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(→‎Floor 6: corrected, need to move south, not just face south)
(→‎Floor 2: FC method added)
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! AC  
! AC  
| Defeat [[File:Tower_of_Druaga_Slime_Black.png|16px]] x2.
| Defeat [[File:Tower_of_Druaga_Slime_Black.png|16px]] x2.
|-
! FC
| Same method as above, however, the Jet Boots will be lost if you are zapped to an earlier floor.
|-
|-
! AT  
! AT  

Revision as of 03:07, 22 July 2020

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.

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. However, when the player collects the for that level, you can use the Copper Pickaxe one more time without it breaking. The player will also lose it if they try to break an outside wall. The player must not lose it in order to get the Silver Pickaxe.
AC Defeat x3.
AT Draw your sword and allow a to impale itself on your sword.
ATp Defeat a while facing downward.

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 x2.
FC Same method as above, however, the Jet Boots will be lost if you are zapped to an earlier floor.
AT You must defeat a from above.
ATp Defeat a without killing a .

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. Note that this potion can only be used once. Even if you die on this floor and re-obtain it, it will not work again.
AC Defeat one of the . The correct one is chosen at random. Both may need 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.

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 at least one , then kill the .

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". Movement is not necessary, however, all that is required is to be holding the joystick in a direction. You can be "walking" into a wall while you block the spell (with your sword drawn and your shield to the side of course, or you would not be blocking anything).
AT You must block the spells of a with your shield five times without ever pressing anything. 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. It is even worse that you cannot block from the left with your sword out.
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. You may kill the mages to make the task easier.

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 move south.
AT Get a to "set fire" to the .
ATp A must appear on top of the .

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 after you touch the .) As with all pickaxes, it will be instanly lost when used on an outer wall. The number of times it can be used before it breaks is chosen randomly for each floor (always four in Famicom version). It can be used once before and twice after collecting the without any risk of breaking.
AC Break (use twice or use on outer wall) the Copper Pickaxe. Another way, although wasteful, is to purposely die at the point you start with the copper pickaxe still in your inventory.
AT Wait until the Timer turns red, then break the Copper Pickaxe.
ATp The following criteria must be met:
  1. The Copper Pickaxe must not be in your inventory (This means if you lost it previously you can still obtain the silver pickaxe).
  2. The must be open.
  3. The timer must be red and below 60 (the slower countdown, where the Will O' Wisps start appearing).

Floor 8

Floor 8

Enemies:

Treasure: Power Potion
The Power Potion increases Gil's energy for the remainder of the floor it was collected on. This allows Gil to take more hits while fighting knights. It is usually not worth the effort of collecting.
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.

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.

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 ).