LUFIA II THE ANCIENT CAVE TIPS AND TRICKS TO WIN -AUTHORED BY ALTRUS version 1.2 GENERAL STRATAGIES: :The ancient cave is a 99 level dungeon that is not a real part of the actual game. It is a sideline that you can skip compleatly and still beat the game. It is, however, a game in itself, and many people wish to beat it for the status it gives them in gaming circles or just because they have to beat every part of the game. The ancient cave has a few quirks, though. You can't bring in any of your items or weapons and you always have your levels taken away so that you start at level 1. Anything you find in the ancient cave dissapears when you leave it, except items that are found in the blue chests scattered about the cave. These are the only items that can be brought in and out of the cave, so KEEP them! This way, you can have weapons and armor when you start the cave. I would not recomend trying the cave unless you are willing to spend 60-80 hours in it. The reason for so much time is because you need to collect enough blue chest items to compleatly outfit all you charecters. You need to have them all loaded with armor and weapons, or you will never survive the lower levels of the cave. Since there are no stairs going up in the ancient cave, the only way out is the Providence, which can be found in the twenties levels. :Feed your capsule monsters everything you don't need. You find a lot of trash in the cave, so you have a lot of junk to give them. :Look for swirling patches of grass. There are always power spots under these wierd looking grass patches. They are almost always HP recovery points, but you will sometimes find a magic recovery point in levels 80 to 98. I have logged almost 80 hours in the cave and only found one magic recovery, though. :Pick the main capsule monster you want to fight with and stick to it. There is no real point trying to use two, because you will need one with as many levels on it as you can get in the lower levels. :You should use one of the following capsule monsters. Earth or light. The advantage of earth is that you have a monster that can pack a powerful punch to some of the monsters when you get it to level four. I always use light, though. This is because it has the ability to heal my charecters at all levels, a real advantage when there is a limited supply of magic. It is really great at level four, because it can cure all my charecters of all ailments at once, heal all my charecters of 150 hp at once and cast lightning bolts on all enemys for about 300 damage each on average. There is also another advantage to light. If you are lucky, a black dragon will drop a dark fruit. After you reach level four with the light capsule monster, put it back to level 2 and feed it the fruit. It will then advance to level five, and has a few killer multi-monster attacks. :Kill all the monsters you find. You must keep your levels as close to the cave level you are on. Killing everything helps, but you will still fall behind. There are a few tricks to make up for lost levels. HARVEST! Harvesting means that you will need patience. You will notice that some monsters call friends in to help them fight you when you kill some of them. This is good. What you do is wait until there are about four monsters. Kill one or two of them and wait for them to call friends. Kill the friends, and wait again. Keep this up, and you will kill hundreds of monsters and gain the experience from all of them. The best place to start this is with the pugs in the twenties levels. Fight for about two hours and you will gain 10-12 levels. You can also do this with gnomes, necromancers, wizards, ghost ships and a few others. :When you get to level 85, RUN! You have now entered the domain of the gold dragons. AVOID THEM AT ALL COSTS! They are real badasses, and have attacks that can kill your entire party. My advice is to just find the stairs and only go for chests that are free and clear. There is only one way to even start to defeat them, at it requires that you have a Dark Mirror shield. This protects the wearer from fatal attacks and magic. Even so, I still recommend avoiding them. :There are no secret passages in the walls of the ancient cave, so don't waste time looking for them. :Go to the library and rent a book on tape or get a radio to listen to while you fight in the ancient cave. It makes the time go much faster. :There are one or two items you can collect before you go in the ancient cave that you can bring with you. Sometimes that Catfish that causes earthquakes will drop a catfish jewel when you beat him. This you can bring with you into the cave. Also, and items that can be found in the blue chests can be found somewhere in the outside world. Any of these can be brought in. :Be carefull with the Providence. It is the only way out of the ancient cave, and it is way too easy to accidentaly feed it to your capsule monster.:( :If you find an Iris Treasure, GET THE HELL OUT OUT OF THE CAVE! These are the rare treasures of the ancient cave. If you find one, get out and save right away, unless you are on level 98 with the staircase in sight. There are a total of ten Iris treasures. They are useless to you, but they are wanted by the lady on the second level of the cider shop. I'm not sure exactly what happens when you get all ten treasures. I have just finished collceting all of them, and the only thing that happened was that the cider lady said "Wow! You must be an awsome adventurer." That is all that seemed to happen, but having collected them all, maybe that will effect something later in the game. :Be carefull of the mimics and especially the blue mimics when you have few weapons and armor. The mimics hang out in the lower twenties levels and the blues hang out in the thirties. You can tell the mimic chests because the are a slightly lighter color that a real chest. A blue mimic looks just like a real blue chest, though, and they pack quite a punch. :Always try to attack monsters, (especially in the lower levels), from behind. This will give you the strike first attack so you can take out a few monsters before they hit you. Mosters that look like giants: They will stand in one spot and turn once in each direction for every three or four steps you take. Wait until they are facing you, (who are about five steps away), and turn away. Swing your swords once or twice and walk towards them. They are now facing away from you. Attack and get a first strike. Monsters that look like hydras: Hydra's wander everywhere. Stand about two steps away from them and swing your sword. If they move towards you, move a step away. If they move up or down, follow them. If they move away, follow them untill you are confident that they are truely moving away from you and attack. They move about one step to your two. Monsters that look like dragons: Basically, you use the same stratagy as with the hydra's. Be more carefull, though, because they are a little faster than the hydra's and can turn towards you. Monsters that look like basilisks: Use the same stratagy as with the hydra's. Monsters that look like flying men: These guys hang out around the twenties levels. They always attack before you unless you attack from behind. They always run from you, so you have to walk around until you are directly above or below them, then walk towards them till they hit a wall and can't move. Attack then for a first strike. Monsters that look like bees: Sorry, I have never figure out how to first strike these guys. They also always attack before your charecters can. Monsters that look like ninjas: These guys are damn quick. You have no hope to first attack them. I included them here as a warning to always face them and never run away, because they will attack from the side or behind then and have attacks that can kill your party members. They also have attack before any any of your charecters can. Monsters that look like birdmen: Even though they always face the same direction, they only way to first strike them is come through a door that they are standing in front of. Monsters that look like goblins: It is pretty much only luck that lets you first strike them. They wander around, and sometimes you can sneak up on them. Monsters that look like dinosaurs: Use the same stratagies that you use with the dragons. Monsters that look like chariots: This is also a creature where a first strike is luck. You can increase your chances by attacking the back half of the creature on the top or bottom. Sometimes you can attack from behind, but not often. Monsters that look like lions: Use the same stratagy as with the chariots. Monsters that move opposite to your moves: This is another case where a first strike is usually wishfull thinking. Monsters that teleport: These guys usually face the same direction all the time. You can figure out which direction they are facing, then stand in one place and swing your sword. Sooner or later, they will teleport near you and you can come up on them from behind. These stratagies can be used wherever you find these monsters around the world. THE FINAL BOSS: The finall boss of the ancient cave is the ancient, (or in some references the juggernaut), slime. He is waiting for you on level 99. Level 99 is glitched, which means that the graphics are screwed up. That doesn't really matter though. When you get to level 99, walk straight up and you will find him. As bosses go, his is pretty easy. What makes him a bitch to beat is the shear time neaded to reach him and you have to do things just right. He will not attack, he just sits there and gets hit. The trick behind it is that you only have three rounds in which to kill him, then he will run away. He has 7000 HPs, and drastically reduces your attack power at the beginning of the fight. Don't use spells! They don't really have that much effect on him. The key is to use normal and high powered IP attacks, so make sure your IP meters are full before going to level 99. The only spell you should use is to have Selen, (since she should be the first person to attack by now), cast attack up spells on the first and maybe second round. There are a couple good weapons to use against him. If you find the Myth Sword in a red chest, keep it. It's IP will take away 1/4 of the slime's HP's and has a naturally high attack anyway. Make sure it is equiped on the first person to actually attack, probably Maxim, so that you get the maximum amount of damage out of the attack. Another good weapon is the Dekar Blade, another red chest item. This IP attack is the best, even though the sword is weaker that some of the other weapons you will find. The IP will remove 1/2 of the HP of the slime and won't miss! Another amazing weapong against him the Gades Blade. The IP attack lets the person using it attack EIGHT times that round. If you had Selen cast atp up spells, you can hit hit for 400 damage each hit making it 3200 HP of damage! After that, try and equip weapons on the remaining people that have double IP attacks like the sky sword, wich hits for a nice amount of damage, then casts the thunder spell for another 300 points of damage or so. When you manage to beat him, you will recieve the key to the door behind the guy at the entrance to the old cave. There are three treasures in there for your taking. BLUE CHEST ITEMS: The following is a list of all the blue chest items I either know about or have found with a brief description. This is by no means a compleat list, but is very close. If you find anything else that is not on my list, e-mail me and let me know. The attributes line tells how much the item will add to that attribute if you didn't have anything equiped at the moment. The IP line tells what IP attack it has. WEAPONS: Sky Sword: Attributes: Atp 450 Dfp 30 Str 50 Description: A sword filled with the power of thunder IP: Attack all enemies, then hit them with thunder spell Notes:The Sky Sword is a good sword for the ancient cave, but be careful. It will never hit monsters that look like a sandman and has trouble with some of the undead creatures that look like burning skulls and some higher level skeleton creatures. Sizzle Sword: Attributes: Atp 400 Gut 20 Description: A sword with the special power of flame IP: Attack all enemies. Heavy damage to enemies vulnerable to fire Notes: This is a good sword for Selen. Snow Sword: Attributes: ??? Description: ??? IP: ??? Notes: This is an item I have heard about, but not found. Blaze Sword: Attributes: Atp 400 Int 20 Mgr 20 Description: A sword filled with light power IP: Attack all enemies. Heavy damage to enemies vulnerable to light Fry Sword: Attributes: Atp 410 All 10 Description: A sword filled with fry magic IP: Attack all enemies, then hit them with zap spell Gades Blade: Attributes: Atp 200 Description: A sword possessed of the fearsome power of the evil Gades IP: Attack enemy eight times in a row Water Spear: Attributes: ??? Description: A water spear IP: Attack all enemies. Heavy damage to enemies vulnerable to water Dragon Spear: Attributes: Atp 380 Dfp 25 Agl 50 Int 30 Mgr 20 Description: A spear filled with the power of the water dragon IP: Attack all enemies, then hit them with dragon spell Mega Ax: Attributes: Atp 400 Dfp 20 Description: An extreamly strong ax IP: Attack all enemies. Heavy damage to enemies vulnerable to thunder Air Whip: Attributes: Atp 400 Mgr 20 Description: A whip from the heavens IP: Attack all enemies. Heavy damage to enemies vulnereble to ice Spark Staff: Attributes: Atp 350 Int 50 Mgr 50 Description: A staff filled with the power of the Phonix IP: Attack all enemies and hit them with firebird spell ARMORS: Mirak Plate: Attributes: Dfp 120 Description: Armor which can cause miracles IP: Fully restores MP Notes: As far as I know, Mirak Plate is the only armor in the ancient cave for the guys to wear. It is also essential because it can fully restore a person's MP, which is almost the only source of MP in the ancient cave. Ruse Armor: Attributes: Dfp 140 Description: Armor with special power IP: Restores fight power of all members of your party and gives alot of HP to all Notes: This is the only armor that Selen can wear and is a good source for compleatly healing your party Hairpin: Attributes: Dfp 80 Int 10 Mgr 10 Description: Special Indian hair ornament IP: Returns darkness attacks back against enemy for a short period of time Ice Hairband: Attributes: Dfp 80 Mgr 10 Description: Hair decoration made from special non-melting ice IP: Returns ice attacks back against enemy for a short period of time Aqua Helm: Attributes: Dfp 85 Agl 10 Description: A helmet with water protection power IP: Returns water attacks back against enemy for a short period of time Boom Turban: Attributes: Atp 10 Dfp 85 Str 10 Description: A turban with thunder protection power Ip: Returns thunder attacks back against enemy for a short period of time Notes: This is the best helm for Selen Agony Helm: Attributes: ??? Description: ??? IP: ??? Notes: This is another item I have heard about but never found. I think this is the only helm the guys can wear. Bolt Shield: Attributes: Atp 10 Dfp 85 Str 10 Description: A shield with thunder protection power IP: Protects user from thunder attacks for a short period Flame Shield: Attributes: Dfp 80 Gut 10 Description: A shield with flame protection power IP: Protects user from flame attacks for a short period Notes: It's good to outfit everyone you can with these if you are going to harvest pugs. Cryst Shield: Attributes: Dfp 80 Mgr 10 Description: A shield with ice protection power IP: Protects user from ice attacks for a short period Apron Shield: Attributes: Atp 10 Dfp 85 Str 10 Mgr 10 Description: A shield which gives out sun power IP: Protects user from light attacks for a short period Notes: Despite it's name, this is a hell of a good shield Dark Mirror: Attributes: ??? Description: ??? IP: ??? Notes: I found this on the same trip as the apron shield, but it dissapeared when I left the cave due to a game glitch. Basically, it is the opposite of the apron shield and protects against dark attacks. Water Gauntlets: Attributes: ??? Description: ??? IP: ??? Notes: This is another that I have heard of, but never found. Earring: Attributes: Dfp 5 Mgr 5 Description: Jewelry for your ear IP: Calls the Thunder Monster to your aid Dia Ring: Attributes: Atp 30 Dfp 30 Mgr 20 Description: Diamond ring IP: Hits enemy with a beam of light Notes: This is the best ring for Selen. Sea Ring: Attributes: Dfp 25 Agl 10 Int 10 Mgr 20 Description: Effective against monsters living in the sea IP: Whirlpool sucks in enemy Notes: This is the only ring that the guys can wear as far as I know Engage Ring: Attributes: None Description: If wearing when you shop, merchants will charge less IP: Increases Dfp by large amounts during battle Notes: If you only go into the ancient cave to look for cool stuff, go for this. With this, shops will charge you less for stuff. JEWELS: Earth Jewel: Attributes: Dfp 20 Mgr 20 Description: A mysterios jewel with earth power trapped inside it IP: Shakes ground and damages all enemies Thundo Jewel: Attributes: Atp 30 Dfp 5 Str 10 Int 10 Description: A mysterious jewel with thunder power trapped inside it IP: Blow thunder power all enemies Spido Jewel: Attributes: Atp 10 Gut 20 Description: Lets you do tarantula attacks IP: Tangles enemy in spider web Catfish Jewel: Attributes: Gut 20 Mgr 20 Description: Causes a huge earthquake IP: Big earthquake that damages all enemies Gloom Jewel: Attributes: Mgr 50 Description: Lets you do dark attacks IP: Defeats all enemies (effective most of the time) Tidal Jewel: Attributes: Gut 20 Description: Causes a tidal wave IP: Tidal wave crashes into all enemies Twist Jewel: Attributes: Dfp 35 Agl 40 Description: Calls up a twister attack IP: Slashes all enemies Camu Jewel: Attributes: Atp 20 Int 20 Mgr 20 Description: Lets you do Camu attacks IP: Camu's special attack. Flame attack hits all enemies Water Jewel: Attributes: Dfp 10 Int 20 Gut 10 Description: A mysterious jewel with water power trapped inside it IP: Blow frost over enemies Gorgon Rock: Attributes: Atp 20 Dfp 50 Str 20 Mgr 20 Description: Lets you do Orky attacks IP: Blow fire, water, thunder and ice at all enemies Gold Eye: Attributes: ??? Description: ??? IP: ??? Notes: This is another one I have heard of but not found yet. Black Eye: Attributes: Atp 20 Dfp 20 Str 20 Agl 20 Gut 20 Mgr 20 Description: The bracelet of the Black Dragon IP: Attacks all enemies with darkness and fire attacks Silver Eye: Attributes: Dfp 10 Agl 20 Int 20 Gut 20 Mgr 20 Description: The bracelet of the Silver Dragon IP: Attacks all enemies with water and ice attacks ENTRANCE TREASURES: These are the treasures that are behind the door at the entrance to the ancient cave. After beating the ancient slime, he gives you the key to this door. Brill Helm: Attributes: Atp 10 Dfp 90 Str 10 Agl 10 Gut 10 Description: A helmet that shines with a bright light IP: Returns light attack back against enemy for a period Dragon Ring: Attributes: Atp 30 Dfp 40 Agl 20 Int 20 Mgr 20 Description: Effective against Dragon monsters IP: Calls the Water Dragon to your aid Light Jewel: Attributes: Atp 20 Dfp 10 Str 20 Int 20 Mgr 20 Description: A mysterious jewel with light power trapped inside it IP: Strike all enemies with a blast of light IRIS TREASURES: Like I said earlier, I didn't really see anything happen when I got all ten treasures, but it may effect the game later on. Iris Sword Iris Shield Iris Helmet Iris Ring Iris Pot Iris Tiara Iris Armor Iris Jewel Iris Staff Ancient Slime Note: The ancient slime at the end of the ancient cave is actually the tenth Iris treasure and you must beat him to get it. If you have noticed any mistakes in here or would like to add to the list, e-mail me. Same if you have any questions that you feel I can answer. This has been brought to you by ALTRUS. Pace-AllisonLane@worldnet.att.net