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Legend:
| AC |
Arcade (the default method) |
| FC |
Famicom |
| GB |
Game Boy (original and Namco Gallery Vol. 2) |
| PS |
PlayStation (Namco Museum Vol. 3) |
| AT |
Famicom & Game Boy "Another Tower" |
| ATp |
Playstation "Another Tower" (composed of different mazes and enemies) |
If you do not see FC, GB, or PS in the table, then the method is the same as for the Arcade version.
[edit] Floor 1
Floor 1
Enemies:







| Treasure: Copper Pickaxe |
 |
Press the action button when standing still in front of an inner wall to break that wall. The player can use it twice per floor before it breaks and it's lost for good. The player will also lose it if they try to break an outside wall. Its hits are restrengthened by collecting a treasure chest. The player must not lose it in order to get the Silver Pickaxe. |
| AC |
Defeat three s |
| AT |
Draw your sword and allow a to impale itself on your sword. |
| ATp |
Defeat a when it is underneath you. |
[edit] Floor 2
Floor 2
Enemies:







| Treasure: Jet Boots |
 |
These winged boots from Ishtar allow Gil to walk at double his normal speed. Gil cannot make it all the way through the tower without them! |
| AC |
Defeat two s |
| AT |
You must defeat a from above. |
| ATp |
Defeat a without killing a . |
[edit] Floor 3
Floor 3
Enemies:





| Treasure: Healing Potion |
 |
This healing potion will grant an extra life. Upon dying, this potion will be consumed instead of one of Gil's lives. Gil will still "die" in the sense that you will start over on the floor that he died on. |
| AC |
You must defeat a particular . The correct one is chosen at random. Both s may also be killed. |
| AT |
You must defeat every , but do not touch any . |
| ATp |
You must defeat a while shaking your sword (tap the sword button). This can be very difficult; try edging up extremely close to a slime while it is between movement cycles. You must be close enough so that when you draw your sword the is killed. |
[edit] Floor 4
Floor 4
Enemies:






| Treasure: Chime |
 |
At the start of each floor, the Chime will ring whenever Gil faces in the direction of a while it is offscreen. |
| AC |
Step on the before collecting the . |
| GB |
Defeat the . |
| AT |
Draw your sword such that you are pointing it at the , in any direction. |
| ATp |
Defeat one , then kill the . |
[edit] Floor 5
Floor 5
Enemies:








| Treasure: White Sword |
 |
The swords that are collected in this game don't necessarily make Gil stronger. But their collection is vital in order to obtain the most powerful sword in the game. Without this sword, none of the other swords will be available to the player.. |
| AC |
Block the spells of a with your shield three times while walking (not standing still). |
| AT |
You must block the spells of a with your shield five times without ever moving. This is quite difficult to do. Try to position yourself somewhere where you can only be attacked from one direction. What's more, the will not reappear unless you are standing in the exact center of the square that you occupy. |
| ATp |
You must collect the without receiving any of the spells while walking. You may only be hit by the spells if you are standing still. |
[edit] Floor 6
Floor 6
Enemies:




| Treasure: Candle |
 |
Possession of this Candle grants the ability to see the ghosts that roam the next few floors, up to floor 10. |
| AC |
Touch the north (top) portion of the outer wall of this floor, then face south. |
| AT |
Get a to "set fire" to the . |
| ATp |
A must appear on top of the . |
[edit] Floor 7
Floor 7
Enemies:





| Treasure: Silver Pickaxe |
 |
This pickaxe is stronger than the Copper Pickaxe. It can be used up 2-4 times without breaking it (3-5 times if you touch the treasure chest.) As with all pickaxes, it will be instanly lost when used on an outer wall. |
| AC |
Break (use twice) or lose (use on outer wall) the Copper Pickaxe. |
| AT |
Wait until the Timer turns red, then use the Copper Pickaxe. |
| ATp |
The following criteria must be met:
- The Copper Pickaxe must be broken.
- The
must be open.
- The timer must be red and below 60 (the slower countdown, where the Will O' the Wisps start appearing).
|
[edit] Floor 8
Floor 8
Enemies:








| Treasure: Power Potion |
 |
Unlike the swords in this game, the Power Potions will actually increase strength, lowering the number of times an enemy needs to be hit in order to destroy it. |
| AC |
Move to a row and a column that is different from your starting point, and draw or swing your sword. |
| AT |
Once you have collected the , simply draw your sword. |
| ATp |
Stand in any direction on top of the and draw your sword. |
[edit] Floor 9
Floor 9
Enemies:




| Treasure: Potion of Energy Drain |
 |
Not every treasure that you find is a treasure that you will want to obtain. This potion has the opposite effect from the Potion of Power, so avoid it. |
| AC |
Step on the position marked A or B on the map. |
| FC |
The positions on the map are similar with both triggers at the top of the stage; the first being seven blocks from the left, and the second being eight blocks from the left |
| GB |
Walk down the entire extent of the right side of the outer wall, and then all the way back up. |
| AT |
Cross paths with the . |
| ATp |
Any hardcore Namco fan will recognize the layout of this stage as a slightly altered Pac-Man maze (The slimes play the role of the ghosts). There are four locations where the power pills would reside. You must pass through all of them. |
[edit] Floor 10
Floor 10
Enemies:





| Treasure: Gauntlet |
 |
Collection of the Gauntlet is necessary if you want to obtain the Hyper Gauntlet later on, which holds true power. |
| AC |
Block the spell of a with your shield. |
| GB |
Exit the stage normally. You will face the first mini-boss fight, two giant-sized slimes. Defeat one of them to collect the Gauntlet. |
| AT |
Block the spell of a with your shield, but your sword must be drawn, so you must block the spell on your left. |
| ATp |
You must defeat all of the without being hit by any spells (including those of the ). |