AAAA ZZZZZZZZ UU UU RRRRRRR EEEEEEE AA AA ZZ UU UU RR R EE AA AA ZZ UU UU RRRRRRR EEEEEEE AAAAAAAA ZZ UU UU RR RR EE AA AA ZZZZZZZZ UUUUUUUUU RR RR EEEEEEE DDDDDDD RRRRRRR EEEEEEE AAAA MMM MMM SSSSSSS DD D RR R EE AA AA MM M M MM SSS DD D RRRRRRR EEEEEEE AA AA MM M MM SSS DD D RR RR EE AAAAAAAA MM MM SSS DDDDDDD RR RR EEEEEEE AA AA MM MM SSSSSSS A FAQ by Gilberto Vargas gvargas@acnet.net Version 1, August 15th 1998 For the North American release Copyright (c) 1998 Gilberto Vargas I. ITEMS 1.- ITEMS Medicinal - Restores about 35 hp, good in emergencies Antidote - Cures poison, poison eventually wears off but it is best cured early lest you must recover about 20+ hp Antichaos - Cures confusion, not that great if you are confused since you can skip turns until it wears off but should your familiar get confused, it may be useful because familiar can do a tremendous amount of damage unto you Wake-Up herb - A must when your familiars fall asleep during a battle, especially in the higher tower levels where the enemies deal more damage. Cure-All - Cures any condition Harak herb - Recovers weakened attack. Shomuro - Restores weakened defense. Healing Herb - Can heal disease of Cherrl. Poison - Toxic herb. Paralyze - Herb that freezes motion. Harash - Weakens attacking power. Horrey - Weakens defensive power. Sleep - Puts the recipient to sleep. Roeam - Cures blindness, not that effective but should be used on familiars since they may stray from the hero or attack him. 2.- FAMILIAR FOOD Pita - Restores 50 mp to a familiar. Always have some of these. Big Pita - Restores 100 mp to a familiar. Try to have these in long tower adventures Tumna - Turns the eater into a frog. Not sure of its use Leva - Prevents a familiars race from changing in fusion. Not sure of any good uses for it yet Leolam - MP of the familiar will not decrease for the tower level you are on. Laev - MP of the monster tends to decrease on that Level. Roche - Will revert monster to its egg-stage. Limit - Temporarily raises the chance to cause critical damage Oleen - sacrifices familiar and causes you to return to town. Cannot use on kewne. Geropita - Vanishes MP of the monster ate this fruit. 3.- SEEDS Harak - Permanantly increases attacking strength by 1. Use on familiars. Shomuro - Permanantly increases defensive strength by 1. Use on familiars. Mazarr - Permanantly increases the users level by 1. Use on familiars. Mahell - Temporarily give a character double attacks. Indispensable. Light - Change familiar's element to fire. Sea - Change familiar's element to water. Wind - Change familiar's element to wind. Lar - Eating this seed lowers a Level. Slow - Eating this seed decreases speed. Tovar - Eating this seed leads to good fortune. 4.- BALLS Fire - A ball that contains a fire arrow. Blaze - A ball that blazes along the ground in a straight line. Flame - A ball that contains a fireball. Pillar - Contains a fiery pillar which ascends from the ground. Poison - Contains poison contagious to all enemies in the same room. Water - A ball that contains a water wall which protects the user. Repel - A ball that has the power to repel magic. Ice Rock - Contains a huge iceberg which blocks oneīs way. Recovery - Contains a soap bubble which recovers HP. Blinder - Contains darkness which blinds the eyes of enemies. Blinding - A ball that has the power to bind monsters with thunder. Sleep - A ball that contains Morpheus and puts enemies to sleep. Weak - Contains a beam which decreases the level of enemies. Acid Rain - Contains acid rain and attacks enemies. 5.- BEAMS Holy - Makes a shield that protects you from attacks Malicious - Causes the reader to become confused, sell Trap - Causes all the traps to be invisible, sell Restore - The beam resuscitates a fainted familiar. De-Curse - The beam removes a curse cast upon equipment. Flat - The beam removes steps and flattens the entire floor. Alchemic - The beam turns all items in the floor into gold coins. 6.- BELLS Holy - Chases a monster out of the room. Malicious - Raises the level of enemy monsters. Sell it. Familiar - Returns a lost familiar to you. Good to have. 7.- LOCATORS Exit - Use to find the exit. Not the greatest of items. Trap - Shows the location of all the traps on the level. Use to disarm traps to gain the hero experience Focus - Makes invisibles visibles. Monster - Use to find out the location of all the monsters on a level. Treasure - Shows the location of all the items on the level. Use to get the items and head straight for the exit to save time. Star Glasses - Reveals the entire map, items on that level and the elevator to the next floor. Truth Glasses - Identifies an item. Tells what kind of egg you received. Unidentified items are in green. Use to prevent equipping cursed items. 8.- CRYSTALS Wind - Returns you to town with all the treasure you find in the tower. Try to have one as much as possible. Fire - Summons a salamander that deals a lot of damage then leaves. Water - Restores the status, HP and MP of a familiar. 9.- MISC Rope - Bundled Medicinal. Itīs powerful than Medicinal Herb. Mallet - Will shrink an opponent. B.Collar - A blue magic collar to make monster your familiar. Box - A box containing something valuable. Meat - Delicious meat that monsters love. Ballon - It absorbs damage to a certain degree, but if it bursts... ? - If you have this... Oleen - Vanishes familiar, and the player escapes from the tower. 10.- BAGS Red - Permanantly increases the power of a weapon by 1. Hoard these up if you plan on sticking on a single weapon. Blue - Permanantly increases the defense of a shield by 1. Hoard these up if you have a powerful shield or a shield with special effects. White - Increases the number of charges of an orb. Useful for increasing the value of an orb. 11.- GIFTS Cream - Beauty cream that makes your skin really smooth. Roses - The one Ghosh often gives to girls. HandBag - The kind that girls like. Ring - When you want to express passion. Ruby is the gem. Duck - It's Quack the Duck. Cute little thing. 12.- SPECIAL ITEMS Guru's Pot - A pot containing ample oil to use for a windmill. W. Medal - A water cleansing medal stolen from the pool. Dumplings - Delicious Octopus Dumplings. Music Box - A small music box that plays soothing music. Eye Glasses - Give this to Mia in the Library. B. Cape - A worn-out blue cape. Not likely to fit me. Chappie - Give this to Cherrl through the window. Copper - Copper coins. Not very valuable. Silver - Silverr coins. Moderately valuable. Gold - Gold coins. Highly valuable. 13.- TROLL FAMILIAR WEAPONS Troll - Can't be blocked by a Shield. Exclusive to Troll-types. Hammer - A mace-type club weapon. Exclusive to Troll-types. Bow Gun - A long-range weapon. Exclusive to Troll-types. 14.- WANDS *All wands increase the power of mixture magic* Wooden Wand - No special effect. Trained Wand - Can be tempered with the Red Sand. ATK 1. Life Wand - Restore some hp with each hit. Paralyze Wand - Sometimes stops the enemy. Useful IMHO. Money Wand - Sometimes changes the enemy into money. Scarlet Wand - Fire element. Stream Wand - A wand of water. ATK 1. Gulf Wand - Wind element. Seal Wand - Sometimes seals the special powers of monsters. ATK 1. 15.- SHIELDS Wooden Shield - 2 defense, better than leather Leather Shield - 1 defense, better than nothing Mirror Shield - 3 defense, reflects any magic cast upon you to the caster, may be effective in the future where enemies cast more brutal spells. Copper Shield - 4 defense, decent shield Iron Shield - 5 defense, good shiled Steel Shield - 6 defense, sturdy shield Diamond Shield - 7 defense, great shield and valuable too Scorch Shield - 5 defense, fire elemental, weak against water creatures, good against wind Ice Shield - 5 defense, water elemental, weak against wind creatures, good against fire Earth Shield - 5 defense, wind elemental, weak against fire creatures, good against water Live Shield - 5 defense, it sometimes returns a fraction of the damage you receive to the enemy. 16.- SWORDS Gold Sword - 1 attack, purely a weapon to sell as it fetches a high price Copper Sword - 2 attack, better than your bare hands is all I can say. Iron Sword - 3 attack, better than copper Steel Sword - 4 attack, better than iron Fire Sword - 5 attack, fire elemental, use against fire and wind creatures, useless against water creatures Blizzard Sword - 5 attack, water elemental, use against fire and water creatures, useless against wind creatures. Gulfwind Sword - 5 attack, wind elemental, use against wind and water creatures, rather useless against fire creatures. Vital Sword - 5 attack, keeps enemies from multiplying, useful for journeys in which you want to get to a high floor. Dark Sword - 10 attack, A cursed sword. Holy Sword - 7 attack, Holy sword with divine protection. Seraphim Sword - Guy's keepsake sword. Seraphim. Seraphim Sword (Equipable) - 8 attack, Guy's keepsake sword. Seraphim. II. EGGS * These're all the egg's available in the game. Kewne Egg Dragon Egg Kid Egg Ifrit Egg Flame Egg Grineut Egg Griffon Egg Saber Egg Snowman Egg Ashra Egg Arachne Egg Battnel Egg Nyuel Egg Death Egg Clown Egg Univern Egg Unicorn Egg Metal Egg Block Egg Pulunpa Egg Troll Egg Noise Egg U-Boat Egg Baloon Egg Dreamin Egg Blume Egg Volcano Egg Cyclone Egg Manoeva Egg Barong Egg Picket Egg Kraken Egg Weadog Egg Stealth Egg Viper Egg Naplass Egg Zu Egg Mandara Egg Killer Egg Garuda Egg Glacier Egg Tyrant Egg Golem Egg Maximum Egg Hikew Egg (Ultimate Egg) - Found in the last floor (40th floor) FIN Special Thanks to Henry LaPierre for motivating me with his own walkthroughs, and Andrew Lee for some of the Items definitions. This walkthrough was written by Gilberto Vargas, gvargas@acnet.net. Feel free to E-mail me with any questions you may have on this FAQ, and I'll do my best to try and help you out :) This Walkthrough is copyright (c) 1998, Gilberto Vargas All rights reserved