Cladun: This is an RPG: FAQ/Walkthrough

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                                                         |  VERSION 0.80  |
~ A comprehensive walkthrough by Kwing ~                 |________________|

/========================================\
[00Cont] TABLE OF CONTENTS
\========================================/

[00Set] SETUP AND CONFIGURATION
[00Tip] HINTS, TIPS, AND TRICKS
[00Dun] DUNGEON
- Hiyo's Cave          - Cave of Beginnings
- Dragon Forest        - Burning Cave
- Absolute Zero        - Golden Shrine
- Mystery Lab          - Monster House
- Scorching Desert     - Nostalgic Castle
- Enemy Cave           - Courage Wanted
- Energy Square        - Place of Beginnings
- New Enemy            - Last Boss
- Land of Oblivion     - Khamun's Revenge
- Land of Remembrance  - Evil Map
- Overfiend Map
[00En] ENEMY STRATEGIES
[00Class] MAGIC CIRCLES AND ABILITIES
[00Cred] CREDITS, SPECIAL THANKS, AND LEGAL INFORMATION

/========================================\
[00Set] SETUP AND CONFIGURATION
\========================================/

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Version Updates:
12/13/11 - Uploaded version 0.80, missing Overfiend Map walkthroughs.

/========================================\
[00Tip] HINTS, TIPS, AND TRICKS
\========================================/

1. Most enemies can be defeated without taking a hit. When you encounter enemies
one at a time, you should try to neutralize them this way. When you find enemies
in groups, though, oftentimes you’ll have to take some hits, so you’ll have to 
be a bit less precise and more practical to save time and health.

2. The HP bars on the top right have very low contrast, making it sometimes hard
 to notice if one of your party members is at low health. Keep this in mind and
 try to keep an eye on it as much as possible.

3. When you start the game, there are a couple class combinations you’re going 
to want in order to get strong quickly. If you’re not interested in changing 
classes, Merchant has both Fire and Ice spells and a regenerative ability that 
will help in almost any situation.

4. Switching from Warrior to Guardian will also help, as you’ll have F. Element
 and I. Element from Warrior and Heal from Guardian. Leveling up as a Guardian 
also means unlocking the Magic Circle “Core”, arguably the best Magic Circle 
that you don’t have to unlock. The Element abilities only require one casting 
for your weapon to be powered up for 20 seconds, so they’re great for conserving
 SP.

5. Switching from Wizard to Guardian is another good combination, as you’ll get
 the homing spells G. Fire and G. Ice in addition to healing spells. These are 
good for long-ranged attacks, and also have an element regardless of your
status; alternatively, if you used I. Element while on fire, you would still 
heal fire enemies!

6. Generally speaking, you should use physical builds for longer levels (like 
Ran-Geon and New-Geon) and reserve high-powered magical builds for bosses (like
Khamun or custom bosses). Of course, if you want to get to the end of Ran-Geon,
 you’ll have to fight bosses along the way, so make sure to bring a hybrid
build. If you’re planning on doing a Ran-Geon or New-Geon run, you should also
make sure that you can deal some kind of elemental damage.

7. If you’re having trouble getting fame through the dungeon levels, use the
level 36 Magic Circle Jet from the Merchant class, which has 22 slots for Speed
boosting artifacts. With the help of some Widens, you can create a character
that can really roar! Just be careful to balance between your Walk and Run stats
so that your character is still at a manageable speed.

8. Slide often! Sliding allows you to dodge most attacks and traps, maintain a
high speed for clearing tar and grass quickly, and finish levels quickly!

9. When setting up a Magic Circle, always check to make sure you aren’t applying
useless artifacts. For instance, giving extra HP-boosting items to characters
with 999 HP, boosting SP when it’s already at 999, or tacking on items that
boost attack speed when your attacking speed is already at 1.

10. As a general rule, you’ll probably want your Magic Circles to be the
Guardian’s ‘Core’, the Merchant’s ‘Jet’, or the Wizard’s ‘Divine’ at all times.
These are the best Magic Circles for physical, speed, and magical builds
respectively. Unlocked Magic Circles such as Ran-Geon King should definitely
be used once acquired.

11. Most items that you don’t need should be sold. The only things you should
hold onto are Raikiris, Rebellions, Angel Staves, Dual Walls, and any kind of
armor or artifact. Almost any other weapon type or shield type is fairly useless
 compared to the ones mentioned above. Just make sure to keep all copies of the
items I’ve listed, as they will help power up your D99 equipment.

12. Armors and artifacts you should look out for and try to keep are Spartan
Armors, Saint Leaves, Magic Robes, and Abyss Plates, along with any rare
artifacts.

13. If you’re short on G, you can grind millions of G in a matter of minutes
with this simple method: Set your custom boss to a red or blue Hiyokki, then
play the map New Enemy and defeat it. Bring the Merchant ability G Get and use
as many boosting artifacts on it as possible, as well as strong projectiles to
kill it. Divine is the best Magic Circle for this. With good enough stats, you
should be able to get 99,999 G each round, which can take about 15 seconds if
you’re quick.

14. If you ever win a Widen in Ran-Geon or New-Geon, play the rest of the level
 as defensively as possible and look for an exit no matter how far you are into
 the level. There are people that have played for hundreds of hours and still
only have two or three of this incredibly valuable artifact.

/========================================\
[00Dun] DUNGEON
\========================================/

> Since I wrote this walkthrough as a high-level character, I may not remember
if some areas were difficult for my level. However, each guide still gives
instructions for a speed run once your characters are strong enough, and what
to do in order to unlock which area.

> When I refer to the ‘right wall’ or ‘left wall’, I’m referencing the player’s
left and right, but when I say ‘take a right turn’, I am referring to the right
side of the screen regardless of direction. Keep that in mind.

> As a last note, I’ve put periodic double dashes between some sentences on
longer levels in order to break up the content a bit more. This because I gave
each floor of each dungeon its own paragraph separated by a blank line, but
don’t want to give separate paragraphs describing the same floor the same
treatment. I think you’ll find this format easier to navigate.

Hiyo's Cave

1F - This is super easy. All you have to do is run through to the end, beat the
King Man (bull), and get to the ladder. For a speed run, I suggest taking the
middle path when you first get to an intersection in order to avoid being cut
off by the Fodder (yellow) on the left path. Also, since the King Man is an Ice
elemental, you may want to give your sword or axe fire affinity by walking in
the fire before you face him, to do extra damage. As soon as he's beaten, rush
to the exit.

2F - This one is pretty easy as well. All you have to do is run forward, then
right, and defeat another King Man (bull) to open up the exit. If you bring an
axe, however, you may want to destroy some of the destructible wall for
treasure. Also, because you start off with traps in front of you, make sure to
dash and jump right before you hit them in order to vault over them, as they
will deal considerable amounts of damage.

3F - This may be the easiest map of all of them. You can win by running up and
around the wall and then to the finish, but the fastest way to complete it is
to bring an axe, destroy the wall, and dash right to the finish.

Cave of Beginnings

1F - To beat the level normally, you have to make a wide arc around the level
(or go straight down if you don't mind taking fire damage), then arc right
again and go left while avoiding the Lager Man (bull) racing back and forth,
go up, and break open the treasure chest there to unlock the door at the
beginning. In order to get there, you'll have to go all the way back and take
the opened path to the finish.
- - However, if you want to beat par time, all you have to do is bring a
character with the right ability. The sword abilities F Slash and I Slash should
work, and the axe abilities Boomer and Axeboom should as well. If you're a new
player, you should try and bring along a Warrior as your main, who will most
likely have one of these abilities. Once you enter the stage, all you have to do
is use that ability through the wall to destroy the treasure chest and you'll
save yourself the entire round trip there and back.

2F - Depending on which enemy you defeat, a different set of walls will vanish.
For fastest completion time, go straight up and around the first room and kill
the Fodder Ice to uncover the treasure chest. Destroy that, then head downward
and go all the way to the far right of the map until you find another treasure
chest to break.
- - Head all the way back to the left for the exit. To cut more time, you may
want to use the trick from 1F to skip running around the first room and just
destroy the chest outright. Also note that for every enemy you destroy on the
lower level, another wall will be unlocked, giving the trapped enemies access
to you.

3F - To beat this level, you'll have to go up and defeat a Self Man (bull),
then go up and to the left and defeat another, then up and right to defeat a
Raoh Man, which will unlock the finish and leave you free to finish. If you
find that the enemies are taking too much health, get out of their way and let
them hit a wall; this will give you plenty of time to unload attacks on them.

4F - This level is pretty straightforward. All you have to do is defeat the
enemies on the red carpets to unlock the next area. After defeating the second
monster, go up to find the third and wrap back around to the next area. The
area after that will be slippery, but this actually works in your favor; while
decreasing your traction, you can also slide at insanely high speeds on them,
cutting back on your completion time!
- - Defeat the fourth enemy, head on to the fifth, then dash straight down
once you enter through the bottleneck you just came through (beware, there
will be an enemy on the same Y axis). Now just weave up and down (and try to
avoid the traps) as you make your way to the final enemy and to the finish.
Again, sliding is a good move to help you dodge projectile traps... Even if
they hit you! And unlike jumping, they won't bring you to a halt.

Dragon Forest

1F - Make your way up first, then take a right and follow the right wall into
an area with an Anijun (green lizard). Defeat it to unlock the next area, then
hurry back left and down into the small passageway. There's a really tough
fight coming with an Atadrya (dragon), so be prepared to take a lot of damage.
Get out of the way when he charges an attack, run to get him from the side or
behind, and counterattack. You also may want to kill anything else in the area
so you don't end up fighting several enemies at once. Once he's defeated, just
go back the way you came and go up until you reach the finish.

2F - Go down immediately and then right. The traps here will slow you down and
make your screen go dark if you hit them, so be very careful as these can
sabotage a speed run very quickly. Go down at the intersection, and weave
around to the finish.

3F - This level is composed of two major forks. If you're good at combat and
fast (or if you're going back for a speed run), then take the north path first,
 then the right one, and defeat both enemies at the end of each section. At
the end will be a single Hydra (dragon). Beat him and go up to finish.

Burning Cave

1F - Annoyingly enough, this level starts out with an area in which you have
to beat a fire monster to advance. That means you lose a good 5-10 seconds of
time if you catch fire, because you'll be healing him! However, if you run into
 water or use the Guardian ability Recover, you should be able to save time by
rushing straight through the fire and curing Fire status as soon as you approach
 him. After that, just follow the left wall all the way around to the finish.

2F - The prompt to this level is "Right or left?" The simple answer is left.
You'll find a treasure chest that unlocks the finish. All you have to do is
dash. Alternatively, going right will give you two treasure chests. Also,
there's a lot of fire, so if you're low level, be careful.

3F - For this, go right until you see a path going downward, then go up and
around the path. Here you can either go straight through the flames or go
around. For a speed run I recommend the latter. At the next intersection is a
fiery path to the south and one to the right. Take the southern one and you’ll
find yourself in another very fiery area. Again, either navigate through it or
just ram through the fire and keep going. Keep moving north until you find a
Katadrya (dragon) and kill it to unlock the finish room.

Absolute Zero

1F - Stay right at first, then kill both of the King Mans (bull) to unlock the
door to the right. Go at top speed by sliding on the ice, then take the north
path, slide through the tar, and beat the enemy here to unlock the finish.

2F - For this level, all you have to do is go down the south path, defeat all
of the enemies, then rush through the door and up to finish. Sadly, the area
is kind of big and it’s easy to miss an enemy in a corner.

3F - First, go left and take an immediate north turn and kill the Green Bunno.
Continue left, then up, and kill the White Scissy. Go back to where you started
and go right then up again. Defeat the Fodder (yellow), then continue right and
kill the Anijun (green). Go all the way back to the center of the map and dash
north.

Golden Shrine

1F - All you have to do for this is step on the summon traps and kill each enemy
 that appears. None of them are very strong, so just dash into the traps. If
you really want to cut back on time, memorize where they are and which ones
make an enemy appear where, as some will materialize in other rooms than their
corresponding trap.

2F - This one was extremely hard for me when I first encountered it. Kill the
first two mandatory enemies, then consider attacking the Mujun lizards through
the walls so you don’t have to deal with them later (if you’re a high level, 
don’t worry about it).
- - The level is symmetrical, so the fastest way to beat the level is to lean
toward one side after killing the Cat Raider (green) and go around and back
down to take out the Mujun on the same side, which will allow you to go up and
then more toward the center, fighting a dragon, then a Great Cat Burglar
(black), and then finally an Eyeman (black) to unlock the finish. Low level
players will want to lure each enemy in separately, as the Eyeman is an
extraordinarily difficult opponent to beat.

3F - This is one of the shortest levels there is. It’s composed of several
rooms each with five enemies, four being the same and one being an outlier,
which stands somewhat to the north. After beating that enemy, you unlock a
teleported to the right which will take you to the next section. Simply dash
to the north enemy and beat him in each section to finish as quickly as
possible.

4F - This level is composed of three mandatory battles; two eyes (both fire
and ice), and an Eihiei (black ninja). The best strategy for this is to use an
ability like Axeboom to attack the left eye through the wall, then take the
right path after dashing right to run into the Eyegirl (blue), which will
unlock the gate to the last battle.

Mystery Lab

1F - At first, you only have one option: Dash left, destroy the fire block,
then destroy the black treasure chest and go back. After that you have to go
back right through a fiery gauntlet of both destructible and indestructible
fire blocks. The best way to get a good time here is to stay to the right and
destroy all of the fire blocks you come in contact with, instead of navigating
it slowly. Since you can slide right through fire without taking damage, you
won’t be in much danger once you memorize the course.
- - Destroy the black treasure chest in the middle of the path going downward
and proceed cautiously to the bottom right to find the next treasure chest on
the bottom left of the next room. You can dash through the tar on the way there,
 but the way back will invariably be slow. You may want to use a projectile
attack to save time. After it’s destroyed, head straight left and run through
the water for your final treasure chest. Go back to the center and run through
the open door into the finish.

2F - Go down, then count up from the bottommost path until you reach the
eighth path branching out right. Go up at the intersection, then back down and
take the next to last path right to find the finish. The unique treasure
chests in this level contain garbage, so don’t bother.

3F - To save time, you’ll only want to break the correct treasure chest in
each room before proceeding. The correct treasure chests are:
1. Top left AND bottom right    2. Top right AND left
3. Middle AND left              4. Middle AND right
5. Right                        6. Right
7. Trick question, kill the Great Beetle (black) to unlock the exit.

Monster House

1F - Take the top left, bottom left, and middle teleporters in that order.
Other than that the level is pretty easy, but make sure to find a good opening
in the area with the Pain Mans (white) and avoid being hit by the Again Fireball
s (blue) when you enter the third area, as ice status can make it very hard to
get the middle teleported while you’re navigating between two other ones.

2F - This is an extremely confusing level to beat with seemingly no logic as to
 which enemy to defeat next. For this reason, I find it necessary to cheat in
order to make the level take one tenth the time it normally does. Bring a
character with Axeboom and head left as soon as you can, then south to find a
Great Beetle (black) inside of a building. Use Axeboom to kill it, then go up
and right until you find yourself walking alongside a wall with enemies on the
other side. Continue right along the path until you find an opening. Go up
through it and left for the finish.

3F - Follow the path until you reach a fork. Take either path and defeat both
Raoh Mans (black bull), then go up through the new path and head right at the
intersection. Defeat both bombers, go back, then go up and left. Go up and
smash through all of the Anijuns (green). Go back and continue upward and
right to find your way to the exit.

4F - You start this level with a three way fork. Go up first, then take the
bottom path, then the middle one. For the first two, all you have to do is
fight a weak enemy, and for the last one, you have a one-on-one fight with a
Red Knight. To beat him, read the Knight entry under the ENEMY STRATEGIES
section.

Scorching Desert

1F - This is just a quick run through fire and sand with a boss battle at the
end. The most annoying thing about this is that the boss, while fairly weak,
is a fire elemental. To save the trouble of finding water, just bring a strong
ice spell to use on him once you encounter him. The only way you can get lost
is if you don’t go left at the first fork. Also, note that sand slows you down
a lot, so it may be hard to time your slides over the tar while you already
have limited momentum.

2F - For someone who’s just unlocked this level, you’re going to have to be
careful. Go straight into the pool in the middle of the first room, but be very
 careful of mine traps, which cannot be slid over without taking damage. Take
out both of the Blue Scissy enemies and continue going right. You’ll encounter
another Scissy-in-water situation here, but if you’re a high enough level to
bear the brunt of her attacks, ignore her and keep going right. Next, an Ogre
Beetle (red) will attack you from behind a wall of fire. This can be a pain,
as he’s a fire elemental and the wall is very hard to jump over without being
hit by it, so be ready to run past him into the water on the other side.
- - There is another Scissy in the water here, too, though, so you may want to
deal with her first, or just run through them all. Go left to fight yet another
 Scissy in water, then continue on south, around north, and left to fight two
Ogre Beetles. This battle can be annoying, since you have to slide over the
tar and get set on fire to even enter, and the two water squares in this room
have mine traps on them. Just bear the brunt of the mines, wet yourself down,
and take care of the beetles to unlock the finish. Alternatively, you may want
to use an ice spell.

Nostalgic Castle

1F - I’m not sure what the point of this map is exactly. All you have to do is
kill all of the enemies in the starting room to unlock the finish at the top.
None of the enemies here are hard or new, so just unload your attacks.

2F - You can go either way at the first fork, but make sure to go the opposite
direction at the next (so that you end up in the center). If you go north after
 the room with two Hydras (fire), you’ll find a Green Knight. Take him out,
then go back and take the other path (which would have made your route from the
beginning right-right or left-left) to find a bigger room with three Scissy
enemies in them. Kill the black one and go all the way back to the beginning
to finish.

3F - Go to the far right of the map, then go down and break the treasure chest.
Go back up and the finish is right there, plain and simple. The treasure is
just another randomized item that sucks, so pass it by.

4F - This is just a very short battle. In the beginning, you’ll have to
navigate through a path of fire blocks or ice blocks. It can be hard to get in
the middle without taking too much damage, so just wing it and see how it
works with your personal movement speed. After that, you have to fight two
Gotsu (black ghosts) and a Hellbelos (black boss monster). All of them are
immune to physical attacks, so bring F. Element or I. Element. Alternatively,
bring a weak spell to deal with the ghosts and a strong one to take out the
boss. After that, just go up to beat the level. There are also two unique
treasure chests unlocked by beating this level. Take them if you want, but
they’re lame no matter what level you are.

Enemy Cave

1F - This level can be extremely short if you have the fire resistance for it.
Go down and left immediately and kill the Arnejun (fire) before heading back
north and right a little bit to enter the unlocked passageway. Slide through
all of the fire and take as little damage as possible. At the end of the path
is a 1-on-1 battle with a Red Knight. Take him down, then return south and go
right just a little bit to find the finish.

2F - Follow the left wall until you find a White Scissy in the middle of a
four way intersection, then go northeast and immediately southeast. Next you
will encounter two pillars in the middle of a room. Don’t be fooled into think
that it’s an intersection; both are just giant circles. Once you hit the top,
go left, then down to encounter a Bossdra (black). Defeat it and the exit is
unlocked.

3F - In this map, you teleport around randomly until you find yourself in a
place filled with water, at which point you make one large circle around the
perimeter of the map and find yourself at the finish. For those low enough
level to be troubled by the fire blocks, I suggest thoroughly destroying each
one you encounter so that you can dash with relative safety after you’re done
teleporting. For those interested in a speed run, simply take the left, right,
left, and downward teleporters in that order. This is the quickest path to the
finish. For super fast completion times, make sure to slide through the tar, as
it will slow you down more than anything else.

4F - You have two objectives for this map: Defeat the Raoh Man (black) and the
Oyajun (black). There are several sets of objectives needed to be able to get
to these creatures, but with Axeboom, you can skip them all for a delicious
clear time. Go right first, then down to find the Oyajun. Use Axeboom on him,
then go back and take a left. Go up, left, then down to find the Raoh Man
sandwiched between two walls that are opened by keys. Use Axeboom on him as
well, then dash back to the first intersection and up until you find the exit.

Courage Wanted

1F - Take either teleporter, go to the end of the path and get the black
treasure chest. Take the teleported in the same area to return to the start,
then take the other path and get the chest at the end of this path, too.
Instead of going to the teleporter a third time, go south to find a previously
locked path now open. Go to the end of it to find a teleporter.
- - Now you’ll go through three consecutive areas with fire blocks, traps, and
a teleporter at the end. Slide to avoid being damaged by fire, hit by traps,
or slowed by tar, and when you reach the end with the four exits, make sure to
go through the second one, as the first, third, and fourth will teleport you
back to the beginning of that area.

2F - This was an incredibly hard area the first time I encountered it. You
have to break three treasure chests, then defeat two ghosts and a boss, all of
which are immune to physical attacks. There are also lots of very powerful mine
 traps that you have to step on if you want to take a shortcut.
- - To save a few seconds, bring Axeboom, and beginners should also jack up
their fire resistance as much as possible. At first, go down and left through
the hidden passage and use Axeboom to get the treasure chest beyond the chasm.
Go back and follow the left wall until you find a treasure chest. Destroy the
chest, obviously, then go down through another secret passage and destroy the
chest just beyond that, too.
- - Now make a beeline downward, then left once you hit the bottom, and take
down the two ghosts and boss. Beginners should guard while going across secret
passages to minimize damage from the mines, but high-leveled players can just
dash through. It’s also worth noting that there’s a ring of fire surrounding
the boss, which makes it much easier to deal fire element attacks to both it
and the ghosts surrounding it. Elemental spells will work too, and are
recommended to lower level characters that will take high damage from the
boss’ short-range radial attack.

3F - The design of this level gives you 12 small areas to fight in. In each,
you must defeat all enemies inside in order to unlock a teleporter that will
take you back to the beginning. These 12 levels are divided into a 4x4 of three
 levels, with only one row being accessible at first. This means you start off
with six possible levels.
- - Go into the sixth level (out of the six you start with) as soon as you
begin the level and defeat the Eyehags (white) to make it to the next row. In
this row, all you have to beat are the first and fourth levels to unlock the
finish. The fourth level of this row has a Knight, so be careful. This is also
a good place to farm Knights to unlock bonus info, as the plain yellow variety
are quite rare.

4F - This is a ‘one-on-one’ battle with a Saturdemon, ‘one-on-one’ being in
quotes because it will summon other monsters to take you down. The Saturdemon
has quite low health, but will be invulnerable during its main attack (which is
summoning other monsters and sometimes shooting projectiles). Dress yourself
with the intention of dealing maximum damage, while also storing the potential
to do either Fire and Ice damage, or Spirit damage, in case the Saturdemon
summons a ghost. Either guard or dodge the Saturdemon’s attacks while it’s
summoning, and unload as many hits as possible in between them. The first few
hits will be important, as you’ll have the drop on it before it can summon
anything.
- - After it’s dead, you can take the left teleporter to get a bunch of unique
treasure chests (containing anything but unique treasure), or simply go right
to exit. Preparing a single, very powerful spell is the best way to do a speed
run on this.

Energy Square

1F - You’ll start off on the left side of a hallway full of ice blocks. With
high enough speed, you might be lucky enough to slide through almost all of
them, but if you’re not that strong yet, just slide once and stay guarded when
you slow down until the ice stops and you can do it again.
- - At the end of the hall is a teleporter that will take you to a giant
circular path. Treasure chests on this path unlock more treasure chests on it.
In order, the treasure chests you can break will be on the right, left, top,
bottom, top, and bottom sides of this area. That means that if you have Axeboom
 handy, you can just go to the rightmost chest on the bottom and slash it
through the wall before going to the northeast corner to exit.
- - After doing that, all you have to do is zigzag back and forth through
slippery corridors while an Eihiei (black) chases you. You could kill it, but
for a speed run you could just slide on the ice, which will get you to the
finish very quickly.

2F - This is another teleporter maze. For the best completion time, dash right,
 then go up all the way, left past the two Self Mans (green), then down and
into the first teleporter you see. Most teleporters except for the last one
will take you to the closest teleporter, usually on the other side of an
intersecting path, simulating an underpass.

3F - I remember this being a level I got stuck on for quite a while, due to the
 monsters being very strong and hitting you quite often. To avoid getting in
serious trouble, you’re going to want to take out each enemy one at a time, if
possible by luring them to you. Once you go down for a bit, there are two mine
traps. I guarded while walking over one of them in order to damage a nearby
enemy; this is a very useful tactic, especially if your fire resistance is high.
- - At the end of this section, the path curves left and you’ll find yourself
fighting two Great Beetles (black) and a Some Fireball (red), all using ranged
attacks, protected perpendicular fire blocks. The fireball is the most difficult
 opponent, since the edges of the map are layered with fire, making it easy
for you to be unable to damage him. You might do well to bring ranged attacks
of your own in order to dispose of these enemies, or find a way to slip by
without taking too much damage, as I did.
- - After you make it past, there’s an intersection spanning left and down. You
can help make a later area easier by going down, but in actuality it won’t
matter since you’ll be sliding across this area when you come to it. You can
still risk going down there if you want, though. I suppose it depends on your
level.
- - In the next clearing, you’ll find yourself once again surrounded by ranged
enemies (two Great Beetles). Take them out, then probe the right wall for a
secret passage. Be careful; as soon as you find it, another fireball will begin
 shooting at you, and if you want to get past, you’ll have to kill it, so don’t
 get lit on fire. After that’s done, head left and repeat the process with the
fireball there, then go down. The enemy here can be entirely avoided, so just
brush past him.
- - If you keep going south, you’ll find a bunch of tar with the fire blocks
from before lighting it up. There’s also an Eternal Fireball (black) at the end
 of the path. Get as much momentum as you can and slide over as much tar as
possible, then guard for both the fire blocks and the fireball. The fastest
way to traverse the rest of it is to slide when it’s safe. Once you’re across,
there will be a teleported right in front of you to take you to the exit.
- - There’s also an optional boss if you go right, but the reward for beating
him is a measly 6 treasure chests filled with random and most likely useless
items.

4F - This area could take quite a while, but you can help speed it up by
bringing Axeboom, which will REALLY help you out here. Also make sure you can
deal some kind of elemental damage, as there’s a ghost you have to defeat that’s
 mandatory to beat the level.
- - Kill the spider just left of you at the start first, then after reaching
the teleporter, take the left path at the first intersection and use Axeboom
through the wall on the enemy there. Follow the right wall to find another
enemy in a dead end, and also use Axeboom on the spider beyond the wall there,
too. Continue straight down, ignoring the left path until you see yet another
enemy behind a wall on the left. Use Axeboom again and continue downward. Go
south at the next intersection to find an enemy southwest. Return to the
intersection and take the remaining path (southeast) to find the last enemy in
this area. Go back to the same intersection and take the northeast path to get
back to the start, where the now unlocked teleporter will be.
- - Go south immediately and take out the enemy there, then go up and attack
the Beetle through the wall. Continue up, left, and down to find another enemy
at a dead end and an Eye behind the dead end. Kill them both (the Eye might
take a few hits) and return up. Return to the beginning and go right, staying
as far to the right as possible until you find the last enemy and get it. Go
back to the teleporter.
- - Take out the Beetle on the left through the wall, then go right and down,
and take the second path left to find an Eye. Go as far as you can back up and
take out the eye beyond the wall when you see it to unlock the teleporter back
at the beginning.
- - There’s a Black Scissy on the right as soon as you materialize. Kill it
and go right and then down. There are two enemies here, one on the right and
one beyond the wall on the left. Take them both down and return back up. Behind
a seemingly dead end in the top right corner is a ghost. Use your elemental
attack to deal with him, then continue left until you find an Eihiei (black).
Attack him through the wall and from behind, as this will deal tons of damage,
then return to the teleporter, which will take you to the finish.
- - As a last note, some of the enemies here are pretty tough, so it might be
wise to use artifacts to boost the strength of your Axeboom. I recommend the
Magic Circle “Divine” for this, as you can use two Widens on either side of
your sub character to boost your speed by a ton and still have space for
juicing up Axeboom to your heart’s content.

Place of Beginnings

1F - This area has a lot of fire and fire monsters, and the only bodies of
water have summon traps on them. For this, I suggest you either bring an ice
ability that’s cheap and with low cool down, or the Guardian’s ability Recover
to cure fire status.
- - With that aside, go up, right, and then down once you start the level. As
soon as you see ice, go left and back up. Here, you’ll go through a fire maze
with a teleporter at the end which will take you to another teleporter. After
all of this you’ll find a battle against two Red Scissy monsters and a Red
Knight. Defeating the Knight unlocks the finish.
- - The best strategy for this level is most likely to run through everything,
ignoring all of the monsters until you find the Red Knight. Stepping on the
water here summons an Eyegeezer (red), but if you can take out the Knight quick
enough, then it’s worth it. But again, you might just get by with a really
strong ice spell to take the Knight off guard, as spells cannot be affected by
your status ailments. And of course, Recovery works as well. The biggest
problem with a speed run is that you can get surrounded by enemies very quickly,
 at which point you might not be able to move around to attack the Knight from
the side.

2F - In this level, you run around to different areas through a teleporter and
break chests. These chests can unlock other teleporters, or could unlock the
exit itself, which is right next to your starting position. To get this map
done as quickly as possible, you’ll only need to break two chests.
- - To find the first chest, go to the top right, then left when you see the
path stretching left. Go through the teleporter at the end, then go to the
bottom right of this area and break the treasure chest there. An Eimaro (blue
ninja) will be following you now. Either keep running or kill it, your choice.
Go up along the far left side of this map and you’ll slide right into the next
teleporter, which will take you to the center of the map. Go to the right and
head down as soon as you can until you find an opened teleporter at the very
bottom of the map, close to where you started. Go through it.
- - In this area, all you have to do is rush to the bottom left and break the
chest there before returning to the teleporter in the center-ish of the area.
You’ll respawn in the same area you were in last time, so just go right, down,
and left to find the exit open.

3F - This map is titled “misleading”, and rightfully so. It takes a lot of
teleporting around to master this level, but I’ve found a way to beat it in a
very short period of time using, you guessed it, Axeboom (or F. Slash or I.
Slash). Set up a character with one of those moves and follow these
instructions:
- - Run all the way to the right. You’ll run past four teleporters and run
straight into one more at the far end. On the other end of it will be four
more teleporters, with three at the top of the room and one at the bottom. The
top three teleporters will be arranged in an upside-down triangle. The way to
crack open the chest we have to destroy is to use Axeboom between the top two
teleporters, aiming it upward. The chest is off the screen, but will still
break.
- - After that’s done, take the top left teleporter to find yourself in a
sideways F-shaped room. Go to the right to find another teleporter that will
take you to ANOTHER room with a teleporter, which will then take you to the
room with the finish. Just dash south until you reach the finish.

New Enemy

1F - In this area, you fight a one-on-one battle with a level 1 Fodder, unless
you bring a custom character. This can be beaten in 9 seconds if you fight the
Fodder, but will be significantly harder with a custom character, who will
fight a scaled boss that you chose when you created that character. At a
certain point, this enemy will be level 9999. The best way to defeat it is to
bring a very strong spell with an element it’s weak to and unload attacks on
it nonstop, as most physical attacks will bounce off. Yellow, green, and 
specially white and black monsters will be exceedingly difficult to kill as
they won’t have any real weakness.

Last Boss

1F - This isn't so bad if you have the right setup. For someone who's about
the same level as the mask, the best thing to do is bring the Wizard's Magic
Circle Insist or Divine and load up a spell to be incredibly strong. Make sure
you can cast it once or twice, and obliterate the enemy with it! Remember that
equipping a staff lets you halve SP consumption and cool down.

Land of Oblivion

1F - There are lots of hidden paths here. Go down and right, then down and
right again after beating the fireball. Go right, up, then continue up and go
left just above the section you were in. Go left, then go right at the point
parallel with the island with traps on it. To get to the next bit of solid
ground, go right, up, right, down, and then right. There's a small intermission
with a fireball before you have to go right, up, left, up, and left on another
black area. 
- - This next section gives you a choice between a long path and a boss fight.
For the boss fight, kill the two beetles, but for the easier but longer path,
go up and around the battle area and find an opening into the black on the
left. Advance downward until you find a treasure chest and smash it open to go
to the next area.
- - Now it's time for the invisible fire maze! I uploaded a map of it here
which will take you to the end. It's pretty much impossible and guaranteed to
take a good 10 minutes with a good chance of you dying if you don't use it, so
if you don’t want to find the map, I’ve created an ASCII version for you here,
with the start labeled “START“ and the exit labeled “EX“:

XXXXXXXXXXXXXXXXXXXXXXX  XXXXXXXXXXXXXX    ____________________
XXXXXXXX           START XXXXXXXXXXXXXX   |                    |
XXXXXXXX   XXXXXXXXXXXXXXX V XXXXXXXXXX   |       LEGEND       |
XXXXXXXX   X      X        + X  XXXXXXX   |                    |
XXXXXXXX   X  X   X 1 X  XXXXX    + 2 X   |  X = Wall          |
XXXXXXX> + X +X + + + X    + +  XXX   X   |    = Path          |
XXXXXXXX      X   X   XXXXXXXX  X +   X   |  > = Fire block    |
XXXXXXXXXXXXXXX   V   XXXXXXXX  X + XXX   |  + = Emitted fire  |
XXXXXXXXXXXXXXX   XXXXX    + +  X + XXX   |____________________|
XXXXXXXXXXXXXXX   XXXXXXXXXXX^XXX + XXX
XXXXX  X   XXXX   +   XXXX +    X +   X   1. Make sure to get to this point from
XXXXX      XXXXXXXX      X  EX  X ^   X      the first intersection; it’s easy
XXXXX  X   XXXXXXXXXXXXXXX      XXX   X      to miss it.
X   > +X + + + ++ XXXXXXXX   XXXXXX   X   2. It’s dangerous to get to here; make
X   X  XXXXXXXX   +          X  +     X      sure to slide and guard.
X    4 XXX  XXXXXXXXXXXXXXXXXXXXX   XXX   3. Getting here is even more dangerous
XXXXX ++ + + X+ < XXX  X   XXXXXX   XXX      as you are going parallel to fire
XXXXXXXXXX      XXX        X    +   XXX      paths.
XXXXXXXXXXXX >+ XXX + XX + XXXX + XXXXX   4. As you go up and left, be careful
XXXXXXXXXXXX          XX   X    +    XX      not to get caught in niches.
XXXXXXXXXXXXXX  XXX   XX   3   X^ XXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

2F - This map can take quite a while due to there being tons of tar in it. First
, go down and use Axeboom on the Black Scissy behind the south wall. Then, go
straight up and defeat the Bunno EX (black) to unlock the next area. Slide all
the way to the right, then go down, avoiding as many Hydras as possible until
you find an south passage. Prepare for a fight with a demon.
- - If you take it by surprise, you might be able to stop it from even attacking
, but this thing is a high enough level to be quite dangerous if you’re caught
at a bad moment, and could leave behind several cronies, too. Once it’s dead,
go to the far top-left corner to find a previously locked area now accessible.
Go all the way to the right as Eternal Fireballs (black) attack you and then
rush downward to the finish. The biggest problem with this level is the
ridiculous amount of tar in it. For better times, you might be able to use
ranged attacks.

3F - This can be an annoyingly long level, mostly because you’re just running
so much. Basically you start in the middle of a spiral-esque maze and you have
to wrap around it in order to get to the black treasure chest on the outermost
layer, then go all the way back to the finish. You’ll have to alternate
clockwise and counterclockwise to get there, and to make matters worse, many
of the corners are fitted with traps to slow you down or summon enemies.
- - As soon as you leave your little alcove, you’ll have to go counterclockwise,
 then clockwise at the first path that takes you closer to the outside, then
counterclockwise again. At one point, you’ll see a black treasure chest above
you and at an angle. Using Axeboom, you should be able to destroy it earlier
than you normally would be able to and get back to the exit. This will shorten
your completion time to less than a minute.

4F - This level really wants you dead by virtue of all of the traps in it. Go
along the initial path, sliding as far as you can between the bursts from the
ice blocks, and try to keep yourself from taking damage when you’re not
guarding. This first area is surprisingly exhausting, so it might be a good
idea to bring ice resistance.
- - After that is an area with zigzag patterns appearing and disappearing.
Move when they’re disappeared and be careful not to touch them, as they can do
pretty high damage. Take out the bombers in this area, then jump over the 
ierce traps. Alternatively, you could slide past all of this if your character
is fast enough to not get stuck and take loads of damage from it all.
- - At the end of that hall, turn north and slide through all of the fire
(there’s water at the end). Slide past the tar above it, then prepare for a
fight with three Eihiei (black ninjas) at once. Using an explosive spell or
an elemental slash is a great way to hit all of them at once, and you’ll want
them dead fast, as they deal a lot of damage. Defeating them unlocks a path to
the east with an Eternal Flame (black) surrounded by mine traps. You could
either set a bunch of mines off while guarding or simply avoid them, but this
battle isn’t too hard.
- - After that, you’ll unlock a path a little left of that area with a Raoh
Man (black bull), breakable blocks on the left and right, and a Golem King. If
you want, you could lure the bull into the blocks, but it’s really not
necessary, certainly not for both sides. These sides will allow you to destroy
fire and ice blocks on the battlefield where you fight the Golem King, but
with proper sliding, you should be fine, especially when you should be using
ranged attacks against the Golem King to begin with and therefore being
distant enough from him so you don’t have to reposition yourself that often.
Take him down and run to the finish!

Khamun's Revenge

1F - This modified version of the final boss has a new attack pattern, and
summons various monster types to attack you as well as using spirit attacks
and making fire and ice blocks materialize around you. Simply dodge out of the
way of any incoming attacks and don’t move when the fire and ice blocks appear.
- - The way I beat this boss at first was to create the strongest spell I
could and use it against him. If I didn’t have enough SP to bring him down,
I readjusted the spell to be able to cast it one more time, weakening the spell
slightly until I found a good balance.
- - Now, I just use physical attacks against him and dodge all of his attacks.
With 394 attack and maximum attack speed, it took about 50 seconds to beat him.
 Also, once you memorize his attack pattern, it’s fairly easy to avoid all of
the attacks except for the ones from the monsters he summons, which can appear
in random places. Also make sure to protect yourself against Spirit as much as
possible. Saint Leaves and Magic Robes are the best protective armors to use.

Land of Remembrance

1F - I can't remember my exact setup for this level, but I remember using
high-powered elemental projectiles. Pick off both of the eyes in the beginning
without letting the golem notice, then sneak up on him and load him up with
your strongest attacks. Run to the next area and kill the Scissy. Be careful;
as soon as you clear the burners, there's a black Scissy with an upgraded
attack. Stick to the left as much as possible and get it from behind or from
the side so it can't hurt you, then go down through the maze of more burners.
- - Either snipe the fodder with your spells or run past as you find the black
one on the bottom right. Make a quick retreat and go up and left. Either set
yourself on fire to attack this next summoner enemy, or get him with projectiles
 from a distance. If you choose the latter he won't even advance or attack you.
- - After that, go up, right, and down, and you'll have to navigate through
another one of those invisible mazes while a couple ghosts chase you. Don't
worry though; this one is pretty easy and all you have to do is take out the
ghosts to unlock the finish. There's also a more complex route that will allow
you to unlock several treasure chests, but you're better off farming treasure
chests on 4F of this dungeon.

2F - This is another very tough level. Make sure to bring strong but cheap
fire and ice spells, and a way to heal yourself of course. Once you begin,
dash right, avoiding the fire, and going all the way to the right up against
the wall. Ready ice spells for any enemy that follows you here and pick them
off, then slowly advance left and assassinate each remaining enemy one by one
until the path on the right is open. The Arnejuns (red lizard) are the only
monsters you don’t have to defeat to advance.
- - Defeat the Plus Men (red bull) one by one, then dash down and strafe back
and forth until the Black Scissies stop attacking you. Snipe the Hydras in
this area with G. Ice one by one from your little opening until they’re all
dead, then sneak in melee attacks to the Again Fireballs in the corners without
alerting the Wednesdemon until they’re dead.
- - If you can, snipe the Fodder Ices before you engage the Wednesdemon, as
they have upgraded attacks, then take out the Wednesdemon, most likely with G.
Fire. However, you could be running low on SP by this point, so consider a
melee attack from behind. Once he falls, you’ll be thrust into a battle with
Hydras, Imojuns (blue), another Wednesdemon, and a Gorice (blue golem). Back
up and try and kill them one at a time without alerting the Gorice, then once
they’re all gone, sneak around behind him and ambush him. Once he’s gone, you’re
free to finish.

3F - Begin this level by cornering both Raoh Men (black bull) and defeating
them, then take down the Bomber Bombers (black) on either side of the screen.
You don’t have to defeat the Fodder Defenses, but if they see you, you really
should unless you want to be put in a world of hurt.
- - Once both Bombers are dead, go down and toward the center and use a surprise
elemental attack on the Eizaemon (white ninja). The Scissies below are seriously
bad news, so go down the far side of the room and sneak around behind them so
you can take them out before they even see you. Continue downward.
- - This next area is just a bunch of gut reflexes in a row. You’ll fight a
bunch of Fodder and Mujuns while a Knight chases you around. Once the Knight
is the only one left, carefully deal with him, then go right and left,
defeating the Green Knights there to unlock the finish at the bottom.

4F - I believe my setup for this level was purely magical. Load up on defense
and bring along a healing spell as well as I. Storm and F. Storm. Don't move
as soon as you step on the teleporter; just ready your storms and blast the
burglars to bits. After the coast is clear, carefully examine which direction
to go in; diagonally will make two sets of burglars come after you, so choose
a cardinal direction and take care of them. After that, you'll only have to
take out one enemy of each set individually before you can sneak behind the
entire set and either use your spell or melee attack them from behind. At high
enough levels, you can brute force this with a sword for lots of artifacts.

Evil Map

1F - This level is extremely hard! My personal strategy for beating it was to
use the Wizard's Magic Circle Divine and build up very high attack and defense.
Using two Widens to the immediate left and right of my sub character, I was
able to bring both my attack and defense over 350 while still being able to
use very powerful spells. I used G. Fire, G. Ice, and Heal 2. One projectile
did lots of damage but took lots of SP and a bit of cast time, while the other
could be rapid cast. Heal 2 only had a power of 115, but I made it cost 1 SP
and a cast time of 1 as well. With this setup, I beat the level by advancing
on enemies very, very carefully and ambushing them one by one. The strategy is
simple and requires a lot more skill than good judgment, but once you try it
out you'll realize that I can't give you any more advice; you just have to be
fast and evasive.

2F - The game prompts you to fight or flight... Well, you'll be doing a little
of both! I used a setup similar to the one for 1F and managed to take out the
first two spiders without the fodder destroying me. Then I rushed in and took
out their measly health. After that you should rapid-fire the ninja on the top
of the next room with projectiles until he dies, load up a strong projectile
and alert the one on the bottom. As soon as he teleports and attacks, I let it
loose and he's toast. Let a Haste trap hit you and dash through the dragons
and boss enemy. The ambush method won't allow you to conserve enough SP for
this level, so you should skip them and attack the Scissies you encounter as
you run back left, as you will die otherwise. Run past the bombers and dodge
everything that comes your way. Ignore the fire as you wrap around left and
make it to the finish!

3F - My biggest mistake in this level was using a character too fast for me to
control. I ended up beating this level by getting a character with the Magic
Circle Jet and using a good balance between walking and running artifacts to
boost him up to a comfortable speed. Since you won't be attacking, go ahead
and give him all defense artifacts for the corresponding slots. As you run
through the level, stay on the side with the single goo block and slide over
it; the other side usually has a Man enemy on it that will stop you and
promptly kill you. Time your slides so that you can also be sliding while the
fire and water shooters are erupting so you can dodge through the beams. Also,
once the ninja starts chasing you, it's somewhat a matter of luck whether you
win or not, since it can teleport in front of you and kill you in one hit if
it decides to. I also believe that the bottom stretch with the ninja chasing
you is the only exception in which the Man enemy and goo are on the same side.
Basically this level is like a racing game in that you just have to know your
environment before you can beat it.

Overfiend Map

1F - I haven’t beaten this map, but the closest I ever was to beating it, I
juiced up a Widened G. Fire and an I. Slash, used the G. Fire against the the
first enemy that sees you, then snipe the other two enemies with it before
taking care of the Scissies with I. Slash. I died in the next area.

2F - 

3F - 

4F - 

/========================================\
[00En] ENEMY STRATEGIES
\========================================/

> Here are some short (and not so short) explanations as to how each enemy
attacks and how to deal with them, along with special abilities they gain as
they reach higher levels.

Burglars - These things are pretty weak and go down easy. The biggest problem
is that if your guard is down, they can reduce attack and defense to nothing
by unequipping you of your items for a few seconds. If you can, ambush them
when they're alone, as they can leave you vulnerable to other monsters. If
they keep running away, turn your back to them and let them approach, then
turn back and smash them to bits at the last second. Also make sure to guard
if you know they're going to hit you with an attack. The last thing you need
is for them to do tons more damage, or worse yet, reduce your damage to next
to nothing.

Tarantula - These things are quite a nuisance if you get hit with them. Try to
guard their attacks as much as possible, as they can slow or poison you. The
worst part about them is that they'll zigzag to hit you as you approach them,
making it hard for you to get a clean advance on them. Once you're on top of
them, circle them so that they're trying to face you but unable to, and attack
them between their attacks.

Fodder - These creatures can lay traps, but pose very little threat in terms
of combat ability. Just advance on them and kill them. At higher levels, they
can lay down bombs in front of them and deal ungodly amounts of elemental
damage, so it's important to stay guarded. Even more importantly, though,
you'll want to rush in and deal with them in between attacks, as their health
is still low. Just be careful of fighting them in groups, as they can be
remarkably deadly.

Fireball - These can either advance on you, or attack in a clockwise fashion.
Either way, you'll want to stay clear of their projectiles and attack them
from the side if you can. The Fire and Ice versions can inflict you with Fire
and Ice status, making you heal them. If this happens, you may be able to use
it to your advantage against opposite aligned enemies in the area, or find a
way to cure yourself (water cures fire cures ice). Fire will do damage while
ice will make you slip and slide (much worse than a slippery surface, I might
add).

Hiyokki - These things can be a pain. Approach them from the back or side and
use the strongest attack you can against them before they know what's going
on, then continue to bombard them for as long as possible. Their attacks are
short ranged but do tons of damage, so stay out of their way if possible.
Chasing after them can be frustrating if you don't know the map they're in,
so you may want to stay where they started, as they will eventually return.
Worst of all is that while running, they can alert other enemy types of your
presence, bringing them down upon you as you wait.

Wasp - These guys are pretty easy, although they can also be pretty determined.
They're fast and I don't think I've ever seen one give up when you're fleeing.
Their offense and defense are both pretty weak, though, so you may want to deal
 with them as soon as you see them to avoid getting ambushed by them in numbers.
 The worst experience I’ve had with them is being ambushed by a bunch of the
fire variety while I was on fire, as I was completely blocked in.

Ghost - These are some of the worst enemies, as they're immune to physical
attacks. You'll have to bring an elementally charged weapon, a staff, or an
elemental ability capable of disposing of them. My personal favorites are the
sword slashes and elemental spells from the Warrior class. Like the wasps,
they will never stop hunting you, but unlike them, they use a ranged attack
that can hit you through walls and even put you to sleep. Get in close and use
an attack that will work against them, and they fall pretty quickly.

Helluton - These use both fire and ice attacks, and can be a serious threat,
considering they're boss monsters. They're also immune to physical attacks and
have high health, so my best encounters with them have been because I used the
Warrior elemental abilities. Spells that can fire rapidly and take them by
surprise are good as well. Once they start chasing you, it might be best to
stick with ranged attacks, and maybe slip in a melee attack or two in between
their attacks. Having good equipment to build up resistances against the
elements is essential to dealing with them, as guarding against their attacks
allows you to stay close and unload more melee attacks into them if your weapon
 is elemental. At high levels, they may also shoot a projectile, but I’ve
noticed that these can actually miss you if you stand close enough to them.

Mujun - These will either only attack when you attack them first, or attack on
sight, depending on the level. Either way, their attacks are too frequent to
allow you to dodge their attacks entirely, so you'll have to alternate
attacking and blocking. Having rapid attacks works great here. Fighting them
in groups can be problematic if they're high level. Also, at a certain level,
they can fire projectiles or use a tripled version of the Warrior slashes. The
projectiles can be handled if you guard or dodge them, but the slashes tend to
make fighting them in numbers suicidal.

Golem - As a boss monster, these aren't as bad as they could be. Their only
weapon is a fairly short-ranged radial attack. If you can, get in and bombard
them with melee attacks at first, then use a hit-and-run strategy to whittle
away the rest of their health. Projectiles are a godsend against them as well.

Demon - These can summon more monsters to attack, including ghosts, while
firing a triple projectile at you. They're also invulnerable while summoning
or attacking. However, they have very low health, so as soon as they stop
their attack animation, it's absolutely vital to hit them with rapid fire
attacks or use a single very strong attack. Ignore the enemies they summon as
much as possible and try to deal with them later, but if you can't dodge the
Ghosts' attacks, you might want to take them out so they don't put you to
sleep.

Eyes - This enemy is extremely tough to beat, and seems to have very high
attack and defense. They also will never stop chasing you. Their laser attack
is slow enough that you can dodge out of the way of their attacks and move to
attack them from the side indefinitely, but this is quite risky and absolutely
impossible when facing them in large groups. I've noticed that using elemental
attacks against them seems to deal with them very, very quickly.

Bunno - These strange creatures have a tornado-like attack with limited homing
ability. Since it's ranged, the best way to deal with them is to get in close
before you can get taken out too quickly. The infuriating thing about them is
that after each attack, they change positions very quickly, oftentimes moving
behind you. At high levels, they can fire a devastating projectile attack.
Really the only way to deal with it is to dodge and have high enough attack to
defeat them before they can fire off another one; even guarding you'll take
lots of damage.

Dragon - I've found these to be pretty dangerous, especially as the Fire and
Ice variants can inflict you with Fire and Ice status. Their two main attacks
are rushing at you, dealing high physical damage, and then turning around and
using a breath attack, which uses up some of their HP. At high levels, they
also have insane health. Projectile attacks are good for keeping them at a
safe distance, and when facing them one at a time, it's also possible to dodge
all of their assaults on you. In numbers, however, there is no tried and true
method of neutralizing them without putting yourself in serious danger.

Scissy - These creatures follow you and use a ground-up attack similar to the
ghosts. Since they have no melee attacks, the best way to kill them is simply
to rush them and use melee attack after melee attack; they don't even retreat!
At high levels, they can make gigantic 5x5 squares of spikes pop out, or make
the spikes attack constantly. Both of these keep you running constantly and
are close to impossible to survive; when they gain this ability, virtually the
only way to defeat them is to ambush them and kill them before they can move
at all.

Knight - These enemies have incredible defense from the front, so the best
thing to do is guard through one of their attacks, then quickly reposition
yourself to their side and attack them there before they turn to face you again.
Back assaults are the best, but can be tough to pull off without wasting a lot
of time. Their attacks can also extend very far if you continually run from
them, so stay in close and be sure only to fight one at a time.

Man - This bull-like enemy will rush in your direction and stop once it hits a
wall, only to turn around and rush you again. Some variants only run back and
forth, ignoring you completely. They damage you on impact, and stop after four
or so hits. You can also bait them into running into destructible walls if you
don't have an axe with you. These are generally easy to deal with, as they
don't deal very high damage. Both attacking them when they hit a wall and
guarding their rush and attacking once they stop are easy ways to dispatch them.

Bomber - This creature uses a double axe attack that goes out and does damage,
and then reels back in and does damage again. While appearing in later levels,
I've found them to be extremely easy to defeat. While it's hard to get out of
the way of their attacks, their damage is so incredibly low that you can guard
against their attacks and stay close to them while using melee attacks. At
very high levels they will use the character ability Axeboom, which will do 
enough damage to make you want to just run from them.

Ninja - These monsters teleport behind you and use a very strong attack before
repeating the process. They're extremely dangerous and can have pretty high
resistance to physical attacks. Generally the best way to deal with them is
just to guard through their attacks and put in your own in between. They’re
also quite weak to elemental attacks. Fighting multiple ones can be a pain,
especially because you can' outrun a teleporting enemy. Strong spells can work,
and rear ambushes do ridiculous damage to them.

Beetle - These creatures like to center themselves with you and fire projectiles
at you. The knockback from these is their biggest threat, as it prevents you
from advancing on them. Other than that, they're not too dangerous unless you
encounter them in numbers or with other kinds of enemies. 

Khamun - This boss is somewhat unique in that it always faces forward and will
always take more damage from behind. Its attack pattern consists of moving
around randomly and firing homing projectiles at you. As its health goes down,
it will transform into other boss monsters and back again. When its health
becomes very low, it will move back and forth while rapid-firing tons of
projectiles (which do not have homing). During this time, it is invulnerable,
but when it stops it can be hit again. At level 999, it gains a new attack
pattern and makes heavy use of the Spirit element.

/========================================\
[00Class] MAGIC CIRCLES AND ABILITIES
\========================================/

WARRIOR
1 Fist
2 Wolf         S) W Slash
3 Phalanx      S) Ring, A) Tank
5 Leader       S) F Slash
6              S) I Slash
7 Fair
8              A) Boomer
9 Back
10             F. Element, I. Element
11 Firm
12             A) Axeboom
13 D-Fens
15 Troll       S) Stab
17 3-Guard
18             A) Combo
19 Schemer
21 Thorough
24 Iron
25             A) S Slash
28 Master
32 Twin
36 Big Wing
40 Snakes
45 Storm
50 Flash
60 Kaiser

DRAGOON
1 Suicide
2 Blast
3 Law          S) Charge, A) Swing
5 Price        S) F Slash
6              S) I Slash
7 Bully
8              A) Empower
9 Vanguard
10             A) S Slash
12 Train
14 God Hand    S) Ring
16 Tyrant
17 Crush
18 Fortress    A) Boomer
20 Backs
23 Warcry
25             A) Axeboom
27 Javelin
31 Sparta
35 Bump
39 Teamplay
43 Triangle
49 Dragon
61 Glory

WIZARD
1 Last S.      Fire, Ice
3 Dualcast     G. Fire, G. Ice
5 Dual S.      Burn, Cool
8 Test         Time Burn, Time Cool
10 Great S.    G. Burn, G. Cool
12 Rage S.
14 Servent
16 M&S
18 Triple
20 Insist      F. Storm, I. Storm
22 Blood
24 Wall
26 Teamwork
28 Wizard
30 Clone
32 3 Wishes
36 Dark Tie
42 Parallel
48 Compleate
56 Divine

GUARDIAN
1 Life         Heal
2 Sprout       Recover, E. Recover
3 Guard A.  
4 Clumsy
5 Secret       D. Song
7 Lifefarm     F. Resist, I. Resist
9 Defy
10             Atk Break
11 Final       Def Break
13 Inner
15 Security    S Resist
18 Blade
20             Heal 2
21 Armor
24 Castle
28 Mountain
31 Mirror
36 Blocker
41 Maxim
51 Seven
61 Megalow
81 Core

MERCHANT
1 Loyal        G Get
2 Dual G.
4 Boss
5 Blame        War Song
7 Dwarf
8              Time Burn
9 Giant
10             Time Cool
11             F. Storm, I. Storm
12 Mania
14 Twirl
15 King!
17 Gulliver
18 The Star
20             S. Heal
22 Spin
24 Extra
28 Do/Die
32 Job
36 Jet
41 Rescue
49 Civil
56 Peace
71 Champ

/========================================\
[00Cred] CREDITS, SPECIAL THANKS, AND LEGAL INFORMATION
\========================================/

Special Thanks to:
NIS America, for making such an amazing game!
GameFAQs, for hosting this FAQ and many others.
Steele Blade, for providing a complete compendium of Magic Circles.

Legal Information:
This guide may not be redistributed for commercial use, nor redistributed for
non-commercial use if it is modified. If, however, this document is left in
its original form, it may be redistributed for noncommercial use.

© Copyright 2011

If you have any questions or comments, don’t hesitate to send them to me at:
TheJunkieBox [at] gmail [dot] com

     
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