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(→‎Floor 16: Added that you may pick up the key once that portion of the command is done)
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! ATp
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| At some point, a [[Image:Tower of Druaga Mage.png|16px]] must appear on top of the [[Image:Tower of Druaga Door.png]], and must appear on top of the [[Image:Tower of Druaga Key.png]], but it does not necessarily have to be at the same time. You may collect the key once a [[Image:Tower of Druaga Mage.png|16px]] has appeared on it, even if one hasn't appeared on the [[Image:Tower of Druaga Door.png]] yet.
| At some point, a [[Image:Tower of Druaga Mage.png|16px]] must appear on top of the [[Image:Tower of Druaga Door.png]], and must appear on top of the [[Image:Tower of Druaga Key.png]], but it does not necessarily have to be at the same time. You may collect the [[Image:Tower of Druaga Key.png]] once a [[Image:Tower of Druaga Mage.png|16px]] has appeared on it, even if one hasn't appeared on the [[Image:Tower of Druaga Door.png]] yet.
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Revision as of 02:33, 2 June 2010

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 11

Floor 11

Enemies:

Treasure: Candle
Possession of the next Candle grants you the ability to see the ghosts that roam the next few floors, up to floor 15
AC Touch the south (bottom) portion of the outer wall of this floor, then face north.
AT You must wait until the timer reaches 5000 before attacking any enemy, then you must defeat every while avoiding the
ATp A must appear on top of the

Floor 12

Floor 12

Enemies:

Treasure: Armor
As with the swords, the armor that you pick up early in the game does little to increase your defense, and only serves as a requirement to collect better armor later in the game.
AC Make a appear in the lowest row of the floor.
GB Defeat every enemy on the stage.
AT You must defeat all of the enemies in exactly the order that they are presented above.
ATp A spell must pass over the

Floor 13

Floor 13

Enemies:

Treasure: Red Line Shield
This shield increases the area by which a spell will be blocked. This is also needed to collect the Hyper Shield on floor 33 later on. Without it, the won't appear on Floor 33.
AC Walk across the , then proceed to defeat every enemy on the floor.
AT Walk across the , then collect the , and open the .
ATp Defeat every enemy, then proceed collect the .

Floor 14

Floor 14

Enemies:

Treasure: Dragon Potion
With this powerful potion, you will be granted the ability to slay a dragon with just one hit.
AC Simply wait until the timer reaches 5000.
GB Block a spell from a with your shield.
AT Wait until the timer reaches 5000, allowing the to live. Once the timer reaches 5000, block 7 spells from the with your shield.
ATp You must shake your sword when you are standing at least 9 grid squares away from your starting point in any horizontal direction.

Floor 15

Floor 15

Enemies:

Treasure: Green Necklace
Unless you collect the Green Necklace now, you will be unable to collect the Red Necklace later on.
AC As you approach a , draw your sword and pass through him.
FC For the Famicom version, it is enough to simply pass through the with your sword already drawn.
GB Defeat the .
AT Since you possess the Dragon Potion, you must slay the .
ATp Both of the must warp for a collected total of 10 times.

Floor 16

Floor 16

Enemies:

Treasure: Permanent Candle
Once you collect this final candle, you will be able to see every ghost through the end of the tower. You will lose it when you are zapped to a lower floor.
AC Touch the far left and the far right outer walls of the floor.
GB Defeat the .
AT Defeat the before any other enemy.
ATp At some point, a must appear on top of the , and must appear on top of the , but it does not necessarily have to be at the same time. You may collect the once a has appeared on it, even if one hasn't appeared on the yet.

Floor 17

Floor 17

Enemies:

Treasure: Potion of Unlock
This potion is required in order to unlock the on Floor 18.
AC Allow the to teleport about the floor 5 times.
AT Defeat both of the . Then draw your sword, and run into any outer wall.
ATp Defeat every enemy in the stage.

Floor 18

Floor 18

Enemies:

Treasure: Dragon Slayer
Collection of this sword is impossible without the White Sword, and acquisition of the Dragon Slayer is necessary to collect the best sword. Likewise, the Dragon Slayer is more powerful than the White Sword.
AC Do not touch any of the outside walls of the floor for between 8 and 12 seconds.
GB Defeat the .
AT Collected the and open the without ever killing the .
ATp You must draw your sword such that it lies in the flame of a for at least one and a half seconds.

Floor 19

Floor 19

Enemies:

Treasure: Book of Light
Without this book, floors 20 through 23 are cloaked in darkness. Collect the book, and the floors will be illuminated.
AC Simply open the without completing it. Be sure not to step all the way through the and move on to the next floor before you collect the . The treasure will appear in 1-3 seconds.
GB Defeat a .
AT You must allow the to blow a breath of flame that is at least 6 grid squares long.
ATp You must get a to cast a spell on the .

Floor 20

Floor 20

Enemies:

Treasure: Potion of Power
As before, this potion increase your maximum energy for the floor.
AC Open the without killing any of the enemies.
GB Exit the level normally for the second mini-boss fight. Defeat the giant knight to collect the potion.
AT You must defeat every enemy on the stage such that the very last enemy that you kill is killed in the center row.
ATp First, you must collect the without killing anyone. Then you must defeat every enemy. At that point, a will appear. You must cross paths with the several times in order to make the appear. It is best if you attempt to do this at your starting location so that you can pick the potion up immediately. Once you have the potion, you can kill the knight. At this time, will appear. You must let him reach the door and escape before you exit the door or you will be ZAPPED back to the previous floor.