, you can choose to put one or
both or none of the Gold Shield's traits on the Fairy Shield. Unwanted traits
on the base item can be removed or overwritten. The resulting item will be
Fairy Shield +5 with the chosen configuration of traits.
[FEA2]Tuning: After acquiring a Scavenger Amulet, the Tuning option becomes
available in dungeons while it is in the inventory. Tuning can be used to
combine two of the same item type; combining two staves will add the total of
charges while combining weapons or shields will add the upgrade bonus of the
second item to the first while the second item is destroyed. The items do not
need to be identified for the bonuses to apply. Fred sells the Amulet for 5000
gold and it can rarely be found in dungeons.
For example, choosing a Teleport Staff[03] as the base item and a Teleport
Staff[02] as the second item will result in a Teleport Staff[05].
For equipment, choosing a Knight Sword +0 (Critical 15%) as the base item and a
Knight Sword +2 (Critical 10%) as the second will result in a Knight Sword +2
(Critical 15%).
[FEA3]Cooking: Returning from Adventure Bar Story, it is possible to cook your
own food using ingredients found in the dungeons. At the start of the game,
Lidia can prepare dishes by interacting with the stove. A book next to the
stove gives a few cooking tips. Later in the game, Siela returns to the kitchen
and can be spoken to in order to cook (incidentally, she blocks the path to the
book). Ingredients are found scattered in dungeons and sometimes dropped by
monsters. Kamerina's Raffle Punch Art can also drop ingredients. The specific
order doesn't affect cooking.
Simple:
Bunny Apples- Apple
Peace Slices- Peach
Pineapple Slices- Pineapple
Salted Rice Ball- Rice, Salt
Salmon Rice Ball- Rice, Salt, Salmon
Tuna Sushi- Tuna, Rice, Vinegar
Premium Tuna Sushi- Platinum Tuna, Rice, Vinegar
Cucumber Roll- Cucumber, Rice, Vinegar
Shrimp Sushi- Shrimp, Rice, Vinegar
Crab Gunkan Sushi- Crab, Rice, Vinegar
Crab Kubo Sushi- King Crab, Rice, Vinegar
Sea Urchin Bowl- Sea Urchin, Rice
Egg Rice- Premium Egg, Rice, Soy Sauce
Salmon Sashimi- Salmon, Raddish
Tuna Sashimi- Tuna, Raddish
Golden Sashimi- Golden Fish, Raddish
Potato Salad- Potato, Cucumber, Egg
Green Salad- Lettuce, Salt, Vinegar, Olive Oil
Radish Salad- Radish, ??>?, Vinegar, ???? (Not Salt and Olive Oil)
Chicken Salad- Chicken, Lettuce, Vinegar, Olive Oil
Mushroom Salad- Mushroom, Salt, Vinegar, Olive Oil
Shrimp Marinara- Shrimp, Onion, Vinegar, Olive Oil
Tomato Juice- Tomato, Salt
Vegetable Juice- Carrot, Tomato, Bell Pepper
Fruit Juice- Apple, Peach, Pineapple
Cabbage Soup- Cabbage
Coffee- Coffee Beans
[FEA4]Magic: Alfine has the special ability to use Magic for various effects.
Some spells are learned by leveling up while others are obtained by reading
Books. Each spell costs a certain amount of Hunger to cast. A Spell can be
equipped and used with the L button. Spell effects only last one floor where
applicable. Spells are lost after leaving the dungeon.
Force- Cost 1, Deals 10P damage to 1 enemy. Range: 2 squares in front. Alfine
starts with this spell. (The game erroneously states 100P damage)
Heal- Cost 5, Recovers 20P health. Alfine learns this spell at level 5.
Fireball- Cost 3, Deals 20P damage to 1 enemy. Range: 2 squares in front.
Alfine learns this spell at level 7.
Poison- Cost 3, Inflicts Poison on 1 enemy. Range: 5 squares in front. Alfine
learns this spell at level 9.
Turn Undead- 4, Instantly defeat 1 Undead-type enemy. Range: 1 square in front.
Alfine learns this spell at level 11.
Land Spear- 5, Deals 40P damage to 1 enemy, Range: 1 square in front. Alfine
learns this spell at level 15.
Slow- 10, Slows 1 enemy. Range: 2 squares in front. Alfine learns this spell at
level 18.
Splash- 20, Deals 25P damage to surrounding enemies. Range: Adjacent squares.
Alfine learns this spell at level 20.
Teleport- 15, Random teleport to a different square on the same floor. Alfine
learns this spell at level 22.
Flashbang- 12, Blinds all enemies in the room with light. Alfine learns this
spell at level 25.
Weaken- 3, Lowers 1 enemy's defense to 0. Range: 1 square in front. Alfine
learns this spell at level 28.
Recovery- 12, Recovers HP by 50P. Alfine learns this spell at level 30.
Holy Ray- 12, Deals 40P damage to surrounding enemies. Range: Entire room.
Alfine learns this spell at level 32.
Vanish- 18, Instantly defeat 1 enemy. Range: 2 squares in front. Alfine learns
this spell at level 36.
Dimension- 15, Blows away surrounding enemies to a different dimension. Range:
Adjacent squares. Alfine learns this spell at level 40.
Flare- 22, Deals 70 damage to all enemies. Range: Entire Room. Alfine learns
this spell at level 42.
Hide- 30, Turn invisible, undetectable. Alfine learns this spell at level 45.
Geo Fantasia- 30, Transforms 1 enemy into a "Lop". Range: 1 square in front.
Alfine learns this spell at level 50.
Magic Sword- Cost 5, Increases attack power to 12P using a magical blade. Book
of Attack.
Force Sword- Cost 12, Increases attack power to 24P using a magical blade. Book
of War Gods.
Magic Shield- Cost 12, Increases defense power to 8P and can block attacks.
Book of Defense.
Force Shield- Cost 20, Increases defense power to 16P and can block attacks.
Book of Guardians.
Sleeping Gas- Cost 10, Inflicts Sleep on 1 enemy. Range: 2 squares in front.
Book of Slumber.
Silence- Cost 4, Inflicts Seal on 1 enemy. Range: 5 squares in front. Book of
Sealing.
Bind- Cost 30, Inflicts Paralysis on enemies within 1 square. Shadow Binding
Book.
Clearance- Cost 8, Cures all status ailments and recovers Power to full. Book
of Recovery.
Bakery- Cost 25, Turns an item into a loaf of Bread. Book of Bread. (Note:
Creates normal Bread, not Large Bread like the Book itself)
Treasure- Cost 3, Reveals locations of items on the minimap. Book of Thieves.
Mapper- Cost 8, Reveals the layout of the current floor. Book of Perception.
Watcher- Cost 5, Reveals locations of enemies on the minimap. Book of Sensing.
Cats Eye- Cost 8, Illuminates the current floor. Book of Torches.
Dispel- Cost 8, Cleanses cursed items. Curse Lifting Book.
Plus One- Cost 10, Adds 1 extra use to a Staff (up to 99). Book of Restoration.
(Note that Escape Book, Book of Discovery, Book of Rustproofing, Book of
Synthesis, Book of Barriers, and Book of Stairs do not teach spells.)
(Also Note: While an additional Book can boost the attack or defense power of a
Magic or Force Sword or Shield, the effect only lasts for the current floor or
until dispelled.)