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    FAQ/Walkthrough by cj iwakura

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    Wizardry: Labyrinth of Lost Souls [PSN] FAQ Version 1 - 02/27/2012
    Written by Christopher J. Snelgrove(cj iwakura, cjiwakurax@aol.com)
    Game is copywritten by Acquire, XSeed, IFM/SirTech(or whoever owns
    the rights to the Wizardry franchise now), etc.
    I'm not exactly a 'proper' Wizardry fan. The first Wizardry game I ever played
    was the Japanese spin-off, 'Busin: Wizardry Alternative Neo', which Atlus
    localized as 'Tale of the Forsaken Land', a game which remains one of my
    favorite RPGs ever.
    So when I saw Wizardry on the Japanese PSN store, as part of Acquire's
    'Wizardry Renaissance' movement, I was quite hyped. I played the Japanese demo
    to death, of both this game, and its (yet to be localized) sequel,  'Town of
    Forsaken Spirits'.
    With two PSN games and a DS title under the Renaissance umbrella, odds of any
    of these games receiving a US release seemed pretty bleak.
    Then miraculously, XSeed stepped up and brought the first PSN game to the US.
    I bought it on Day 1, along with the expansion, and continue to patiently
    await the localization of the sequel. That's a story for another time, though.
    We're here to explore the land of Athals.
    Table of Contents
    A. Introduction
       A1. Storyline
       A2. The History of Original Wizardry, by Matthew Fleming
       A3. The History of Japanese Wizardry
    B. Getting Started
       B1. Cast of Characters
       B2. Character Creation
       B3. Alignment And You
       B4. Races
       B5. Classes
    C. Gameplay & Progression
       C1. Controls
       C2. Equipment
       C3. Statistics
       C4. Magic
       C5. Exploration
       C6. Combat
    D. The Town of Aitox
       D1. Maria's Inn
       D2. Ironhand's Item Shop
       D3. Samantha's Temple
       D4. Buzz's Guild
       D5. Diemont's Palace
    E. Walkthrough
       E1. The Dungeon of Trials
          E1a. B1
          E1b. B2
          E1c. B3
          E1d. B4
          E1e. B5
          E1f. B6+ DLC
       E2. Shi'in's Dungeon
          E2a. B1
          E2b. B2
          E2c. B3
          E2d. B4
          E2e. B5
          E2g. B6
          E2h. B7
          E2i. B8
          E2j. B9
          E2k. B10
       E3. Deep Levels [DLC - The Red Shadow of the Sister]
    F. Appendix
       F1. Quests
          F1a. Story Quests
          F1b. Optional Quests
       F2. Beastiary
       F3. Equipment
       F4. Magical Index
          F4a. Spells
          F4b. Miracles
       F5. Trophies
    G. Acknowledgements
    A. Introduction
    Japan loves Wizardry. The Sir-Tech dungeon crawler RPGs maintain a cult
    following in the US, but in Japan, they are considered all-time classics.
    The original Wizardry games not only received PC release, but were also ported
    to many popular consoles in Japan, one of which was the Sega Saturn, which
    received a port of Wizardry VI and VII, which oddly enough, remains Japan
    With the original games ending at Wizardry 8, many developers decided to keep
    the trend going with dungeon crawlers of their own.
    Some developers paid homage to the franchise with original works such as
    Sega's Shining In The Darkness, Atlus' (immensely popular) Etrian Odyssey
    franchise, and even the occasional one-shot such as Success' The Dark Spire,
    which takes many cues from Wizardry, right down to making the player roll for
    the stats of their party. Acquire themselves have their own Wizardry-inspired
    franchise, though their Class of Heroes series uses cutesy anime designs to
    put a much cheerier spin on Wizardry; despite using eerie dungeons and classic
    crawl gameplay to back it all up.
    Some took this a step further, and made games that went on to use the Wizardry
    name. Busin 0: Wizardry Alternative Neo, for example, took the core Wizardry
    themes into 3D, with a dark and foreboding PS2 experience known to US
    audiences as 'Tale of the Forsaken Land'.
    Busin did receive a sequel, which sadly also remains Japanese exclusive to
    this day.
    Since then, the Wizardry franchise largely remained dormant, on both sides of
    the globe.
    Until Acquire took up the license, bringing fantasy dungeon crawling back
    with a vengeance, via their aptly named 'Wizardry Renaissance' project.
    'Labyrinth of Lost Souls' kicked off the movement with a PSN game that went on
    to receive quite a bit of support from dungeon-starved PS3 owners, and remains
    quite profitable, if the significant amount of DLC the game received is any
    indication. It also received an industry award as one of the best PSN games,
    in Japan anyway.
    It even later received a disc release, bundled with its sequel, though the
    odds of that receiving a US release are looking pretty dim. So if you want
    you some Wizardry on the PS3, for the time being, the PSN is your best and
    only bet.
    'Labyrinth of Lost Souls' isn't a perfect dungeon crawler, nor does it live
    up to the stellar reputation of Busin/Tale of the Forsaken Land, but it's
    still quite an engrossing experience, and it sets the stage for the far better
    sequel, so that's reason enough to support Acquire and XSeed in my book.
    A1. Storyline
    As with most Wizardry games, the storyline to Labyrinth of Lost Souls isn't
    anything extensive. Acquire set the stage with an extensive background
    leading to the events of the present day, which your party is then thrust into.
    Your imagination and desire for adventure will fill in the rest.
    Or if you prefer, just ignore the plot and go kill some demons.
    Either way, enjoy the ride.
    This is the story of a faraway land. 2000 years before the current era.
    Avrul, god of creation, made the Draguun, a race of beings bearing the
    bloodline of the dragon gods.
    They excelled in the mystic arts and built a prosperous civilization,
    ruling over the world for many years.
    However, the Draguun were also an arrogant people,
    and eventually fell to the powerful magics that they themselves created.
    After the disappearance of the Draguun, wars broke out among the
    remaining, uncontrolled races...
    Until in the land of Athals, the empire of Darua united the
    peoples of their land.
    Thus began the age of Athals.
    In the 1000th year of Athals, however, the emperor of Dalua fell into madness,
    and in the wake of this, his empire quickly collapsed.
    The land was divided among three factions-
    The Kingdom of Diement, the Council of Qhopati, and the Haersant Federation.
    Working together, the three countries built a strong alliance,
    and created peace in Athals.
    The people found happiness in a wolrd without conflict.
    However, over time, monsters that were supposedly sealed away by the angels,
    long, long ago in the time of legends, began to appear once more.
    And not only did monsters and beasts now roam, but demons known
    as the "Elder Ones" also turned their attention to Athals.
    The sages say that,
    "Something which had once sealed away the Elder Ones is losing its power."
    The fortune tellers say that "The balance of the world has begun to collapse."
    But not one could truly be sure of the reason for their return.
    The people hold on to their visions of peace,
    while living in fear of the unknown.
    But among them, some stepped forward to search for the artifacts left
    long ago by the Draguun, while others pursued monsters to collect bounties.
    These men and women, with strength and skill above that of regular folk,
    wielding the powers of magic and ancient martial arts,
    became known as "Adventurers".
    As the many adventurers travel over the lands of Athals,
    yet another dark shadow looms just over the horizon...
    A2. The History of Original Wizardry
    Courtesy of XSeed Games' official website, and the writings of Matthew
    Fleming, 'rabid Wizardry enthusiast'. (Apologies to Mr. Fleming, but this is a
    far, far more thorough explanation of classic Wizardry than I could ever
    provide, as I haven't played any but VI and VII, and Japanese Saturn versions
    at that.)
    WIZARDRY RETROSPECTIVE, by Matthew Fleming
    The best way to learn where we are now is to study where we￾fve been,
    and Wizardry is a series with quite a long and illustrious history.
    Although now living on in the hands of Japanese developers like Acquire,
    the original creators of this venerable franchise designed eight numbered
    entries before the torch was passed, and these eight games served as an
    inspiration to countless game designers throughout the 80s, 90s, 00s and 10s,
    ultimately shaping the series and the gaming landscape as a whole
    in countless ways. In addition, each game served almost as a mirror, reflecting
    (and in many cases satirizing) the general state of fantasy sci-fi and
    tabletop gaming in the western world at the time of its creation.
    Wizardry 1 - Proving Grounds of the Mad Overlord
    Platforms: (U.S.) Apple ][, Commodore 64, NES, MSX-2,
    TurboGrafx-CD, Super Famicom
    Date Released: 1981
    It all started in the city of Llylgamyn. See, there were these two people who
    weren't fond of each other, Trebor (the Overlord - kinda like a president,
    but elected by a group of sages) and Werdna (evil wizard).
    Werdna stole Trebor's magical amulet-thing and made a big underground maze,
    hiding said amulet at the bottom. Trebor tried to get it,
    but could only secure four floors. Having done that much, however, he put some
    traps of his own in those top four floors and offered up the underground maze
    as a proving ground. Find the hidden item, and Trebor'll tell you about his
    shiny amulet and offer you a job as his personal guard.
    Of course, it should come as no surprise to avid gamers
    who was still guarding the amulet at the bottom...
    Wizardry 2 - The Knight of Diamonds
    Platforms: Apple ][, Commodore 64, NES, NEC PC-9801
    Date Released: 1982
    After your team of intrepid adventurers laid out a proper beating and got the
    amulet, Trebor sent in the rest of his army to clean house,
    and set up guards to make sure Werdna would never, ever come back again.
    Unfortunately, by this time, Trebor had gone a bit over the edge (quite
    literally!),  and took a long leap off a short spire. Things got pretty quiet
    after that.
    Time passed, and there was this staff in the city that would keep away evil:
    If you wanted to be bad in the town, you literally couldn't get in.
    But if you were born bad, there wasn't much that could be done, now, was there?
    And Davalpus was that kind of guy. He learned all the bad stuff Werdna learned,
    got better at it, charged into the royal family's castle and gave a
    demonstration as to why he was the main villain of this part of the tale.
    Quick and easy solution to that, though: The prince of the royal family charged
    at Davalpus, there was a big flash of light, and boom - no prince, no Davalpus,
    but most notably, no staff. The god who claimed it, Gnilda,
    left a note saying she was quite fed up with all the hubbub,
    and that her protective staff had been placed, strangely enough,
    in a deep labyrinth under the temple. And so, it was time for your intrepid
    group of adventurers to get the staff and bring Llylgamyn back to safety.
    And so it went.
    Always a crazy maze, always an item to find at the bottom,
    and always an evil to vanquish...
    Wizardry 3 - Legacy of Llylgamyn
    Platforms: Apple ][, Commodore 64, NES, NEC PC-9801
    Date released: 1983
    Though Llylgamyn prospered, that peace was eventually broken not by man,
    but by nature itself. Earthquakes, changes in climate, thundering storms...
    Things got turbulent, but people were able to ignore it until it
    started hitting Llylgamyn proper.
    A quake cracked Gnilda's temple, and nearby volcanoes started belching ash and
    fire. The sages and wizards and soothsayers consulted their magic, and the
    signs were clear: the end of the world was at hand. While some panicked, others
    knew that there was one artifact that could reveal the source of all this
    craziness: a magic orb owned by the dragon, L'kbreth. This dragon was pretty
    smart, and hid it in a place that was guarded by the powers of both good and
    evil. And since quite a bit of time had passed since the last dungeon quest,
    it was left up to the descendents of our previous heroes to step up and
    save Llylgamyn.
    Wizardry 4 - The Return of Werdna
    Platforms: Apple ][, DOS, NEC PC-9801
    Date Released: 1987
    Meanwhile, remember our old buddy Werdna? Yeah, he came back - or so they said.
    Clawed his way all the way up the ten levels of his dungeon and everything.
    But of course, that was all just rumor... or was it?
    Wizardry 5 - Heart of the Maelstrom
    Platforms: Apple ][, Commodore 64, SNES, Satellaview, PC, NEC PC-9801
    Date Released: 1988
    With L￾fkbreth￾fs orb safely in hand, the kingdom￾fs sages and wizards learned
    quite a bit about life and magic, and Llylgamyn returned to its former peace...
    for a time.
    Like all things, though, this magically-augmented tranquility eventually broke
    down as well. Some grand creator must￾fve really had it in for the place, too,
    as this time it seemed like the very fabric of reality itself had been torn
    asunder. Chaos was literally leaking out, most prominently in a series of
    maze-like caverns (the Maelstrom) under the temple of the sages (called the
    Brotherhood). This was all pretty grim, but the sages knew what to do ?
    or rather, they knew who would know what to do: a demigod called the
    Gatekeeper, who was well-versed in this sort of stuff.
    After some scrying, they found out that he had been captured,
    and was being held in the heart of the Maelstrom.
    Further investigation also revealed a mysterious lady known as ￾gThe Sorn￾h --
    a renegade from the Brotherhood who wanted to end all order in the universe.
    And she'd had a three-year head start on achieving this goal, so time was
    short! Some heroes had to step up fast, talk to the high priest of the
    Brotherhood to find out what to do,  then charge into the Maelstrom,
    save the Gatekeeper, and stop The Sorn.
    Wizardry 6 - Bane of the Cosmic Forge
    Platforms: Amiga, DOS, SNES, Macintosh
    Date Released: 1990
    More time passed.
    After the Maelstrom had been conquered, a new king was born in the royal family.
    Everyone liked him, so eventually he was given control over all of Llylgamyn.
    Unsurprisingly, however, this turned out to be a bad idea.
    It was said that the queen was fond of torturing the helpless,
    and the king￾fs advisor was a shady wizard  who started warring on
    other planes of existence. During one of his excursions, he found a powerful
    artifact called the ￾gCosmic Forge.￾h
    It was a pen that would bring into reality whatever it wrote.
    This turned the king and the wizard against each other in a climactic battle
    that nobody got to see (as it took place entirely in the royal castle).
    Neither were ever seen again, and as you might imagine,
    this didn't help Llylgamyn at all -
    with the king gone, the local government crumbled and everyone simply
    abandoned the land. Stories of the Cosmic Forge persisted, however, and some
    adventurers decided to try their luck finding this mighty pen.
    Wizardry 7 - Crusaders of the Dark Savant/Wizardry Gold
    Platforms: MS-DOS, Windows 95, PlayStation, Macintosh
    Date Released: 1992
    The pen was held by the Cosmic Lords, who were helpless to work their magic
    on the worlds without it. They had lost it when a king and wizard picked it up
    and promptly disappeared. However, a spot of luck managed to reveal a
    previously unknown planet which was rumored to contain the
    secret to create (or destroy) worlds. With this secret presenting far
    too much of a temptation, it was only a matter of time before various
    groups (including otherworldly beings) began seeking it out,
    in hopes of attaining ultimate power. Among these interstellar visitors
    were the Dark Savant (one of the most powerful beings there ever was),
    the Umpani (reliable, fair traders), the T'Rang (spider-like creatures
    who would do anything whatsoever for money) and a fierce woman warrior
    named Vi Domina (a descendant of the man who made the new world).
    Of course, a group of intrepid adventurers would also be
    joining this unlikely cast of characters, and a deadly game of
    extraterrestrial cat and mouse would begin.
    Wizardry 8
    Platforms: Windows PC
    Date Released: 2001
    Ah, but nothing is ever quite so easy. The chase sent the adventurers to
    another planet where the final stand took place.
    Prophecies were fulfilled, the fate of worlds was resolved,
    and the planets just kept on turnin￾f...
    Of course, there￾fs a lot more to each of these games than just these few
    paragraphs (including massive amounts of tongue-in-cheek humor), but in the
    interest of trying to be as spoiler-free as possible, these brief summaries
    should suffice to give you a taste of the rich lore for which this series
    is celebrated.
    In short, the original Wizardry games developed by Sir-Tech are very special -
    both for their content and for their historical significance.
    Unlike most other RPGs of the era, the initial series received seven proper
    sequels, all of which were translated to Japanese. Having found unprecedented
    success in the east, Japan was eventually passed the torch, and the series
    continued under the guiding hands of countless enthusiastic developers.
    One of the things that made the Wizardry series so magical was its sheer depth.
    In its earlier days, Wizardry had a lot in common with its more famous cousin,
    The Bard's Tale. Grid-based dungeons, first-person viewpoint, player-generated
    party... That was the bread and butter of those games.
    Wizardry also followed some of its tabletop gaming compatriots in
    having advanced classes that required higher stats, and these
    advanced classes blended eastern and western flavor in careful balance.
    Alignment was always a major focal point, as well - good and evil characters
    simply never worked well together; and although later games adopted other
    systems in place of alignment (karma in Wizardry 7, for example),
    the simple elegance of good, neutral and evil alignment became a recognizable
    trait of the series, and served as an inspiration for countless other
    game developers.
    Game mechanics also became more intense with time. The player could customize
    specific characters with stats and skills from specific classes to make that
    character hit 6+ times per round, or kill an enemy with one hit from
    the shadows. Magic, too, became more complex with each outing,
    with status effects ranging from petrification to "itching."
    Even a concept as basic as skill usage was given some additional depth,
    particularly in the later games - once a character's stats were at max
    (along with other criteria, depending on the game),
    special skills would unlock to further enhance his/her abilities.
    While the story of the Wizardry series was never its primary focus, each
    game featured a mystery to unravel and numerous well-written character
    interactions that afforded the player a chance to really connect with his/her
    characters and become immersed within the game world. Later games even featured
    multiple endings depending on the faction to which you￾fd fostered the closest
    ties, and each of these factions always had its own flavor and character.
    Bringing one of the new-wave Japanese Wizardry games to North America offers
    old fans an opportunity to see how the same seeds sprouted different fruit,
    and gives new fans a chance to discover this long
    and storied series for the first time.
    This is the Wizardry Renaissance.
    And for as much as the series has changed over the years...
    it￾fs still largely the same as it always has been. Just as it should be.
    A3. The History of Japanese Wizardry
    At the time of this writing, the deluge of Japanese Wizardry titles have
    already outnumbered those of the original creators, and that's just counting
    the games that directly use the 'Wizardry' title. Factor in dungeon crawlers
    inspired by Wizardry, and this list would probably twice if not three times
    as long.
    Japanese Wizardry Games
        Wizardry Gaiden 1: Suffering of the Queen (Game Boy, 1991)
        Wizardry Gaiden 2: Curse of the Ancient Emperor (Game Boy, 1992)
        Wizardry Gaiden 3: Scripture of the Dark (Game Boy, 1993)
        Wizardry Gaiden 4: Throb of the Demon's Heart (SNES, 1996)
        Wizardry: Dimguil (PlayStation, 2000)
        Wizardry Empire (PlayStation, Game Boy Color, 2000)
        Wizardry Empire II: Fukkatsu no Tsue (PlayStation, Game Boy Color, 2002)
        Wizardry Empire III (PlayStation 2, 2003)
        Wizardry Chronicle (Microsoft Windows)
        Wizardry Summoner (Game Boy Advance, 2001) published by Natsume
    Busin: Wizardry Alternative
    (Wizardry: Tale of the Forsaken Land, US - PlayStation 2, 2001)
    The Kingdom of Duhan, known far and wide for the graciousness of its beloved
    queen, has fallen prey to a disastrous incident known as The Flash, which has
    left Duhan as a decrepit, ruined shadow of its former glory.
    A lone adventure ventures into Duhan, to discover the truth of the Flash, and
    rescue the missing Queen...
        Busin 0: Wizardry Alternative Neo (PlayStation 2)
        Wizardry Traditional (Cell phone)
        Wizardry Traditional 2 (Cell phone)
        Wizardry Xth Academy of Frontier (PlayStation 2, 2005)
        Wizardry Asterisk: Hiiro no Fuin (Nintendo DS, 2005)
        Wizardry Gaiden: Prisoners of the Battles (PlayStation 2, 2005)
        Wizardry Summoner (PlayStation 2, 2005)
        Wizardry Xth2 UNLIMITED STUDENT (PlayStation 2, 2006)
        Wizardry Empire III: Hao no Keifu (PSP, 2007)
        Wizardry Torawareshi Tamashii no Meikyu
                 (Wizardry: Labyrinth of Lost Souls) (PSN, 2009)
        Wizardry Seimei no Kusabi (Wizardry: Pledge of Life) (DS, 2009)
        Wizardry Bokyaku no Isan (DS, 2010)
    B. Getting Started
    As has been said earlier, Wizardry games aren't known for sprawling plots
    or elaborate backstories. Whether you take these people at face value, or
    devise your own thorough backgrounds for these characters, make no mistake:
    they'll make or break your adventure.
    B1. Cast of Characters
    Labyrinth has a fairly sparse cast of NPCs. You won't hear much from them, but
    they're certainly there, and each has a good amount of character to them if you
    decide to pay them the time.
    Maria - The Innkeeper
    A cheerful, polite woman who always greets her guests with a smile -
    and affordable lodgings.
    Ironhand - The Shopkeeper
    Ironhand is not a particularly pleasant fellow.
    He trusts money above all else, and is not fond of strange adventurers.
    Still, he's always after rare goods, and he's known to reward adventurers
    who manage to live up to his (quite high) expectations.
    Sister Samantha - Temple Disciple
    Samantha serves Avrul above all, and is always willing to help others see the
    light, so to speak, or at very least to ease the suffering of wounded or even
    dying adventurers. Just how she manages to revive the dead from even mere piles
    of ash is best left to the imagination. Be warned: Samantha's practice is
    hardly perfect, and if it fails, the cost can be irreversibly high.
    Buzz - The Guildmaster
    Buzz is stern, but no one knows how to judge an adventurer like him.
    Any adventurer in need of some extra help or even a few jobs on the side always
    knows where to turn. If anyone knows all the faces in town, it's Buzz.
    Klaus - The Palace Diplomat
    A devout servant of King Diemont XIV and his son, Klaus lives only to serve,
    and pass on the will of the royalty to adventurers who gain the attention of
    his liege.
    King Diemont XIV
    The ruler of Diement, his whereabouts are currently unknown.
    It's been whispered he was last seen vanishing into the mysterious
    Labyrinth of Shi'in.
    A mysterious woman who is known to reside in the massive labyrinth below
    the city. All that is known is that she has some sort of unwavering tie
    to King Diemont. Some fear that Shi'in isn't even a living being.
    Prince Diemont XV
    The son of the absent king, ruling in Diemont's stead.
    The Prince seeks to find his father's whereabouts, at any cost.
    An advisor to the king. Has vanished into Shi'in's Labyrinth.
    Some say he seeks his missing liege, but others suspect he has
    ulterior motives.
    B2. Character Creation
    Once you start your game, the first thing you have to do is, naturally, pick
    your main character. They can be any one of the five races,
    either male or female.(More on them in the B3 section.)
    Beyond whoever you take a liking to, this decision isn't too important. You can
    craft your party however you like, though it's always nice when the main you
    select is your most valuable asset(because they should be).
    Each time you create a character, there's a waiting numerical 'Bonus'.
    This is basically a random dice roll that determines how many extra points you
    get to allocate to your character's stats. More often than not, you'll get a
    number below ten. Above that if you're lucky. You can even get a roll in the
    20s, 30s, or supposedly the 40s(!) if you have godlike patience.
    If you're like me, you'll become so accustomed to creating and backing out that
    you'll skip a solid roll when it finally comes along. Personally, I'm satisfied
    with anything 20 and higher. That's plenty uncommon enough.
    Once you select someone, name them.
    This is done using the PS3's text interface, with a six character limit.
    Next, select their gender: Male or Female.
    Then their race: Human, Dwarf, Elf, Gnome, or Porklu(aka Hobbit).
    Finally, your points are allocated to the following stats.
    All of these are useful in their own way, so no increase could be seen as a
    bad one. What's most important is using them to determine what class you want
    your character to be.
    -STRength, determines damage output of melee attacks.
    -INTelligence, determines MP and spell damage/defense.
    -PIEty, determines effectiveness of healing skills.
    -VITality, determines HP and defense.
    -AGIlity, determines turn order, ability to dodge, and effectiveness of
    Thief skills.
    -LUCk, helps to determine ability to survive and/or evade attacks, as well as
    effectiveness of Thief skills.
    Each time a character gains a level, these stats are randomly increased, and
    occasionally DEcreased, though that's more uncommon than not. If you're ever
    dissatified with the result of a level up, you can always reload and try
    for a different result, so make sure to keep a save handy if a character's
    about to gain a level.
    More on classes with follow in B5, but for now, these are your stats to aim
    for if you want a particular class. Don't expect to get any of the second
    tier classes(Lord, Samurai, Ninja) from creation. It's something best earned
    rather than gotten right off the bat.
    -Fighter: Stat Prerequisite, 12 STR
    -Mage: Prerequisite, 12 INT
    -Priest: Prerequisite, 12 PIE, alignment evil or good
    -Thief: Prerequisite, 10 AGI 12 LUC, alignment evil or neutral
    -Bishop: Prerequisite, 13 INT 13 PIE, alignment evil or good
    -Samurai: Prerequisite, 15 STR 11 INT 10 PIE 14 VIT 10 AGI 9 LUC,
    alignment neutral or good
    -Lord: Prerequisite, 15 STR 12 INT 12 PIE 15 VIT 14 AGI 15 LUC, alignment good
    -Ninja: Prerequisite, All stats 15, alignment evil
    B3. Alignment And You
    You can decide a character's alignment from the get-go: Good, Neutral, or Evil.
    Although this is a simple choice, it affects many things.
    For one, Evil characters will never work with Good characters, and vice-versa.
    A party can not have characters from opposing alignments.
    Neutral can work with either, so decide early on whether Evil or Good are more
    to your liking, if anything. The main difference is the Lord and the Ninja,
    good and evil alignment respectively. Lords are better for well-rounded damage
    dealing and support, while Ninjas are one-hit killing machines.
    I prefer the Lord, but either is a worthy class.
    The other difference is that in the Labyrinth, certain monsters are not looking
    for a fight. They may be docile in nature, or simply afraid of your team.
    Leaving these monsters be will result in alignment shifts to Good. Killing them
    on sight will result in alignment shifts to Evil. Be warned: this can easily
    wreck your party if you have a team based around a certain alignment
    arrangement, because that Neutral Bishop who was your friend may up and
    leave if she decides she's too Good for the likes of your Evil posse.
    B4. Races
    There's five possible races in Labyrinth, each with a male and female option,
    meaning there's ten possible character archetypes to choose from.
    You choose one of the ten as your 'main' character.
    There is a story(and a trophy!) associated with each path, though it really
    doesn't matter who you pick. You can make a party out of any possible
    combination, as long as you have your leader along, so just start with
    whoever you like most.
    I've included their default names, but naturally, you can rename them however
    you like.
    Chris (Human Male) / Odetta (Human Female)
    Humans are well balanced, like usual. They make good front liners.
    Typically, you'll want them to be your meat shield, ideally as a Lord or
    Fighter, but you can't go wrong with them as a Samurai. Lord gives them
    some healing skills, which are never bad to have. You could also make them a
    Bishop or Mage for a time if you're feeling adventurous and want them to have
    some extra skills.
    (Of course, you could benefit from doing this with any race, really.)
    Verne (Elf Male) /  Lind (Elf Female)
    Elves: natural Mages, born and bred. You could make them into Fighters or Lords,
    I suppose, but with magic stats like these guys pack, why would you want to?
    I made mine a female Mage, and she never lost her penchant for turning monster
    hordes to ash.
    Pegma (Dwarf Male) / Nia (Dwarf Female)
    Second only to humans when it comes to breaking things with a vengeance.
    Potentially even deadlier with the right gear or skillset.
    I used two Dwarves as my front liners; one as Samurai, the other as a straight
    Fighter, and they got me nicely through the whole game.
    (They died a few times along the way, of course.)
    Erno (Gnome Male) / Dia (Gnome Female)
    The only race I didn't make much use of. I gather these guys make for good
    magic users, probably a Priest or Mage, potentially a Thief.
    Boris (Porklu Male) / Asche (Porklu Female)
    Porklu is basically a variation on Hobbit; a petite human of sorts.
    You need a Porklu in every team. Why? Because they make the best Thieves, and
    by association, the best Ninjas. More on this in the class section,
    but believe you me:
    B5. Classes
    By this point you've probably at least decided on what your starting team
    will be.
    Now here's a primer on which classes you can have, and why you should
    (or shouldn't) have them along for the journey.
    Each class also has a special skill, which they can use in battle instead of a
    normal action. Some are useless, others are devastating, others you can't
    live without.
    Included are my opinions on the usefulness of each class and their skill, from
    *---- to ***** stars.
    Disclaimer: the phrase 'respec' means to change your character's class at the
    Guild. The bad news? This sets them back to Level 1. The good news? Aside from
    the drastic drop to HP, all their stats remain intact. You can also get them
    back up to par real fast by exploiting Tithing at the Church, which lets you
    pay money in exchange for cold, hard XP. Don't be afraid to save and reload
    to get the best gains out of the process, but you should find they'll be their
    old self in no time.
    The best thing about respecing in Labyrinth is that former Mages and Priests
    keep their old skills, meaning you can easily get one spellcaster who knows
    both healing and offensive magic. A good time to Respec would be once a
    spellcaster knows all their spells(four in each level), ideally at the
    Level 15-20 mark.
    Fighter: Stat Prerequisite, 12 STR
    Special Skill: Trick Attack, hits with a 3-hit attack.
    Class Grade: ****- Skill Grade: **---
    Ideal Races: Human, Dwarf
    The default damage dealers. They can take a hit, and dish it out.
    Every starting party's bread and butter, but be wary of the first opportunity
    to upgrade them. Every Fighter is capable of bigger things, namely a Lord or
    Samurai role.
    Trick Attack isn't bad, but it's nothing a normal attack can't do quicker,
    and more effectively.
    Mage: Prerequisite, 12 INT
    Special Skill: Magic Boost, doubles the attack of the next spell casting.
    Class Grade: ***** Skill Grade: ***--
    Ideal Races: Elf, Gnome
    Back-row spell slingers. Glass cannons. Their magic will turn most early and
    later enemies to ash, but if anything so much as touches them, they're dead
    meat. Beware of late game enemies that attack the back row.
    They will go RIGHT for your mages. Fortunately, with some good AGI, your
    Mages will likely get a spell off before they get ganked, so be sure to take
    out back-row killers first and foremost. It's not a bad idea to respec them as
    a Priest once you max out their magic, either. Let them gain some levels, get
    some healing spells under their belt, then put them right back on the path to
    mastering their sorcery and laying waste to things.
    Magic Boost is nice, but you're better off using each turn to keep the
    pressure on the enemy.
    Priest: Prerequisite, 12 PIE, alignment evil or good
    Special Skill: Exorcise, instant kill to undead/ghost enemies.
    Class Grade: ****- Skill Grade: ****-
    Ideal Races: Elf, Gnome
    Here's where alignments start coming into play. No party should ever be without
    a Priest, unless you plan on getting by just on potions. Here's a hint: potions
    can't revive you, and there's very few items that can. Priests are even more
    fragile than Mages, but once you get their later skills, you'll find they're
    even more useful. They don't just keep your party alive. When paired with a
    Bishop's Magic Wall skill, they can also keep them from coming to harm, and
    some of their master skills can even start putting the hurt on the enemy.
    Keep in mind, though: Bishops learn everything they do, and their Magic Wall
    skill is WAY more helpful than a Priest's Exorcise skill.
    Exorcise is great in early game, because it quickly kills off entire mobs of
    undead that could make your party into corpses, but the loss of XP will
    really begin to hurt later on, and you won't find it as effective in late
    game, either.
    Priests can also use their magic to search chests for traps and disarm them,
    but they're best used in conjunction with thieves. They tend to be more
    accurate in determining what traps a chest has, but they're awful at
    disarming them.
    If a Priest and a Thief can't agree on what trap lies in a chest,
    go with the Priest's opinion.
    Thief: Prerequisite, 10 AGI 12 LUC, alignment evil or neutral
    Special Skills: Thief Skills / Back Stab
    Class Grade: ***** Skill Grade: *****
    Ideal Race: Porklu
    You might think these shifty fellows are best kept to the shadows and out of
    sight. In early game, that's for the best. Later on? With the right gear,
    one stab from a good Thief will put down the most vicious beasts in one shot.
    Never part with a good thief. Opening chests without them is suicide.
    Bishop: Prerequisite, 13 INT 13 PIE, alignment evil or good
    Special Skills: Appraise / Magic Wall
    Class Grade: ****- Skill Grade: *****
    Ideal Races: Elf, Gnome
    The Priest's awesome big brother/sister. All the healing skills, much better
    as support. They still die to a glancing blow easy, but that's where Magic
    Wall comes in handy. Magic Wall stops ANY attack from hitting your entire team,
    AT NO COST. It's that broken. It can be overwhelmed by multiple attacks, so
    don't count it as invincible, but it is real close to it.
    Appraisal will save you massive cash, since you won't have to pay Ironhand's
    ridiculous fees to determine what ??? items really are, so get one for that,
    if nothing else, ASAP. Your best bet is to respec your Priest into a Bishop
    the moment his or her stats allow it.
    Keep in mind that failed Appraisals, very likely at lower levels, can
    frustrate your Priest, which means they'll need to be healed at the Church.
    Samurai: Prerequisite, 15 STR 11 INT 10 PIE 14 VIT 10 AGI 9 LUC,
    alignment neutral or good
    Special Skills: Sougeki-Hamon no Jin, single hit attack against a
    group of enemies.
    Class Grade: ****- Skill Grade: **---
    Ideal Races: Human, Dwarf
    Samurai are Fighters, only deadlier. Their special skill isn't anything special,
    but what they do excel in is their skill with a katana. Only Samurai can use
    katanas, and these are easily some of the best weapons in the game, especially
    if you find the rarest ones.
    The late-game katanas, which are dropped VERY sparsely in the bottom of
    Shi'in's(or in the heights of the Deep DLC Dungeon), can deal damage in the four
    digits, easily.
    That alone makes a Samurai a must-have. In the meantime, they're certainly no
    slouch with a regular sword, and can easily keep up with a good Lord or Fighter.
    Lord: Prerequisite, 15 STR 12 INT 12 PIE 15 VIT 14 AGI 15 LUC, alignment good
    Special Skill: Huge Shield, protects allies from damage.
    Class Grade: ****- Skill Grade: **--
    Ideal Races: Human, Dwarf
    Lords aren't bad at all. They make a great role for your protagonist, assuming
    (s)he's a Fighter type. They also get to use healing magic, though not as well
    as a Priest or Bishop can; they only learn two out of every four spells that a
    healer would.
    Their damage output is the same as a Fighter's, though they're a fair bit
    sturdier to make up for it. A solid, well-balanced class, and the extra heals
    are never bad to have.
    Huge Shield is no substitute for the Bishop's Magic Wall.
    These guys are tanks first, backup healers second, nothing more.
    Ninja: Prerequisite, All stats 15, alignment evil
    Special Skill: Assassination
    Class Grade: ****- Skill Grade: *****
    Ideal Race: Porklu
    I'm not a big fan of Ninjas. Their stats make them a pain to get, and their
    alignment makes accommodating one even more difficult. I never put one in my
    team as a mainstay, though some players swear by them as the best of killing
    Their god-tier Special Skill, assassination, is a testament to how easily they
    can bury the hardiest of enemies in one shot. Fortunately, my Thief has a weapon
    that lets him do the same thing without the painful requirements, so whether you
    think the extra mile is worth the effort to roll with these shadow stalkers,
    I'll leave up to you.
    C. Gameplay & Progression
    So now that you've (hopefully) decided on your protagonist, it's time to go
    diving into the Labyrinth to make your fortune, right?
    Wrong. Unless you want to just add to the skeletal decorations in Shi'in's,
    Firstly, you'll want a team backing you up. Don't expect that measely dagger
    and cloth to get you too far, either. Before you go diving into an early grave,
    let's start with the adventuring basics.
    C1. Controls
    D-Pad: Handles all movement in the labyrinth and selecting.
    (D-Pad only, no analog movement.)
    Up and Down are used to move forward and back in the labyrinth, respectively,
    while Left and Right are used to turn.
    X: Selects a destination, option, or combat decision.
    O: Backs out of a choice, also used to fast-forward through battles.
    Square: Displays the Map in the Labyrinth. Easily overlooked, and essential.
    (Note: you have to actually HAVE a map first, see Ironhand for details.)
    Also used to divvy gold among team members, giving each an equal
    amount of spending money.
    Triangle: Displays the main menu, also used in shops. Access status, items,
    equipment, save, or return to the title using this. Labyrinth lets you save
    ANYWHERE AT ANYTIME. Do so OFTEN. The only exception should be if you're stuck
    in a potentially bad situation, like being in the middle of the labyrinth with
    no easy way out, or with a near-wiped out party. You only get one file, so don't
    overwrite it lightly. Also used to pool all available gold to the highlighted
    party member at shops.
    L1+R1+Select+Start: Resets the game. Expect to do this a lot after a party dies.
    L1/R1: Strafing in the Labyrinth. Not mandatory, but always nice to have.
    Lets you move from side to side without turning.
    L2/R2: Unused for the most part, can be used to change pages on occasion.
    L3(Analog 1): Removes or brings up the party's interface. A nice touch if you
    just want to see the tunnels of the Labyrinth, and nothing else.
    L3 + X: Auto combat, sets everyone to an AI method of control.
    Select/Start: Unused, aside from the Reset optionm.
    C2. Equipment
    Each character has seven equipment slots, each with a particular use.
    The primary instruments of attack. Usually for dealing out direct damage, though
    for Mages and Thieves, these are usually best for boosting their skill or speed
    stats. Their weapons are seldomly good for direct use, though a Thief's long
    range sling or a close-range killing knife can come in very hand.
    Main Weapon: Used for the primary weapon, such as a sword, axe, wand, or knife.
    Sub Weapon: Commonly used for shields. This can be taken up if the Main is a
    two-handed weapon(like some larger swords and axes), meaning shields can't be
    Armor- The big tank characters will get the most use out of this category.
    Ninjas and Mages tend to be very finicky about wearing heavier armors, and will
    often be limited to hats and cloth equipment. For Lords, Samurai, and Fighters,
    the sky is the limit.
    Helmet(Head): Adds to defense, secondary.
    Armor(Body): Adds to defense, primary.
    Shoes(Footwear): Adds to defense, tertiary.
    Gloves(Arms): Adds to defense, tertiary.
    Accessory: Varies based on the item. Sometimes adds defense, sometimes to
    strength, sometimes to magic.
    Beware of any cursed equipment. Always look before wearing.
    If it's cursed, it won't come off easily, and if it does,
    it may be gone for good.
    C3. Statistics
    I touched on this briefly in B2, so here's some more details.
    -STRength, determines damage output of melee attacks.
    You want this stat for your front-liners, ones who'll be
    taking and dishing out most of your damage.
    -Ideal Classes: Warrior, Lord, Samurai
    -INTelligence, determines MP and spell damage/defense.
    This is best for healers and spellcasters who should be
    far, far away from the field of abttle.
    -Ideal Classes: Mage, Priest, Bishop
    -PIEty, determines effectiveness of healing skills.
    Good for anyone who uses healing magic. Ideally mages and the like,
    but some beefier classes make use of it too.
    -Ideal Classes: Lord, Priest, Bishop
    -VITality, determines HP and defense.
    Best for tanks, of course, but not even the back row is safe.
    Everyone should get some VIT.
    -Ideal Classes: All
    -AGIlity, determines turn order, ability to dodge,
    and effectiveness of Thief skills.
    This is another great stat, good for any class. Personally, I like to make sure
    my Bishop and Mage get preempt, since one keeps the team alive, and the other
    can usually kill a pack of monsters before they can even think of attacking.
    Still, there's no reason anyone should neglect AGI.
    -Ideal Classes: All; particularly Thieves, Ninjas, and front-line characters
    -LUCk, helps to determine ability to survive and/or evade attacks, as well as
     effectiveness of Thief skills.
    One of the less important stats. You can often do without it, unless your Thief
    or Ninja build is designed around it(which isn't a bad idea). Beyond them, pass.
    -Ideal Classes: Thief and Ninja
    -HP, or Hit Points, determines a character's ability to take damage.
    When HP is depleted, the character dies. Poisoned status can expedite this,
    even outside of battle, so never let poison status linger. It can kill, even
    while walking. Revival magic and the church can fix this, but a failure can
    make the character ash, which is more expensive to fix.
    Worse of all, if an ash revival fails, THE CHARACTER IS LOST FOREVER.
    Never, ever neglect to save before trying to revive a character.
    -MP, or Magic Points, is handled uniquely in Wizardry. Rather than a variable
    number of MP, magic users get points allocated to tiers of spells. More on this
    will be given in the magic section, but in brief, a starting magic user will
    get 2-3 uses of a starting spell's tier, and the first tier will get more uses
    as higher tiers are learned.
    For example, a magic user may start with:
    But end up with, later on:
    Once magic use is depleted, it can not be recovered except by resting at an inn,
    or through use of the very risky Wish spell. If you rely on a magic user and
    see crucial healing or escape magic running low, don't hesitate to head back to
    town ASAP.
    Experience, as per usual, determines when a character is about to gain a level.
    Unfortunately, the benefits of level gains in LoLS can vary wildly from time to
    time, especially between characters, even having a different result on the same
    occasion if you load the game before leveling up to try again.
    For example, the main character may gain 30 HP when reaching Level 7, or he
    might barely gain 15. Note that 'tank' classes(Warrior/Lord/Samurai) tend to
    receive much greater HP gains than 'light' classes(Mage/Priest/Bishop). A gain
    of single digit HPs, if ANY, is very common for a magic user, and not likely to
    change much even on a retry.
    Also, stat gains vary as well. These also change according to a class'
    For instance, a Warrior is more likely to get boosts to STR and VIT, while
    Thieves will often get boosts to AGI and Mages will get boosts to INT and so on.
    If you see a stat decrease at a level up, don't panic. It's often either not
    useful to that class, or something that will get offset by the next level up.
    Things tend to balance themselves out before long. Usually. Still, if you feel
    extra stung by a weak level gain, don't be afraid to reload and look for a
    better result.
    I know I won't settle for a Warrior receiving a measly 3-5 HP bonus.
    C4. Magic
    No Mage or Priest can be without it. Lords also learn healing miracles,
    while Samurais learn attack magic, but they only learn two spells in each
    tier. You can give them better magic ability if you respec a Priest or Bishop
    into one, but magic users are best in their natural form, for optimal effect.
    You'll often find that the spells given to Lords and Samurai are the weaker,
    less essential ones of the bunch. The natural casters get the good stuff.
    There's two forms of magic: Spells(Mages) and Miracles(Priests).
    Spells are primarily offensive, while Miracles are primarily defensive, but
    both types have certain magics that can do the opposite.
    Some spells can help the team out by conjuring maps and giving quick escapes,
    while some miracles can lay waste to enemies as well as spells can,
    if not better.
    Support Spells tend to boost defense or evasion, while Offensive Miracles tend
    to be most effective against dark or evil enemies, since it's often light or
    holy in nature.
    Note that LoLS doesn't use an 'MP' system.
    Similar to The Dark Spire, each spell has a number assigned to it, going as
    high as '9'. Once depleted, that spell can't be used again until the character
    rests at an inn. Available castings tend to start out at low numbers, and lower
    level magics gain more uses as higher level magics are learned.
    See section F4a. for a list of Spells, and F4b. for a list of Miracles.
    C5. Exploration
    As with most dungeon crawlers, the meat of Wizardry is, of course, the
    actual mapping of the labyrinth. There's little that makes LoLS differ
    from the usual tile-based RPG. Each step makes the map fill in one panel
    at a time, with occasional icons and details making notes of traps, key
    objects, and even hidden passages.
    The automap is viewable by pressing [](Square), but keep in mind you won't
    be able to view it without having a map. Earlier ones are easily bought at
    Ironhand's shop, but later ones can only be found as enemy drops(usually as
    unappraised scroll-type items).
    The frequency of battles can vary wildly. Some battles may occur within
    mere steps of each other, while sometimes a party can walk for 20-30
    steps without encountering a single foe.
    As a rule, save often, since you can save practically anywhere.
    After every victory if you're in unfamiliar territory, or even after every
    few steps of new progress in a new area if you're extra cautious(which is
    never a bad thing).
    Even though a party wipe(all characters dying) just results in the main
    character returning to town alone, you still have to either recover
    the lost team yourself, or spend a lot of cash to have the Church do it
    for you, then pay to revive them on top of that, and worse of all, run
    the risk of having a valued party member turn to ash or become lost forever.
    Save money and time. Save often. If the party is low on MP or HP, and most
    of the team is weakened or, worse, dying, don't take chances. Get back to
    town by any means necessary. Beats losing all progress up to that point.
    In the actual walkthrough, I'll include text-based displays of the first
    floor as an example, followed by my images of the maps from my playthrough.
    If you don't want to ruin the joy of exploration for yourself(which is really
    most of the appeal to these games), then by all means, skip over the maps.
    Just watch out for those traps!
    A short legend of icons to look for in these layouts follows.
    | - Wall (Vertical)
    _ - Wall (Horizontal)
    D - Door (Horizontal / X Axis)
    , - Door (Vertical / Y Axis)
    H - Hidden Door (Detected by exploriing it; thieves will notice it in passing)
    L - Locked Door (Usually opened by a switch elsewhere on the floor)
    O - One-Way Door (Accessible from left, blocked at right)
    o - One-Way Door (Accessible from right, blocked at left)
    T - Trap Door (Drops to lower level)
    K - Shock Floor (Inflicts Damage on Contact)
    k - Shock Wall (Inflicts Damage on Contact)
    M - Anti-Spell Zone (Nulls all magic use, disables active spells)
    R - Rotate Panel (Turns the party's facing to a random direction)
    W - Warp Panel (Sends the party to a another area of the floor)
     </>/^/~ - Move Area (Forces the party in a direction of the arrow on the map
    [L/R/U/D]   (No opposing movement through this panel is allowed)
    S - Switch (Opens doors and gates)
    E/e/t - Exit (Up Floor/Down Floor/Town)
    V - Elevator (Moves to assorted other floors, same location at arrival)
    Z - Dark Zone (No visibility, eliminates active light magic)
    B - Scripted Battle, often boss or optional fight
    X - Story Encounter, usually with an NPC; these will only reflect non-battles
    N - Note, refers to messages found in the labyrinth
    C6. Combat
    Battle in LoLS isn't much different than any other turn based RPG.
    Monsters attack you. You kill them, or they kill you. The end!
    Well, not really. Wizardry games make it a bit more complicated.
    Not all monsters are evil. Some are good-aligned, aren't looking for a fight,
    or are just plain terrified of your team.
    If your party is good or neutral aligned, attacking these enemies will hurt your
    alignment. And that could really screw the pooch on your party setup.
    So be sure of your alignment before attacking everything in sight.
    Mobs can consist of lots of enemies, as many as 15+, or as few as one or two.
    If that one happens to be a Black Dragon or the dreaded Leaper, you'd wish
    you were fighting one of the larger mobs. Never underestimate an opponent based
    on numbers. Once you give everyone their orders, combat begins for that turn.
    Agility commonly determines who acts first. If you're relying on a Mage or
    Bishop, you want them to go first, because their magic can either decimate a
    team before they blink, or protect yours from harm.
    The front line should always consist of your damage dealers(who can hopefully
    take a hit), and the weaker ones should be in the back.
    You can make exceptions of course; I keep a thief in the front, because he's
    so fast that no one can lay a hand on him.
    Be warned that if anyone up front dies, someone in the back will move up to
    replace them. If this is a Mage or a fragile character, this is obviously
    very bad.
    Revive fallen front-liners ASAP.
    This is also true of monster mobs, but you can still get at the back row by
    using magic or an attacker with a long-range weapon such as a bow or a
    throwing knife.
    If you see mages in the enemy team, ALWAYS KILL THEM FIRST.
    Some late-game mages have AOE attack magic which can easily wipe out your own
    magic users in one shot, due to how powerful they are. Worse, they tend to focus
    on attacking your back row. Kill them before they kill you.
    Also, certain monsters are capable of healing themselves after each turn; this
    will bedisplayed as purple numbers. If you see this happen, lay on the hurt
    fast. It's usually easy to compensate for, but still, be cautious.
    Sometimes enemies might not notice you, or seem to observe your team.
    This is often a good time to high-tail it, but you can attack blind enemies
    without fear of losing alignment. It's the ones who have no intention of
    fighting that can mess up your balance. Be warned: sometimes running from
    watching enemies gives them an opportunity to blindside you.
    Rare, but it does happen.
    Also, whenever you get a preempt, only physical attacks are possible, even for
    the back row; they can attack like front-liners regardless of their weapon, but
    don't expect them to do much damage.
    Keep these hints in mind, along with formation and class recommendations
    above, and the rest is basics.
    D. The Town of Aitox
    A necessary respite for all explorers. The town is where all quests begin,
    and is the first place to go for equipment, quests, and recovery.
    D1. Maria's Inn
    The first stop in town, and one of the most useful.
    Although not for saving here(that's done anywhere), this is the best place
    to go for recovering MP and even HP if you've got money to burn.
    In addition to offering a place to rest, Maria keeps records of the bestiary,
    time played, equipment and item records, and she also offers advice on
    travelling and quests from time to time.
    Some DLC equipment can be acquired here as well.
    A brief run-down of her services follow.
    -Rest: Used to recover each party member's stats.
    Stable: Free, recovers MP.
    Economy: 100G, recovers MP and half HP.
    Royal Suite: 200G, full recovery.
    For the most part, you should never spend a dime here.
    Use spells to heal injuries, then rest in the stable to restore MP.
    Full recovery, no cost whatsoever.
    -Change Party: Used to switch up the members of the team.
    This can also be done at the Guild. Just remember: if you bring in alignments
    that don't get along with others, you may wind up making some members of your
    team incompatible, and they won't be able to join back up until the clasher
    -Warehouse: Used to store unused items and equipment.
    You'll rack up useless, excessive, and just plain strange items real fast, and
    characters can only hold so much. Make sure to ditch the odd stuff here, rather
    than discarding it. It might come in handy, especially if it's a good weapon.
    -Album: View data on various game features.
    Battle History: Tells who you've cleared the game with(main character),
    total kills(also by monster race), number of deaths and party deaths,
    chests found, play time, etc. Good for keeping track of trophy progress, if
    you're after those dragon/demon slayer rewards.
    Bestiary: Shows all encountered enemies, sorted by race, and listed under
    each. Some examples include Human, Monster, Daemon, Dragon, and Spirit.
    Note that a monster has to be KILLED to appear here. Simply seeing them
    won't add them to the bestiary. You can use the left and right arrows
    to change their stats by level to see how their HP levels and abilities
    vary, since you can encounter the same beast at different power levels
    in different areas of the labyrinth. Also, by pressing Triangle,
    you get a fairly detailed bio of the monster's origins.
    Fun stuff for SMT vets, and good incentive to get busy hunting!
    Item Collection: Shows percentage of all gear discovered, from All to
    Weapons(by type) to Armor(by type) to items(by type).
    Mostly for OCD collector's purposes.
    -Mailbox (Playstation Network): Used to collect DLC items purchased
    at the PSN store. The only available item at present is an EXP Fruit.
    I've never purchased one, but I believe they offer extra bonus EXP.
    Largely a waste of the worst kind of money; the real kind.
    -Front Desk: Chat with Maria, the innkeeper.
    She'll also inform the party about rumors, and explain how the PSN
    functionality operates. Yokoso! ("Welcome!")
    D2. Ironhand's Item Shop
    The second stop on the list, and another crucial one, at least early on.
    Ironhand has helpful information on how equipment stats in LoLS work, as
    well as some very valuable quests to get new gear.
    He's a jerk at first... and for most of the game... but if you keep
    pressing him for information, he'll tell you a lot of what can't be
    learned anywhere else. Except for what purple-colored gear does; not even
    he knows that. (More on color effects will be in the Equipment section.)
    Ironhand has a large variety of equipment, and pays top dollar for rare finds,
    but you'll discover his selection becomes useless to high level parties
    very fast. At that point, he's only good for a pawn shop, and using him
    as an appraiser is a waste of money if you have a good Bishop.
    He can also Uncurse Cursed gear, but this often means you lose the item
    for good. Be careful about doing this.
    Don't forget, you can use Triangle at the shop to equip and test out new
    gear after purchasing it, which saves a bit of time.
    Among other quips, I believe he remarks 'Is that so?' when you leave.
    D3. Samantha's Temple
    The Temple has limited functions, but all of them are crucial.
    -Treatment: Used for reviving the dead, and for healing injuries and ailments.
    Effective, but expensive. Remember: REVIVALS CAN FAIL. IF AN ASH REVIVAL FAILS,
    THE CHARACTER IS LOST FOR-EV-ER!! Save before trying every time. No exceptions.
    -Receive Allies: Used to add lost or deceased party members back to your team,
    in case you want a party member to handle reviving for you. Cheaper, but just
    as risky. Same rule applies: save before trying. You won't be able to go out
    with corpses in your team, of course, so make sure they're alive before leaving.
    -Tithe: Donate money to the church to boost characters' experience and gain
    levels. Easily the fastest way to get a respeced character back up to the
    party's level. Costly, but there's no quicker method to have a character play
    -Recover Allies: This occurs when a party wipe-out occured in the dungeon, and
    you have to pay to have the Church get their bodies for you. If you don't let a
    wipe happen, this never be an issue. There's no risk in doing it, but it is
    expensive, and it sure beats going into the Labyrinth looking for them without
    -Altar: Chat with Samantha. She's obsessed with god*, as most of the cloth are,
    but she's got some good info to share, and a few valuable quests.
    *Note to you theologists in the audience: this is not the Judeo-Christian God,
    but the in-universe god worshipped in Aitox known as Avrul.
    D4. Buzz's Guild
    What would a party be without a Guild? Pretty dull.
    Buzz has you covered, fortunately. This is where any new adventurer should go
    first. From here, you can recruit precreated adventurers, make brand new ones,
    trade with other adventurers, or take up a multitude of guild quests.
    -Quest Board: Where all active quests are displayed. New ones become available
    as the game progresses, usually upon reaching a new floor, and often after
    clearing old quests. Completed ones are grayed out.
    After picking a Quest, Buzz will give more info, and sometimes direct the party
    to someone in town who might know even more about it.
    -Trade: For item requests put up by NPCs. They request an item.
    If you have it, you get the item they provide, no questions asked. Some items
    are worth it, some are worthless, and some require weighing the value of both.
    As with quests, newer trades become available later in the game, and as old
    trades are fulfilled. Some rare items can only be gotten through Trade, at least
    earlier than they'd be discovered otherwise.
    -Change Party: Same as the Inn function, used to switch party members and bring
    in new ones from the Guild's reserves. Be wary of resulting incompatibilities.
    Some precreated PCs can be found here, and some even have higher starting levels
    than ones you might make, but usually created ones improve just as well.
    -Register Adventurer: Used to create a new party member, see the character
    creation section above for more info.
    -Change Class: Used to change a party member to a new class(i.e from Warrior to
    Lord). Note that this requires the party member to have the appropriate
    alignment and stat requirements. See character creation section for more info.
    -Delete Adventurer: Used to remove an adventurer from the game entirely.
    This can't be undone, so don't do this lightly.
    -Counter: Used to chat with Buzz for details about trading and ongoing quests.
    Buzz can be very informative and helpful with quests, so talk to him often.
    D5. Diemont's Palace
    This is the only area in the game with no relevance to game mechanics.
    The Palace is just here for story elements. Occasionally you'll get a major
    quest here, but it usually is for advancement of the plot. After the Palace
    opens up, dialogue from the characters here reveals more about the game's
    story as well.
    This is the first and only place you encounter Klaus and Prince Diemont XV.
    More on these events will be given in the Walkthrough.
    E. Walkthrough
    The walkthrough section in and of itself will be fairly brief, at least
    compared to all the preparatory info.
    I was originally going to do text based layouts of all the maps, but I
    decided that would take entirely too much time.
    So instead, from B2F-B10F, I've included images of my own maps as seen in-game.
    I did type out B1's map before coming to this conclusion, so I included
    it in case you prefer that method. For the rest, i've included links to
    images. (If any of them get broken, email me; I'll mirror them as needed.)
    Keep in mind the maps only display traps, landmarks, and switches;
    chests, NPC events and boss fights do not appear on the in-game map.
    I'll make mention of them as applicable, as reference material allows,
    but  some items and events may be missing. Feel free to send me X/Y
    coordinates if you know of any I missed, and you'll be credited when
    I add them into the maps.
    Details regarding the destinations of warps and other errata will be
    listed after each map.
    Info regarding quests and the main story progression are in the Quest
    Again, the map legend:
    | - Wall (Vertical)
    _ - Wall (Horizontal)
    D - Door (Horizontal / X Axis)
    , - Door (Vertical / Y Axis)
    H - Hidden Door (Detected by exploriing it; thieves will notice it in passing)
    L - Locked Door (Usually opened by a switch elsewhere on the floor)
    O - One-Way Door (Accessible from left, blocked at right)
    o - One-Way Door (Accessible from right, blocked at left)
    T - Trap Door (Drops to lower level)
    K - Shock Floor (Inflicts Damage on Contact)
    k - Shock Wall (Inflicts Damage on Contact)
    M - Anti-Spell Zone (Nulls all magic use, disables active spells)
    R - Rotate Panel (Turns the party's facing to a random direction)
    W - Warp Panel (Sends the party to a another area of the floor)
     </>/^/~ - Move Area (Forces the party in a direction of the arrow on the map
    [L/R/U/D]   (No opposing movement through this panel is allowed)
    S - Switch (Opens doors and gates)
    E/e/t - Exit (Up Floor/Down Floor/Town)
    V - Elevator (Moves to assorted other floors, same location at arrival)
    Z - Dark Zone (No visibility, eliminates active light magic)
    B - Scripted Battle, often boss or optional fight
    X - Story Encounter, usually with an NPC; these will only reflect non-battles
    N - Note, refers to messages found in the labyrinth
    In the future, I may update the map images with edited symbols to indicate
    events of this nature. Such updates will be noted at the top of the FAQ in
    any new versions.
    E1. T h e   D u n g e o n   o f   T r i a l s
    Coming soon!
    (Disclosure: I finished Shi'in's first, only
    1-5F of the Trials. Will update when the DLC
    6+ floors are completed. The challenge here
    is tougher than you'd think.)
    E2a. S h i ' i n ' s   D u n g e o n  [ B 1 ]
         _ _ _   _ _ _         _ _ _   _ _ _
    19 | |     |_|     |       |  _  |_|  _  | |
    18 | D     D_D     |       | |_|_ _ _|_| | |
    17 | |_ , _|_|, _ ,|       |_ , ,|_|_ , _| |
    16 o | | | |   |   |  _ _  |   |   | | | | |
    15 | |,| | |_ _|   |_|   |_|  _|_ _| | |,| O
    14 | |   |     |    _L   D_  |       |   | |
    13 | |  ,|    _|   | |_ _| | |_ _    |,  | |
    12 | | | |   |d _ _|_     _|_ _ ,|   | | | |
    11 | |,|_|_ _| |  _  |   |  _ _ _|_ _|_| |,|
    10 D         | | | | |   | |  L W|    _ _ _D
    09 D  t      D | | | |   | | | | |   |W _ _D
    08 D  , , _ _| |_ _| |   | | |E| |_ _ , _ ,D
    07 | | | |   |_ _   _|   |_ _   _|   |   | |
    06 | |_|,|     | | |       | | |     |_ ,| |
    05 | |,  |     |_D_|  _ _  |_D_|     |  ,| |
    04 | | | |     | D |_|   | | |e|     | | | |
    03 D |_|,|_   _| |_D_DX S| | L_|_   _| |_| |
    02 | |     |_|     | |_ _| |_ _  |_|    _| D
    01 | D     O_D     |       |   |  _ , _D | |
    00 | |_ _ _D_o_ _ _|       |S _D_|_ _ _|S| |
     YY 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
    NPC Encounter w/ Shi'in at X3, Y9; mandatory for later quest.
    10/14 goes to 09/17, just NE of the elevator.
    E2b. S h i ' i n ' s   D u n g e o n  [ B 2 ]
    Stairs at 1/1 and 19/19.
    Switch at 6/17.
    Elevator at 8/13.
    One way road going north at 3/6.
    1/15 leads to 15/14, one way.
    0/11 leads to 4/9, and vice versa.
    0/18 leads to 5/13, one way.
    E2c. S h i ' i n ' s   D u n g e o n  [ B 3
    The solid block from 10Y-12Y is a No Magic Zone.
    Elevator at 8/14.
    Switches at 8/15 and 18/19.
    13/3, 7/5, and 16/14 are zap panels.
    X15 Y01: NPC encounter.
    19/1 leads to 1/1, one way.
    15/1 leads to 5/1, one way.
    3/1 leads to 0/7, one way.
    E2d. S h i ' i n ' s   D u n g e o n  [ B 4 ]
    Stairs at 6/0 and 1/7.
    Elevator at 8/13.
    Switch at 6/12.
    X5, Y7: NPC encounter.
    11/14 and 11/16 are linked.
    18/12 leads to 7/9, one way.
    19/12 leads to 10/2, one way.
    E2e. S h i ' i n ' s   D u n g e o n  [ B 5 ]
    Elevator at 8/13(B1-B4) and 9/14(B6-B9).
    Switches at 3/13 and 0/18.
    Stairs at 9/10(B4) and 7/13(B6).
    The block from 3Y to 5Y is a no magic zone with a zap
    panel in the center.
    17/2, 14/9, 0/4.
    E2f. S h i ' i n ' s   D u n g e o n  [ B 6 ]
    Elevator at 8/13.
    Switches at 14/9, 1/7, and 6/17.
    All the grouped shaded areas are No Magic Zones.
    X17, Y11: NPC encounter.
    19/7, 17/9, 17/10, 10/10, 8/11,
    7/11, 15/5, 13/7, 0/15, and 0/19.
    E2g. S h i ' i n ' s   D u n g e o n  [ B 7 ]
    Pitfall at 1/8, leads to 8F.
    Stairs at 17/1 and 0/19.
    Switch at 5/11.
    Elevator at 8/13.
    X7, Y9: NPC encounter.
    X18, Y16: NPC encounter.
    If you disagree, a boss fight(and the path to the true end) follows.
    If you believe, you get a bad end. Don't do that!
    17/10, 12/10, 15/12, 6/4, 4/12, 2/12, 0/14, and 0/15.
    E2h. S h i ' i n ' s   D u n g e o n  [ B 8 ]
    Stairs at 19/0 and 15/19.
    Elevator at 8/13.
    Switches at 0/6 and 2/15.
    The large 9x9 grid in the upper left is made up of nine rooms,
    seven of which all No Magic Zones.
    X18, Y4: NPC encounter.
    19/5, 19/11, 18/2, 17/4, 16/2, 16/6, 16/7, 16/8, 15/13,
    14/4, 14/12, 13/7, 11/1, 11/10, 8/7, 8/10, 7/7, 5/16.
    E2i. S h i ' i n ' s   D u n g e o n  [ B 9 ]
    Elevator at 7/14.
    Stairs at 16/0(B8).
    Switches at 13/12 and 1/19.
    Pitfall at 7/9, leads to B10.
    The section from 5/4X to 6/10Y has electric walls.
    The panels alternate from dark to null magic.
    Tread carefully.
    16/9, 16/11, 16/12, 14/7, 12/9, 3/14, 3/16.
    E2j. S h i ' i n ' s   D u n g e o n  [ B10 ]
    There are no stairs here. Warp or kill the boss to leave.
    Switch at 10/4.
    Final boss encounter at 14/10, only accessible from warps.
    The two squares from 6X-4X are both null magic rooms.
    X10, Y14: NPC encounter.
    Final battle occurs here. The choice determines who you fight, and
    the ending you get. A big fight awaits either way.
    Be ready. Hit the boss with your toughest spells out the gate, and
    have your Bishop(you better have one!) using Magic Wall at all times.
    This stop the worst AOE spells he can throw. A character may die to a
    strong single attack, but you should be save from wipe outs.
    Despite his fearsome appearance, he'll go down fast if you hit him
    hard and quick enough. Then sit back, enjoy the credits, and take
    on the DLC.
    The Red Shadow of the Sister is waiting for you...
    11/8, 11/12; both outside boss area.
    19,1, 19/16, 16/15, 15/18, 10/1, 2/6, 2/14.
    E3. Deep Levels [DLC - The Red Shadow of the Sister]
    Coming Soon!
    (Full Disclosure: I'm trying to finish the DLC too. It sure isn't easy.
    I'll get there, promise. B2 and counting.)
    F1. Quests
    What with a dungeon crawler be without quests?
    Easy to clear? Probably. Also real boring!
    Some of these are optional, some mandatory.
    They're not all great in the reward category, but if you're OCD,
    you'll be doing them anyway and you know it.
    So let's make it easier, shall we?
    Some quests require the completion of earlier ones before they show up.
    This is noted at the bottom of each quest section as needed.
    F1a. Story Quests
    These are often presented as main parts of the storyline, and often
    MUST be completed before proceeding deeper in the Labyrinth.
    Stranded in The Dungeon
    Client: Klaus
    Objective: Recover the bodies of the royal family from Shi'in's Dungeon
    and return them to Chamberlain Klaus.
    Difficulty: Level 7. Not too hard, but it requires a good trip.
    You'll find the corpses in Shi'in's on B4, at X7, Y9.
    Requires having met Shi'in on B1 of Shi'in's Dungeon beforehand.
    Dungeon Delivery
    Client: Maria
    Objective: Deliver Klaus' lost luggage to him on the 2nd Floor of
    Shi'ins Dungeon.
    Difficulty: Level 3. I believe this is considered a 'Hero Quest', which
    pertains to the primary PC that you pick at the start of the game.
    The solution locations are as follows, with thanks to the LoLS Google Doc:
    Human		Male: 5F X16 Y12 / Female 5F X01 Y06
    Elf		Male: 5F X06 Y16 / Female 6F X11 Y12
    Dwarf		Male: 6F X12 Y18 / Female 6F X08 Y10
    Gnome		Male: 4F X03 Y16 / Female 4F X01 Y10
    Porklu	Male: 4F X10 Y12 / Female 3F X19 Y16
    I cleared this quest in my game, but it's been a while, so I'm relying
    on this info for reference. Drop me a line if you find any inconsistencies
    and I'll credit you accordingly. Expect some big mobs waiting for you when
    you reach these coordinates(4 Hayates and 4 Ninjas for instance for ElfM),
    so be ready for a throwdown.
    Rescue King Diemont XIV
    Client: Prince Diemont XV
    Objective: Discover the whereabouts of King Diemont V, and return
    him to the castle.
    Difficulty: ?? (Really tough.)
    This is the final story quest of the main game, and actually has MANY
    required steps. Here's the quick version:
    1. On B3, at X15/Y1, NPC encounter.
    2. On B4, at X5/Y7, NPC encounter.
    3. On B6, at X17/Y11, NPC encounter.
    4. On B7, at X7/Y9, NPC encounter.
    5. On B7, at X18/Y16, NPC encounter/boss fight. The character here will
    ask you to make a choice. The right answer should be immediately apparent,
    the wrong one will lead to a bad ending. After choosing correctly, a fairly
    intense(but short) boss fight breaks out.
    6. On B8, at X18/Y4, NPC encounter.
    7. On B10, at X10/Y14, the final battle. A choice made here determines
    the ending, as well as who you fight.
    Once the battle is over, so is the main story!
    From then on, it's all about the post-game... and the DLC.
    F1b. Optional Quests
    These are often gotten at the Guild, or assorted locations in town.
    Usually random people asking for fetch quests, or occasionally the
    searching out of rare monsters or even missing people.
    Defeat The Monsters
    Client: Guildmaster Buzz
    Objective: Thin out the Kobold population in the Dungeon of Trials.
    Present three 'Dirty Daggers' to Guildmaster Buzz as proof.
    Difficulty: Level 1. Fight lots of Kobolds on 1F of the DoT or Shi'in's.
    Get three daggers eventually, assuming you have good luck in regards
    to what they drop(this will be true of nearly every fetch quest.)
    Stolen Medicine
    Client: Ironhand
    Objective: Retrieve 5 "Tonics" from the Orcs that stole them and
    present them to the merchant.
    Difficulty: Level 2. Like the monster quest, just more tedious.
    Orcs are both in Trials and Shi'ins. I recommend using Shi'in's.
    Requires completion of 'Defeat the Monsters'.
    Researching The Undead
    Client: Ironhand
    Objective: Collect 5 "Grim Circlets" from Undead Goblins and give them
    to Ironhand at the item shop.
    Difficulty: Level 5. This is kind of a rare drop.
    You can also kill Undead Kobolds for it. They appear at B1&2 of Shi'ins,
    and deeper in the DoT. Use Shi'in's.
    Requires completion of 'Defeat the Monsters'.
    Reagent Gathering
    Client: Ironhand
    Objective: Recover 10 or 20 "Reagents" from Grave Mist and bring them to
    Ironhand at the item shop.
    Difficulty: Level 3. This one takes a while.
    An uncommon drop. You can kill mobs of GMs and still not get a single one.
    The reward is better if you bring Ironhand 20, but I'd say take 10 and
    be done with it.
    Skeletons, Zombies, Mages, and Evil Eyes also drop them, but GMs are much
    easier to kill, and appear in larger groups on lower levels.
    Requires completion of 'Stolen Medicine' and 'Researching the Undead'.
    Researcher of the Heathen Gods
    Client: Guildmaster Buzz
    Objective: Find the "Ancient Scroll" in Shi'in's Dungeon and present it
    to Guildmaster Buzz.
    Difficulty: Level 6. The item's always at the same spot, but it's a
    heck of a walk. Shi'in's, on B6: X0, Y8.
    Requires completion of 'Stolen Medicine'.
    Lost and Found
    Client: Sister Samantha
    Objective: Find the "Bilsol Script" in Shi'in's Dungeon and present it
    to Sister Samantha at the temple.
    Difficulty: Level 5. This one's a simple fetch quest.
    The Script is located at Shi'in's, B3; X0, Y8.
    Requires completion of 'Dungeon Delivery' and
    'Researcher of the Heathen Gods'.
    The Cursed Weapon
    Client: Ironhand
    Objective: Locate either the 'Cursed Shamshir' or the 'Cursed Blade'
    and bring it to Ironhand at the item shop.
    Difficulty: Level 10. Rare drop from some of the toughest beasties
    around. Best of luck to you.
    Archinbolds on B9 of Shi'in's drop the Shamshir, and Demon Lords on
    B9-B10 of Shi'in's drop the Cursed Blade.
    DLC Quests - Coming Soon*!
    *when the author clears them
    F2. Beastiary
    Coming Soon! When complete, this will be 100% exhausitive, but there's
    a LOT of info to compile.
    F3. Equipment
    Coming Soon! When complete, this will be 100% exhausitive, but there's
    a LOT of info to compile.
    F4. Magical Index
    Following is a list of abilities found in-game, as well as their uses.
    I'll be rating them according to their usefulness once learned.
    Most become less useful later on, but some never lose their value.
    F4a. Spells (Mages/Samurai)
    Elemental attacks are always effective against another element.
    Quick guide:
    Shadow > Holy / Thunder > Ice > Fire > Earth > Wind
    [Level 1]
    -Flame Arrow (Attack/1)
    Single hit fire magic. Best against Earth-elemental opponents.
    Great early on, not so much later. The first attack spell a Mage gets.
    Usefulness: ****-
    -Sleep Field (Weaken/Group, Mage Only)
    AOE sleep effect, hits a group of enemies(not all).
    Useful in a pinch, but don't rely on it too much.
    Usefulness: **---
    -Heightened Reflexes (Support/1)
    Targets a single character to heighten their chances of hitting.
    It can stack, but time wasted casting this is best put to other uses.
    Usefulness: **---
    -Steel Skin (Support/1, Mage Only)
    Greatly reduces damage inflicted against a single character.
    Awesome in the beginning, almost useless later on when mobs attack everyone.
    Usefulness: ***--
    [Level 2]
    -Graupel Hail (Attack/G)
    AOE ice attack against a group. Very useful early on.
    Best against fire elementals.
    Usefulness: ****-
    -Flame Field (Attack/G)
    AOE fire attack against a group. Best against earth opponents.
    Good against most groups early on.
    Usefulness: ****-
    -Arcane Map (Support, Mage Only)
    Creates a map of the dungeon, showing all the panels the party has reached.
    Absolutely essential if you have no map yet, but otherwise unnecessary.
    Usefulness: *****
    -Levitation (Support/ALL, Mage Only)
    Levitates the party above the ground, protecting them from most traps and
    pitfalls. This never stops being useful, though it won't protect from electric
    walls and such.
    Usefulness: *****
    [Level 3]
    -Thunder Arrow (Attack/1)
    Another single hit spell, much more powerful than Fire Arrow.
    Best against water-elementals. Also good if stronger magic runs out.
    Usefulness: ****-
    -Darkness Field (Attack/G, Mage Only)
    A shadow-elemental AOE attack against a group. Best against light elementals.
    Not very useful otherwise, sadly.
    Usefulness: **---
    -Ice Burst (Attack/G)
    A stronger AOE ice attack against a group. Best against fire elementals.
    Better than Graupel Hail, but not by much.
    Usefulness: ****-
    -Stunning Blow (Weaken/1, Mage Only)
    Potentially stuns an enemy. Nice in theory, not so likely to connect.
    Time spent casting this is time best spent dealing out some damage.
    Usefulness: **---
    [Level 4]
    -Dark Cloud (Attack/1)
    High damage single-hit shadow skill. Great against holy and light opponents.
    Not much good against anyone else.
    Usefulness: **---
    -Dungeon Quake (Attack/1, Mage Only)
    High damage against a single opponent.
    Quite powerful, even moreso against wind elementals.
    Usefulness: ***--
    -Ice Field (Attack/G)
    Hits an opponent group with ice damage. Even stronger than Ice Burst.
    Again, best against fire elementals.
    Usefulness: ****-
    -Slow Movement (Weaken/G, Mage Only)
    For you SMT fans, this is Sukunda. Lowers the odds of an enemy group avoiding
    an attack. Sadly, this isn't nearly as useful here, since you'd be better off
    attacking, but it's not a total waste of time either.
    Usefulness: ***--
    [Level 5]
    This is where spells start really packing some hurt.
    -Golem's Rage (Attack/G)
    Significant damage against a group. Best against wind elementals.
    Usefulness: ****-
    -Cold Snap (Attack/G)
    Significant damage againts a group. Best against fire elementals.
    Usefulness: ****-
    -Hard Guard (Support/1, Mage Only)
    Sukukaja! Buffs an ally's speed and evasion.
    This also stacks, so if you have nothing better to do, this is a good way to
    keep a tank safe from harm, but it's best used repeatedly for full effect.
    Usefulness: ***--
    -Emergency Exit (Support/ALL, Mage Only)
    This. This is one of, if not THE single best Support spell in the game.
    Warps you back to town in the dungeon, gets you out of a fight in battle.
    In the latter case, it can warp you anywhere on the floor, but that's easily
    fixed with a second casting. If you see this tier of spells running low,
    best to get out of dodge and go rest up.
    Usefulness: *****
    [Level 6]
    Spells start becoming useful all the way to endgame here.
    -Iceberg Rain (Attack/1)
    Significant damage to a single target. Great for strong enemies.
    Best against fire elementals.
    Usefulness: ****-
    -Volcanic Field (Attack/G, Mage Only)
    Significant fire damage against a group. Best against earth elementals.
    Usefulness: ****-
    -Thunder Burst (Attack/ALL)
    Solid damage against EVERY enemy. Best against water/ice elements.
    If your Mage gets a preempt, this is a spell you want to cast first.
    Usefulness: *****
    -Cloud of Death (Attack/G, Mage Only)
    Decent damage against a group, but it can also kill instantly.
    Odds of this are minimal, but amazing if effective.
    Best against light/holy enemies.
    Usefulness: ****-
    [Level 7]
    -Lightning Arrow (Attack/1)
    High damage to a single target. Very useful against water elementals.
    Usefulness: ****-
    -Despair Field (Attack/G)
    High shadow damage to a group. Potentially puts them to sleep as well.
    Best against light/holy elementals.
    Usefulness: ****-
    -Free Warp (Support, Mage Only)
    If Emergency Exit isn't the best Support spell, this is.
    Free Warp lets you travel to any panel on the map that you've already
    been to, immediately. This is a godsend for getting through previsited
    floors with a quickness, or getting out of the dungeon in a hurry.
    Another spell that you should never be without. If it's running low, leave.
    Usefulness: *****
    -Stun Wave(Weaken/G, Mage Only)
    Disables a group by knocking them unconscious, and little else.
    As unlikely as this is to connect, you're better off using other spells.
    Usefulness: **---
    [Level 8]
    Not every ultimate spell is amazing, but the best spell here IS, and
    is well worth the effort.
    -Gas of Despair (Attack, 1)
    Massive shadow damage against a single target.
    Ultimate effectiveness against light/holy enemies.
    Usefulness: ***--
    -Thunder Field (Attack, G)
    Massive electrical damage against a group.
    Oddly enough, not as wide-reaching as Thunder Burst, so you may want to use
    TB for clearing out large mobs. Best against water/ice elementals.
    Usefulness: ***--
    -NAL Burst (Attack/ALL, Mage Only)
    The supreme Mage spell. Massive damage to every enemy on the field.
    Unparalled in strength and usefulness. Even in the depths of any dungeon,
    this spell can easily wipe out an entire group of enemies before they can
    so much as blink, and it does large damage against tough single foes too.
    Usefulness: *****!
    -Wish (Support, Mage Only)
    Variable, unpredictable effects.
    Can either raise dodge ability, spell power, or restore magic uses.
    However, it drains EVERY charge of Level 8 magic.
    Only use if you have no other recourse, and no plans to use NAL Burst.
    Which, of course, you always should plan to use.
    Usefulness: ***--
    F4a. Miracles (Priest/Bishop/Lord)
    [Level 1]
    -Healing Touch (Healing/1)
    Fundamental early spell, restores light HP.
    Essential for starting out.
    Usefulness: *****
    -Torch Light (Support, P/B Only))
    Great in a pinch for lighting up a dark dungeon.
    Note that anti-magic or dark fields will immediately extinguish the spell,
    meaning you'll have to recast it. This only lasts briefly, unlike its
    stronger counterpart learned later on. This also brightens the look of a
    normal dungeon, which makes the setting a bit easier on the eyes.
    Usefulness: ****-
    -Awaken (Curative/1, P/B Only)
    Awakens a sleeping character. Not a bad idea, but usually a good whack to the
    head from an enemy will do the same thing, and it goes away after the
    fight anyway.
    Usefulness: **---
    -Keen Reflex (Support/1)
    More Sukukaja-ery. Boost a single character's reflexes to heighten dodging.
    Not bad for support, especially if your priest has nothing better to cast.
    Usefulness: ***--
    [Level 2]
    -Light Arrow (Attack/1)
    The first offensive miracle. A very bright beam of light that does high
    damage to dark elementals. Not bad for extra firepower, if your healer isn't
    busy keeping you alive.
    Usefulness: ****-
    -Silence Field (Weaken/G)
    Silences a group of magic users. If you cast this before enemy mages can
    attack, this can save your life, as monster mages tend to have some brutal
    Usefulness: *****
    -Divine Trap (Support, P/B Only)
    Instantly identifies a trap within a chest. Unlike a thief's detection, skill
    this spell is practically infallible. Always go by the word of this spell
    when in doubt.
    Usefulness: *****
    -Cure Poison (Curative/1, P/B Only)
    Restores a single player from any poison status. Don't overlook this simple
    miracle. Poison is EXTREMELY deadly in this game, as it doesn't go away until
    the victim dies. Get rid of it immediately whenever it strikes.
    Usefulness: *****
    [Level 3]
    -Battle Aura (Support/1)
    Raises a target's accuracy. I've rarely used this spell, but supposedly it
    continues to work after combat ends. If true, it's extremely beneficial
    to cast it on your heavy hitters at least once during a dungeon run.
    Usefulness: ***--
    -Ball of Light (Support, P/B Only)
    Instantly illuminates a dark environment, but wears off in dark or anti-magic
    zones of the dungeons. Lasts much longer than Torch Light. Also brightens up
    a normal area for better viewing.
    Usefulness: *****
    -Cure Paralysis (Curative/1)
    Recovers a player from a state of Paralysis or Numbness. Since that status
    stops a player from attacking and leaves them susceptible to massive damage,
    it's best cured ASAP.
    Usefulness: *****
    -Healing Aura (Healing/All, P/B Only)
    Restores light HP to the entire group. Early on, this is great.
    Later on, it's barely a bandage's worth of healing.
    Usefulness: ****-
    [Level 4]
    -White Heat (Attack/G)
    AOE holy magic against a group.
    Does good damage, but mostly against dark elemental enemies.
    Usefulness: ***--
    -Shining Impact (Attack/1)
    Strong holy magic against a single enemy.
    Great for boss fights, especially dark-aligned enemies.
    Usefulness: ****-
    -Advanced Reflex (Support/ALL)
    Improves the reflexes of all allies, allowing for faster action.
    Great if used early in a fight, or during a preempt.
    Usefulness: ****-
    -Drain Life (Attack/1)
    Drains HP from the enemy and gives it to the caster.
    Neat idea, weak execution. With the minimal damage it does, you're
    better off just using healing magic.
    Usefulness: **---
    [Level 5]
    -Power Heal (Healing/1)
    Restores lots of HP to one target.
    Great at all times, even later on, when stronger ones run out, and
    that can and will happen from time to time.
    Usefulness: ****-
    -Cure Stone (Curative/1, P/B Only))
    Heals petrification. Another bad status best removed ASAP, and it
    can be tough without this spell.
    Usefulness: *****
    -Touch of Life (Healing/1, P/B Only)
    Revives a dead player. This, as with all revive magics, bears a risk.
    This can turn a corpse to ash if it fails, and it does not work on
    ashen players. Use with caution(save first!).
    Usefulness: ****-
    -Touch of Death (Attack/1)
    Attempts to kill a monster instantly.
    The odds of this spell working aren't too high. Best to do the same
    thing with a sword or a giant ball of fire.
    Usefulness: **---
    [Level 6]
    -Healing Wind (Healing/ALL)
    Revives moderate HP to all allies.
    Great from the word go. This spell is a life-saver.
    Usefulness: *****
    -Shining Heat (Attack/G)
    Strikes an enemy group with AOE light elemental damag.e
    Best against dark elementals, decent damage.
    Usefulness: ***--
    -Escape  (Support, P/B Only)
    Like a lite version of a Mage's Emergency Exit.
    Just takes the party back to the last staircase. This can be helpful
    for a quick escape from combat, but it's not guaranteed to work.
    If you have a Mage, this spell becomes effectively useless outside
    of emergencies.
    Usefulness: ***--
    -Break Curse (Support, P/B Only)
    Removes a curse from a single character.
    Sounds simple, but as brutal and hard to cure as curses are, especially
    in the Labyrinth, this can easily come in handy later on.
    Usefulness: ****-
    [Level 7]
    -Divine Healing (Healing/1, P/B Only)
    The ultimate single-target healing magic.
    Restores HP to max, and removes all ailments. Worth the wait.
    Usefulness: *****
    -Plague Cloud (Attack/Group[???])
    Can deal massive damage to an enemy group, but odds of it taking effect
    are minimal. If it hits, it can easily bring a target to the brink of death.
    Usefulness: ***--
    -Steal Life (Attack/1)
    Drains the energy of an opponent to heal the caster.
    Not bad, but not that useful either. Best to use more powerful healing or
    attack magics.
    UsefulnesS: **---
    -Mirror Shield (Support/1, P/B Only)
    Draws and deflects attacks from a single ally.
    Great in premise, useless compared to the Bishop's group-wide Magic Wall skill.
    Usefulness: **---
    [Level 8]
    -Healing Light (Healing/All, P/B Only)
    The ultimate healing skill. Full heal to the entire team.
    Amazingly useful, but don't get spoiled on it. Save it for emergencies, and use
    the weaker healing skills unless the entire party has been ravaged.
    Usefulness: *****
    -Purifying Aura (Healing/All)
    Removes status effects from the entire team. Again, best used if the entire
    team is in dire states rather than wasted in favor of a weaker skill, especially
    since it takes away castings from Healing Light and Smite.
    Usefulness: ****-
    -Restore Body (Healing/1)
    The ultimate revival skill. Can even restore a character from an ashen state.
    Be warned: this is still not 100% absolute. If this spell fails on an ashen
    character, they will be LOST FOREVER. Save before using this skill, every time.
    Usefulness: *****
    -Smite (Attack/All, P/B Only)
    It takes a while, but Smite proves that Priests have bite, too.
    Not as godly as the NAL Burst spell, but Smite has a solid hit to it, and
    one casting can quickly wipe out weaker mobs, and deal serious damage to even
    the toughest of bosses.
    Usefulness: *****
    F5. Trophies
    LoLs has a Platinum. Scoring it is no easy feat.
    Here's a list of the trophies, along with their requirements.
    These include SPOILERS. You have been warned.
    Most of them are self-explanatory, just a SERIOUS time sink.
    The rest is up to you. Good luck. You'll need it.
    100% Cleared (Platinum):
    Successfully unlocked all trophies
    A King's Ransom (Gold):
    Has carried at least 1,000,000 gold
    A Little Help From My Friends (Bronze):
    Has at least one character of every class type registered at the guild
    Affluent (Bronze)
    Has carried at least 10,000 gold
    Ala Cadaver (Bronze)
    Slayed the Ala Cabra
    This is earned after slaying the story NPC boss fight on B7.
    Amateur Adventurer (Bronze)
    Has mapped at least 30% of the Dungeon of Trials
    Antique Dealer (Bronze)
    Collected at least 70 different items
    Apprentice Cartographer (Bronze)
    Has mapped at least 30% of Shiln's Dungeon
    Casual Collector (Bronze)
    Collected at least 30 different items
    Completed Asche's Scenario (Bronze)
    Finished the game with Asche (Porklu Female) as the main character.
    Completed Boris' Scenario (Bronze)
    Finished the game with Boris (Porklu Male) as the main character.
    Completed Chris' Scenario (Bronze)
    Finished the game with Chris (Human Male) as the main character.
    Completed Dia's Scenario (Bronze)
    Finished the game with Dia (Gnome Female) as the main character.
    Completed Erno's Scenario (Bronze)
    Finished the game with Erno (Gnome Male) as the main character.
    Completed Lind's Scenario (Bronze)
    Finished the game with Lind (Elf Female) as the main character.
    Completed Nia's Scenario (Bronze)
    Finished the game with Nia (Dwarf Female) as the main character.
    Completed Odetta's Scenario (Bronze)
    Finished the game with Odetta (Human Female) as the main character.
    Completed Pegma's Scenario (Bronze)
    Finished the game with Pegma (Dwarf Male) as the main character.
    Completed Verne's Scenario (Bronze)
    Finished the game with Verne (Elf Male) as the main character.
    Dungeon Dweller (Bronze)
    Played the game for 100 hours
    I strongly recommend leaving the game running for this one.
    LoLS is a meaty game, but not that meaty.
    Giver of Eternal Rest (Bronze)
    Defeated 500 or more Undead creatures
    Hardened Veteran (Silver)
    Killed 15,000 or more monsters
    Legendary (Silver)
    Advanced at least one character to level 30
    Lost Soul (Silver)
    Played the game for 200 hours
    See Dungeon Dweller advice.
    Luxurious Anguish (Bronze)
    Slayed Luxuria Anguis
    This is one possible 10F boss fight, if you slay Shi'in.
    Master Cartographer (Gold)
    Has mapped 100% of Shi'in's Deungeon
    Museum Curator (Silver)
    Collected at least 100 different items
    Professional Cartographer (Silver)
    Has mapped at least 70% of Shi'in's Dungeon
    Purifier (Silver)
    Defeated 500 or more Demonic creatures
    Role Model (Silver)
    Advanced at least one character to level 20
    Rookie Adventurer (Bronze)
    Killed 1,500 or more monsters
    Savior of the Empire (Silver)
    Successfully finished all character scenarios
    Tempestus Wreckage (Bronze)
    Slayed the Tempestus Rex
    This is the final boss you kill on B10, if you fight Diemont.
    The Doombringer (Gold)
    Killed 50,000 or more monsters
    The Midas Touch (Silver)
    Has carried at least 100,000 gold
    The One Called 'Dragonslayer' (Gold)
    Defeated 500 or more Draconic creatures
    Wanderer (Bronze)
    Played the game for 30 hours
    I'm sure someone has got the Platinum, but sadly, I haven't yet.
    47% and counting!
    G. Acknowledgements
    ENDLESS thanks to XSeed. Hail mary of the decade that someone
    localized this. I really thought it would never happen.
    Also thanks to Acquire; there would be no Renaissance without them.
    Respect to Sir Tech for creating the originals. As much as I love
    J-Wizardry, I know where credit is due for getting the ball rolling.
    Lastly, props to Atlus USA, who I believe localized the first
    Japanese Wizardry title; the Tale of the Forsaken Land sidestory,
    which is one of my favorite RPGs ever, and had a phenomenal localization
    to match.
    Keep on crawlin', and here's hoping we get the sequel.
    I'll see you in the Town of Forsaken Spirits.

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