Metal Dungeon FAQ
Written by NeoY2J (
[email protected])
Version 1.0 12/21/02
Welcome to the FAQ/Walkthrough for Metal Dungeon for the Xbox. This FAQ
is written and copyrighted by NeoY2J. Thus far, this FAQ should only be
found on GameFAQs. FAQ Version 1.0 written 12/21/02.
TABLE OF CONTENTS
1. Introduction/Story
2. Controls/Party Creation/General Tips
3. Dungeon Floors
a. Area 1
b. Area 2
c. Area 3 *NEXT UPDATE*
4. Item List
5. Enemy List
6. Extra Stuff
7. Next Update
8. Credits
1. INTRODUCTION/ STORY
This FAQ is for the RPG Metal Dungeon. This is my first FAQ for an RPG,
and my second FAQ on a game with "Metal" in the title (makes a mental
note to go back and finish his Gun Metal FAQ). If you're a fan of
dungeon crawler RPGs, you'll probably enjoy this game. Anyhow, on to
the story.
Anyone who plays dungeon crawlers knows that the story isn't really a
big deal. Something along the lines of having adventurers hired by King
Trebor to take out the Wizard Werdna in his evil maze-like dungeon is
sufficient enough. Nope, you won't find a deeply moving story about
some dude with a big sword and tons of angst taking out a long haired
pretty boy who killed some random flower girl here.
Anyway, MD's story goes something like this: Countries in the world of
Alansas have been fighting each other for quite some time now. The war
was changed quite a bit when some guy invented something called "Weapon
Monsters," which were basically bio-engineered killing machines. The
country of Giamel was getting pretty whipped in the war, so they
decided to make themselves some tough Weapon Monsters. So they had
their scientists capture the "GODS OF MAGIC." I personally wouldn't
mess with things with a name like that, but I digress.
The Gods of Magic (hereforth called the GoM) were essential to the
production of Weapon Monsters. So the Giamel scientists decided to make
some pretty powerful beasties with the GoM's power. However, halfway
through the production of the monsters, the GoM woke up, and started
killing stuff. They took over the facility's computers with their
magic, and used the Weapon Monsters to finish off the rest of the
workers and scientists.
The GoM have not fully awakened, though. If they do, everyone is pretty
much screwed. Despite the obvious importance of this matter, Giamel's
leaders refuse to call back the army to fix things (damn politicians).
So, they dispatch a message to all adventurers and such to come and
beat up the GoM and take back the facility. And this is where you come
in.
2. CONTROLS/ PARTY CREATION/ GENERAL TIPS
First off, the controls:
D-Pad/Left Thumbstick
Moves your guy, moves menu cursor, and basically just moves stuff.
Right Thumbstick
Moves the Automap while in the dungeon.
A Button
Confirms choices, opens chests, opens battle menu in battle.
B Button
Cancels choices, closes battle menu.
X Button
Scrolls through windows in Status Menu
Start Button
Pauses.
L/R Triggers
Runs in battle (hold both), switch characters in Status Menu.
White, Black, Y Buttons
Not Used.
Next comes party creation. When you start the game, you'll need to make
at least one character to proceed. However, you'll probably want to
make a full party of five characters, just so that you won't get killed
in the dungeons quicker.
Here are the initially available classes, and their FP level up
requirements.
FENCER
Uses: Swords, Hammers, Headguard, Accessories, Shoulderguard,
Breastguard, Shields, Boots
Special Ability: Shockwave
Shockwave attacks all the enemies on a single row.
Comments: These guys are the basic fighters in your team. They can use
any type of armor sans gloves, so they'll also have a high defensive
power. Swords and Hammers are both powerful, just remember that if you
use a hammer, you can't use a shield. You should definitely take one of
these guys, if not two.
STATS
The first number is the initial stat, and the number in parentheses is
the FP amount needed to raise the stat by a point.
ARM 5 (2)
PHY 5 (2)
CAR 5 (2)
BLO 3 (4)
AGI 3 (4)
DEF 4 (3)
SEN 2 (4)
RES 2 (3)
SHO 3 (4)
ASP 2 (4)
ESP 2 (4)
DSP 2 (4)
STRIKER
Uses: Knuckles, Accessories Shoulderguard, Breastguard, Boots
Special Ability: Deadly Blow
Kills an enemy instantly. Very useful.
Comments: Another type of fighter, Strikers also have their benefits.
While they can't use as much armor as Fencers, they have a natural
talent for raising defense, so it evens out. Their Deadly Blow ability
can come in handy as well. You should probably take one of these guys
along as well.
STATS
The first number is the initial stat, and the number in parentheses is
the FP amount needed to raise the stat by a point.
ARM 3 (4)
PHY 4 (3)
CAR 4 (3)
BLO 5 (2)
AGI 5 (2)
DEF 5 (2)
SEN 3 (3)
RES 3 (3)
SHO 2 (4)
ASP 2 (4)
ESP 2 (4)
DSP 2 (4)
CASTER
Uses: Rods, Accessories, Breastguards, Gloves, Boots
Special Ability: Spell-Resist
Can occasionally dodge a spell.
Comments: The basic spellcaster. These guys have low defense and HP,
and they can't use much armor either. But, you'll still want one, if
only for healing spells. Later on, their attack magic will become very
powerful as well.
STATS
The first number is the initial stat, and the number in parentheses is
the FP amount needed to raise the stat by a point.
ARM 2 (4)
PHY 2 (4)
CAR 2 (4)
BLO 2 (4)
AGI 3 (3)
DEF 3 (3)
SEN 4 (3)
RES 4 (3)
SHO 2 (4)
ASP 5 (2)
ESP 5 (2)
DSP 5 (2)
ANALYZER
Uses: Guns, Headguard, Accessories, Breastguard, Gloves, Boots
Special Ability: Scanning
Displays HP of enemies during battle.
Comments: You'll definitely want to bring one of these guys. Their
Scanning ability is invaluable, and their high SEN stat helps out with
traps. Also, their guns can attack from the back row, and they're quite
powerful too. However, you're best off only using one of them. Their
best features are support abilities, and you won't need more than one
for that.
STATS
The first number is the initial stat, and the number in parentheses is
the FP amount needed to raise the stat by a point.
ARM 2 (4)
PHY 3 (4)
CAR 3 (4)
BLO 2 (4)
AGI 4 (3)
DEF 3 (3)
SEN 5 (2)
RES 5 (2)
SHO 5 (2)
ASP 3 (3)
ESP 3 (3)
DSP 3 (3)
BROADER
Uses: All
Special Ability: None
These guys have no special ability. Blah.
Comments: Good at everything, master of nothing. There's really no need
for these guys. Yes, they can use everything, but each of the other
classes can do it better. If you need more attack, you'd be better off
with an extra Fencer or Striker. If you need magic, another Caster is
better. To top it off, they need 3 P for each stat. That's way too
much. Skip these guys.
STATS
The first number is the initial stat, and the number in parentheses is
the FP amount needed to raise the stat by a point.
ARM 3 (3)
PHY 3 (3)
CAR 3 (3)
BLO 3 (3)
AGI 3 (3)
DEF 3 (3)
SEN 3 (3)
RES 3 (3)
SHO 3 (3)
ASP 3 (3)
ESP 3 (3)
DSP 3 (3)
ADVANCED CLASSES
These classes can be obtained by using an item on a character. They're
basically combinations of the basic classes. As I have not obtained any
of these yet, I have no info on them other than what the instruction
book tells me.
GLADIATOR
Combo of Fencer and Striker.
SPELL FIGHTER
Combo of Fencer and Caster/
ARTS RANGER
Combo of Striker and Analyzer.
SAGE
Combo of Caster and Analyzer.
SUPERBROADER
Stronger version of Broader.
Now, for the general tips.
1. First and foremost: Save a lot. Save before entering the dungeon,
and save after returning. Save before trial battles, save before
changing a character's class. Basically, save before making any type of
change.
2. Choose your party wisely. I recommend taking a Fencer, Striker,
Caster, Analyzer, and a second Fencer or Striker. Broaders are pretty
useless in my opinion. Your party is up to you, but I recommend always
taking an Analyzer.
3. Use money wisely. You won't get any from enemies (unless they drop
something), so most of your income will be from selling stuff from the
dungeon. Raising stats and adding spells costs money as well, so you
always need to have some extra. Try to find all your equipment in the
dungeon, only buy equipment from the store if absolutely necessary.
4. Don't be afraid to retreat from the dungeon if you're getting
pummeled. The costs for losing a full party are quite heavy. Most of
the time if that happens, you'll just want to reload your save (hence
the frequent saving).
3. DUNGEON AREAS
Now, the dungeon is randomly generated, so there's no way I can provide
a full walkthrough. Instead, I'll just give basic tips for each area,
such as enemy lists, items I found there, and the boss strategies.
For the curious, here is the team I'm going through the game with:
Raven
Male Fencer
Uses: Swords
Gades
Male Fencer
Uses: Hammers
Angel
Female Striker
Uses: Knuckles
Arc
Male Analyzer
Uses: Guns
Pandora
Female Caster
Uses: Rods
As I go deeper in the dungeon and find more unique items and spells,
I'll update my characters here. If I change their classes, I'll note
that as well.
a. AREA 1
Floors: 2
To unlock control room: Terminal Room Switch x 2
Comments: Being the first area of the dungeon, this place is pretty
basic. Traps are minimal, and the enemies are pretty weak.
The first floor is very easy. Enemy-wise, you'll only see Kobolds,
Zombies, Bats, and Slimes, plus the occasional Sorceroid. There will be
a Terminal Room somewhere, be sure to find it before going to the
second floor. You may also find a Preservation Room, go here if your
party gets totally defeated in order to retrieve them. Once you've
explored the area, find the Lift Room and go to Floor 2.
The second floor features the same enemies as the first, except
Sorceroids are more common. Also, you'll find the Bullet Scorpion here,
they'll be the toughest regular enemy you fight here. Make sure your
team is reasonably strong before going to this floor. You'll need to
find another Terminal Room here to unlock the Control Room. You might
also see an Effects Room, which causes a random effect to occur.
Once the Terminal Room from each floor is active, find the Control
Room. You'll fight the boss here. The boss for the first floor is the
Griffon.
BOSS 1: GRIFFON
HP: ~300
This guy should be no problem if you can walk around the second floor
without a worry. His attack should only do 15-30 damage on a well-
armored fighter. Just keep attacking, healing if necessary.
AREA 1 ENEMIES
KOBOLD
HP: 18-24
ITEM: Kobold's Spear (Value: 500)
Weak. Low HP, low attack. Should be no problem.
MECHANICAL BAT
HP: 9-12
ITEM: Sonic Generator (Value: 200)
Also weak. They do have a secondary attack that can paralyze you, but
they rarely use it, and it rarely paralyzes you.
OIL SLIME
HP: 10-17
ITEM: ???
Weak, and no special abilities either. Easiest thing in Area 1.
ZOMBIE
HP: 20-28
ITEM: Artificial Organ (Value: 50)
A little tougher than Kobolds. If you encounter a lot of these when you
start out, you could be in trouble, but once you get a little stronger,
they're no problem.
SORCEROID T3
HP: 27-35
ITEM: ???
Can be tough. They can lower your defense, plus they have an ice attack
that can hit your whole party. But once you get strong enough to kill
them in one hit, they won't have a chance to cast anything.
BULLET SCORPION
HP: 50-60
ITEM: Gatling Gun (Value: 1000)
Tough, but as long as you don't encounter many of them, you should be
fine. They're only on Floor 2, and once you get there, you should be
strong enough to handle them.
AREA 1 ITEMS
This is a list of stuff I have found in Area 1. Since it's random, I
don't know how often you'll see these, or whether or not I've found
everything.
WEAPONS
Short Blade
Blazing Sword
Iron Crusher
Speed Knuckles
Wind Breaker
Silver Rod
Ray Gun
PROTECTION
Furry Mask
Soft Shoulder
Rubber Glove
Leg Pad
Half Shield
Sunlight Pendant (Floor 2)
PACS
Burna Pac
Tuffa Pac
Recoa Pac
Alecoa Pac
Depoise Pac
Dope ARM
Dope DEF
Dope SHO
Dope ASP
Dope ESP
Dope DSP
Dope AN
Dope CA
PARTS
SC Bliz
SC Gusta
SC Sof
SC Coresra (Floor 2)
Fortify Unit ARM
Fortify Unit CAR
Fortify Unit AGI
Fortify Unit DEF
Fortify Unit SHO
Fortify Unit ASP
Fortify Unit ESP
Fortify Unit DSP
Note: It's likely that you can find a Fortify Unit for every stat on
each floor, but until I do so, I'll list them individually.
GEMS
Energy Orb
Elemental Orb
Core Stone
Fragment of Gem
b. AREA 2
Floors: 1
To unlock Control Room: Terminal Room switch x 1
Comments: This place is a little tougher than Area 1, but it's still
pretty easy. This Area uses a system of teleporters, as the voice intro
will tell you.
The rooms here are all set up in a similar way. You'll start out in a
hallway, which may have an item right behind you. After entering the
door at the end of the hallway, you'll be in a larger room. There will
be three doors on the wall across from you. In each corner on the back
wall, there might be items. Two of the three doors will lead to
teleporters, while the third is usually an Effects Room. The third room
may also be a Preservation Room, and at one point it will be a Terminal
Room. Be sure to find this one.
Though the voice intro tells you this area is a matter of luck, it's
actually quite easy if you know the trick. One of the two teleporters
will take you to the next room, while the other will zap you back to
the start. However, the destination for the teleporters remains the
same, so if you make a note of which room you use, you can get back
easily if you accidentally pick the wrong room.
Once you get teleported to a single hallway with a door at each end,
you've reached the Control Room. The door behind you will take you back
to the beginning (I assume, I didn't try it, but that's the most likely
occurrence), while the one in front leads to the Control Room and its
guardian, the Manticore.
As for enemies, the only ones you really need to watch for are the
Toads and the Cyclops. The Toads can poison you, so make sure your
Caster has a Depoise Chip installed. The Cyclops is the strongest
regular enemy on this floor, and if he's accompanied by a few more
enemies, you might be in trouble. The Goblins, Flies, and Orcs are
rather easy.
BOSS 2
MANTICORE
HP: 470
This one is much tougher than the Griffon, but not by much. He has a
regular attack that shouldn't do more than 30 damage to a front liner.
However, his Tail Laser attack is much more powerful. It hits all of
your fighters for around 15-40 points of damage. This is of little
concern for your Fencers, Broaders, and Strikers, but the Analyzers and
Casters in the back could be in trouble.
Enemies
MECHANICAL FLY
HP: 26-34
Weak: Wind
These guys are no problem, especially if your Striker was lucky enough
to find the Wind Breaker weapon in Area 1.
GOBLINS
HP: 34-45
ITEM: Goblin Sword (Value: 800)
No problems here.
MECHANICAL TOAD
HP: 51-68
Weak: Ice?
These things can poison you, so be sure and bring appropriate items and
spells. Other than that, they pose no threat.
ORC
HP: 43-57
This is the guy from the intro...he's about as weak as he was in there,
too.
CYCLOPS
HP: 110-137
Stronger than the other guys here, but still pretty easy. They tend to
fight alone as well, making them even easier.
AREA 2 ITEMS
This is a list of stuff I have found in Area 2. Since it's random, I
don't know how often you'll see these, or whether or not I've found
everything.
WEAPONS
Soldier Edge
PROTECTION
Furry Mask
Leather Shield
Breast Cover
Finger Pad
Fiber Boots
PACS
Defensa Pac
Cumba Pac
Boostor Pac
Resista Pac
Aslow Pac
Burna Pac
Gusta Pac
Elesra Pac
Dope SEN
Dope BLO
Dope SHO
PARTS
SC Cumba
SC Daresra
Fortify Unit ARM
Fortify Unit CAR
Fortify Unit BLO
Fortify Unit SHO
Vital Unit
GEMS
Energy Orb
Core Stone
c. AREA 3
*Next Update*
4. ITEM LIST
WEAPONS
Swords: STR W R Element
Hand Edge +6 9 1 None
Short Blade +10 9 2 None
Blazing Sword +14 10 3 Fire
Soldier Edge +22 9 2 None
Hammers: STR AGI W R Element
Iron Crusher +16 -2 14 2 None
Knuckles: STR AGI W R Element
Grip Knuckles +6 6 1 None
Speed Knuckles +10 5 2 None
Wind Breaker +14 +1 6 2 Wind
Rods: STR RES W R Element
Compact Rod +3 +1 10 1 None
Silver Rod +8 +2 10 2 None
Guns: STR W R Element
Bullet Gun +5 11 1 None
Ray Gun +12 11 2 None
PROTECTION
PACS
PARTS
BOOTY
GEMS
*Next Update*
4. ENEMY LIST
Area 1
KOBOLD
HP: 18-24
ITEM: Kobold's Spear (Value: 500)
Weak. Low HP, low attack. Should be no problem.
MECHANICAL BAT
HP: 9-12
ITEM: Sonic Generator (Value: 200)
Also weak. They do have a secondary attack that can paralyze you, but
they rarely use it, and it rarely paralyzes you.
OIL SLIME
HP: 10-17
ITEM: ???
Weak, and no special abilities either. Easiest thing in Area 1.
ZOMBIE
HP: 20-28
ITEM: Artificial Organ (Value: 50)
A little tougher than Kobolds. If you encounter a lot of these when you
start out, you could be in trouble, but once you get a little stronger,
they're no problem.
SORCEROID T3
HP: 27-35
ITEM: ???
Can be tough. They can lower your defense, plus they have an ice attack
that can hit your whole party. But once you get strong enough to kill
them in one hit, they won't have a chance to cast anything.
BULLET SCORPION
HP: 50-60
ITEM: Gatling Gun (Value: 1000)
Tough, but as long as you don't encounter many of them, you should be
fine. They're only on Floor 2, and once you get there, you should be
strong enough to handle them.
BOSS 1: GRIFFON
HP: ~300
This guy should be no problem if you can walk around the second floor
without a worry. His attack should only do 15-30 damage on a well
armored fighter. Just keep attacking, healing if necessary.
Area 2
MECHANICAL FLY
HP: 26-34
Weak: Wind
These guys are no problem, especially if your Striker was lucky enough
to find the Wind Breaker weapon in Area 1.
GOBLINS
HP: 34-45
ITEM: Goblin Sword (Value: 800)
No problems here.
MECHANICAL TOAD
HP: 51-68
Weak: Ice?
These things can poison you, so be sure and bring appropriate items and
spells. Other than that, they pose no threat.
ORC
HP: 43-57
This is the guy from the intro...he's about as weak as he was in there,
too.
CYCLOPS
HP: 110-137
Stronger than the other guys here, but still pretty easy. They tend to
fight alone as well, making them even easier.
BOSS 2
MANTICORE
HP: 470
This one is much tougher than the Griffon, but not by much. He has a
regular attack that shouldn't do more than 30 damage to a front liner.
However, his Tail Laser attack is much more powerful. It hits all of
your fighters for around 15-40 points of damage. This is of little
concern for your Fencers, Broaders, and Strikers, but the Analyzers and
Casters in the back could be in trouble.
6. EXTRA STUFF
Nothing Yet...
7. NEXT UPDATE
The next update will definitely include Area 3, and probably Areas 4
and 5. I'll also enter in the rest of the Item List.
I currently don't need any help finishing the FAQ, but if you want to
contribute, there are a few things I could use:
1. My HP total on the Griffon is a guess, if anyone wants to add up
exactly how much damage they do to him before he croaks, that would be
helpful.
2. Confirmation on whether a Fortify Unit for each stat can be found in
each Area. I'm pretty sure they can, I just want confirmation.
3. If you find any notable items in an area that I have not, tell me
(by notable, I mean a weapon or armor, not a *insert spell here* Pac).
Feel free to send me emails concerning the game, but don't ask me
questions that can be found in the FAQ. My email is
[email protected].
8. CREDITS
Myself, for writing this.
CJayC, for creating this beautiful chunk of webspace we call GameFAQs.
Chik-Fil-A, for being a tasty chicken place.
Air, for allowing us to breathe it.
And no thanks to IGN for giving this game such a poorly written review.
IGN XBOX is a sorry excuse for a site anyway. They admitted to giving
Nightcaster 2 a lower score because they disliked the box art. What
kind of professional site does something like that?
Metal Dungeon FAQ Version 1.0, written by NeoY2J.