Rance VI:Chapter 1 Walkthrough

NOTE! Please save after you have completed the game. There's more later on.

Maze: Underground Tunnel

 * At the beginning of the game, you will immediately start a battle with Rance & Sill fighting monsters.
 * Hover your mouse over a target to see your available actions. Rance can Attack enemies in the front row, and Sill can cast fireballs at enemies in any position. Magic attacks can't miss, which can be helpful against Squidmen. Sill can also Heal friendly targets, including herself, as many times as she wants.
 * Check the linked pages for full gameplay details for each character in Rance VI, but be aware of spoilers.
 * Hover over the bottom of the screen to find the "Check Stats" button. Hover over this to see enemy stats as well as your own.
 * Characters can also Pass their turn or Withdraw by hovering the mouse over the current character. Keep both characters alive and in the party for the time being.
 * Rance, and a small handful of other characters, can use "Tactical Retreat" to run away. If all the characters with this skill are dead, you're stuck and probably screwed.
 * After the battle, you will appear on the dungeon screen. Use your keyboard, joystick or mouse to navigate the dungeon. Hover over the bottom bar to see additional details. Hover over the top-left for additional settings and control schemes.
 * As you move along, you will see locked doors. You can ignore them for now, as you need to buy keys to unlock them.
 * You'll notice Rance has a few Ibeprofuns, but try not to use them, since Sill can heal you as much as you want. Ibeprofuns can restore a character to full health (even if a character is knocked out) but are relatively rare and expensive at this point in the game. There is no sense in using them in this intro dungeon.
 * New Enemies:
 * Can Can: Gal Monster. Literally harmless.
 * Squidman:Can boost their evasion.
 * Hanny: Immune to magic, have a projectile attack.
 * Freedom: The strongest enemy here, but they frequently pass their turns.
 * See the Enemies page if you want to learn more about local enemies, but beware of spoilers.
 * Magic Attacks won't work on any Haniwa. Only physical attack or skills.
 * Move along until you touch two green stars, each of which starts a scene. The second involves your first H-scene.
 * Some dungeon exploration advice:
 * If you continue down the path after the H-scene, you will reach a dead-end with a yellow cross emblem. This marker gives you "Adventure Achievements." These are points that give you rewards at set intervals. These rewards come at consistent intervals, and it's worth memorizing some of the best ones as you go along. Hover over the bottom of the screen during dungeon movement to see your current progress.
 * You get 1 Adventure Achievement each time you win a battle, and the rest come from these cross icons. Most Adventure Achievement crosses spawn in set locations, but low-valued ones can also appear randomly. The Adventure Achievement total resets to 0 when you end a dungeon excursion, so try to get as many as you can in one go.
 * The weapon and armor upgrade items that you can earn from Adventure Achievements are randomized in size, and their equipment level (C -> B -> A -> S (weapons only)) improves as you go through the game (based on a random party member's equipment level).
 * You can also gain random rewards for fully mapping dungeons by moving into nearly every single square (the final prize comes at 95% instead of 100%). Prizes for this are randomized (with better rewards guarenteed for higher percentages), and they can be missable, but be aware that the game will often let you revisit certain maps. This walkthrough will try to warn you if a map cannot be revisited - this one can, so don't worry about it. Progress for this can also be seen by hovering over the bottom of the screen.
 * If a map has an exit square, note that it counts towards 100%! Just move on to the exit and say "No" instead of leaving.
 * This walkthrough will occasionally discuss the steps required to get 100% mapping, but I'll repeat: it isn't necessary and is mostly a waste of time. Sometimes, you may have to follow some of these misguided steps to get 95%, but never all of them.


 * After moving towards the third green star, Rance and Sill will find the dead body of their target. Then they will automatically teleport out of the maze.

Maze: Slave Dungeon

 * The opening movie will play - make sure not to click or you'll interrupt it! You can see it again in the CG menu. After this, Rance will wake up realizing he is in a strange sort of prison. From there, you can see the Event Menu with one red button and one blue button on the right corner. More is explained in the Rance 6:Game mechanics. You might want to try it out yourself how this game works at this point, but here is some general advice.
 * If you want to save, hit "Screen Select" and then "System Goddess Screen" (or just hit F5). You can level up at the "Level Goddess Screen," (F4) though you probably don't have enough EXP yet. You cannot save or level up during a dungeon.
 * Your main screen is the Event Screen (F6), which is where you start. You can only use an action on the menu if you have enough "Orbs." Orbs can be won from chests, but you will get a lot of them with the help of Adventure Achievements. Red Crab Orbs typically unlock general events, Yellow Monkey Orbs tend to unlock H-Events, and Blue Eagle Orbs usually upgrade a character, but there are lots of exceptions. Some events don't require any Orbs.
 * Feel free to try out the free event at the top of the list. It doesn't accomplish anything, but shows you how the list works.
 * When you're ready to try to escape, hit the button that reads "To Mobilization Screen."
 * From now on, you need worry about the amount of SP you have. A character's SP shows the number of battles you can fight in a single excursion. The moment all your active party of six all run out of SP, you will immediately teleport back to base. You can then return to any available maze at any time.
 * Note that when you return to base, your HP and SP will be auto-restored.
 * Not long after this dungeon, you can also use "Serious Mode" in combat by targeting yourself so long as you have at least 2 SP remaining. This takes one turn and drains all your SP in exchange for a buff. The character will be removed from the party immediately after this battle, but the price may be worth it, so long as you can spare the turn to actually use Serious Mode.
 * New Enemies:
 * 2nd Class Citizen: No threat to you.
 * Roper: Projectile, Light-aligned attacks that will do extra damage to Rance.
 * Puryo: Have a weak auto-heal ability.
 * Search around the maze and level up. Make sure Rance is part of the party in the Front rank (the one on the right - he should be by default) and hit "Mobilize."
 * Because you no longer have Sill, you can't heal easily. If you are low on HP, don't be afraid to hover over the bottom of the screen and hit "Escape" to return to the Base Screen (you can also press "V" on the keyboard). From there, you can restart the dungeon at full health and SP.


 * Right at the beginning of the dungeon, head right. There is an event star. 6 slaves will be fighting with 2 Squid Men. After the squids beat the men, they'll turn on you. Fight and win to move on.
 * Ignore the Red Cloud around the corner for now. This contains an extra-strong battle and you won't be able to handle it until you gain a few levels. Once you can handle these fights, they'll reward you with Red Coupons, which can be spent in a special shop later on.
 * You can go down the stairs then turn right and proceed to see a star event that has Rance and Sill meeting, but being divided by a magic-proof window. At the end of the event, a careless Rance will be jumped by a random encounter. Kill it. After killing it Rance will see Sill's no longer there. To north is a chest with an Eagle Orb (鷲玉).
 * Remember that you can map each square of the dungeon for additional prizes!
 * Continue mapping the area, and don't worry if you run out of SP and are forced to retreat. Once back at the Base Screen, it's probably a good idea to use your Eagle Orb to give Rance the Rance Attack upgrade. You can use a Monkey Orb to raise Rance's attack by 1. Equip anything you found in the dungeon that looks worthwhile.
 * Rance Attack forces you to charge for 1 turn before it can be used. If you are hit during the charge time, there is a chance you will lose your charge. Some attacks are better at disrupting charges than others. The same applies to enemies, so remember to attack any enemies using charge attacks if you want to have any hope of stopping them! Some pieces of equipment can protect you from losing a charge, or even prevent you from losing it.
 * If you use the Monkey Orb event once, and then collect 3 Monkey Orbs, you will unlock the "Beautiful Dreamer" event. This event raises Rance's SP by 1, so is worth the effort.
 * Should you escape and return to the dungeon, some pre-set chests will be replaced with Adventure Achievements, while other chests (usually crappy ones) will restock.
 * After picking up a few levels, it's time to head upstairs. Down the left passage is a chest (Present). Going straight will take you to 2 rooms. Experience Bread (経験食パン) on your left, 10 gold on your right. Don't use the bread yet: it gives you 10% of the EXP you need for your next level, so you won't gain much. If you plan to 100% the game, save it until the final chapter, since Rance needs to reach an extremely high level for the final CG.
 * There is also an event star nearby, which is mandatory. A furious Rance, after noticing Radon, will rush to one of the windows to lunge at him, but the window doesn't break. On the other side, some of the aristocrats will comment on your foolishness and discuss the political state of the kingdom.
 * Head back and take the unexplored right path. Take the first door to the roof. On the top floor, you will see another Red Cloud (avoid this) and a purple star. Purple stars are story-related combats usually required to progress, often boss encounters. Go to the purple star to trigger an event battle. Rance meets the resident bully and watches Rocky take a little physical abuse. The battle is against two prisoners and a shield prisoner. I recommend attacking the shield first because he can sometimes block for the others - many "shield" enemies can do this, so be careful. Plus, he does more damage. One Rance Attack will surely take him out, but hope it doesn't get interrupted while charging up. After winning, the bully names you the new boss (and himself the sub-boss). Rance has none of that and puts an end to him. Rocky will express his gratitude to you.
 * Head out of the dungeon. The easiest way to do this is to Escape (red button in lower right, or press "V"). When you arrive at the Base Screen, there's an event named New Ally (?) (新しい仲間（？）) marked with a star. Starred events are required to advance a plot. Rance kills someone else abusing Rocky, and Rocky joins you out of gratitude.
 * Now you have two party members. Remember to add Rocky to the front line of your party before mobilizing, but if you forget, you can add him by hovering to the bottom right and selecting "Camp" (or by hitting "C"). Rocky can randomly shield allies just like the boss you killed, which can be helpful.
 * Note the "Ruler of the Room" event, which unlocks after you get Rocky and costs 1 Red Crab Orb. It's good for building up a little gold early on, not that you can use gold yet. It becomes available once each time you go out into the dungeon and return, and you can easily earn a Crab Orb with a few Adventure Achievements.
 * After Rocky joins there is also a FR event on the map, which looks like a heart (Rocky FR +1). Boosting your Friendship provides a number of opportunities later. The Present item can boost FR, but don't use it willy-nilly. It's probably better to save Presents until later in the game when you have a purpose in mind, so get to know what FR is used for and who seems to get it from events (and who doesn't).
 * Speaking of FR events, the next time you return to the Base, make sure to buy Rocky's new Crab Orb event, which is missable and gives you +1 FR. This also unlocks his Eagle Orb upgrade, Axe Boomerang, which is handy.
 * Once you get Rocky, a new star event will become available, "Orders Broadcast to Slave Watching Site" (奴隷観察場に流れる命令放送). Triggering it will open Gate B downstairs.


 * Now let's head on down towards Gate B (down the stairs, go left, you'll notice the gate is no longer there). The chests along the south passage have 50 gold and 100 gold. As you turn the corner, you'll see another purple star where 3 giant monsters will ambush you, but "Large Man of Mystery" will join you in battle. After the monsters are defeated, there will be a brief conversation, and the man will leave.


 * Heal if necessary, then head north to the northern passage. Another purple star, another giant monster. Only one this time, so you should be able to take it out with minimal fuss. Abert Safety will appear and applaud your effort. Take some time to grab the yellow cross and the chest (100 gold). Escape back to the Base Screen.


 * Another new event: New Ally (?) (新しい仲間（？）). Abert requests that you join the rebels who are seeking to promote equality in Zeth, and joins the party. He also reveals the presence of a secret passage on the ground floor. Time to get out of here. Be sure to grab the new FR event that has appeared on the map (Rocky FR+1).
 * Don't bother to equip anything to Abert, as he won't be staying and he will take his equipment with him.


 * Before doing the next event, consider grinding Rocky up to level 8-10 if he isn't already, then try challenging the Red Cloud fights if you feel like it.
 * Red Clouds introduce enemy groups with multiple waves. Check the number in the bottom-right to see how many enemies there are in total. When you kill an enemy, it will automatically be replaced by a reinforcement, although sometimes the reinforcements are programmed to only show up in the proper column (archers in the back rank, etc).
 * This is your last chance to fully map the topmost level of the dungeon. When you return to the dungeon later in the game, the top of the tower will be partially blocked.


 * Head back down the south passage and back to where the purple star was. There's a yellow event star there now. Albert will reveal the secret passage to you. to the passage just north of the entry, there's a chest with a Monkey Orb (猿玉). The north-most passage loops around to an Adventure Achievement. Head west and south. The west-most passage leads to a Red Cloud. Head east along the bottom and down the stairs to an event star. A little further and up stairs. You made it! You're out!

The Headquarters of the Resistance

 * Abert introduces Rance to the various members of the Resistance, including Daniel (Abert's father) and Urza, the leader of the resistance. Urza explains that the resistance is aimed at undoing the inequality that the mages of Zeth have placed in their society. Rance and Rocky join.
 * You will have access to a number of events at this point. This walkthrough will not cover most optional events. Instead, it will stick to quests, character recruitment opportunities, and important upgrades. See the "Events" page for details on other optional events.
 * You can now access Pluepet's store via Screen Select. Here, you can buy better equipment, Ibeprofun, and special colored keys. Keys are used to unlock doors of the same color, but are lost after use. Keys increase in cost the more you have, no matter what color. The same is true of Ibeprofun, which increases in price the more Ibeprofun you have.
 * Colored doors will lock again when you leave a dungeon!
 * Don't worry about keys for the first few missions, but once you get going, try to carry two of each colour at all times. Some dungeons have even more doors than that, but two will work for most of the game.
 * Once equipment has been upgraded to Level C or higher, it is possible to upgrade them further with Weapon Eggs/Armor Buns of the same level. You can give two upgrades to a single piece of equipment, and they come in (S), (M) and (L) varieties. (L) upgrades are fairly rare. Upgrades cannot be removed once installed, but are lost when you upgrade the weapon or armor again at Pluepet's shop.
 * Grab the next starred event, "Go to White Squad Meeting." Rance will end up murdering his way through White Squad. It should be easy to win here. Rance will meet Sanakia, the leader of the Silver Corps. Since Rance isn't a team player, he'll get his own team: the Green Corps. Meet them by selecting "Green Squad's first meeting" (グリーン隊の初会合). Kaoru, Prima, and Bernard will join your fighting group. This means a whole new slew of related events become available.
 * Remember to check the Status & Equipment Screen to learn about each character's elemental weakness and special attacks.
 * Note that Kaoru will not always join the party in battle, because her FR is low (2). If your FR is below a dungeon's "FR Required" rate (Party Screen, bottom-left), party members with low FR will be unavailable. FR requirements tend to be higher when a dungeon is optional. Try to find heart events for Karou in the first few mandatory dungeons to get her FR up!
 * The event "Get more members for Green Squad" (2 Red Orbs) is a good starting point as soon as you have the orbs to spend. The first time you do it, you will recruit Megadeath, and the second (and last) time you do it, you will get Cessna. Both have "State Cancel," an ability that can not only eliminate status effects, but has a somewhat higher-than-normal chance to stop an enemy charge attack. Better yet, it cannot be interrupted by shield enemies. In the Japanese version, State Cancel works 100% of the time, but in the MangaGamer release, it was nerfed to have lower odds of success.
 * If you have the Satsu DLC installed, you can recruit Satsu for free at this point via the "Gain Ally (Bonus Character)" event. See the FAQ page for details.
 * The "Exchange Party Members" event is available at this point in the game, but is only useful after you have more than 16 party members. It allows you to swap out certain characters into your active party. Not all characters are eligible. Characters that are out of the active party of 16 will not appear in FR events or on the Event Screen.
 * If you follow character events associated with female characters, you eventually unlock their H-scenes (except Satsu and certain post-game characters). Their first H-scene usually does something like raise their FR limit, but repeat scenes will upgrade them in a special fashion: if they are at their level cap, their level cap will be raised. H-scenes can often (but not always) be repeated, which means that level caps can be raised up to level 50/51. If they are not at their level cap, or have reached their hidden "true maximum," they will gain 1 attack/magic and 2 HP instead. Sometimes, H-scenes unlock additional plot, so don't be afraid to see a character's first scene if they aren't at their level cap!
 * Kimchi is a non-combatant who also has her own plotline. Her events upgrade Rance himself, so give them a shot.
 * If you do Daniel's event, "Secret Lesson: Hottie Gathering," you will regain access to Abandoned Mine F, the starting dungeon. There is little to do here but to pick up the chest Rance ignored earlier. The locked doors here hide dangerous challenges for about midway through the game!
 * If you go to the map, you'll notice that a new dungeon is available (Nearby Forest - 周辺の森). We'll go check it out since we'll need some orbs to activate some events and raise FR values. A character does not need to be in your party to actually get their FR events during a dungeon (they can even be below the FR minimum for the dungeon and can still get FR events inside!).

Maze: Nearby Forest

 * There's a brief meeting with a rebel fighter, who will ask you to look for a suspicious person. Head on up to an event star. At the intersection, you'll find three paths. The east is the beginner's path, so let's head that way.
 * The path is relatively straight and you'll get two yellow crosses as you go by, so it's a good way to earn orbs for the Event Screen. One time through should be enough to get you 2 red Crab orbs and a yellow Monkey orb.
 * New Enemies:
 * Ralcat: Gal Monster. Only dangerous to your new recruits.
 * Squirrel: Can raise their evasion.
 * You may start to encounter stat-up items around here, like Power Potato Chips. You may also encounter poisoned stat-up items. Poisoned items reduce your level in exchange for boosts! These can be helpful once a character reaches their max level, since it allows them to upgrade in a different fashion, but be careful with them!


 * Do not go down the other paths after clearing the Beginner's Path. You'll die from high leveled mobs, so teleport or walk back south.
 * If you want, you can always used "Search for Monsters" in the bottom right (or press "M") to start a fight. Once you've got enough points, feel free to leave.


 * Back at the village, spend your orbs on some events. Recruit characters if possible.


 * Select "Get first job as Green Squad" (グリーン隊として初仕事を受ける). You will be assigned to hunt down a serial killer who goes by the name "Saberknight." Time to head to Italia.

Maze: Italia

 * A nice big area to explore. A den of thieves and prostitutes, Italia is a good example of the class distinction in the Kingdom of Zeth. Several of the events and interactions let you know just how bad off things are for the second class (non-magic using) citizens. You can't explore the eastern half of town at the moment, so stick to the upstairs and downstairs levels of the west.
 * As you recruit more characters, you will eventually have more than six. For the time being, these characters will have to be swapped in as you suffer casualties. Try to leave Kaoru out of the party at first, since she is Level 17 and will reduce the "EXP Gain" for your entire party, which is a disadvantage you have to keep in mind when using higher-level characters. Still, the drop isn't that big, so swap her in if you take a front-line casualty.
 * If someone dies or Withdraws mid-battle, another character can target themselves to use "Call Ally." This will allow you to bring as many reinforcements as you can to the field, but will cost the character who used "Call Ally" their current turn. Your reinforcements will not be able to act until next turn, and will lose a point of SP for this battle as normal, even if they don't get to participate before the battle ends! A character who Withdraws also loses SP!
 * Now that you typically have a full party, Red Clouds aren't always as dangerous as they were in the past, and are sometimes even mandatory. You have to weigh the risk yourself before touching them!
 * New Enemies:
 * Doodle Dog: Can do multiple attacks a turn, but have low defence. Take them out first.
 * Nubobo: Durable, but weak against Light. Do you have any Light Rings?
 * Mugger: No big deal if Rance or Kaoru is still standing.
 * Sketch: Gal Monster. Also durable, and uses powerful projectile Ice attacks. Bernard and Prima are weak to them.
 * Tenten: Has a dangerous attack that hits two allies in a row, potentially taking out back-rank characters in one hit!
 * Take note of the minimap as you explore the residences. The red doors can be entered, while the green are locked. If there seems to be a space behind a green door, it's possible that it can be unlocked later, but if there isn't a space, it will probably never unlock.
 * There are two heart event available (both are +1 FR for Kaoru), so pick them up as you explore.
 * You'll also see some ATM-like structures on the walls. Make a note of their locations, as we'll do more with these later.
 * At the northwest end of town, not far from your starting point, is a special shop. The currency for this shop are the "Red Coupons" you receive for winning Red Cloud battles. For a list, check the Item page.
 * In the middle of the area is a star event. Rance will interrogate one of the citizens, but nothing will come of it. Kaoru will suggest checking the lower tiers.


 * This part of town has four lower levels arranged in a 2x2 pattern. Enter the northwestern one to find a church on on floor -3. Head inside for a brief star event. Then head on toward the back room. You'll find two treasures. Now head on back out. Looks like the church doesn't like thieves. Beat down a group of six fighters and the priest will let you keep the loot.


 * Head back upstairs and find stairs leading to the northeastern section. Down on floor -2, you'll find an event star. Rance and the others find the killer's latest victim.


 * A new purple event star will appear in the bottom-right lower section, so head down the stairs over there. Touch the purple star and you'll be attacked by a boss. Be prepared.


 * Back in control, head back to floor 1. You'll see another purple star, and will fight another boss. This one is close enough to the entrance that you could Escape and come back to fight them at full health if you prefer. He's got attack 70 and 50 defense, so approach with caution. Magic attacks are more effective, and using Kaoru's charge attack will work nicely.


 * After defeating the boss, you will automatically leave the dungeon.


 * If you want, you can head back to Italia after completing your mission. Note that Italia's FR requirement has been raised now that you're not on a mission for the rebellion. On the other hand, the guards blocking the east half of the map are gone. You can explore the other half of the area to find a FR event for Rocky, two Red Clouds and two yellow crosses. You are never able to move directly from here into the 1st Class area to the northeast, so don't worry about mapping past that particular guard. When you've explored enough, head on out.

Event Screen

 * New plot events. You may need some Orbs to activate them, so explore Italia or do the important, hidden side quest described below to earn the orbs.
 * We'll start with the hidden side quest. Go to Nearby Forest. It doesn't really matter what you do: to start this special quest, you simply need to revisit the forest after defeating Saberknight, and then leave. You might want to try the Intermediate Course, but it depends on your level. Watch out for Bee Girls if you do.
 * New enemies appear on the Beginner Course as well:
 * Yankee: One of the more dangerous enemies on the Beginner path, but nothing Rance can't handle.
 * Rejection: Fairly rare magic-user type that has to charge to use its best atacks. Use Megadeath or Cessna's State Cancel to keep it pinned down if necessary.
 * After visiting the Forest and then leaving, go back a second time. On the Beginner Course, there will be a new Green Star (you can see it on the map if you visited the square in question). Touch it, and you'll recruit Tamenegi, and can start using him right away!
 * Tamanegi's good for two reasons: he attacks across an enemy row, hitting up to two targets; and he teaches Rance how to capture monster girls (see below). He can even capture them himself if he is in the front row.
 * Monsters must be at low HP to be captured. Prima's Mercy Attack can help you get there, but you have to put her in the front row to use it, and this leaves her open to attack. The higher your level, the higher your odds of capture. Remember that you can use "Withdraw" and "Call Ally" to bring Tamenegi or Prima into battle if you come across a Gal Monster!
 * Since you must clear Tamenegi's storyline to get the true ending, you must catch all Gal Monsters to get the true ending! He does not need you to capture a Can Can, because he just caught one himself.
 * Capturing Gal Monsters gives you HCGs back in camp, and seeing these gradually boosts Tamenegi's FR.
 * All Gal Monsters reappear in a special dungeon at the end of the game, so don't worry about outright missing any. That said, they are much easier to find in their original dungeons, so try to catch them while you can.
 * After recruiting Tamanegi, a heart event will appear back the way you came on the Beginner Path. Pick it up for Tamanegi FR+1.
 * Unfortunately, because Tamenegi FR is so low at the moment, it'll be hard to get him to Italia and other optional maps. Make sure to get Rance the Capture skill (below) as soon as you can.
 * You won't be able to progress through the main plot until you've seen three events: "Enjoy the Beautiful Wheelchair Girl at Once," "Can't be picky if you want sex. Fuck her in her sleep." (エッチの為なら手段選ばず寝込みを襲う), and then, "I order you to fire almost everyone." (命令、野郎はほとんどクビにしてしまえ).
 * After seeing these events, you can get Rance the Capture skill so long as you have Tamenegi in the party. Activate the event: "Peek in to see how the training is going" as well as the story events above, and the Capture skill will appear as an Eagle Orb event. Note that Rance's version of Capture needs to be charged, but Tamenegi's doesn't. Still, Rance is more durable than Tamenegi, has a higher level cap (used to determine Capture's success rate), will be around more often (and always in the front rank), and two is better than one.
 * By visiting Urza for H events, you will earn Sand Lances. Once you have 3, you can do an event to give them to Mikan in exchange for either 500g (don't), a set of three keys (1 red, 1 green and 1 blue; very helpful), or to raise Bernard's level cap if he is already at his level cap (which won't be for a while). Sand Lances have no other purpose, so spend them right away (unless you're just a few levels away for Bernard!).
 * Select "I order you to find my slave Sill." (命令、俺様の奴隷シィルを見つけろ) to get on track to recruiting Sill again.
 * You'll notice there are no starred events. Go to any dungeon and eventually leave (feel free to actually do something while you're there. Hunt for Gal Monsters or do a circuit of the Beginner Course of Nearby Forest if nothing else). You'll see a scene after you return, and the new starred event will appear after it.
 * If you selected "I order you to find my slave Sill" above, the event "My slave was found" will appear after doing a dungeon (like we just did). It will cost you 1 Crab Orb and 1 Monkey Orb, but do it as soon as you can, because Sill will increase your survivability a hundred times over poor, slow Prima. She's also mandatory at a certain point, so you might as well get her now.
 * Sill has 15 FR, so you can immediately access her "15 FR Bonus" event, which gives the character a special upgrade. Typically, you should use these events to boost a character's skills, although the option to boost their SP may be appealing for some extremely-low SP characters. You may occasionally wish to hold off upgrading a character's FR Bonus until they get skills worth upgrading from Eagle Orb events.
 * Additional upgrade events occur every 5 FR levels above 15. Upgrades at 25 and 30 cost 1 Eagle Orb. Some characters max out before they can even get that high, but most of the major characters can increase their FR Max via special events until they get to 30.
 * Speaking of Prima, after you see Prima's "She has something to ask, so I'll listen" event (which you can get around now), you won't get any more natural FR boosts for her. Her storyline is (almost) done and there are no heart events waiting in later dungeons. She should have FR 12. If you give her three Presents, you can use her 15 FR bonus to upgrade Simple Treatment so that it no longer needs to charge. 3 Presents is costly, but this is a powerful upgrade for this point in the game!
 * With Sill, we've opened up a few optional sidequests. Note that you can only get a new mission if you aren't already on a mission, so select your events carefully. Once you start a mission, you have no choice but to complete it or to revisit old dungeons.
 * Let's start with "Destroy the Loan Machines," a side mission. This mission brings you back to Italia where you can gain a few more levels, and even reduces its FR requiment to 1 for the duration. If you've recruited Megadeath, the loan machines will be marked with star events in front of them, which will also appear on the map if you've visited the square already. Move into the loan machines to interact with and destroy them. Don't worry about the mission description saying there are "twenty" loan machines in Italia, that's just flavor text. There are only five:
 * In front of the church.
 * In the western half of town, in the southwesternmost residential level.
 * In the western half of town, in the northeastern residential level on the west half of town (the same area as the murder scene).
 * In the eastern half of town, the northwestern residental area, inside a building.
 * After the quest, an event will appear ("The loan curse activates (warded off)") that will force you to spend all your money! It's unclear if this is mandatory or unlocks anything, but if it looks like you have to do it, spend all you can, first!

Maze: Autumn Forest

 * We'll continue with Sanakia's quest, which actually becomes mandatory (starred) later on, but is easier and will get us a new character. If you haven't already, select "Screw with the Knight Girl" and then "Silver Squad's having a tough fight? I should help." (シルバー隊苦戦中か、俺が助けてやろう). Sanakia will storm out on a mission. Rance follows her to the Autumn Forest to help her track down the beautiful, lady wizard.
 * Luckily, this dungeon never becomes permanently inaccessible. It's an easy place to grab a single Crab and Monkey Orb by picking up the Adventure Achievement crosses not far from the entrance. Unfortunately, the easy Adventure Aachievements stop there, so if you want more than one orb (or if you want Eagle Orbs), the Nearby Forest is better.
 * This area has a high FR requirement of 12, so you won't be able to bring anyone with a lower FR rating - this will probably leave you with very few allies! If you clear the mission, the Forest's FR requirement drops to 10, so there's incentive to do it quickly.
 * Watch the ground for mushrooms, which are patches of barely-visible 2D circles. Stepping on these will knock out one of your active party members one at a time. You may need to do a few sacrificial runs of the dungeon to fully map it!
 * New Enemies:
 * Magisco: Gal Monster. A weak mage.
 * Gecky: Gal Monster. A measly attacker.
 * Goldfish Tamer: Gal Monster. A projectile attacker. Can charge a group attack.
 * Resistance Warrior: You fought these guys during the plot earlier on. Only your weakest party members will have any trouble.
 * Ham Barbara: Durable and able to charge a more powerful attack. Its charge attack can hit everyone in a column. Sometimes passes its turns.
 * Arkansas Chickenbug: Huge but pathetic. You don't need to worry about them.
 * Zombie Elf: Gal Monster with regeneration. Her charge attack does low damage, but can Immobilize. In this mission, it is found only in the underground base.
 * Note that large enemies like the Arkansas Chickenbug are technically in the front row - and not the back - when it comes to column attacks like Rocky's Axe Boomerang.


 * Once you enter, head left and take the first left after that. Everything on the east side of the map is optional for now. You'll find an event star and Sanakia will tell you to get lost. Ignoring her, keep heading west until you reach the building with stairs down. Make sure to grab the Eagle Orb just outside.


 * On the first room there should be a FR event with Rocky, and on the last room there'll be a switch. Turn it off, and head to the corridor which was previously blocked. A new set of rooms will show up.
 * You have to do this every time you want to explore this part of the dungeon, because switches reset when you Escape!


 * The second set of rooms has two switches. The first switch, in the first room from the left, opens the upcoming path to the south, which is optional (see below for details, you might not be able to use it yet). The second switch, in the final room from the left, opens the mandatory path to the north.


 * Once you get to the end of the corridor, be aware that the road to the south (beyond the Red Cloud) leads to three locked doors, two blue and one red. If you have the keys and the SP, feel free to explore, but you probably won't have enough SP until you come back with more people.
 * The first Blue door has an FR event with Sill, and a Dark Ring.
 * The second Blue door has an Ice Ring.
 * The Red door has 3200g, and later in the game, it also contains an FR event. Feel free to put this off until later and save the key. This walkthrough includes a reminder once you recruit the character in question.
 * Turn up the north pathway to find a green star. Walking on the star will end the mission and give you Rizna.
 * Like Prima, Rizna also has Mercy Attack. While her defence is weaker than, say, Rance, she's still a dedicated front-liner and better at using Mercy Attack than Prima thanks to her higher attack stat.
 * Talking with Rizna in an event after she joins ("I should enjoy that erotic body") will unlock the Haniwa Plains, which is a good place to grind but also has a high FR requirement. There are also a few FR Events and bonus rooms. The walkthrough will cover Haniwa Plain later, but feel free to visit now if you want. Try not to enter the locked rooms yet, as they are part of a complicated puzzle that leads to some high-level defenders, and you'd just be wasting your money on keys.
 * While you can't recruit Sanakia yet, if you follow her chain of events, you will eventually duel her. Each time you duel her, she not only get a small upgrade to Strength and HP, but her level and level cap will silently rise behind the scenes. Rance Attack should help you beat her no matter how strong she gets. While you can raise her level cap in the usual ways once she's finally recruited, this is a bit faster, and is something to do until she finally joins.

Maze: Cooperative Bank

 * At this point, you can progress the story by doing the event "Steal funds from the bank!" You'll want to have already recruited Rizna or you'll miss an FR event.
 * Be warned: once you leave this dungeon, you will only get one other chance to revisit it and will have limited access to its contents (only the last few rooms). If you intend to get its treasures, including the 95%+ mapping bonus, try to do so now, not later.
 * Speaking of mapping, remember to turn back through the door your party uses to enter to add two extra squares to the map.
 * New Monsters:
 * Pastry Girl: Gal Monster. A weak projectile attacker and healer that frequently passes its turns. Harmless.
 * Maid Lady: Gal Monster. A healer, though like Prima she needs to charge her healing spell.
 * Uppy: Projectile attackers. Can attack both of your party members in a row, making them quite dangerous.
 * Public Safety Officer: Easily the weakest of the Zethan troops. Have a charged buff ability that he will always use if he's stuck in the back rank.
 * Security Mate: Their missile attacks make them dangerous against your bank-rankers, but your front-rankers probably won't even notice.
 * Security Wall: Will intercept attacks like a shield-user, even against allies in different ranks! Quite durable for this point of the game, too.
 * Low-Rank Mage Soldier: The most dangerous enemy in the dungeon, though they swiftly wear out their welcome as the game goes along. Usings missile magic attacks (again: magic can't miss), including charged group attacks. Weak against Flame, but strong against Ice.
 * Head in, then right. You'll be attacked as soon as you go through the door by a group including a Gecky and a Maid Lady, so have Tamenegi and/or Rance ready to capture one or both.
 * There's no need to go up the stairs to the right unless you're mapping.
 * There are no other Geckys in the dungeon. Go to the Autumn Forest if you need to capture one.
 * Go forward and skip the first branching path to enter a vault. In here, you'll find an Eagle Orb (good if you haven't learned Capture for Rance yet!), but be careful, as there are high odds of a random encounter whenever you enter a vault!
 * Head down the hall - the vaults on the left are empty. At the end of the hall, you can head right for a three-level vault, each of which guarantees a random encounter. The prize at the end is the key item... "Hardened Poop." It is exactly as useful as it sounds. An FR event appears in this room for Rizna, if you've recruited her. It is only possible to get this event during this mission, and not during later revisits, which is why we recruited Rizna first!
 * Go the other way. The metal door is locked, so go up the hall to the left. You must find two green star events to proceed: search the first vault on the right for one, and go through the second door on the left for a two-part vault that leads to the second.
 * A new star will appear on the map in the previous hall. Go there to find the Quarter Key. This unlocks the nearby metal door. Cross the bridge and head left. When you reach the bars, head through the nearby door, grab the heart event for Kaoru, and then hit the green star.
 * A switch in the next room can disable the bars you just passed, but they come back if you leave the dungeon, so it's not very useful.
 * Go down the stairs and through the door for a fixed encounter. Note how, when you kill double-sized enemies like these Arkansas Chickenbugs, two reinforcements can show up instead of just one (later enemies can fill four slots!). The same is true in reverse: if a large enemy is on the reinforcements list, you have to leave an appropriately-sized "hole" in the enemy ranks for them to show up. You can take advantage of these rules to put off dangerous battles depending on whether the large enemy is strong or weak. Grab all the chests in this room, including the Banker's Key.
 * Make sure Kaoru is not in your party if you can help it (and that you can survive for a fight without her!) and go through the next door. Kaoru will temporarily run off to catch the bad guy, while you fight a group of Public Safety Officers and a Security Walls. You'll be forced to retreat from the dungeon and will have to enter it again.
 * Don't waste time and SP walking back the way you came unless you missed something. You can use the Banker Key to go through the door that's on your left at the start of the dungeon, and it leads to the same place, a room full of safety deposit boxes.
 * If you grab the chests here, a Red Cloud will appear to block your exit. This cloud features regular enemies, and won't drop a Red Coupon, but the chests are full of cash.
 * Pass through the deposit boxes to reach a gold room with a chests and a heart event for Tamenegi, if you've recruited him.
 * Once you're done raiding the vaults, go up the stairs near the Banker's Key entrance to approach the vault. You must defeat a boss to access it. The boss can cause area damage at will, easily wiping out characters like Megadeath. Probably best to hit it hard and fast, rather than try to call in reinforcements that might be just as weak!
 * The end of the dungeon is just through those doors. Remember, once you go through the doors ahead, you'll leave and won't come back for a very long time, and will only be able to acess the last few rooms! (Specifically: the vault and a few of the nearby offices)

Event Screen

 * If you raided the deposit boxes before leaving the dungeon, you should now have a shit-ton of cash. Buy some upgrades from Pluepet.
 * If you haven't done the Autumn Forest mission by now, its events will now be starred, so go do it.
 * You're probably strong enough to do the Intermediate Path in Nearby Forest. It has a heart event for Kaoru.
 * New Monsters:
 * Green Hanny: More of the same.
 * Blue Hanny: More of the same, but tougher!
 * Neo Nubobo: Is there an echo in here? Not weak against Light like the normal ones.
 * Bee Girl: Gal Monster, hard to hit! Use magic to hit them easily. Can often be Captured even at the start of battle, especially at higher levels - which isn't a bad combat strategy for Tamanegi!
 * Kentucky: Gal Monster. Has a small inherent dodge.
 * Rust: A decent caster. Weak against light.
 * Zashiki-Warashi: Gal Monster with missile attacks. Its charge attack hits a column of your allies - this attack is low-damage, but has a chance to cause Immobilize.
 * Frog Girl: Weak but relatively durable caster.
 * Three-Eyed Lizard: Easily the most dangerous monster on the Intermediate Course. Its charge attack can Immobilize. Weak against Ice, but its resistance stat is so high that Sill's Ice Arrow doesn't help much. Equip Ice Rings or tough it out!
 * Now that you're fighting enemies that can cause Immobilize, don't forget that Megadeath and Cessna's "State Cancel" ability can cure negative status effects as well as debuff enemies (though it can still fail while doing so!). Immobilized party members take extra damage in addition to losing their turns, so you don't want them to stay that way if you can help it!
 * By the way, some characters may be reaching their "Talent Cap" around now, their current max level. If you reach a woman's level cap, try to track down their H-event, since that will boost their level cap so long as they have hit their level cap. Many H-scenes are not initially be available, like Megadeath and Prima's. As for the men:
 * Rocky doesn't have any H-events, but an event will eventually help resolve the problem.
 * You can increase Bernard's level cap by trading Sand Lances to Mikan, described above.
 * If you wish, you can also start using Poisoned items, which will increase stats but set a character back by two levels. Of course, stat upgrade items are in limited supply, poisoned or not, so use them wisely
 * You may also want to grab some other sidequests at this point. For example:

Maze: Sleepy Village

 * Select the event "Exterminate the roadside village monsters" for this side-mission.
 * This dungeon is revisited during three seperate side-missions, so you can't map it all at once. However, the dungeon also becomes inaccessible after each mission is done, and is lost forever after the third. Do your best to be thorough.
 * The path is mostly linear. After the game introduces blocked passageways, keep your eye out for more of them, especially in future dungeons.
 * The boss fight against The Avatar is the second purple star after the blocked passage. This fight introduces the Tatami Flipper, one of the more powerful shield enemies, showing up incredibly early. It's so strong that you're probably better off ignoring it and focusing on The Avatar, and mopping up the Tatami Flipper after the fact. Use Sill's magic, Tamengi's attacks, and Megadeath and Cessna's State Cancel abilities to try to keep The Avatar from using its charge attacks, as there's a high chance the Tatami Flipper will intercept other kinds of attacks. If you have them, use Rocky's Axe Boomerang and Satsu's Volley Fire to help out. Unfortunately, the Avatar's long range attacks may kill your shooters at any time, but there's nothing you can do about that.
 * After killing the Avatar, go into the next room and break down the wall. You still need to fight some underlings before you're done.
 * You'll leave as soon as you reach the green star, so if you want to map those remaining two squares next to it for 100% instead of 95%, you'll have to walk all the way back the next time you get a mission here!

Maze: Royal Museum

 * The next story mission is tied to the "Scout for magic tools at the museum" event. Try not to select this until you have recruited Rizna. Only Rance and mages can go to this map, and at this point in the game, that means Sill, Rizna, or nobody.
 * Visit all five exhibits. In some cases, you have to revisit the exhibit to learn what's being held there. This will tell you about some stuff that will be important later, but funnily enough, your gameplay objective here isn't actually to scout for magic items.
 * Revisit the northwest exhibit, the one with the Hirara Ore. Rance will end up getting everyone in a fight, but Maria and Shizuka will join temporarily. After the fight, you will leave the dungeon.
 * You can revisit the museum to try to steal the B-weapon Egg (L) from the northern exhibit, but you will be trapped in a small dungeon and cannot escape with the Return Bonsai. It will be hard to escape down the tunnel without more mages in your party, so at least recruit Rizna, Maria and Shizuka before making an attempt.
 * To escape the basement dungeon: defeat the three Red Clouds in the main corridor. The second is a fight against a new Gal Monster on her own, so try to capture her with Rizna and Rance. After the third fight, Hit the two switches to open the gates in the middle junction. Go east to find a Flame Ring, and west to the exit. Be warned: if you go far enough down the west path, you will hit a hidden one-way treadmill and will be forced to exit. Don't go that way until you're sure you're finished here!
 * Later in the game, you can steal other items as well, each time returning to the same basement dungeon. After you steal the final item, you can no longer return.
 * If you want to proceed with the plot, you can select must recruit Maria via her "I'll have you work for me" event, followed by Shizuka with her event of the same name.
 * Maria's weapon is upgraded via storyline, never by purchase. Keep that in mind when you upgrade it with Weapon Eggs. She is also one of the few characters who never gets an S-rank weapon, so save two of your best A-rank weapon eggs for her.
 * Shizuka is quite powerful but her FR is incredibly low. Start off by grabbing some events to boost it. You can use the new Monkey Orb event to boost it once, and there are heart events in Italia, Haniwa Plains, and the Royal Museum (surface level. The museum also has one for Maria after you've recruited both characters). There is another heart event in the Red Key room of Autumn Forest. You may want to use Presents, but Shizuka refuses to raise her FR Max until very late in the game, so this might feel like a waste later on.
 * [Check to see if you can recruit these two before the Sleepy Village fight with the Avatar, that would be a better order for the walkthrough.]

Maze: Maginot Line

 * After you've recruited all three characters (Rizna, Maria, Shizuka), you can do the event "Rescue Blue Squad!" Bring at least one Red Key if you can help it, two if you're mapping.
 * This dungeon will close temporarily after you finish it. You won't be back for some time.
 * There are no random encounters in this mission. Feel free to map the area.
 * When you're ready, touch the green star to the west, then the new one next to the wall. You will fall into a new section of the map.
 * After opening the first door with a switch, check out the eastern path. There are two red doors here. They both have tiny amounts of money, and the southern door has a precious FR event for Shizuka.
 * Open the second door and check out the green star event inside. A new green star event will appear in the previous hallway. Next, return to the surface via the stairs near the first green star event - you will discover the fence has collapsed.
 * Touch the green star in front of the shack. Even though it was a green star instead of a purple, you will end up in combat against a few enemies, nothing serious. This ends the mission. No, really, that was it!

Event Screen

 * While not mandatory, do Abert's "Demand thanks for rescuing him" event, because it might be missable (not certain). This event will set up later side-mission.
 * Do the "Letter from Athena" event, then visit and leave any dungeon to progress the plot.
 * Select the "Assault the hot prison warden" event.
 * You probably also have to select the "Zeth's Beautiful Girl Directory" event at some stage, since Rance later makes reference to it. It's free, so go ahead.

Maze: Girls' Prison

 * General strategy note: by now, you should have 12/13 characters (depending on whether or not you have the Satsu DLC). This is enough to treat your party as though it were made up of two groups. One viable strategy for exploring a new dungeon is to start with a weak party ("the B-Team"), continue until you are out of SP, and then to deploy the stronger party to deal with any midbosses or bosses ("the A-Team"). This guide will make mention of this strategy as we go along, but don't feel forced to use it. Alternately, you may prefer to arrange two mixed forces containing strong and weak party members.
 * Whatever you do, have Sill in one party and Prima in the other, and try to have three front-liners in each party (you have six: Rance, Kaoru, Rocky, Bernard, Cessna, Rizna. Tamengi also serves a front-line role when you want to capture). Because both Tamenegi and Rance can capture, you may want to split them up or keep them together, depending on your strategy.
 * Dungeon notes:
 * This dungeon becomes inaccessible after you leave it, but you regain access much later.
 * Like Kaoru says if you check the star at the start of the dungeon, you can't get past the guard towers on either side. The exterior of the dungeon can't be fully explored until you revisit the dungeon later in the game.
 * One of the items in this dungeon is the Trusting Heart. You want this, because it will allow you to ignore FR limitations for one character, like Shizuka. Unfortunately, I didn't make note of where it was (Map reward?), so please move this note to the appropriate spot.
 * New Enemies:
 * Circle: May counterattack in melee.
 * Recovery Soldier: A healer, and the first enemy healer that doesn't need to charge. Can also use State Cancel to disrupt your charging and buffs. A priority target!
 * Drug Human: Unleashed after an early event. Attacks can Immobilize. Very dangerous, but weak to flame. These still count as humanoid for Kaoru's Jujitsu!
 * Pentagon Warrior: Unremarkable physical fighter.
 * Girl Pentagon Warrior: Unremarkable missile fighter. Weak against Fire.
 * There's a set battle just inside the doors, but an easy one. Defeat him and head through the door on the right for a scene. Grab the Eagle Orb while you're here.
 * Head through the door to the south, through the tunnel and up the stairs. Defeat the Red Cloud there to get the Girls' Prison Key.
 * After defeating the Red Cloud, this guard tower is now unmanned, so you can walk past it on the ground! Unfortunately, all this lets you reach is a Present.
 * Return to the entrance hall and unlock the metal door. The doors on the left are locked by two separate keys. You won't get the Papaya Key during this mission.
 * Go through the middle door. Note the locked grille in the basement and the memo that it can be opened from the Computer Room - you can't get in here until you revisit near the end of the game, but it helps to know that it's here. Also note the blue door. Don't waste your key, as there's nothing there but empty squares at rear of the prison, and you can get there for free later in the game.
 * Climb the stairs and head left through the door (do not go right, several doors will be locked until you complete this first step). Grab the Green Star for a mandatory event.
 * Leave the way you came, and head forward. The rooms on this floor only contain minor prizes, you can skip them if you want. Follow the path to Floor 3. The closest doors have Red Clouds, the third door on the right has an FR event for Sill.
 * The second door on the left has a midboss battle the moment you enter, be prepared.
 * After the fight, leave through the door on the right, then take the immediate next right after that. Check the event star, and then the one that appears after. You will find the Purgatory Keys. These are used in several places in the dungeon, but don't backtrack yet. There are mandatory events just a few steps ahead, plus we can open a shortcut.
 * Head down the stairs in the previous room. There's an event beyond the doors, and grab the second event star for some cash. Open the door to permanently unlock them. You are now back in a familiar 2nd Floor room.
 * Return to the hall just past the kitchen, the one with all the locked doors. Your objective is east, in the Light Crimes section, so you may want to go west to the Serious Crimes section first for prizes, namely an Unflinching Blade item held by the Red Cloud midboss.
 * When in the prisons, search each cell by moving into the bars to add the cell to your map completion.
 * On the third floor of the Light Crimes section, just before the Red Cloud midboss, check the cell on the right to find Kanami Kentou, who will join you. The woman you were sent to rescue is in the cell past the midboss.
 * You have to search both characters' cells twice to add them to your map.
 * Like Shizuka, Kanami's FR is extremely low. Unlike Shizuka, there aren't any easily available FR events for her yet, but they'll come in time.
 * After rescuing both your target and Kanami, a midboss will appear in the main hall (blocking access to the Serious Crimes section). Defeat it to end the dungeon, which will become inaccessible.
 * If you try to use Kanami's event "Use the sex ticket!" Kanami will throw it away. To find it, go to the Nearby Forest's Intermediate Track and look for it. Kanami cannot be in the active party when you touch the star, or she will throw it away again and you'll have to restart the dungeon! Like it says, it's only "good for" one H-scene. Kanami only gets regular H-scenes later in the game. Her Talent Cap is level 40, so it'll be a while until she hits it, and her "normal" H-scenes will probably be available by then. Long story short, play this H-scene whenever you want.

Maze: Insect User Ruins

 * Kaoru is seriously ill. She is out of the party and her events are unavailable. Do the event, "Visit while she's sick (look for an antidote)" to get your next mission and dungeon.
 * This dungeon is basically never closed off. You can return to it at any time.
 * New Monsters:
 * Most of the new monsters here were in the Intermediate Path of the Nearby Forest. See above for details. The only exception is the...
 * Aftermath: Physical fighter of no particular note.
 * Immediately turn left for an FR event for Rocky. There is nothing else to the left if you aren't trying to map the place. The Red Cloud in that area should be treated as a midboss if you choose to challenge it.
 * Head to the north of the entrance. Between the buildings, grab the Dark Pendant, Present, and the FR event for Rizna.
 * Cross the north edge of the map. There is a purple star and a mandatory Red Cloud blocking the way, but neither is particularly dangerous.
 * Head south. If you go all the way to the southwest, you can find a Dark Ring and a house that appears to be occupied. It may be necessary to visit the house, this hasn't been tested.
 * Climb the stairs on the side of the village wall. Grab the Kanami FR event.
 * To go straight to your objective, go down the stairs. If you want to explore the rest of the wall, which includes two Red Clouds and an FR event for Sill, you'll find another set of stairs that leads to roughly the same area.
 * Go down the next set of stairs as well. Note the Red Cloud blocking the locked door, which requires a "Pitiful Dogu" that you won't get until later in the game. Feel free to defeat the Cloud if you want for the usual Red Coupon.
 * Engage the purple star event, a boss. He's weak against Fire, so Shizuka can handle him easily.
 * Climb back up the steps and grab the new green star nearby. Collect it to end the mission.
 * You must now select "I'll cure her with the antidote." This requires a Monkey Orb.

Rescue the Prince of Helman

 * Re-equip items to Kaoru if necessary.
 * Put off the starred mission for now. "Rescue the Prince of Helman" is far more valuable.
 * This is your last chance to visit the Slave Watching Site, which is locked off after this. Be thorough.
 * Make a party of men: Rance, Bernard, Rocky, and Tamenegi is all you get. No healers!
 * Other than that the mission is simple. If you've already mapped the place, you can already see the two green stars. Just climb to the top of the tower and you're done.
 * Patton's FR isn't as low as some, but could use a few buffs. Some of his FR events exist in past dungeons, like Abandoned Mine F.
 * Now take "Stop Pentagon's Plans!"

Maze: Public Safety HQ

 * You'll lose access to this dungeon after you finish it. Unfortunately, due to a glitch, you cannot map this dungeon higher than 81% without the fan-patch, making its 95% prize inaccessible. If you don't have the patch, feel free to stop once you get to 75%.
 * There are damaged walls here that you can see through, but can never pass through.
 * New enemies:
 * Security Walls are upgraded here. Not only are they more durable, but they're more likely to attack. Their attacks stink in terms of damage, but they are long-range and can disrupt a charge.
 * Meat Shield: Just think of him as a Security Wall that can actually hurt you (melee only).
 * Pentagon Captain: Still no big deal.
 * Magball: Moderately strong enemy. Can debuff your defence.
 * Cow Cow Bang Bang: Gal Monster. Its charge attack does extra damage.
 * Through the door, then go right. You will come across two green stars. The first event is actually a combat.
 * At the end of the hall, head left, where you'll find a dead end with two more doors. Entering either will start a combat. The first door contains the Sexy Armor, a key item which is used in an optional event for Sanakia. It's missable, so make sure to grab it. The second room has an FR event for Rocky.
 * Head back through the only available path to another set of two doors. Go through the second door. You'll end up in a combat, after which you can break through the wall here to proceed. Grab the Power Potato Chip on the left.
 * Turn around and head up the stairs. Ignore the door on your right and you will come to a hall with three left turns. This is the Haniwa Reserve. You can't go around the corner at the far end without getting attacked by Haniwa and forced back. Instead, lock all three paths using the switches inside each time you come to this dungeon. You must do this every time you visit this map. If you plan on mapping to 95%, go down these halls before locking the doors. You can go as far as the second door at the back.
 * Continue up the path. After you climb the stairs, head left, which not only avoids a Red Cloud, but grabs you an FR event for Sill.
 * Head up the next set of stairs. The path to the left will lead you into a Red Cloud guarding a chest with 1900g and a dead end. The path to the right leads on.
 * After the event with Nelson, you must visit other members of Pentagon in the three rooms on the right.
 * Touch the new green star that appeared near the locked door in the corner, then go through the door and up the stairs. The green star down the stairs in front of you blocks your path.
 * Be careful: after you engage the purple star, you will be more-or-less locked out of earlier parts of the dungeon. The star itself is not particularly dangerous.
 * You are now in a new part of the dungeon (and will start here if you Escape and come back). Head into the hall to reunite with Kaoru. After you do so, an FR event with her appears in the room you just left behind.
 * You will get in a midboss fight down the hall. The boss can instantly kill nearly every party member in a single five-hit combo, but can only attack in melee. This means that a charged attack from the back row - say, Shizuka's Fire Laser - is a good idea.
 * After this is a boss battle, which is actually timed. Just do your best to survive.
 * You come to a fork, but Kanami will ward you away from the path on the left. Go right instead. At the end of the hall, you'll come to two doors. Use the wooden one to find an Eagle Orb. Use the "locked" one to get a scene that will unlock the door.
 * Continue up the hall to the balcony. Touch the green star to end the dungeon. You will not be able to return.

Event Screen

 * As you can see, you have your pick of three missions at the top of the screen, but the event "Oh no, Karma's been kidnapped!" will be starred (you may have to see the event "Karma" first, part of Kimchi's plotline).
 * Enter the mission at Insect User's Ruins and approach the green star at the north end of the map. Rance will realize he really does have to do this alone.
 * The monsters are changed to make this mission possible with just Rance. Consider equipping a Light Pendant to Rance, or the Ropers here will do enough chip damage to be dangerous.
 * Walk around the walls and grab the star in the southwest. After that, encounter the purple star in the building inside the walls. You'll get into a boss battle, but Rance should hopefully be able to win with a single Rance Attack.
 * That ends this phase of the mission (Kimchi FR+1), but you're not done. Return to the ruins, this time with as full a party as the FR minimum will allow.
 * The monsters in the dungeon have been upgraded and will remain upgraded from here on out.
 * New Monsters:
 * Rommel: You've probably seen some of these in Red Clouds by now. Their charge attacks hit a column of allies.
 * Cow Tamer: Gal Monster. A very powerful attacker! If you're lucky, they might pass their turn. Kaoru's Jujitsu still works on them despite the Cow.
 * Red Hanny: You know how it is.
 * There's nothing really serious here besides the boss waiting inside the walls. Even the purple star you encounter on the way to the boss is a joke. Just make sure your A-team is in position when you engage the boss star.
 * There are even more starred events and missions now! But before you do, select "Accept thanks for saving her and sneak in on her at night." This will recruit Caloria. She's only level 5, so consider giving her a Talent Ocarina or two. Her attack can cause Immobilize, which makes it quite powerful, and she later learns Poison Needles, which cause Immobilize even more often. Immobilized foes take extra damage, so bear that in mind both in your everyday tactics and as a warning when trying to Capture Gal Monsters.
 * Feel free to grab an easy FR event for Caloria at the entrance to the Nearby Forest's Intermediate Course, another in Italia, and another at the southwest house in the Insect User's Ruins.
 * Caloria's event, "Swallowtail Radar," will permanently upgrade your map and minimap to show chests and Adventure Achievements on squares you've already explored (Caloria does not need to be in the party for it to work). Good for revisits.
 * Now that you have Caloria, you can find a secret in Italia. Make sure she doesn't run out of SP before you find it! Make your way to the bottom of the northeast residential district in western Italia. Go into the house next to the (probably broken) loan machine with Caloria in your party, and she will find the password for the "bar." Where's the bar? It's the door right across the hall, misleadingly marked green on the map. Inside you'll find a Power Potato Chip and an Adventure Achievement.
 * If you see the event "Rocky the Troubled Man," take it, as it will upgrade Rocky's max level. He has to be at his current max before it will appear.
 * Time for the three missions. The simplest mission here is "Go check out the naughty nun." You can only see it if you've seen Abert's "Demand thanks for saving him" event. This is the easiest mission in the game: go to Haniwa Plains and check out the church in the southeast corner. That's it! You might very well not even see a random encounter! But pay close attention to the bottom of the mission description for a hint on how to find a secret later on!
 * We'll continue with the other optional mission, "Punish Moheca the Witch."

Maze: Moheca's Mansion

 * The gimmick here is that the path is littered with Red Clouds.
 * This is another dungeon that you lose access to, but frequently revisit. Trust me: you don't want extra trouble when you come back later, so explore during this first trip!
 * New Enemies:
 * Wrestleman: Can do double damage with his charge attack, not that his damage is all that high to begin with...
 * Mageman: Has Light spells, and that's bad news for Rance and Patton.
 * There are several locked doors. The first door, Red, has FR events for Patton and Rocky. The second door, Blue, has an FR event for Kanami and a wall you can knock down for a Poison Magic Tomato.
 * The next two floors have breakable walls in the same spot. The first has a Poisoned Manga Meat, the second 5000g.
 * Once you reach the peak, walk around Moheca's Mansion to reach the far side. Unfortunately, Moheca also has a huge (...empty...) lawn, and if you want to map the place, you'll have to step out the gate near the front doors to get started!
 * Head in the mansion. The end of the dungeon is in the east foyer (on the left) so explore appropriately. Surprise! There's no boss, so you can wrap up the dungeon even if you've got a half-dead party that's nearly out of SP thanks to Moheca's lawn. You'll recruit Copandon.
 * If you've recruited everyone so far, including the Satsu DLC, someone will have to leave the active party. Rance will pick someone automatically, but you can take control using &lt;&lt;Exchange Party Members&gt;&gt;. Viable party members include Prima, Bernard, Megadeath, Cessna, Tamenegi, and Satsu, along with a few other characters you'll get later.

Pentagon Missions

 * The Pentagon missions don't take place in dungeons, but are events with pre-set combats instead. Sorry, you won't be getting any orbs this way. Be careful, as you won't have much chances to heal, nor can you swap party members between combat. Start with your A-team!
 * The poisoning has two battles and then a boss battle. The sabotage has one battle and then a timed boss battle. The information bureau has only a single, underlevelled fight that won't threaten you at all.
 * New Monsters:
 * Wall Guy: The newest form of the Security Wall. Frequently counter-attacks, not that its counter-attacks are very dangerous.
 * Mid-Rank Mage Soldier: Uses lightning and especially ice attacks. Ironically weak against ice.
 * After this, complete the kidnapping mission if you haven't already.

Maze: 3rd Test Site

 * Select "Capture Princess Magic!" You'll need a red Crab Orb for it, which you might not have. If you want to show off, try some of the colored-door challenges at Abandoned Mine F. This is a good time for them.
 * This dungeon stays in the dungeon list for (more-or-less) the rest of the game.
 * Be warned: this is your last chance to get your current events and CGs with Kaoru, as they will change after this dungeon.
 * New Enemies:
 * Schoolgirl: They have a Flame-based standard attack, but also an attack that hits both allies in a row. Their charge attack hits all allies, and is Electric.
 * Happy: An upgraded Uppi, their attacks are Ice aligned. Don't mind their resemblance to Hannies, they can be hurt by magic like normal. Weak against Flame.
 * Sour: Gal Monster. Similar to Frog Girls, they're a weak but durable caster. They can reduce your allies' Defence or Resistance.
 * Acupressure Master: Combination healer and attacker.
 * King Squidman: Another enemy you've probably seen in Red Clouds recently. Just like a squidman, but tougher.
 * Catpot: A weak missile attacker, which sometimes counter-attacks. Heals an obnoxious 150 HP a turn!
 * The first left is an exaggerated dead end, so ignore it unless you're mapping or going for the Red Cloud found part-way through.
 * The magic barrier you come across is easily disabled using the switch (the Star of David that Alicesoft seems to have mistaken for a pentagram) in the next room.
 * To get a pointless bonus prize, you will need three "apples," key items scattered about the dungeon. To get to the Black Apple, you want to use one of the two doors that you come across next.
 * Like the sign says, the red door is a shortcut, which leads straight to the first "prize room". You will also need a blue key to get through the other side. The shortcut only contains 2 squares, so if you don't mind getting less than 100% mapping (bearing in mind that you only need 95% for the last prize), you should go the long way. Be aware that the regular door in the prize room is guarded by a monster attack.
 * If you choose to go the long way, there are two branched paths that each lead to your destination. The first passageway is shorter, but the second has an FR event for Maria. The green door leads to an empty room - this is actually a church, and will be visted in a later sidequest.
 * Return to the main hall (easy to do if you unlocked the shortcut or never went after the apple in the first place). Move on by battling the nearby purple star.
 * The next hall guards the White Apple (and also an FR event for Rizna). There are three switches in three rooms, and the signs nearby give you hints.
 * You have to use the switches from left to right to enter the number "5" in binary.
 * The answer is to turn on the switches in rooms 1 and 3 (binary 101).
 * There are good but still random odds that you'll end up in a fight behind the door! Several doors in the game are programmed like this instead of being 100% guarenteed.
 * Go through the door to the east. At the first fork, head right (west) if you want an FR event for Kanami. Be aware that the door is usually guarded with a random encounter. The next fork's right leads to a Red Cloud.
 * Head south to proceed, the door is usually guarded. After going down the stairs, the left branch is guarded by a mandatory Red Cloud that blocks the way to a door locked with the Math Key. Note this for later, and head the other way.
 * Like the game says, the upcoming hall is trapped. Note the faint Stars of David enscribed on certain squares, which mark damage traps. Unfortunately, you will have to step on them to map the dungeon 100%, so this is another instance where you might want to settle for 95%. The Math Key is at the far side.
 * Return to the math door and head through the nearby green star. The door in front of you contains an FR event for Caloria and a teleporter. Don't use the teleporter! It will kick you back to the dead end at the start of the dungeon, one-way!
 * Head left and grab the star. Rizna will reveal that she was kidnapped in the middle of her graduation test, and Rance will resolve to let her graduate now. This side-quest is missable. Be careful to resolve it before you go too far in the game! (I believe it's locked off when you finish the apple quest. If you finish both at the same time, Rizna's resolves first.)
 * The right path leads to a Red Cloud in a dead end. Head left instead to proceed. After a long walk, you will reach a green star that will kick you back to headquarters for the time being.
 * Kaoru leaves the party, and will not rejoin for some time. Be aware: many of Kaoru's events are lost permanently at this stage!
 * Note that if you have the Satsu DLC installed, you will have to manually retrieve the party member that was kicked onto the back-benches via Exchange Party Members, or you will be left with only 15!
 * Return to the dungeon and walk allllllll the way back.
 * Go down the stairs. If you're going for the apples, ignore the room where Magic was (and the purple star at the end) and go down the other hallway. Go in the door on the right, and turn off both switches, then continue down the west passage. The path to the left leads to the third and final Apple. The path forward leads to a Present.
 * Finally, go back to the purple star near where Magic was. Expect a midboss, and know that she can Immobilize you.
 * Beyond this point is a maze. Head right for a Red Cloud (which appears only after you reach the end of the path), while the left path proceeds. From there, head left again for an FR event with Sill, then backtrack.
 * Continue up the hall past the sign, then through the Red Cloud. Continue forward past the locked door to a yellow star to finish the dungeon. You're done now, but should probably return for bonus prizes.
 * Return to the dungeon. Note that the FR requirement is now 10, which is why we did our best to grab all the optional stuff possible during our first trip.
 * Return to where you left the dungeon, and proceed to the next room. Don't touch the green star yet! Instead, grab the chest for the Language Key, and then backtrack to the locked door. Collect the moldy Cream Bun. Now touch the green star in the previous room. Rizna's Max FR goes up by 5, and you will leave the dungeon. This is required to complete her storyline.
 * If you repeat the dungeon yet again and touch the green star at the end with all three apples, you will get the 100 Point Medal. This is basically worthless, but at least you're keeping up with the level curve!

Bloody Angel

 * Let's do the event "Exterminate Bloody Angel." Some players have reported this mission can go missing, but it's unclear what if anything causes this. Brace yourself, this one's going to hurt.
 * The monsters in Italia have partially upgraded, but that's not the problem.
 * After each random encounter, Bloody Angel will attack from the shadows in a text event, instantly killing a random, active party member. Lead with your B-team. Run around with less than 6 party members if it keeps Bloody Angel from reaching one of your heavy hitters. Obviously you should never use a party with just one member, or your next fight will be your last.
 * Your map of Italia should be fairly complete at this point, so it should be easy to follow her by tracking down the Event Stars (remember that the priest in the church and the guard in east Italia are permanent event stars are and unrelated to your current objective).
 * Head to the crematorium in East Italia, then the southeast residential block in west Italia (through the door). You now have someone's house key.
 * Head to the southwest residential block in east Italia. Grab the star and then enter the house adjoining it. Map everything, because Rance will throw away the key after you finish the mission. Destroy the wall and swap out your best party to fight Bloody Angel. She has friends this time. You get an HCG for winning.

Maze: Haniwa Plains

 * If you've been following Rizna's plotline, you may have unlocked the event, "An invitation to a hot spring from Kagekatsu has arrived." If not, don't worry, because it's not urgent. This is just when the walkthrough writer happened to go there. See the Events page for more details on how to unlock it. It's possible that you have to be this far in the game before the event shows up, I didn't test it earlier.
 * The FR requirement for this dungeon is still prohibitive, but the mission is actually really easy if you know what to do.
 * Make your way to the southeast corner of the map, in front of the church. Walk to the path made of fences on the east-most edge of the map to the new green event star. This star can be used to re-access the upper levels on later trips.
 * Once you ride up to the upper level of Haniwa Plains, you can't go back down without leaving the entire dungeon. This is true even after this mission.
 * There are no random encounters up here!
 * Start breaking into houses like a good RPG hero. You'll get a Monkey and an Eagle Orb, and an FR event for Sill. If you happen to have the Haniwa Castle Key already, you can break in if you want, but it's better to do that on a later trip. After visiting Kagekatsu's house, visit the hot springs to end the mission.
 * Naturally, there are other things to do in this dungeon.
 * If you want to know the secrets of the dungeon, bring extra keys and go to the Haniwa Plains' four Hanny Houses and fight their purple stars. Each time you do, the sign outside will update when you read it (by moving into the sign to "activate" it), and will keep track of the total number of "annihiliations" for each house. Kill an equal number (higher than 0) in each house and a tunnel will open to a secret basement dungeon in the middle of Haniwa Plain. These stairs will disappear after you Escape! Unfortunately, the guards are high-level, so be careful. Make sure to bring extra keys, one of each type!
 * The basement chests restock every time you return. Each vault will give you 2000g, more than repaying the cost of the keys (assuming you start buying at 0 keys). This is a great way to make money!
 * Like the hints have said, killing a multiple of 10 Hanny groups in each Hanny House gives an additional bonus in the basement, but there are actually other prizes at other numbers:
 * 5: The basement chests will also include Viagros.
 * 8: The basement chests will also include Super Experience Breads.
 * 10: The basement chests will also include Magic Tomatos.
 * The big prize in the basement is the Hanny Castle Key, kept in the red underground vault and always available. With it, you can go into the upper levels to battle the Haniwa King, a bonus boss, or to the lower levels, which have treasure. Bring even more keys for this place.
 * The lower levels of Hanny Castle are a red door and guarded by a red cloud. Past the cloud, you can find a second red door and a green door, and a plain door with 3500g. The green door is a trick: it leads to an empty room blocked by a blue door, which leads into the exact same hall as the red door at added cost! This empty room is better yet avoided, but it will give you the Haniwa Plains 95% reward without having to defeat the powerful Red Cloud on the upper levels. There is a second blue door beyond the first set of doors that will get you 3500g.

Maze: Noctun Mine

 * For another side mission, progress Maria's plot until you get the event "Request to look for development materials." See the Events page for more details. She will ask you to do a mission to upgrade her weapon. Given the difficulty, it may be that the event won't show up until you clear the 3rd Test Site, but I didn't test that.
 * 10 FR requirement again this time, meaning there's a chance Maria won't even show up to her own mission!
 * You can return to this dungeon at any time.
 * One of the Gal Monsters in this dungeon is the Li'l Runaway. These enemies flee at random, so won't give you much time to swap out Rance or Tamenegi. Consider front-lining Tamenegi and Rizna from the start of the dungeon, backed with Rizna and Caloria (with Poison Needles if you have it). Don't bring Satsu unless you have to, time is of the essence if you want to capture these Gal Monsters.
 * New Monsters:
 * Chasoba: Even more durable than they already appear, thanks to their moderate regen ability. Not very dangerous on the offence.
 * Li'l Runaway: Will attempt to bolt at the earliest opportunity, making them tricky to catch (see above). Immobilize her if possible, if only to secure the EXP.
 * Black Hanny: These Hannies have a serious close-range Fire attack, don't underestimate them like their cousins.
 * Goering: Same as usual for this enemy line: projectile attacks and a charge attack that hits an entire column.
 * Circle Mk 2: These have been showing up in Red Clouds for a while now, and are practically out of date. Can counter.
 * The path is initially linear, with all dead-ends mmediately visible. After the encounter with the miner, turn right. The green door guards 1000g. Not far after the green door, you'll encounter a strange door that doesn't even respond to your attempts to open it (the fan-patch adds a message). Suffice to say, this door leads to a different part of the dungeon for the next time you get a mission here, so don't worry about it for now.
 * Go down the stairs. You are now in a circuliar area with three storage rooms. An FR event for Shizuka is in the northeast. If you've been keeping up with her events and haven't used any Presents, this will bring her to 10, which means you can start using her in this very dungeon!
 * Needs testing: I found the Hirara Ore in the northern room, which was the last place I checked. It may be that it's always in the north, or maybe always in the last room you check. After you find the ore, there will be an automatic fight against numerous enemies, including a new Z'Kappa Gal Monster. Be careful, she can heal the entire enemy group, so unless you can Immobilize her, you might be better off killing her as soon as possible, and capturing another one later! Trust me, there will be plenty of opportunities, since she shows up basically through to the end of the game.
 * After clearing this mission, Maria's weapon will be upgraded, and two skill events will be added to for Maria at the cost of 1 Eagle Orb each. The "Support Shot" skill is one of the most broken in the game, so either race to it or avoid it depending on your play preferences. "Smokescreen Shot" is also very powerful.

Maze: Pentagon Base

 * Time to get down to business. Select "Go to Pentagon Base to negotiate directly."
 * You will lose access to this dungeon after completing it, but it will return later in the game. You also cannot 100% the dungeon during this first trip.
 * This is the first dungeon with secret passages. Keep your eye on your map for walls marked in red.
 * New Enemies:
 * Crimson Eye: Extremely dangerous Flame caster that can attack columns at will.
 * Nekomatamata: Gal Monster. Weak, but dodgy. Her charge attack is no big deal.
 * Caterpillar DX: Moderately durable enemy with a high auto-heal rate. Its charge attack is weak, but Immobilizes.
 * There's a Red Cloud to the right guarding 2000g. The enemies in the Cloud have low defence, but have very high attack, so don't waste time with your B-Team.
 * If you continue without turning, then head left, you will come across a Red Cloud guarding an FR event with Rizna.
 * Return to the second fork from the start and go east this time. If you skip the next fork and go south, you will come across a secret passage in the trees. There is a Present here.
 * The fastest route to Pentagon's base from the beginning is to handle the forks as follows: forward, right, left, right (through the Red Cloud, which is an easy one) and then right.
 * Welcome to the Pentagon bunker, one of the most annoying places in the game to map to 100%. Fight the guards and then see if you can solve the method behind the pit traps on your own. There is a hint in the basement, and the answer is in the next bullet point. Unfortunately, you have to fall into every pit trap in the dungeon if you want 100%, and you have to walk through the forest every time you have to restart for lack of SP! Consider settling for 95%
 * The trick is that there are traps beneath every ceiling light that is off. Ceiling lights that are on indicate the floor beneath them is safe. There are no pit traps in the waterlogged basement, so don't worry about them down there.
 * Note that there is a square on Floor -3 that you can literally never visit because of a pitfall. It doesn't count for 100%.
 * If you're mapping, you're going to be falling down so many holes that there's probably something to be said about not going out of your way to map the lower levels until you're done falling through the high ones, to avoid redundancy.
 * The Red Clouds in the basement are basically all midbosses and are no joke. They will be very hard to defeat without Rance Attack, Shizuka's Fire Laser, or Sill's Snow Laser, not to mention some helpful immobilizations from Caloria, Kanami, or others.
 * An FR event for Maria can be found past a door in the basement.
 * Mapping concerns aside, the walkthrough goes like this. Weave through the pit traps to reach the door at the far side of the first level (this door, and others in the dungeon, tend to have monsters on the other side). Grab the green star. These and others like them may be mandatory, so the walkthrough will be covering all of them. Do the same to the lab around the corner.
 * Defeat the purple star (no big deal) and then go through the door. Continue around the corner and enter the last lab, which is possibly optional. Then proceed to the next purple star, a boss. Try not to kill the Pentagon Warriors in the front line until after the boss, since they will be reinforced by Pentagon Captains. The back rank units won't be reinforced, so take them out as soon as you're able.
 * Next up is a hall with many doors, some of them guarded. A Lucky Card can be found in the second door on the left. This item is especially good on Copandon. There is 3000g in the third door on the right.
 * In the first door around the corner, you will find the Pentagon Key. The next few rooms are empty. Use the Pentagon Key to unlock the wooden door, and then fight a fixed encounter. This will end the dungeon.

Under New Management

 * From this point on, it is possible to unlock events on the event screen marked "(FR)." These are repeatable events that increase a character's FR rating as high as required, but they cost one Crab Orb and one Monkey Orb, which is more expensive than the usual (but limited) events that raise FR.
 * Try to avoid Shizuka's (FR) event for the time being, as Shizuka's FR Max will not be raised for some time. She has exactly enough FR events between the event screen and dungeons to reach her FR cap before you will get an opportunity to raise it, so any use of her special (FR) event before you raise her cap will be "wasted" in the long term.
 * Three missions available, two of them side missions. Let's start with "Investigate Queen Anokia's Ghost."
 * Back to the Sleepy Village. You may want to go map those two squares you weren't allowed to early, if you've just got to get 100% mapping.
 * New enemies:
 * Smog Sylph: Gal Monster, Undead? High defence, but easily taken out by magic. Has missile attacks and specializes in debuffs.
 * Magic Tactician: Starts the group off with a magic buff, and may use the buff on single allies during battle.
 * Doodlesaurus: Regular attacks are Fire-aligned, but weirdly its charge attacks aren't, though they are more powerful. Moderately durable. Not found until the latter part of the dungeon.
 * Conte: Gal Monster, Undead. Think of her like an upgraded Smog Sylph. Can attack columns and debuff your entire group. Likewise weak to magic. Not found until the latter part of the dungeon.
 * The purple stars in this dungeon are all Location Spirits. Like way back in the Cooperative Bank, it's better to kill them as soon as possible rather than fight with nuance, which will make it difficult (though hardly impossible) for your B-Team to advance.
 * There's an FR event for Patton in between the first and second stars, a Protection Doll after the second.
 * Once you're in the final chambers, you will find several vaults. There are two treasure chests with 1200g on the right, but your objective is on the left, behind three whole Red Clouds. Be careful, the random encounters are harder in the final room as well!
 * Conclude this mission's storyline by selecting the event "??? returning a favour."
 * Next up, "Investigate the strange voice in Moheca's Mansion."
 * There are fresh new Red Clouds, but at least the exploring is done! Unfortunately, the Red Clouds are no joke, and you might not have any luck trying to break them with your B-Team.
 * New Monsters:
 * Foreign Wrestleman: Nowhere near as inconsequential as the original. Durable and hard-hitting.
 * Majician: Gal Monster. Extremely dangerous enemy caster. Can attack a column as a regular action, and the entire friendly group as a charge. Immobilize her if possible!
 * Okayu Fever: Weak against Fire.
 * There's not much to this mission except the challenge: climb the mountain, defeat the Red Clouds, grab the FR event with Copandon. At the end, prepare for a boss battle. She's weak against fire, so Fire Laser, or Rance Attacks with a Fire Ring, will wreck her.

Maze: Amber Castle

 * Take the mission: "Participate in Pentagon's Plans."
 * You'll be locked out of this dungeon after you complete it, so this is your only chance to explore.
 * A lot of enemies in the swamp have missile attacks.
 * New Enemies:
 * Attack Tactician: Starts the group off with an attack buff, and will use it again on individuals during battle. Can't do any damage to you directly.
 * Shiitake Boy: Missile attackers. Their charge attack has a chance of Immobilizing everyone in the party!
 * Splish Splash: Gal Monster. Her missile attacks are weaker than others in this dungeon, but she can also charge them to be stronger.
 * Octoman: Fairly strong missile attackers with the power to boost the evasion of their entire group.
 * Horned Whale: Extremely dangerous electric spellcaster that can attack your entire group at will. Thankfully quite fragile, although they regenerate, so you will have to focus on them to take them out.
 * Z'Kappa: Can heal at will, and will sometimes heal the entire enemy party!
 * Elite Public Safety Officer: His beard gives him higher stats. I mean, not much higher stats...
 * Location Spirit: You've fought these as bosses already: they always use group attacks but are relatively fragile. Kill early!
 * The game's advice to "walk around to harden up the ground" is a partial lie. This dungeon really works like this: after each battle, the rafts between platforms will be randomly redistributed. By "walking around," you'll get into random encounters and the rafts might appear in front of you, but it isn't really necessary to walk anywhere. The "Search for Monsters" button is far more helpful. If you lucked into a Foe Repellent item from a mapping reward, it will allow you greater control over the rafts, since you will have less random encounters when you don't want them.
 * Don't bother to map the swamp at this point. After entering the castle, the game will raise all rafts permanently during revisits, which makes mapping much easier, not to mention getting back to the castle!
 * If you proceed up the middle path, you will be deterred by a purple lightning tower. There is nothing you can do about this, so this route is a dead end. If you proceed up the right path, there is nothing but a few minor prizes. The true route to the castle is up to the left. An event with Kanami will get you across.
 * After you enter the manor, you will find yourself in a hall of doors. The doors on the north side will never open, here or on later floors, so this walkthrough will ignore them when giving directions.
 * Enter the first door on the left, and then the side room (the door is guarded) where you can destroy a comms device. This is necessary to progress, and they will repair it every time you retreat (it's basically a switch), so make sure to break it every time!
 * Down the hall you can see two red doors. The first has a Zombie Killer Edict. The second red door contains 2000g.
 * The second door on the left contains stairs leading up. The Red Cloud here contains three Tokkos, which are Gal Monsters, so use this excuse to catch one.
 * If you move through the door in this room without having destroyed the comms device during this trip to the dungeon, the security guards will call reinforcements and you will be forced to retreat from the dungeon.
 * Another hall of doors. The only working door to your left contains a Talent Ocarina. The first working door on the right has a side passage with two side doors: the regular door is empty, the green door contains an Eagle Orb. The second working door on the right has the stairs up, while the third has a pointless event.
 * The stairs go up two levels, but the door on the fourth level is forever locked. Visit it for mapping if you care, otherwise proceed to Floor 3.
 * The first door on the right has a Present. The second has a Red Cloud with two new Gal Monsters, a Goat Girl and a Frozen, both well-protected in the back rank. Beware of the Goat Girl, who can summon a Dragon Knight (with her two-stage charge attack) that will assuredly kill you at this point in the game. This already dangerous Red Cloud fight might not be the best time to capture her, so take her out as soon as possible. The Frozen is in a similar boat, since she's powerful and would be much easier to kill with Shizuka's fire spells than to capture her. Trying to catch both would be even harder, but if you want to grab just one, you might be able to pull it off.
 * The left side of the hall is blocked by bars, but if you enter the adjoining room you will find three doors. The nearest door has 2000g. The middle door contains the "Off" switch for the bars. The third door is empty.
 * Past the bars, you'll find a Red Cloud and a purple star indicating the objective. Try to have at least 2 SP on each active party member before engaging the star, because there will be two fights in a row.
 * As the game suggests, this will be a timed boss battle. The boss is probably out of your pay grade, but do what you can to kill his Low-Rank Mage Soldier minions. Immobilize the boss if possible to help survive until time is up.
 * Select "Have sex and take compromising photos of the captured girl."

Maze: Lolita House

 * The main plot won't move on until we go visit and leave a dungeon. While we're waiting, why not do a new side-mission? This may require you to have been keeping up with Kimchi's plotline. It is activated by the event, "Take down the cause of Alfra's fear."
 * This dungeon is quite small, but it will be your only trip here, so be thorough.
 * There's an FR event for Sanakia so you might want to wait till she joins your party.
 * We start with a three-way junction. Head left, break down the wall, and touch the green star for the House Key. There is a quick, but probably optional, battle at the end of the hall.
 * Next, the right junction. There is an FR event for Tamenegi in the first room, and a fight in the second.
 * Third, the center junction. Unlock the door on the left and see the event star. You will be locked out by the head of the House. Return to the previous level and unlock the opposite door.
 * There are numerous events and FR events in this hallway: events in the first, fourth, and sixth rooms; FR events near the stair (Sanakia) and in the third (Kanami) and fifth rooms (Tamanegi).
 * In the fifth room, you will find a weak wall. Break it down and grab the green star for a boss battle that will wrap up the dungeon (if she isn't there, it means you didn't encounter her in the opposite hallway).
 * While the boss isn't particularly threatening, force of habit may have led you here with your B-Team, so you may want to swap before the fight to make things easier.
 * Kimchi's FR Max is increased for completing the mission.

Maze: Around Red River

 * Select "Reply from Secretary Radon."
 * Caution: after you finish this dungeon, you will temporarily lose access to the Noctun Mines, the Insect User's Ruins, and the Royal Museum. There's no story reason for this, it's just so the game can make room for other dungeons on the dungeon list. Most will return after several missions, but the Royal Museum will not return until much later.
 * You can't return to this dungeon after you complete it, either.
 * This is going to be a weird one. You'll be left with just Rance in your party and will have to reunite with everyone else (and only certain characters appear!). Remember that you must manually add them to the party!
 * Despite Anise's best efforts, you can leave at any time using Escape, but each time you return, you will lose your party members all over again. Thankfully, once you've met up with Sill at least once, her event star is moved next to your starting location on revisits.
 * Unfortunately, I made a bad save while doing this dungeon and made it impossible to double-check my directions through the maze. If there are any problems below, please edit them in. If there aren't any problems below and you can confirm that, please edit this message out!
 * New enemies:
 * Captain Vanilla: Gal Monster, a fairly powerful attacker with a charge attack that can hit an entire column. Tremendously durable for this point in the game.
 * Galland: More of the same from this enemy line.
 * Fisna: Gal Monster. Missile attacker with a charge attack that hits a column.
 * Rance is the only one who can Capture in this dungeon, and you can't reunite with Tamenegi. Capturing Gal Monsters under these circumstances may prove difficult, so know that Captain Vanillas are readily available in the Advance Course of the Nearby Forest, and Fisnas can be found in the next mandatory story mission.
 * While entirely optional, start by heading through the northeastern tunnel, as it will reunite you with four party members (if you plan on mapping the dungeon 100%, you must do this before a certain event or part of this section of the dungeon will be blocked off).
 * After heading through the above teleporter, you'll eventually find an event where you meet up with Patton. The teleporter on the right leads back to the entrance, while the left reunites you with Rocky, gets you an Eagle Orb, and then reunites you with Caloria. That's three so far!
 * You are now stuck in a room with four teleporters:
 * The west-most teleporter goes back to the starting room.
 * The second-to-west-most teleporter goes through a few mappable rooms before returning to start.
 * The door right next to your arrival point leads you to Kanami.
 * The northernmost door leads to a Monkey Orb and then back to the entrance.
 * Head forward to the event star, then around the corner to the teleporter. You will recover Sill. Head through the next teleporter for Shizuka.
 * The teleporter to the left goes back to the starting room. Instead, head right, which leads to an event and later to Maria.
 * The forward teleporter leads back to the starting room. Head right instead. The next event star will cause Anise to blow a hole through the dungeon, leaving you with multiple options to proceed. Make sure you see this event before entering any teleporters in this room, because the teleporter you took to this room has disappeared, and Anise's hole is the only way back to this room without leaving and revisiting the dungeon!
 * The hole to the right leads to an earlier part of the dungeon, and can be ignored. The left teleporter goes straight back to the starting room. The right teleporter leads to an empty room you may want to map, but also ultimately goes back to the starting room. You'll have to go through the hole on the left, instead.
 * The teleporter to the left leads to an empty room for mapping, and then back to the start. The forward teleporter leads through a few rooms to another event star, which once again blows a hole through the wall. There is an FR event for Kanami in this room if and only if you've met up with her earlier in the dungeon. The teleporter in this room once again leads back to the start.
 * Return to the starting room via any of the available options, and head to the west (? my notes are bad here). There, you can find another event star (and also an FR event with Kanami, if you've reunited with her). Anise will blow another hole in the wall. Walk through the hole in the wall to reunite with Copandon, then teleport to reunite with Rizna (and find a Present). At this point, you'll be returned to the starting chamber yet again.
 * To end the dungeon: after seeing Anise do the second hole in the wall, go back to the room where you may have reunited with Rocky and proceed through the teleporter. A green star will appear here that wasn't here before, which will end the dungeon.

Event Screen

 * A new "Rocky the Troubled Man" should appear at this point if Rocky is at his level cap, which will once again raise said cap.
 * I'm afraid I didn't make a note of when the third "Rocky the Troubled Man" event shows up, but here's a warning. It's actually possible to raise Rocky's level cap slightly higher if you're careful about when you select the third event. If you want to pull off this trick, just ignore the third event until we get the ability to raise the level caps of other characters during Chapter 5. The walkthrough will discuss the particulars when it happens.
 * Some of your characters, like Shizuka and Caloria, are probably getting near their FR caps. Caloria's event, "Caloria on Meal Duty" will raise her cap. You're shit out of luck with Shizuka for the time being.
 * Select "A letter Urza's sending." After your next dungeon, you should select the new "Urza calls Rance and displays courage." These are mandatory at some point or another, and they're free.
 * You're getting close to the point where you can enter the Advance Course in Nearby Forest, with its enemies showing up in the wild in your current missions. You can certainly send out some exploratory attempts, but the problem isn't so much the level of the enemies as the length of the track. There is an FR Event for Tamenegi at the end, though the real prizes are the 75% and 95% mapping rewards.
 * Your B-squad is rapidly falling behind the curve. You may want to give some of them poisoned stat-up items to give them something to do, but don't waste those items on anyone you don't want to keep around! Thankfully, a potential fix is coming.
 * Remember that the success rate of Capture is based on your level. Because Tamenegi is presently capped at 30, Rance will probably have a higher success rate around now, even though he's still slower.
 * "Exterminate the Female Bandits" will give you a simple side-mission.
 * If you haven't grabbed the stuff in the locked rooms in Autumn Forest yet, this is as good a time as any, so bring keys.
 * Head to the underground base from before. After an event, Patton will suggest finding the key.
 * The key isn't far, but it is behind some of those mushrooms that knock you out. Go back to the first fork you find and go straight until you hit a wall. You'll see the mushrooms in question on the left.
 * Set up a party of two suckers and let one of them get knocked out, and then bring a half-decent party to win the simple fight behind the mushrooms. After that, set up another two suckers to get back... or better yet, leave the dungeon to restore your full party!
 * Return to the base, unlock the door, and hit the switch.
 * New enemies:
 * Female Bandit: They have a very high dodge rate, but that's about it.
 * Enter the next two rooms, fighting the mandatory battles. Note that the uppermost Female Bandit in each purple star event is a powered-up captain enemy. Also enter the third room to deactivate the bars guarding the way south.
 * If you plan on opening the locked doors, do so now - the next event star ends the mission.
 * Fight the last event star, a weak midboss.

Maze: Magazine Tower

 * Time to be morons. Select "Mana Battery Destruction Operation."
 * You cannot finish mapping this dungeon right away, only when you come back later in the story.
 * New Enemies:
 * Tatami Flipper: The strongest shield enemy, the presence of one of these means a load of trouble for you. Seems slightly weaker to magic than attacks, but only a little.
 * Kretschmer: Same as always.
 * Narshorn: Hits hard, though its charge attack only hits across a row, not a column.
 * Goat Girl: Can summon her boyfriend, an incredibly powerful Dragon Knight, via her double-charge attack (meaning she has to charge for two successive turns). Will flee in the process. Her rarely-used regular attack does little damage, but hits everyone (and so might break their charge) and has a chance to Immobilize. She's fragile, so stopping her is easy but capturing her will be tricky - Caloria's Poison Needles, and maybe Tamenegi's Garlic Thrust?, are two of the few attacks weak enough to reduce her HP her without killing her, besides Mercy Attack.
 * Defence Tactician: Guess.
 * Once you step out of the tunnel, you'll be in a huge open area. It may take most of your SP just to map it. Keep an eye out for FR events with Rocky and Rizna.
 * Most of the buildings are locked with a blue force field. Eventually, you'll find a busted wall on a building in the southeast. Go inside and climb to the top for a pile of advice. Despite all the fuss, only one is relevant:
 * Only mages (Shizuka, Sill, Rizna, and Maria) can pass through the force fields.
 * All the clues about lifts are either useless or lies! Anyone can use the blue lifts, there are no red or green ones, and you'll never use the access code!
 * Armed with this information, you can navigate the rest of the dungeon. In fact, there's no strict need to visit the room with the advice, except for an FR event with Copandon.
 * Once you're past a barrier or elevator, you can bring back your other party members, even directly into battle via Call Ally. Only one of the barriers actually explains this. Any party combination can walk back out through the barrier.
 * Be careful using the force field doors with a lazily assembled party (i.e. don't just throw Shizuka into the front line of an empty party and call it a day), as they are all guarded. Once defeated, the guards never come back, even on revisits, but a random encounter is still possible.
 * We'll start with some valuable dead ends.:
 * The middle building, just northwest of here, has FR events for Shizuka and Patton.
 * The southwest building contains 4000g and FR events for Maria and Kanami.
 * The last dead end is fairly extensive, especially considering it has almost no worthwhile treasures beyond Red Coupons. Go to the northwest tower, which has a blue lift in the right door (the left door is empty). The 2nd floor has a Red Cloud in the first door and an Adventure Achievement in the second. The 3rd Floor has a causeway, guarded by a Red Cloud, connecting it to the upper level of the adjoining tower, which is a dead end.
 * To move on, go to the northwest tower and go through the elevator on the right. The 2nd floor is basically empty and should be ignored except for mapping. Go to the 3rd instead.
 * If you're mapping, make sure to move on to each elevator on each floor, not just off them, which doesn't count.
 * Go out of the building and across the causeway for a Hanny Zippo.
 * Go back to the northwest building (via the causeway) to find some more stairs. The green star at the top is a battle.
 * The party's cautions are a little misleading: you actually do have to enter the tower after beating the guards, you just won't be climbing any higher.
 * New Enemies:
 * High-Rank Magic Soldier: You knew they were coming! He has two charge attacks, both lightning aligned, one of which will do heavy damage to an individual and one of which is the standard group attack. Has no uncharged attacks, so you can keep him pinned down by preventing his charge.
 * Everything to the right is optional.
 * Excavation Storage contains some cash and a Manhunter License.
 * If you go to Dig Site B, take the Magic Tomato, but do not engage the Red Clouds. They are incredibly dangerous. Save it for your re-visit to this dungeon later in the story, if ever.
 * Go left. Don't bother going left at the next fork yet, since you'll have to go there later. Go right, instead. You'll pass a door you can't open and come to another fork. The sign isn't lying about the construction: there's almost nothing but a dead end down there, but if you're mapping, keep an eye out for the breakable wall, which leads to an Adventure Achievement.
 * Go to the secret dig site, where Rance will insist on turning the car around and going to the Tower Entrance, down the path we ignored earlier. Do so, and grab the Eagle Orb from the room on the left.
 * When you reach the purple star, make sure that someone with Tactical Retreat is in the party (Rance, Copandan, or Rocky if you've bought the upgrade). Flee at once from the guardians. Rance will change his mind again and you'll have to walk alllllllll the way back.
 * The fight against Magic is no joke, consider withdrawing from the dungeon just to save your progress. Use group spells and/or Maria's Explosive Shell technique to take out the High-Rank Magic Soldiers in the back, backed with Manhunter Licenses if you can help it. The biggest trouble here is that the three enemy spellcasters can easily drop your casters before you even do any group spells, so luck may determine if this is easy or hard.
 * Our FAQ says you don't need to win this fight, but I don't know the particulars. Can you run away? Never engage and just go back to town? Or just lose?

Maze: Jump Tower

 * The game kicks you back to camp at this point. It claims you still have a mission in Magazine Tower, but there's no way to get past Magic.
 * Take the event "'Operation Liberate the Motherland' Midway Meeting." Abert joins the party. He'll be staying a little longer than last time (you may want to upgrade his equipment to C-Rank, since it doesn't cost much), but will eventually leave again, taking his equipment with him. Players with the Satsu DLC may want to Exchange Party Members to get their preferred B-lister into the team.
 * You can't finish exploring this dungeon quite yet, but you won't be able to return for a while after you're done. You'll have to come back later in the story for the remaining ~7%.
 * New Enemies:
 * Improved Hybrid Monster: Hits hard, especially its charge attack.
 * Lucky Can Can: Still harmless, but worth more EXP. Can't be captured!
 * Master Gecky: A strong upgrade over the original. Also can't be captured!
 * Head right. Your path will eventually be barred, but on the way you'll find an FR event for Copandon. Turn back at this point.
 * After you reach the sign pointing towards the Danger and Safety courses, head down the Safety Course, which it turns out is also barred. You'll get an FR event for Kanami, however.
 * Head down the "Danger Course" to the left. The actual course is optional - we're really here to use the emergency exit, as it's actually the only way forward!
 * Feel free to challenge the Danger Course if you want. The Red Clouds reset each visit, so you have to do all of them in one go. If you can get to the bottom, you'll find a Personal Nurse item and a "Gunagan's Challenge" item, which will allow you to fight a special boss in the post-game. This is much easier during the revisit later in the story, so much so that it's not even a challenge. You may want to do it now, since you were clearly intended to.
 * The JP 1.0 version featured harder monsters, making it very hard to win this before the revist. This was later patched to reduce difficulty to allow the dungeon to be cleared during the first visit instead of the revisit, a patch feature that carries over to the EN release. If you want to try the original challenge, consider installing the fan-patch and following its special instructions.
 * Minimize SP loss for low-SP party members like Shizuka by swapping in parts of your B-team between rounds to fight random encounters.
 * Round 1: 3 Samera~i. This is literally a random encounter in this same region. Your B-Team should handle this.
 * Round 2: 2 Wall Guys, 2 Frozen. Unfortunately random, in how the Frozen's choice of action can screw up the entire fight. Use Shizuka, Sill and Maria's Explosive Shot if you have it to get behind the Wall Guys.
 * In JP 1.0, there were 3 of each monster.
 * Round 3: Hugant. One of the easier rounds. Charge up your big attacks while Caloria and Tamenegi try to Immobilize him.
 * In JP 1.0, there were 2 Hugants.
 * Round 4: 2 Master Geckys, 1 Captain Vanilla, 1 Super Tactician. This isn't actually that bad, though you'll still want a half-decent team to challenge it.
 * In JP 1.0, there were also two Majicians.
 * Round 5: 2 Wasp Girls, 1 Kamikaze. Everything here can one-shot your party members at this stage in the game, with the possible exception of Patton. By the way, you can't Capture the Wasp Girls. Bring Sill, Shizuka, or both to snipe the Wasp Girls, but expect casualties, and so put B-team front-liners in place of your A-team (you can also slip in Kanami, especially if you've boosted her Evasion via events). It's all luck as to whether the Kamikaze takes out someone valuable or not. Because the Kamikaze is always here, you can easily catch her, though don't try to mix catching her with a serious attempt to beat all six rounds.
 * In JP 1.0, there were 3 Wasp Girls and 2 Kamikazes.
 * Round 6: Himmler and 2 Samera~i. Note a terribly frightening final round, considering you may have fought multiple Himmler in previous Red Clouds. It's more a question of whether you go this far with a team that can beat it. Light Rings are especially helpful.
 * In JP 1.0, the Himmer was originally a Warlord, an otherwise unique enemy that now only appears in an obscure part of the post-game. The Warlord was nearly unkillable during your first trip to this dungeon and is heavily responsible for the patch's rebalancing.
 * Like I was saying, use the emergency exit. Note that if you turn around after using the exit elevator, you will actually find a one-way passageway that leads back to the Danger Course. Helpful if you're trying to map all the exits.
 * Continue down the stairs. You will find an event star on your way out, and will learn of Sanakia's weird fate.
 * Go through the door and into the ruins. Grab the nearby event star for a relatively easy fight against Sanakia's body. Make sure not to miss the FR event for Sill squeezed in next to one of the buildings.
 * Head into the northern building via the wizards-only force field (there are no guaranteed guards behind the force fields in this dungeon, but random encounters may still happen). Get the FR Event for Copandon. After that, go into the door on the left and get the event star.
 * This next step is tricky: like Kanami said, the voice came from the other side of the wall, but there doesn't seem to be a way in. But note the minimap: some of the walls in the main room are marked in red. Walk through the wall next to the door to find a secret lab and another event star (there is another, empty lab next to this one for mapping purposes).
 * Head outside and to the event star in the southwest for another easy fight.
 * You now need a Carrot. The building to the south has two storage rooms on its upper levels. Every time your party knows they need a Carrot, there is a random chance of Carrots showing up there after you fight a random encounter. Just get near and hit "Search for Monsters" until they show up (if you have the Swallowtail Radar upgrade, you can map both rooms and get instant feedback on when the Carrots spawn). You can also get a Carrot from Kimchi back at base for 1 Crab Orb, but that's a waste of time and resources. Get a Carrot and return to the hidden lab.
 * You now have the password for the elevator. Use it. Enter the door on the left side of the stairs for a Present.
 * Climb the stairs and head left (the room to the right has an Adventure Achievement cross). Collect the green star and, after the event, go in the door you didn't use during the cutscene to find the Papaya Key. Sorry, you can't go back to the Girl's Prison until much later in the game, but at least you can use it here!
 * Return to the southern building to get another carrot, and then return to the secret lab. After the cutscene, go up the elevator and through the door to the right of the stairs for another event star.
 * Sanakia joins the party. Her starting level is based on the number of times you did the duel events with her prior to her joining. At this point, Rance will kick someone out, since even players without the Satsu DLC will no have more than 16 party members. Unfortunately, you're still in the middle of the dungeon, so this may be more costly than usual! The next time you return to base, make sure you use the Exchange Party Members command to get the party of your choosing.
 * Setting aside her 10 SP, Sanakia isn't a very useful character at present, but with a few upgrades she'll be able to perform a special role in the party.
 * Sanakia refuses to upgrade her shitty, 200 year old armor. Make sure to give her the best possible C-Rank Armor Buns, since they're your only opportunity to boost her defence! You can upgrade her weapon as normal.
 * There is a scene at the door to the elevator. It is probably mandatory, so if you circumvent it by leaving the dungeon, make sure to backtrack to it before you proceed.
 * Head out of the building and through the locked door to the east.
 * At the fork, turn left if you think you can handle a relatively low-threat Red Cloud for a Present.
 * Head the other way for a boss battle. Don't let the last few fights you had against powerful mages mislead you, you have to win this one. Defeating the Wall Guys will reveal other Wall Guys and also Elite Meat Shields, so consider bringing a Light Ring to hurt the latter. Meanwhile, break the back row with Shizuka and Sill, plus any others who can attack behind a wall.
 * This battle is a timed battle and you get a different outcome if the time runs out. If you can hold them for 10 rounds, Rance and his friends run away from the battle but Saias and Uspira retreat too because Uspira is already injured before the fight.
 * Head down the stair and collect the green star to finish the dungeon.

Maze: Magazine Tower, Revisited

 * Some of the enemies have changed:
 * Tokko: Gal Monster. Sturdy, but otherwise another forgettable melee enemy.
 * Yup, you have to walk all the way back to the end of the dungeon!
 * If you go to fight the Red Clouds in Dig Site B, be careful, and expect that you'll have to Escape the dungeon after winning the first fight and before the second.
 * All these fights reward are the usual EXP, gold, and Red Coupon, so you might not want to bother!
 * The first fight, a Stone Guardian, is tough but workable with some good back-rank casters.
 * The second fight, against a Mr. Bigmetal, is incredibly challenging. There are a variety of strategies you could use and it would still come down heavily to luck. It can attack entire columns each turn, and will usually kill anyone besides Rance or Patton. Make sure to have a Hanny Zippo somewhere in the party, but be aware that only one such zippo will work per battle.
 * Here's one strategy: consider going in with only four party members, with one strong and one fast party member in each column. Use your strong party member's charge attack, but do not charge with the fast party member, even if it means passing their turn. Each turn, you will probably lose a column, but the fast party member in the other column can restore your fallen friends at the start of next turn. And so on. Like all strategies, this is luck-based. Check elsewhere online for alternatives!
 * When you approach Magic's position, Rance will decide to go into the nearby room. Do so and Magic will flee the area without a fight.
 * Continue past her and to the right. The next purple star you encounter is no big deal, but the second contains a boss that can hit the entire party each turn. Go in with your strongest attacks swinging!
 * The Red Cloud at the end of the dungeon is a freebie.
 * Enter the final room to end the dungeon.

Event Screen

 * You regain access to several dungeons at this point. Urza's events become unavailable and will not return in the same form, leaving you with no way to get Sand Lances for the time being.
 * As usual, let's do some sidequests before returning to the main quest.
 * You have your pick of helping Maria or Caloria. We'll start with Caloria. Select "Insect Adding Ritual." (The dialogue suggests she might have to be at a certain level before this quest appears, maybe at her level cap?)
 * There is a Present in the southwest that wasn't there before.
 * Just go to the building in the center of the map. That's honestly all you have to do. Caloria gets +5 Max FR and will later qualify for a new attack upgrade.
 * Next, Maria. Select "Request to find more development materials" for a new mission at Noctun Mine.
 * New Enemies:
 * Indian Chasoba: More of the same. Might have a dodge boost.
 * Abnormal Doodle Dog: Stronger, but not by much.
 * This time we'll be going through that door that was sealed before. You can't miss it, there's an Event Star in front of it now.
 * A series of Red Clouds in this dungeon block your path. These use an identical formation of Indian Chasobas, Tatami Flippers, and Contes to slow you down. More irritating than hard. Consider bringing Sill or Shizuka to deal with the Contes before they drag things out with their debuffs.
 * At the first fork, the path right leads to a midboss-level Red Cloud and a red door containing a Glass Art.
 * Note the one-way path on the right branch of the next fork. If you take it, you will find 1000g, but be trapped in a dead end, with no choice but to exit the dungeon! The left route is the one that leads to the ore.
 * The Red Cloud along the left route is a normal Red Coupon challenge, and an easy one. Grab the FR Event for Caloria while you're here.
 * A the fork after that, the path left gets you a Present. The path right (through the Red Cloud) proceeds.
 * Once you reach the final floor of the dungeon, you'll find 1000g and an FR Event for Maria just lying around. Head up the short set of stairs to find a moderately simple Red Cloud and the way forward.
 * You'll find three storage rooms. The Hirara Ore is obviously in the south room this time, given that it has a purple star and the others are empty. The fight in question isn't particularly complicated, it's just a matter of having a decent party at the end of the dungeon.
 * Maria gains her Rank A weapon and gets two more abilities she can unlock. This is her final weapon, so upgrade it best you can with weapon eggs.

Maze: Zethan Capital

 * This is a relatively complex dungeon that you'll be visiting a few times. You can't map it completely during this first trip. During a much later trip, you can explore with no random encounters, which makes mapping easy, but if you want the map completion prizes you should start mapping now.
 * The enemies are so weak here that you might want to consider travelling in smaller groups to extend your reach, but it it's hardly required.
 * New Enemies:
 * Rioters: No big deal.
 * Female Rioters: No big deal, now with throwing rocks.
 * Despite what I just said about enemies being weak here, don't underestimate that Red Cloud to the left of the entrance tunnel, it's serious.
 * Head left and down the stairs at the first fork to get a green star involving a letter for Kanami. This is important for later, so get it now. The rest of this fork is a dead-end, so unless you're mapping, turn back.
 * Continue down the other route and grab the two green stars. The second star is tied to a missable CG, so don't skip it (don't go into the building on the left until after you've seen the second star). The second star will also block progress in that direction, so you have no choice but to go to the apartment complex nearby.
 * There are plenty of rooms in the apartment complex, three per floor arranged west to east.
 * We'll start on this floor (Floor -6). The middle door has a Dora's Cat Bell, the western room 10,000g!
 * Floor -5: The west room has an HCG, the middle room a Present, the east an Adventure Achievement.
 * Floor -4: There is only one room accessible from the main hall, which contains an Apartment Key (mandatory). The adjoining room has an FR Event for Kanami.
 * Floor -3: The roof. Grab the FR event for Caloria and a green star.
 * Go back down the stairs to Floor -7. There are event in the west and east room, a Sexy Swimsuit in the middle, and an event blocking the stairs.
 * Floor -8: An FR event for Maria in the east room, a Red Cloud in the middle. Exit the building via this floor using the Apartment Key.
 * After leaving the building, head left for 5000g. Head right to proceed with the plot.
 * Go into the nearby building, the water department. You'll get into a "fight" just inside the door.
 * Head to the second floor, where you will find two doors, but both are empty. Go up to the third for an HCG.
 * After seeing both HCGs (the one in the apartment and the one in the water department), and possibly other events?, grab the new green star that appears between the apartment building and the water department. You must now return to Elizabeth, which will end the mission. Depending on your SP, you may prefer to Escape and then walk the short route to her.

Event Screen

 * Rance gets it into his head to attack numerous women. However, only the first such event will actually go anywhere. Select "Target: Colmic."
 * Welcome back to the Cooperative Bank for the last time. The FR requirement is extremely high at 15.
 * You'll notice the door to the right is sealed. If you've missed anything in that half of the dungeon, it's too late.
 * Head left instead. There will be a fight inside the vault, after which you'll have to clear several Red Clouds to proceed. Most of these fights are still behind the level curve, but there are a lot of them, and good news! They give real Red Coupons, unlike many other mandatory Red Clouds!
 * Beware the last fight! The boss from Magazine Tower makes a reappearance as a reinforcement as soon as there's enough room for it to deploy!
 * Continue through old rooms. While you can hit a switch to bypass the old trap room, don't: the new chest inside contains an Art of War item that will give Sanakia an important, missable set of upgrades! With these upgrades, Sanakia will learn multiple Tactics skills, which boost your entire party's stats if she is deployed at the start of battle.
 * Grab the Event Star at the end of the hall to end the dungeon.
 * If you have not already done so, select some of the other "Target" missions and attempt to go on each mission. Rance will end up calling each one off. Continue until the plot progresses and you get the opportunity to select "The next target is lots of schoolgirls."

Maze: Paris Academy

 * This is your only chance to visit this dungeon.
 * The room on the right has a simple Red Cloud battle.
 * Head up the stairs. There are two classrooms on the left and one on the right. The first class on the left has an FR event for Sill, the one on the right has a Sexy Swimsuit. The event in the hall is a combat.
 * Third floor now. There will be a fight when you enter two of these classrooms, only the nearest one on the left is unprotected. There is Tamenegi FR event and Present in the first room on the left, an event and a Present in the second. A Manga Meat is waiting in the class on the right.
 * Fourth floor. There is an event and 3333g in the first class on the left. The event in front of the second classroom is required to progress the plot, and leads to a fight (with an optional second fight just inside the doors). There is a Present in the second classroom. The right classroom has a fight, but only an Adventure Achievement cross inside.
 * After winning the fight in the hall on the fourth floor, monsters will appear on the roof. You must clear every Red Cloud, after which a green star will appear that allows you to end the mission.
 * New Enemies:
 * Green Monster Soldier: Don't let appearances deceive you, this and all other Monster Soldiers have long-range attacks, but because they select their attacks randomly, they don't always use them. They can also charge their attacks for a more powerful melee attack.

Around Hideout

 * After the last mission, Rance will offer to patrol around the hideout. This appears as a "dungeon" in your list. Be careful, as selecting this will end the chapter, and make most events temporarily, or in some cases permanently, unavailable.
 * Probably the most important missable event is "Shizuka's Consultation," where Shizuka talks to Daniel. This eventually leads to a side-mission. You may have collected it some time ago. If you follow Shizuka's events, you can't miss it, so if her storyline seems dead-ended at the moment, you probably have it already.
 * This "dungeon" will be like the first few missions against Pentagon: text and battles only without a break. There are going to be 8 fights in total, so either prepare a team with 8+ SP, or prepare for mid-battle swaps along the way. Be careful with Sanakia and Maria, as they will be unavailable for plot reasons from battles 3-7, and will even leave your active party if they are in it at the end of battle 2. Consider putting Rance and Rizna in the front lines in rounds 6 or 7 to help catch the new Gal Monster.
 * New Enemies:
 * Snake Lady: Gal Monster. Her charged attack damages and Immobilizes.
 * Monster Mage: Has basically every attack style in the game: single target, row, column, and group. Extremely powerful, held back only by its frequent charging. Kill as soon as you can. Later in the game, they're not as dangerous.
 * Monster Captain: A recurring midboss of sorts, with all the enhanced attack and defence that entails. Can attack individuals or the entire front column.

Chapter 5: Refugee Days

 * After the extended scene, you will arrive in your new Event Screen. Sure enough, your party has been reduced to Rance, Sill, and Caloria. You should probably stick with the main plot for the time being, but if you need to grind for orbs, you can adventure in Autumn Forest, Noctun Mine, or Haniwa Plain (maybe you have to have unlocked the mines and plains earlier?).
 * Tamenegi's events remain available, even though he isn't in the party.
 * A special event will allow you access to the Red Coupon store, its wares are the same.
 * Check all the starred events, including the one for Kimchi that shows up part-way through. Then see "Check headquarters again." You will get a new mission at the Zethan Capital.

Maze: Zethan Capital, Part 2

 * King Gandhi joins you here. Like Abert, he will eventually leave, taking his equipment with him (it will be erased this time!), so don't give him any unless you just have to beat the optional challenge below. His SP is nearly the lowest in the game, so you may want to remove him from the party until you need him to fight a star or Red Cloud.
 * Even this isn't your last trip to this dungeon, and you still can't map it completely. You will lose access again after you're done.
 * New enemies:
 * Hugant: You may have fought a few of these in Red Clouds. Its charge attack can hit everyone in the party with an earthquake. Weak to Electricity.
 * Blue Monster Soldier: A dedicated missile attacker, with no charge attacks. Stronger than the Green Soldiers.
 * Red Monster Soldier: Basically an upgraded Green Soldier. The best of the set.
 * Monster General: Gives a buff to all allies in all categories! Uses missile attacks.
 * Head forward to the event star. Kaoru will rejoin the party. She will temporarily leave again a few dungeons from now, but will be back soon after and is otherwise staying in the party to the end of the game. Consider upgrading her equipment during the next trip back to camp if she needs it. Her new events won't appear in camp until you clear this mission.
 * Note that you cannot H Kaoru again until the post-game, restricting her max level.
 * From this dungeon on, you may start encountering the "Archfriend." This boss appears randomly, and will only stay to fight for a certain period of time: 1 turn for every time you've encountered it. This means that its first encounter will only last 1 turn, its second will last 2 turns, and so on. You won't have a chance of beating it yet, but keep up the encounters and you might eventually land a kill. Beat it for an achievement-style "stamp" in your CG collection.
 * The Archfriend will only appear in Chapter 5+, and only if you have 5+ party members in your current party. It has a 1 in 100 odds of appearing for every random encounter you meet under these conditions.
 * Like Kaoru says, the apartment building to the west (the Hanny Building) has a route you can use. There is another route if you walk all the way back to the water treatment plant, but there's no need to use it if you mapped earlier. Your low party count, low SP total, and other factors make this an incredibly annoying mission to map as it is.
 * We'll start with the Hanny Building. Ignore the door on the right unless you are mapping, it is a dead end with no prizes. Head up the stairs instead. The room on the second story has 3000g.
 * On the upper story, the first door leads to an entirely seperate building. Stay here for now and get the green event star, and then the one in the next room (a fight). There is no need to continue up to the roof, which is empty except for an Adventure Achievement. Cross the causeway to the opposite building instead.
 * Enter the door on the opposite building for an elevator. It only goes to here and floors 5 and 3. Our objective is on 5, so we'll start on 3. If you are low on SP, go to 5 instead for the checkpoint described below.
 * The door on the right contains a Red Cloud battle against several Haniwa, including Super Hannies. Magic will be of no use here, but bring Gandhi in the front rank so that he can help with his powerful punch. You should probably wait until you have the checkpoint to handle this one, it's nearby.
 * The across from the elevator leads to the water department from last time.
 * Head to floor 5. A door on the left contains a Glass Art.
 * Collect the event star blocking the nearby door, and then use the door. Head through the wall to enter the second part of town. Reaching a certain point in this section (the door?) marks the door to the previous building as a checkpoint, and you will restart the mission here if you lose.
 * Like Kaoru says, the monsters in front of the building to your right (a Red Cloud) are extremely dangerous and probably unbeatable. Ignore them.
 * You actually can beat them if you use careful strategy and equipment, get lucky, and use Gandhi's Zetton, but it doesn't accomplish anything and you'll be forced back.
 * Climb the upwards stairs and go into the insurance building, where you will find a purple star battle against a Monster Captain.
 * There is a green door past the captain, which contains a Preservant Wasabi.
 * Enter the regular door near the captain and explore it. It turns out it has a pit trap and will drop you to the lower level. Do so. A few rooms later you will find another green door, this one with a Protective Marimo.
 * The next star is a Monster General, so be prepared. The star after that is easy, so don't waste Gandhi's valuable SP on it.
 * Continue into the next room. Abert will rejoin you. This star serves as a second checkpoint. Unfortunately, there is no way back to the start from here.
 * If you leave the dungeon during this section, you will have your last chance to unequip Abert, who will leave the party after this dungeon.
 * Continue on. There's not much in the next section of town as most of the doors will refuse to open. Go part-way up the stairs and then right to find a purple star.
 * Lose.

Event Screen

 * After a long text sequence, you will return to the Event Screen. For some reason, the 3rd Test Site is available again and it will remain available for the rest of the game.
 * Adjust your choice of party members using Exchange Party Members.
 * There are a number of side-missions, each locked behind orb requirements. Unfortunately, the main missions won't help you with orbs because they are all text-and-combat missions. You'll have to go to a random dungeon to fetch orbs if you want to do the side-missions.
 * Let's start with the easiest side-mission: "Pass through the cherry blossoms."
 * Go to Autumn Forest. This is your only chance to map the mint section of Autumn Forest, as the fence will return after this mission is complete.
 * Go north to the mint. Like the Hanny says, you will have to form a combat party of one man and one woman before you step on the one-way tiles. You must pair Rance with one of the other major female characters in the game. You can repeat the event with a different character by leaving the dungeon before completing the mission.
 * Make sure to take Rance with Sill at least as far as the second test, as this earns you a unique CG.
 * If you want to 100% map the dungeon (95% is easy) you must fail each test by having the wrong party composition. To fail the second and third tests, you must mess up the party combination either in battle or between tests. Swapping Rance's partner for some other girl will also cause you to fail!
 * Pass the tests, then make a proper party if you wish and enter the mint. The middle and right doors have cash (4050 and 10,000 respectively). The left door leads on.
 * Make sure to map the exit before you touch the star!
 * Touch the green star to end the mission (15,000g).

Maze: Calculator Cube

 * If Sill's storyline events are complete, and if she has her A-Rank weapon, the event "Calculator Cube dream" will appear, offering her S-rank weapon! This leads to a "sort-of" side-mission, which doesn't take up your mission slot like a normal side-mission.
 * Only Rance and Sill can go here. There are actually other characters with Calculator Cube missions, but only one can be active at a time. You can only visit the dungeon while one of these routes is open, and after the last such route, the dungeon will be closed for good.
 * When you select the dungeon on the deployment screen, actually read its description, as it gives you a crucial hint: the number 41. Do the same with all future Calculator Cube dungeons.
 * New enemies:
 * Most of the enemies in this dungeon are easy, older enemies, but there are two new ones.
 * Takoyaki: More powerful than most of the retread enemies you fight here, at least. Mind their charge attacks!
 * Vevetar: Incredibly dangerous, they seem to have a chance of causing extra damage. If you get unlucky you may die before you have a chance to react. Weak against Light, so consider giving Rance a Light Ring.
 * The Calculator Cube might seem like a random maze at first, but it's actually rigidly structured and symmetrical, both north-south and west-east.
 * The limited SP of just two party members is sure to be a problem, but because Sill has one of the higher SP counts of the characters that go here, and because she can heal you, it's probably best that you map the dungeon now, with her help. It will be easier and will make future trips easier.
 * Strongly consider equipping an Foe Repellant, both for mapping purposes and for the actual run.
 * The Cube is basically made up of eight sections. You start in the middle-south section. The middle-north, middle-west and middle-east sections are "vaults" which contain the weapons you're looking for. Sill's vault is in the west, and you can tell thanks to the star floating there. The other vaults are empty.
 * The remaining four sections are in the corners, each of which contains nine squares marked like dominoes. These are central to the dungeon's puzzle.
 * The "domino squares" you can see in each corner of the map are part of a puzzle to unlock Sill's ultimate weapon. For now, simply mapping them will be a hassle: you have to move carefully to avoid stepping on any square twice. As a result, it is impossible to map them all at once. Pick a square (say, the middle) to come back to later. Remember to map all the stairs!
 * Once that mapping busywork is done, we can get started with the puzzle. Get a fresh supply of SP first!
 * Go to each set of "domino squares" and enter numbers that total the special number. Again, Sill's is 41. Once you get the number right, you will be teleported back the middle of the dungeon.
 * The squares contain each number from 1-9. The sum of every number from 1-9 is 45. It's faster to start with 45 and subtract to find the number you're looking for. This tells you that you can easily make 41 by stepping on every number but 4, or every number except 1 and 3. If the number 4 is in the middle, it can easily be avoided. If it is is in a corner, you can easily avoid it by starting on a staircase next to it. If the number 4 is in front of a staircase, try to avoid the numbers 1 and 3 instead. There are a variety of ways to do this, depending on their position.
 * Once you get the number right, the entire corner of the map will be sealed off. These sealed doors are marked in green on the map, which can be used to tell which sections you've solved and which you haven't.
 * These principles can help you with later Calculator Cubes as well.
 * Get all four sections correct and then go to Sill's vault. You'll probably be low on SP, but make sure to map the full inside of at least one vault if you want the 95% reward. You'll be locked out of them on repeat trips!

Maze: Sunday Tower

 * Shizuka's side-mission leads to a time consuming dungeon, but the rewards should be worth it. If you've been following Shizuka's storyline, the event "Obtained the info Shizuka wanted (Ragarl)" will now be available.
 * New Enemies:
 * Pixie Fox: Gal Monster. Can counterattack.
 * Himmler: You know the drill.
 * Cindy Roper: Only really a threat to your weakest party members, and also Rance and Patton, thanks to their Light weakness. Moderate dodge rate.
 * Head into the first door you pass for an FR event for Kanami. The next has one for Patton.
 * You are now on floor 31. Head into the nearest door for a Moja Doll, and through the opposite door for a Personal Nurse. Aside from an Adventure Achievement, the rest of this section is empty, so unless you are mapping, turn back. The next door you come across (on the right of the main hall) is also empty.
 * Continue to the stairs. The second door has 2500g but is a dead end, the first door allows you to move on.
 * From this point on, Sunday Tower's floors are basically just outer rings with a few inner rooms. Both sides of the outer loop eventually lead to the stairs that carry on to the next level. It will probably take several attempts to climb Sunday Tower, so instead of wasting your time mapping each side of the outer rings on your first trip, map just one side on your first trip, and then map the other on your next trip.
 * Floor 32: If you go left, your path will be blocked by a purple star containing a fight with a Monster Captain. This path is marginally shorter. If you go right instead, you'll get 1200g and won't have to fight anything special.
 * Floor 33: If you go left, you will find a room containing 1200g and a red key door containing 1000g. If you go right, you will find a blue door hiding little more than an Adventure Achievement. The right path is shorter.
 * Floor 34: If you go left, you will find a room containing 50g (that may have been a random chest?). The left path is shorter. The right path contains an empty room and a red door guarding a Gutsy Pouch. The exit to this floor is guarded by a purple star containing a Monster General.
 * Floor 35: This floor only allows you to go right thanks to a one-way passage. The first door you encounter will be empty, but the second has a Magic Tomato. The third has an Adventure Achievement and the fourth a Present.
 * An event will begin the moment you step foot on the 36th floor, there is no star marking it. Shizuka will temporarily leave the party. It doesn't matter what you do in the combat, it will only last two rounds.
 * Your party layout has been scattered, adjust it. Retreat to Floor 35 and grab the new Event Star, past the one-way floor.
 * Yup, the game wants you to walk all the way back around to the stairs. Prepare for a boss fight before you step onto the top floor. Careful, she'll have backup this time.
 * Shizuka's FR Max goes up by 5. At any point after this, visit Autumn Forest when not on a mission to see a scene as soon as the dungeon begins. This scene will boost Shizuka's FR by 1.

Maze: Alpha Fortress

 * Okay, back to the plot. Start clearing out starred events. The missions here are text-and-combats-only, with no breaks between combats. The Escape Force Guard missions are mostly easy, though the third has three seperate combats. The mission in Nagarmaule is more difficult, bring your A-team.
 * After completing all the starred missions, you will eventually get a mission to go to Alpha Fortress. I hope I don't have to say it, but because you're trying to blow this place up, you won't be able to come back after you're done.
 * Starting with your second visit, Rizna will begin each run with half HP. To fix the problem, select the event "Investigate her nightly activities" in camp (1 Crab Orb).
 * Kaoru will keep you on task. Keep an eye on the minimap to see which doors you can and cannot enter. If you walk past the first unlocked door, you will find a simple Red Cloud.
 * Continue along the path, collecting the FR event for Rizna. After heading down the stairs, go left for 1350g.
 * Eventually you will reach the first "maze room." If you follow Kaoru's directions, you will get through fine, but if you're mapping, it's time to misbehave. The wrong passages contain pit traps, and you're going to want to fall into all of them (or at least a lot of them if you're going for 95%).
 * Kaoru will only give her directions once. Thankfully, once they are mapped, it will be easy to know which way to go.
 * If you fall, the blue force fields in the basement mark one-way passages. The teleporter leads back up to the top.
 * There's no need to map the entire basement area all at once, since you'll be doing a lot of falling, but make sure to get the FR event for Patton at some point.
 * When you're below the collapsed bridges, note that they block access from two sides, but not the others.
 * In the second room, head down either wrong passage to be dumped in a basement with two Red Clouds.
 * There is an FR event for Shizuka in the third room (all the more reason to have already done Shizuka's side-mission, since it raises her FR Max).
 * There is a Red Cloud in the fourth room, not that you could miss it. The left passage drops you near 1350g. There is an easy midboss battle in the hall between the fourth and fifth rooms.
 * You can't miss the chest with 1350g in the fifth room. Both trapped passages leading from this room lead to old rooms you've already been to if you fell from the fourth room.
 * Now it's time to cross bridges. FR Event for Caloria on the right. Kaoru will direct you across the seemingly broken bridge, only for you to discover that you can cross the gap. Yes, you have to screw this up for 100%.
 * After the first bridge, you will hit a purple star. Rance will end up in the basement even if you've been avoiding it. You only have to survive the fight to come, which should happen easily if Rance is at full health.
 * The next set of bridges requires you to cross the undamanged bridge. This is also the last time you have to screw up for 100%. The chest across the bridge is a Flame Ring.
 * Just walk through the door to the final green star. There isn't even a boss.

Maze: Disposal Dungeon

 * It's time to fix some long-standing issues, and advance the plot while doing it. Select "Send a letter to Sel (I need Chaos)" if you haven't already. If you're only sending the letter now, you may have to visit a dungeon before you get the next event, "Reply from Sel."
 * The Disposal Dungeon has a lot of unusual bonus content. Thankfully, you never lose access to it.
 * There are no random encounters in the upper levels. Take a look around. Each of the rooms in the shopping area have two scenes if you revisit them. The church contains 10 Adventure Achievements virtually for free.
 * Next to the actual disposal chute is the "Spinspin Amusement Park." Grab an FR Event for Caloria here.
 * Touch the event star next to the chute, and then speak to the tour guide on the previous floor to get the key. Unlock the door near Sel and descend into hell.
 * New enemies:
 * Invincible Iron Bird: A powerful missile attacker. Can use Harden to become invulnerable until their next action. If Hardened, either ignore it or try to Immobilize it, which will cause no damage but will end the Hardened state.
 * Goebbels: Finally this enemy line changes things up, as this one's charge attack can hit the entire player party.
 * Nyo: Shockingly dangerous enemy that use a dark-aligned group attack every single turn! Kill it first and fast! Sometimes shows mercy and pass their turns.
 * Humming: Gal Monster. Projectile mage, healer and group stat buffer. Their charge attack does low damage to your entire party, but has a high chance to Immobilize.
 * Rotten Corpse: Undead. Not quite as durable as some other enemies, but they regenerate and hit hard.
 * Demekin Tamer: Gal Monster. Strong but somewhat fragile missile attackers. Their charge attack hits a row.
 * The slime pits down here damage your characters. Yes, you do have to stand on them to map to 100%. If you're goin to 95%, you can ignore most of them.
 * If you head down the stairs east of the entrance, you will find a Viagro in the valley between staircases. Climb the opposite staircase for an Eagle Orb.
 * There are two breakable walls on the north end. The eastern of these hides an Eagle Orb behind a slime pool.
 * The proper route is down the stairs just north of the entrance. Cross the small room and up the other stairs. Here you will find a C Armor Bun (L) that should be given to Sanakia, and also a Poisoned Manga Meat. Continue down the long passage.
 * You are now in the salvage area. You cannot visit all of its branches in one trip, as the passages seal once you choose one. You will need multiple trips to map everything. As the spirit says, spiritual items are left, physical items are right. Chaos is physical, so go right for now.
 * Next up, the spirit asks if you are looking for something rare or legendary. Chaos is legendary, so go left. It's a long walk! Make sure to step on the exit square before you grab the star, as you will exit the dungeon automatically when you touch the star.
 * You now have Rance's S-Rank weapon. His sprite even changes!
 * After the dungeon, select "She's my personal priestess, so I'll have her join." Sel will join the party (and kick someone out, forcing you to use Exchange Party Members again). Buy her some upgrades.
 * Sel's attacks are very weak (she can only reliably kill Tacticians, Bee Girls and low-level monsters with it), but they can break a charge and might trigger Maria's Support Shot if you have it. Her attacks also do extreme damage to undead enemies, usually instantly killing them, but the undead are infrequent. Sometimes it's better to have her charge Healing Rain even if there's no one currently injured, just in case.
 * Sel's HP is incredibly low. Do you have any Manga Meat?
 * Sel has a sidequest that's worth taking note of: if you visit each of the churches found in dungeons, she will not only gain 1 FR per church, but can eventually get her Ultimate Weapon. In the MangaGamer version, you do not even need the church in Italia for the Ultimate Weapon, since you can't go back there until the post-game. The churches are:
 * Haniwa Plain (also has an FR Event for Sel)
 * Disposal Dungeon
 * 3rd Test Site (behind a green door)
 * Autumn Forest (also has an FR Event for Sel)
 * Italia (JP only)
 * Sure, you could proceed with the plot, but the Disposal Dungeon has way too much good stuff for you to just pass on. Let's head back. Stop of at the church for Sel on your way in, and grab an FR event for her in Spinspin Amusement park. Grab a second once you're inside the dungeon.
 * Head to the retrieval area and take whichever path you want!
 * Physical -> Rare: Rocky's S-Rank weapon. Unlike some S-Rank weapons, you do not need his A-Rank weapon to qualify.
 * Spiritual -> Despair: Prepare for a nasty fight here. The prize is an HCG and some plot resolution.
 * Spiritual -> Courage: Here's the big one. Starlevel the Great will appear and raise the Talent Cap of everyone currently at their Talent Cap. Unfortunately, he only raises it by 1, but he can even do this to men, who are otherwise stuck! Note that neither Rance nor Starlevel can raise anyone's Talent Cap beyond Level 50, although if Rance raises a woman's Talent Cap from 49 via an H-scene, it will go up to 51 before stopping. Try to arrange for all women with available H-scenes and level-caps below 50 to be boosted to 51 if possible (this means basically everyone but Satsu, Sill, and Shizuka. Kaoru can be H'd in the post-game, so make sure not to take her beyond 49). If someone is at level 50+ and at their Talent Cap, Starlevel will upgrade their HP and Strength/Magic, but he can only do this to certain characters.
 * By levelling Rocky up to level 49 via Starlevel, and only then selecting the event "Rocky the Troubled Man 3," you will raise Rocky's level cap to 64 instead of 50!
 * Getting someone like Tamenegi up to level 50 will take a massive 20 trips to the Disposal Dungeon, and it isn't really worth it on its own. Still, if he gets upgraded alongside worthwhile party members, there's no harm. The Disposal Dungeon also makes a weak but acceptable "break" from post-game grinding.

Main Enemy Force

 * Time for the final mission. Once again, this is your last chance to do certain events.
 * Select "Contact large enemy force for the final battle." Once you select this "dungeon" from the list, Urza will force her way into your party, so you may want to use Exchange Party Members to leave a gap for her, or else Rance will throw someone out on his own.
 * These fights are more dangerous than the past few "text and combat" missions. Worse, Rance must stay alive, since you'll be fighting a Fiend and will need Chaos on the field. Consider a Hanny Zippo or a Personal Nurse.
 * New enemies:
 * Ice Hugant: Same as the smaller kind, but with higher stats and no weakness.
 * Angel Knight: Gal Monster. Can attack a column and are fairly dodgy.
 * The first two fights are relatively standard, but the third is against a Fiend, Seizel. Don't try to catch the Angel Knight in the fight with Seizel. Wait until the fourth fight, which you can repeat infinitely and is much simpler.
 * The fight against Seizel is timed. Keep her pinned down with Urza's Precision Shot, Caloria's Poison Needles, etc. If you don't care to capture an Angel Knight in fight #4, select "Stop Here" to move on with the plot.
 * The Angel Knight battle that follows repeats endlessly, so select "Stop Here" when you're done with it (note that if you've used Urza in every battle, fighting even one group of Angel Knights will cause her to run out of SP before the final battle). After this, you must fight a Monster General. You start the fight before the General enters the field, you must make a choice as to whether you want to kill the Hugant and unleash a bunch of monsters in its four slots, or put up with it as a nuisance. If you can pin the Hugant down with Urza's Precision shot, you essentially control the field.
 * After that, only one fight more to end things.

Event Screen

 * There are new events, and among them, a new side-mission. Select all the starred events to get them out of the way (you will need 1 Crab Orb), but do not touch "Horrible incident: Copandon Injured" until we are done with the side-mission. The event will cause Copandon to temporarily leave the party!
 * You regain access to Abandoned Mine F at this point. If you missed any of its challenges, you can easily stomp them now. There is an FR Event for Sel in the red door chamber.
 * "Kagekatsu's Visit" can get you Rizna's Rank S weapon. He goes to hide in the green-locked door in the Haniwa Plains hidden basement, so you will have to get the hanny houses to the same number to gain access. See the Haniwa Plain section above for more details.
 * Select "A Priestess's Job (Zombie Extermination)" to get a side-mission.
 * This will be your last-ever visit to Sleepy Village. Map it now or not at all.
 * As Sel points out, she can eliminate undead units in a single attack, though you may want to selectively deploy her against this mission's bosses and sub-bosses.
 * Check the event star next to the hut in the corner. The bosses are in there, but the door is locked.
 * Head into the third set of catacombs.
 * New enemies:
 * Invisible Corpse: Undead. High dodge rate, and they regenerate. They also have an attack that can instantly kill! A simple Glacial Storm or Fire Blast should wipe them all out, and Sel can kill them with her regular attack (which never misses) if she's present.
 * Ebony Eye: Relatively vulnerable, but their charge attack will hit a row with a powerful spell.
 * There is an FR event for Maria in the first room you pass. The second room has 1200g.
 * The third room has a guard, though they're painfully out of date. The first Master Zombie is inside at the purple star. Sel can kill it in one hit.
 * The upstairs level is empty. The remaining Master Zombies are actually in the previous two crypts! On the plus side, this makes it easy to retreat from the dungeon if necessary.
 * Make sure to grab the FR Event for Rizna in the first crypt before you leave.
 * Sel can't instantly kill the bosses but she does make things much easier.
 * This unlocks the event "A Priestess's Job (Zombie Extermination) Complete." It increases Sel's FR Max.
 * If you have also visited all the churches available at this point in the game (Japanese version players will have to wait until the post-game to visit Italia), and have Sel's A-Rank Weapon, the event "Gift from the Church" will give Sel her S-Rank weapon.

Maze: Zeth Corridor (Smoky Sewer)

 * You have no choice: select "Horrible incident: Copandon Injured" and then "Well, now I'm done preparing too." You will find your available party members has jumped to include Urza Pranaice, Rick Addison, Magic the Gandhi, Alex Valse, and Ragnarokarc Super Gandhi. Take some time to enjoy them. They will stay with you until the end of the game, but most will leave in the post-game. At this point all 16 of your members are fixed, so no party swapping.
 * Collect an FR event for Magic in Autumn Forest.
 * Without Tamenegi, you must rely on Rance for Capturing.
 * Kaoru is forced into reserves. When she finally comes back, you will have the option to send her back to reserves via Exchange Party Members from this point on.
 * While it may feel a little like cheating, if you get your temporary party members' FR up with Presents, you can storm Haniwa Castle and more easily kill the Haniwa King. Rick and Urza are the most helpful for this particular boss fight. King Gandhi starts with 20 FR and won't even need to be persuaded!
 * You do not lose access to this next dungeon after clearing it, though it is renamed to Smoky Sewer after you are done. You will lose access to it in the post-game.
 * New Enemies:
 * Bellows: Regenerates. Their charge attack does extra damage.
 * Kaminagahime: Gal Monster. Uses missile attacks which can cause Immobilize, as well as row attacks. Weak against Flame.
 * This dungeon is fairly straightforward. Head along the ground floor toward the door, triggering the event stars as you go. Also check the FR Event for Shizuka.
 * All the warps seem to send you to the same area, which can be escaped by falling through the hidden trap door. More trouble than it's worth unless you're aiming for 100% exploration.
 * Going up any stairs will take you to locked doors. The first red door holds a Red Cloud battle. Defeat it to cause two chests to spawn, including a Manga Meat and an A Armor Bun (L). The blue door contains an FR Event for Sel.
 * North of the exit door are a pair of Red Clouds and a Preservant Wasabi. The cloud on the right is harmless.
 * After the scene with the warm-up pouches, an FR Event for Sill appears earlier in the dungeon. As Sill can easily be at FR 30 at this point, this might be unnecessary.
 * Entering the western door, there will be a small hall with another event star (which also boosts Magic's FR by 1).
 * In the next section, head west and north to the Red Cloud. Near the Red Cloud (you don't have to fight it), you will find a switch that will remove the bars on the second floor. The green door up there contains 1200g, the red nothing more than an Adventure Achievement. Continue past them to carry on with the plot.
 * Notice the snow and ice? You will encounter a fair number of Frozen Gal Monsters here if you missed capturing one earlier. Other gal monsters include Bee Girls, Angel Knights, and the aforementioned Kaminagahimes.
 * Speaking of the Bee Girls, a reminder that Sel can kill them with relative ease if you have nothing else for her to do.
 * Collect the three event stars (note that the bridge is impassable thanks to a one-way tile, though you should touch it now to map it). After the third star, Rance will call a halt and retreat to the base. He will refuse to go even partially back into the dungeon until you do the event "Magic's Summons." After this is done, you can return to the dungeon.
 * Head upstairs and through another event star. At the first purple star, you will fight a battle against Apostle Yuki [使徒　ユキ] and two Frozen. Not too difficult. Having beaten Yuki, Rance will begin to H her, whereupon he comes down with a severe "frostbite". Rance will be unavailable to fight, which means you can't use the Return Bonsai, and you can't use the exit door either.
 * The next 4 purple stars you must pass through are survival battles against Dark Lord La Seizel [魔人　サイゼル]. The goal is to last 4 turns without dying. Saizel likes to charge for a power attack, which is arguably good, since it will reduce the number of turns she spends killing your guys. Immobilizing attacks do work, but not very often. You may choose to enter these battles with characters you don't mind dying (since you will be unable to damage her). Don't forget Caloria's Harden, but if Seizel attacks before Caloria can use it, she'll be screwed, so don't put all your chips on it.
 * If you don't want any deaths at all, getting in with a level 51 Rizna with Sill (needed to heal) and Sanakia with Resistance Tactics helps. After that, immediately pull Sanakia out. Rizna will be able to take Saizel's attacks without dying. The row penetration attack will barely hurt either of them, while the charged single hit will hurt whoever is hit with it quite a bit, but probably won't one-shot kill either of them if they were buffed by Sanakia, so Sill can keep both of them alive (don't use Sel because she can be one-shot killed with the charged attack).
 * Eventually, you will see a part of the wall that looks like a cave. Push against it to open a path to a small maze. Since you'll want to make things quick here, we'll go by the shortest route. Once inside: pick the left path, then pick left at the next fork as well. Once through, hit the event star. You'll see a hot spring, but Seizel will get in your way. As Rance carelessly tosses Chaos at her, he will (accidentally) stab her in the belly and cause her to fall down, and Rance will recover in a hot spring.
 * Now you will be able to exit the dungeon again, and you may want to revive any beaten party members. Note that at this time you'll temporarily lose Chaos and Rance's weapon will revert to an un-egged A-rank Long Sword.
 * You can take this opportunity to explore the other paths in the ice cave for some treasure chests. Go downstairs from where the event star was and turn back south to find another breakable wall. Inside is a series of paths that lead to a Present and another Red Cloud. The Red Clouds at the intersection has 3 golden Super Hannies, so be careful!!! Beyond the Red Cloud is 1300g, a Dora's Cat Bell, and another Red Cloud.
 * When you're done exploring, head back to the stairs and west toward another purple star. Apostle Yuki's not ready to let you go. She reappears in her full form and attacks again (with two Frozen again). Again, not a tough battle. Yuki will run off after the battle. Head along the path to the next event star for a scene with Seizel. This event will also give you back Chaos. Head through the door and past the next room to finish up the area.

Event Screen

 * A number of nice events become available at this point for improving FR or pushing up the FR Max. Take advantage of them. As before, the Autumn Forest is the fastest way to pick up Crab and Monkey Orbs, although if you want Eagle Orbs, you may want to try elsewhere.
 * Shizuka's S-rank weapon event should also be available, "Message in a Dream," but only if you have her A-Rank weapon and completed her sidequest in Sunday Tower. Handle the Calculator Cube dungeon just like last time. This dungeon also increases Shizuka's Max FR by 5.
 * Shizuka's special number is 40. Her vault is the northern one.
 * You have to avoid the number 5 or combinations of 5. Unlike Sill, this gives you three options to enter the number: avoid the number 5, avoid the numbers 2 and 3, or avoid the numbers 1 and 4.
 * Shizuka's SP is painfully low. Hopefully Rance is strong enough to last on his own. You may want to travel without her and call her into dangerous fights as they come, but that carries its own risks. Consider giving Rance a Personal Nurse to keep him alive.
 * There'll probably a 3-red orb event, Kalar's Visit, which will enhance Patton's defence somewhat.

Maze: Zeth Corridor (Fruit Ruins (フルーツ遺跡))

 * You won't lose access to this dungeon immediately after clearing it, it just gets renamed "Fruit Ruins." You will lose access to it in the post-game.
 * New Enemies:
 * Flap Flap: Gal Monster. Improved dodge rate. Her charge attack is simply a more powerful hit.
 * Choppy: Gal Monster. Very fragile, but her charge attack hits a row, does decent damage and Immobilizes. Can debuff the party's attack.
 * Philipa: Gal Monster. A very dangerous light-aligned mage, which means extra trouble for Rance and Patton. Her attacks can cause Immobilize. Can drop the party's defence.
 * Kamikaze: Gal Monster. Strong and durable ranged attacker. Her charged attack damages your entire group.
 * Panaclonic: They transform to use the attacks of your party members. This makes some of their attacks very dangerous, and some very weak, you can never know what's coming. They have a group attack.
 * Super Hanny: The strongest Hanny. They have two charge attacks, a strong hit and a column attack.
 * Lead Orb: The Lead Orb is a glass cannon, it hits hard but can't take a hit in return. Be careful, because if it does survive a hit, it might counter, and hard.
 * Start by heading left. Go past the locked door and check the two rooms down the hall. The one on the right has a Kitty Coin and a switch you can hit to move on. The room on the left of the end of the hall has a FR event for Shizuka.
 * Head back to the start and go down the right path to an event star (Magic the Gandhi FR +1). This star also unlocks an event back in town. Go forward toward the FR event for Maria.
 * There is also a trapdoor in this room (right next to the FR event), but be careful with it, as it is a dead end. If you take it, you will pass through a series of rooms with trapdoors. When you reach bottom, head east (west is a dead end with an Adventure Achievement) and explore the rest of the floor to find a Red Cloud battle. In the center of the floor is a treasure chest (2000 gold). Otherwise, head upstairs to the exit from the dungeon - there is no way back to the rest of the ruins after falling down the first pit.
 * Return to the right path and head up the stairs to an event star. You will see a short cutscene. Head left to grab a treasure chest (2000 gold). All the doors lead to the same area, most via a series of conveyors. To go back, head down the stairs and go through the door at the bottom, but don't do so yet.
 * After riding a conveyor, head to the west end of the passage (going down and then up the stairs if you come to them). You will find the Mango Key. This will unlock the doors you passed earlier in the dungeon, but you will have to exit the dungeon to do so.
 * Exit the dungeon and re-enter. Head toward the west locked door. Inside you'll find a treasure chest (2000 gold). Head upstairs to find a Red Cloud.
 * Return to the east locked door. Inside you will find an area with purple floors that will drain your HP. If you try to cross the bridge in this area right away, you will fall into the pit. You must go through the purple tile next to the bridge (or fall in and cross the pool) to reach a switch that disables the trap. Like all switches, you must do this every time you come to the dungeon!
 * Rocky is a useful scapegoat in plowing through these purple squares. Especially if equipped with the personal nurse that heals 50% after each battle; after 4 steps call in a few fighters, press M to fight a battle and get Rocky healed, then repeat.
 * There is a Red Cloud in the pit area. This fight has a Cozy Princess Gal Monster in this battle, so you may want to be ready to catch her, but mind that she's in the back rank in a fight with loads of reinforcements and will be tricky to capture. She's relatively common later in the game, so this isn't really necessary.
 * On the east side of the room is a passage that leads to a treasure chest (Present).
 * Cross the bridge to find an event star. Aurora will prevent you from going further in that direction. Instead, head downstairs to another event star.
 * Return to the previous star to see that the path is now clear. Down the hall is a green locked door followed by a red door, or a regular door followed by a Red Cloud. Both doors lead to the same destination, so it's your choice.
 * In the next room is a red lock door (empty hall) and another event star (Aurora again). Down the hall is a door to a blue locked door, which is only a shortcut and can be avoided. Further down the hall, the west fork leads to a treasure (Protection Doll). Heading north is a green door (2000 gold), another green door (a harmless Red Cloud), and small room next to the stairs (FR +1 for Caloria). Head on down stairs to an event star.
 * Work your way back to Sieg. Check out the event star. After this, you can either battle Sieg at the purple star or turn right for a hidden passage, which contains 2000g, two Red Clouds, a pair of Adventure Achievement crosses, and a Gutsy Pouch.
 * Time to take out Sieg. He has three phases, but the second two are timed and you only need to survive (although you might be able to defeat the second!). The third battle is unwinnable, so just survive 6 rounds.
 * Head back and walk through the door to finish off the maze.
 * Before we go to the final dungeon, note that it's now possible to get to the Kanami's Calculator Cube dungeon, but there's a problem: Kanami has a "gap" in her FR events, as there are no more dungeon FR events for her, and you must use Presents to get her to at least 20 FR before any more Event Screen FR events will appear. If you do so now, you can trigger a few events for her that eventually lead to her Calculator Cube dream. You know the drill. Her secret number is 43, which leaves you with no choice but to avoid the square marked "2." Her vault is the one to the east.

Maze: Zeth Corridor (Maginot Line)

 * This is the final dungeon. You will lose access to it in the post-game. It seems it can only be mapped to 99%.
 * Upon entering this place for the first time, Ragnarokarc Super Gandhi will need to work on getting the Mana Battery started (along with Anise), so this is where he says goodbye to your party (for good, he won't rejoin again). Also, Maria will temporarily leave your party to work on her invention, the Tulip v2 Maresuke. You might want to exit immediately and fill up the empty slot with someone from the reserves. Once you reinforce your party, come back here and let's move on to our next event.
 * New Enemies:
 * Cozy Princess: Gal Monster. A powerful healer with regeneration to boot. Thankfully, she's so sleepy that she skips some of her turns.
 * Dragon Knight: A very heavy hitter. Perhaps you've already met?
 * Conturtle: Powerful ranged and group attacks. May also Harden to become invincible. If you're waiting for a Conturtle to act to clear its Hardened state, pay close attention, because they sometimes pass their turns - this still ends Harden, but is easy to miss.
 * Golden Orb: The same but worse, again.
 * Stone Guardian: Very powerful, and can group attacks freely. Immobilize if at all possible!
 * Thanks to Philipa, sending Rance out alone ever is a very bad idea. Don't make that mistake in this level. Her light attack will hit Rance for about 2k damage PLUS can paralyze. The mob set that has her teamed up with two Choppy gal monsters (who also can paralyze) will let them use the same strategy you use on bosses with Caloria - keep him paralyzed all the time and slaughter him without giving any chance to act at all - not even call in other members as Philipa seems to act very early.
 * Ah, back here again. Check the event star to see that Maria is still preparing her little invention. The guard that was blocking the upstairs is gone, but the magic towers will limit how much you can explore. Now let's go break 'em.
 * You can never explore the area around the shed where you "rescued" Abert all that time ago.
 * Head back to Floor 1 and go in the door. There's a lot of rooms here, some are empty and some have a battle with fixed enemies who respawn there every time you load the map (3 Green Monster Soldiers in the front, 2 Happy Kyan Kyan and 1 Maid in the back - these are easy to kill and give pretty good EXP because of 2 Happy Kyan Kyan!!). However, there are a few items and FR events scattered about that may make it worth you while to explore.
 * Specifically, you'll find a Red Cloud, 5000 gold, a FR event for Sel, an Adventure Achievement, and a Present. Note that this Present also respawns every time you load the map, so you can get any amount of Presents here. Abuse it if you want to clear characters with little or no FR events cheaply!
 * There is a blue locked door, but it leads to a room full of poison floors.
 * When you're done exploring, head downstairs. This should look familiar. Head on in to the center room. You'll see an event. Use the stairs to get back outside and return to check on Maria. Seems she's ready, so head back upstairs to the towers. Maria will deactivate the tower, and any other tower you get near. Shut them all down!
 * You can head west to check out the Red Cloud, but watch out for the trapdoor north of the second magic tower. It will drop you into the poison pit from the previous level. Without a Blue Key you won't even be able to get out! Don't bother to map the trapdoors by falling into them, we'll be turning them off later.
 * Floor 3. Two steps north will drop you through another trapdoor (look closely and you can see them), so don't head further upstairs yet. Instead, head east and blow the next tower. The green locked door has nothing inside it.
 * Going through the other door, you'll see a door to another big room with a switch. Turn the switch off. This raises the gate to the room you see below.
 * Exit the room and head west toward the purple star. Time to meet with Apostle Shichisei (使徒　七星). He'll turn into a dragon for the boss fight. Not too tough, but his breath attacks will hit multiple party members in a horizontal or vertical line, so heal often.
 * After you win, head through the door. Ignore the locked room for now and walk into the dead end. You'll fall into a room with poison floors. Why do we want to be here? Take the north-most door. Down to hall is the room you opened with the switch, giving you an Eagle Orb, a Manga Meat, a Power Potato Chip, and 10,000 gold.
 * Either go back to the poison room and take the other doors to find a way back up, or exit and reenter the dungeon. Go back to where you fought Shichisei and continue down the hallway. Note that there are a ton of trapdoors in this section, so I will not mention them individually (remember, we will be turning them off soon, so don't bother falling through them for mapping - they all fall into old rooms, anyways). Just follow the route below.
 * Take the door to the right. In the next room, head left (the right door has nothing). In the next room, head left again (again, nothing right). Head through the next door and go straight. Take the next couple of doors to get back outside. Pick up the Sex Friend Key from the chest so you can use the locked door next time you pass through.
 * Blow up some more towers. Grab 5000 Gold. Follow the path up to the purple star. After the battle, you'll be sent back to the first floor and Maria will rejoin your party (forcing out one of your other party members, if necessary). Note that she has an FR event in the first floor set of rooms (if you still need one).
 * Head back to floor 3. Some new event stars. Make your way back to where the purple star was. You won't be able to blow this tower since the Tulip 2 was destroyed, so use the door.
 * Another event star. Keep moving through doors, right into a purple star behind the second door. After a scene, Magic, Sanakia, and Kaoru will have to fight Abert. He's healing for 4000 a round, so you're not likely to beat him. Next comes Maria, Kanami, and Rizna. Watch you party get slaughtered. Next up are Rocky, Sill, and Alex. Bet you're tired of losing by now, huh? Well, you lose again. Patton, Caloria, and Urza fall next. Now is Rance, Sel, Rick, and Shizuka. Abert stops healing, so now's where you get serious. Abert attacks one at a time, so Sel should be able to keep everyone healed.
 * Now Rizna and Urza is missing. At least everyone's stats (including SP) are refilled. Enter the hall. The two middle rooms down the hall have a present and an S Weapon Egg (M).
 * Down the hall and up the steps is another event star (I guess we know where Rizna and Urza are). The north door leads back outside and a chest with 5000 gold. Go back and head east.
 * The next room has 3 exits. The south door takes you to a passage you can't pass through. East is an empty room. Head north and follow the path to find Rizna and Urza . There will be a few scenes and you'll be warped out of the maze. Rizna and Urza will rejoin you, and events will appear for both of them.
 * Check the event star at the top of the steps. There's a treasure chest back in the room where you found Rizna and Urza. Inside is a Eagle Orb. Head back to the hall you could not pass through before.
 * Another switch to press and a locked door. Remember that batch of trapdoors in front of the 3rd floor stairs? The switch turns them off (and all the others in the level), but you need to walk all the way back (or exit the dungeon) to take advantage of it. Thank goodness this switch stays off even if you exit the dungeon.
 * Head all the way upstairs. Red Cloud, and more towers you can't pass. Take the door. The south door is a Red Cloud and the north an empty room. Head downstairs. Head down the hall. the unlocked room contains the Maginot 24 Card, which opens more locked doors.
 * Event star (the enemy ranks are getting a little thin, huh?). Downstairs. Two blue lock doors. In each one is a green locked door. The right path has a Viagro, the left path has a Super Experience Bread.
 * Head down the stairs and turn left. There's a Red Cloud in the regular door with a new gal monster, the Thunder Taiko. Careful, she causes high damage to the entire party every turn, and is never easy to catch! You might want to wait until a certain post-game dungeon, where she shows up in a Red Cloud closer to the entrance.
 * Behind the fancy door is an off switch for the towers (once again this persists even after you leave). Head back outside the way you came.
 * On floor 5, 5000g is lying in plain sight. Head over toward the purple star. Time to fight Camilla. You only get 3-4 rounds, so it's not likely you'll beat her. Just try to survive.
 * Head upstairs to the next event star. Another couple of Red Clouds in plain sight. The first two Clouds are against 3 Stone Guardians, but the third is against 3 Dragon Knights and 9 Choppies, the latter of which can easily Immobilize you.
 * Head east toward another purple star. Camilla again, this time four rounds before time over. Another scene and Rance will scar Camilla. This time, the fight is for real. Camilla's area attack tend to neutralize charge attacks, so keep Sill to healing individuals and charge only if equipped with an item that resists or ignores charge break. Patton is helpful for soaking up damage.
 * After the battle, Rance and Sill will be thrown into a dark hall. Touch the event star to see what the others are doing, then head downstairs (there will be no event star for this last battle, just keep going and soon enough it'll happen). Camilla is down here too. Every time you run into a dead end, there'll be a scene that has Camilla clawing at Rance out of nowhere. After you find the "right" dead end, the last fight begins.
 * She's not as strong this time. Whittle away her HP. Keep healing with Sill - Sill's attacks are useful but the healing is more so. Once done with her, watch the scenes as the Maginot Line finally reactivates and the demons get hammered. Enjoy the ending!

Rance 6 Post Game Walkthrough
NOTE! Don't think it's already over! Load your completed save and continue playing it.


 * A number of events are open for you to try out. Copandon rejoins, but unfortunately, Alex, Rick, Urza and Magic have left the party. We can help soothe the wound a little: select "Princess Magic's Visit," and she will rejoin the party as well. This also unlocks a slew of missions. Next, go to Exchange Party Members to bring back some of your reserves.
 * Once Kaoru is back in the party, do the event "Kaoru and Wichita" to regain the ability to upgrade Kaoru via H-scenes.
 * If you complete Magic's story and buy her A-rank weapon, you can get an event where King Gandhi hides her S-Rank weapon in the Nearby Forest's Advanced Course. Some plot progress may be required, however.
 * With everyone hitting their talent caps, it's probably a good idea to start feeding some of them with poisoned stat-up items.
 * If you have bought everyone's best weapons and armor, and feel on top of things with keys, there's no reason not to use the new 30,000g event to buy Presents.
 * You'll probably start running out of things to do with Crab Orbs towards the end of the game. When that happens, save up 3 and spend them in the special event "Crab Orb Lottery," which rewards a random prize.
 * It's possible to get two new party members in the post-game. First, throw Presents at Rocky until he is at 30 FR (he has no more FR events in the wild, so Presents are a must). You will also need 1 Crab Orb and 1 Eagle Orb. An event will appear for Rocky called "Special Event." Select it to recruit your new character, Lil Avenger.
 * "Special Events" exist for every major character, and also give you an opportunity to boost one of their stats. Each character's "Special Event" must be completed to "clear" them to get the best ending. For a full list, see below.
 * Another character can be unlocked by clearing Tamenegi. Note that Tamenegi stops gaining FR before training the last Gal Monsters, so you can't rely on training alone to get you to 30. He does have one in-dungeon FR event coming up, but that's it.
 * After selecting Tamenegi's Special Event, you will get the Pitiful Dogu. Remember that? You will have to go to the Insect User's Ruin. Go to the middle of the map and to the lower level where there is a strange door (which may still be guarded by a Red Cloud). The Pitiful Dogu will unlock the strange door and allow you to find the character, Seyadatara.
 * If the Insect User's Ruins does not appear in your dungeon list, see the below bullet point for more details.
 * To get the true ending, you must "Character Clear" each major character by 1) completing their storyline (including getting their S-Rank weapon if applicable, A-Rank weapon for Maria), 2) getting them to 30 FR, and then 3) selecting their "Special Event." You'll know you're done when a filler event marked "******COMPLETE******" appears in the Event Screen.
 * You must clear (in the order they appear on the Event Screen): Sill, Kimchi, Magic, Rocky, Sanakia, Rizna, Kanami, both Shizuka and Maria (they have a shared Special Event, and it does not appear until they are both ready), Kaoru, Caloria, Tamenegi (including capturing all Gal Monsters), Patton, and Sel.
 * If you select "Ask about training results" in chapter 7 when there is nothing to train, you will get a list of all remaining Gal Monsters that you need to capture for Tamenegi.
 * There is no need or reward for clearing Lil Avenger and Seyadatara. Prima, Megadeath, Cessna, Bernard and Satsu can't get to 30 FR in the first place. However, it is possible that their FR level may count towards the "Special Events Acquired" percentage in the end credits, which is just for fun.
 * In this section, you regain access to several dungeons, so many, in fact, that the game can't display them all. To fix this, It will alternate between two dungeon lists each time you go to a dungeon and then return. Both lists include the Nearby Forest, Autumn Forest, Disposal Dungeon, Italia, Girls' Prison, and the location of your current mission. The first list also includes Abandoned Mine F, 3rd Test Site, and Haniwa Plains, while the second list includes Noctun Mine, Insect User Ruins, and the Royal Museum. If you want to visit a dungeon and it doesn't show up, visit any dungeon and then immediately leave, and the lists will swap.
 * All three courses of the Nearby Forest have been upgraded, both in terms of monsters and prizes for repeating each route. The rewards for clearing each course on repeat visits are randomized (you can find Monkey and Eagle Orbs, and sometimes Presents).
 * New enemies:
 * Super Tactician: Upgrades everything if they're in the starting group, can upgrade anything for a single ally from that point on.
 * Hitler: Extremely bad news. Can use single and group attacks at will. Its charge attack is an even stronger row attack.
 * If you complete all three courses of the Nearby Forest at any point in the game (before or after the final boss, or even a mix), an event star will appear in the middle of the course during post-game. It contains a bonus boss and should not be treated lightly! Full details are discussed at the end of the walkthrough.
 * There are FR events for new characters in the older dungeons, including:
 * Possibly new FR Event for Copandon in Insect Users' Ruins. Unusually, collecting this causes another FR Event to appear on the Advanced Course of the Nearby Forest. (Copandon talks about being pregnant, so maybe this shows up after you H her for the first time?)
 * Two for Lil Avenger in Disposal Dungeon.
 * Two for Lil Avenger in Noctun Mine (one behind a green door).
 * Sel and Lil Avenger in the Nearby Forest. Another FR Event for Lil Avenger is available if you have not yet unlocked, or have since defeated, the bonus boss that appears in the middle of the forest.
 * Sel and Magic in Italia (in the Japanese version, Sel's event is part of Sel's stamp quest instead, but still gives +1 FR so the end result is the same).
 * Girls' Prison has been retrofit to feature encounters with all the game's Gal Monsters. Some of them have fairly dangerous guards, while others are on their own. Unfortunately, they are encountered wholly at random, which makes it hard to find the specific monsters you're looking for. If a Gal Monster can be found in any of the other available dungeons, it will be easier to track it there.
 * Since you have the Papaya Key, you can also clear Girls' Prison dungeon for additional prizes, though there is no mission to direct you there. Let's start with that, since it requires no orbs.
 * If you managed to grab the Thunder Taiko at the Maginot Line, you may have every Gal Monster but one, the Amundsen, who mostly appears in later dungeons. While it's unlikely that you'll run into her here in Gal's Prison, you might want to be ready to catch her just in case she does show. That goes double if you missed any Gal Monsters, in which case you might want to deploy Rance and Rizna from the start.
 * Head inside, through the locked door, and head to the Computer Room on the right. Inside, you'll find a switch that you might recall will open a barrier in the basement.
 * Head forward and through the tunnel. You'll find yourself in another tower, with an FR Event for Kaoru (if she was added to the party via Exchange Party Members). Just like your first trip, defeat the Red Cloud at the top of the tower to get rid of the guards and allow you to move around more freely outside the prison.
 * The Red Clouds are just as easy as the ones you saw during your first trip. This is the first example of the cut content that Alice and Dark Alice were talking about in their commentary. Several of the other post-game missions are easy like this, too.
 * Go back to the main hall after the locked door, and go into the middle door from your first trip to the dungeon. From here, go to the basement and the "Underground Torture Room." The second and third rooms contain some painfully easy Red Clouds.
 * While you're in the area, head upstairs twice and in the first room on the right. There is another Papaya Key door here. Break into the offices, most of which are guarded. There is nothing up here but squares for mapping.
 * Back downstairs and to the first door on the right, which is another Papaya Key door. A blue door here blocks a Present. The rest of the room is tunnel to a tower, go remove the guards.
 * One more tower to go. Return to the main hall and open the southwest door. Beyond it you'll need a red key.
 * All you have to do now is explore the outer ring of the prison. Prizes include 1800g, a Nimble Mushroom, a Quick Strange Bug, and of course the 95% mapping prize.
 * Once certain characters get a certain point (have their A-Rank weapon, possibly an FR minimum?) you can rob their S-Rank weapon from the Royal Museum. This includes Patton, Caloria, and Sanakia. The museum's defences have been improved, and will improve again for your final theft, but not enough to stop you and your expanded party of mages. Rance won't give Sanakia her weapon until you do a few extra events.
 * Time for the missions. You can approach the missions in any order you wish. Just look for their event name below to see the walkthrough.
 * Select "VS Hyper Weapon (Crudeness Warning)." Groan.
 * If Patton's FR is past a certain point (20?), you will have access to "Exterminate the dreadnought class monster." Go to Abandoned Mine F.
 * Check each of the event stars, and make your way to the northwest. You can now go through the door that was sealed before.
 * This room is huge, taking up a whole 51% of the map. Don't lose important fighters to stamina loss before challenging the boss!
 * Prizes for exploring include Experience Bread and 1500g, plus mapping rewards.
 * The boss isn't that hard, and is especially vulnerable to magic.

Maze: Sakura & Pasta

 * Select "Save the popular restaurant (Martina)" and go to Sakura & Pasta. You will not be able to return to this dungeon once it is complete.
 * Some of the rooms at the entrance are immediate dead-ends. Start by heading through the doors in front of you, then right into the bathroom. Get the FR Event for Maria. The door beyond the bathroom is permanently sealed.
 * Head in the adjoining room for an FR Event with Kanami.
 * The freezer door near the stairs ultimately leads to an FR Event with Patton and 1555g.
 * Head to the brown doors adjacent to the exit. Rance will notice the second one is a women's changing room and will open it. Collect the Recipe Key inside. This unlocks an empty room upstairs, which is used purely for mapping.
 * Climb the stairs leading up. Turn left, take the event star. There is an FR Event for Sanakia in the first room on the left, a pointless event in the second room on the left. More importantly, touch the event star at the end of the hall to learn your objective here.
 * Go to the other end of the hall, where you will find an office worker. Speak to him twice (the second time has to be after you spoke to Martina) to get the Fridge Key.
 * The fridge is a complicated maze, but finding the Uiro is quite easy. Head forward through the first door, then down the stairs and through the door in front of you again. Turn right in the donut-shaped room and into the first door you see. Right at the next fork, and you'll find the Uiro. Don't worry about what Martina said about there being four Uiro, this item is all she needs.
 * If you explore the rest of the maze, you can find a Present and 2000g, along with mapping rewards.
 * After finding the Uiro, return them to Martina.

Maze: Zeth MV

 * Select "Save Zeth MV (Finney)."
 * Head left for an encounter and the MV Man Card. These are used up each time you unlock something, so you need to come back to restock each time.
 * The nearest door includes a chest with 3000g.
 * Your objective is through the middle door, so let's put that off for now.
 * The door on the left has an FR event for Sanakia.
 * The door on the right leads to two more doors, none of them locked. The first has an FR event for Rizna.
 * Now go to the middle door. Head to the top of the stairs to see an event star, then back to the middle for another event star (a fight). Go inside the studio, where you'll be directed to a new event, which tells you the door is locked. Collect the Present, FR event for Patton, and Emergency Exit Key.
 * Leave the way you came and head up the stairs in the main hall. The room on the left is unlocked and has an FR event for Kanami.
 * Head through the door on the right and down the outside path to the end of the dungeon.

Maze: National Gym

 * Select "Save the National Gym (Yuzu)."
 * Step forward and clear the purple star.
 * Grab the FR event for Maria. If you are mapping, head down the eastern hallway, which is a dead end.
 * Head west. At the end of the hall, collect FR Events for Tamenegi and Patton.
 * Return to the hall and go north. Here you'll encounter a series of gymnast's tests. You have to select the character who you think would be best at the event. If you guess wrong, you can simply retry. Here's one winning set of choices: Sanakia, Kanami, Caloria, Sill. At the end, there's an FR event for Sanakia and an event star that will give you the gym key.
 * Use your new key to unlock the northern gym, which has an FR event for Patton.
 * Head to the southern gym and engage the purple star.

Maze: Zethan Capital, Part 3

 * Select "Annhilate the remaining squad." Make sure to bring a set of keys, at least one of each color.
 * You've got to sweep the town of purple combat stars. There are twenty in all, followed by a 21st that only appears when you are done (it appears in the inescapable, eastern part of town, so clear the western half first). If you mapped the dungeon earlier, this will be simple, there are only a few new areas in the east side of town. Even if you haven't, there are no random encounters, which will make searching easy.
 * There are no stars in the Hanny Building, so we will ignore it and go the long way. Head to the south end of town (where Pentagon was camped during the story). Head right and up the stairs for the first star (20 remaining).
 * Next, into the apartment building. There are three: one on the roof, one on level -7 east side, one on level -8 middle (17 remaining).
 * Leave the apartment via the lower exit. Go south and through the tunnel for another star (16 remaining). The rest of the tunnel is a dead end, so turn back.
 * There are two in the water department, one on the first floor and one on the third (14 remaining).
 * In the building to the north (the one with the elevator) there is a star on each of the three reachable floors (11 remaining).
 * There is also an FR event for Rizna in the room on the right.
 * Go to the east side of town (go to the building with the elevator and leave through the door on the fifth floor). Head down to the building that was under siege earlier (downstairs), and enter for a star (10 remaining).
 * Turns out there was no way to the upper levels from here after all! Leave, climb the stairs, and go to the insurance building where you fought the last Monster General during your second mission in this dungeon. Fall down the pit trap like before. Open the green door after the pit trap (not the one before it) to find a well-hidden star (9 remaining).
 * Head out at ground level and into the next building, where you'll find another star (8 remaining).
 * You are now in the final section of town. You will recall that most of these buildings were sealed earlier, but now you can explore them. Enter the nearest building and grab the stars on the first two levels (6 remaining). The remaining levels are empty.
 * Return to ground level, leave, climb the stairs and turn left. This building has one star on the first floor. Climb to the second. The door in front of you leads to another star. Clear it and go back to the previous room, and through the other door. Climb the stairs for a blue door that guards a third star (3 remaining).
 * Once again return to the main road. Cross the street to the building where you reunited with Rizna and fought Camilla. There is one star inside (2 remaining).
 * Time for the final building at the top of the stairs. The second-last star is behind the red door. Climb the building to finish the map.
 * Now that you have all the stars, the final star containing the general appears just downstairs of this building. Wipe it out to end the mission. You win a Manga Meat, Power Potato Chip, and Magic Tomato.

Maze: Pentagon Base, Revisited

 * Select "Stop Neo-Pentagon." This is your last chance to explore this map.
 * Before you head in, go to the northwest corner of the forest to grab two FR events, one for Sel and one for Lil Avenger.
 * Enter the base, see the event, and grab the nearby FR event for Lil Avenger.
 * Thankfully there is nothing new to be found in the basement, so proceed around the pit traps straight away.
 * After you meet Rodney, he will try to lure you into the nearby room. Do not follow, or you will get a game over! Head down the hall and you'll fight him there, instead.
 * Enter the middle door on the left to find the New Pentagon Key. Continue down the hall and unlock the door.
 * The path to the south and the door in that direction are both dead ends. Go east instead.
 * The first door you come to has 10000g. There is an event in the second. The third door has an event star that will end the mission, so if you want to finish mapping to 100%, go through the side door (empty) before touching the star.

Maze: Jump Tower (Upper Levels)

 * You should now have access to the event "Former Four Lords Member Papaya's Counterattack." Select it.
 * This level is an identical copy of Sunday Tower in terms of layout.
 * New enemies:
 * Mr. Bigmetal: Uh oh. He can attack an entire column at will. His defence is very high, so use magic or Patton's Impact Punch.
 * There is nothing on the first few floors besides the mandatory event star, not even in the side rooms. We'll move on to Floor 31
 * There is an S Weapon Egg (S) in the room on the left and another in the room after that. Except for an Adventure Achievement, the rest of the hall is empty. The first door on the right of the main hall is also empty.
 * Floor 32: The second door has an A Armor Bun (M). The first door leads on.
 * Once you reach the outher loop, remember Sunday Tower: it's not worth mapping both sides of the loop at once, because you're sure to take at least two trips.
 * Floor 32: The left path is shorter and empty. The right path features an A Armor Bun (S).
 * Floor 33: The left path has a room with a Super Experience Bread and a red door with another Super Experience Bread. The right path is shorter and has a blue door with an Adventure Achievement.
 * Floor 34: The left path has a Viagro and is shorter. The first door on the right path is empty, the red door has a Gutsy Pouch.
 * Floor 35: As in Sunday Tower, the left path has a one-way tile that blocks the way. The first door to the right is empty. The second has a Present, the third an Adventure Achievement, the fourth another Present.
 * There is no need to map the final story of the tower, or even the stairs leading up to it, the 100% counter stops at the foot of the stairs. Move to the purple star to engage the boss.
 * There are zombies involved, so bring Sel if you want to make the boss especially easy.
 * Whoops, looks like you're not done yet.

Maze: Jump Tower (Basement), Revisited

 * Unless you missed something the first time (like the Gunagan's Challenge item at the end of the Danger Course), don't bother to go into the rest of the dungeon. You're going right instead, through the path that was sealed before.
 * Go up the stairs and talk to the event star.
 * Make your way through the red clouds. None are particularly challenging for this point in the game, just don't lose anyone important to the SP cost.
 * Another Thunder Taiko Gal Monster waits in the fifth cloud. This is probable the easiest one in the game to catch if you don't have one already ("easy" being relative), so you might want to leave after clearing the fourth cloud, save, and reload until you catch the monster.
 * Time for the fight with Papaya.
 * The final Gal Monster, the Amundsen, will appear in this fight. You don't have to catch them here, since there's a predictable Red Cloud in the next dungeon that might be easier. Amundsen dodge like you wouldn't believe and have high magic resistance. Worse, their charge attack can instantly kill, so you may want to bring Megadeath or Cessna for State Cancel (so you can stop her charge while keeping her at low HP for capture), and give Rizna a Moja Doll so that she can land her Mercy Attacks.
 * If you've caught all Gal Monsters, finish seeing Tamanegi's training and an event will appear that will his S-Rank weapon, which more than doubles his attack and makes him useful again. Furthermore, he will be able to unlock a skill to instantly kill any Gal Monster at melee range. Unfortunately, it can still miss.

Maze: Eternal Dungeon

 * Select "Papaya's Visit."
 * If Lil Avenger is in the party and you've been following her storyline, you can now select "Goodbye, Lil Avenger." Don't do it! Do not click it before the end of the game! It will end Lil Avengers's story and permanantly remove her from the party!
 * Find two Crab Orbs so that you can select "Forgot to Rape Camilla." The FR requirement is 22! Some characters can literally never come here!
 * Welcome to the longest dungeon in the game. Simply reaching the end of the dungeon may strain you party's SP. Foe Repellent will be especially helpful. You'll probably have to break the party into smaller than 6 members at a time. Consider bringing Prima off the bench if you put her there. Personal Nurses are also helpful.
 * This will be your only trip to this dungeon.
 * If you must map the dungeon, bring at least 1 red key, 2 blue, and 1 green.
 * A good chunk of this dungeon is empty space! There are no treasures or Adventure Achievement crosses (at least none that haven't spawned randomly), and no Red Clouds that return Red Coupons.
 * The random encounters in this dungeon are weak enemies. This makes it easier to get your B-Team, or even a half-size team, through the first stretch of dungeon so that your SP will last as long as possible. The enemies do tend to dodge attacks, however, so you will have to keep up with the level curve at least a little, or bring a mage alongside your B-party.
 * The first feature in the dungeon is a 3x3 set of rooms. Literally all of them are empty. Just walk past unless you're mapping.
 * Head down the stairs and through the door, and you will enter the first red cloud room. See if you can solve the puzzle.
 * The key here is to look for the red cloud with a Squidman symbol underneath it. That red cloud features a fight against a Squidman, wheras the other fights are more serious and return no reward besides the usual gold and EXP. The Squidman fights remain cleared after you defeate them, but the "incorrect" Red Clouds will always respawn each time you visit the dungeon!
 * The Squidman fights are a serious waste of SP during your first trip. Consider crossing the room with a minimal party. The odds of you running into a random encounter between Red Clouds is low.
 * To map 95% in this dungeon, you will need to encounter at least 5 "wrong" Red Clouds at some point in the dungeon, either in this room or in later rooms. Mapping to 100% will force you to challenge all of them! The fastest way to do either is to run away from each fight. You still lose the SP, but you'll map the square, and there are more valuable fights for EXP in the Nearby Forest.
 * Down the stairs, and through the next door. Ignore the side rooms, they are empty.
 * There are no traps in this second red room, feel free to map it in its entirety.
 * Head down the stairs. There are more side rooms but they're still empty - yes, even the locked red door.
 * Enter the second Red Cloud room. Can you work out how to solve it?
 * You have to use the pattern from the untrapped room upstairs.
 * But there's a trick to it!
 * You've turned around compared to the previous room. Looking at the map, you have to line up the symbols precisely between levels, as though they were marking the Red Clouds through the floor. From first-person perspective, you not only have to approach the numbers in reverse, but flip the numbers from left to right.
 * From left to right, encounter these Red Clouds: 1, 3, 4, 5, 2.
 * The "incorrect" Red Clouds in this room contain Amundsen if you missed your chance in the previous dungeon.
 * More empty side rooms, even the green door. Head down the stairs.
 * You're probably used to ignoring the side rooms by now, but don't this time, you need them to solve this level's Red Cloud room. Check the walls.
 * After going down the stairs, there will be two doors with arrows on the wall in between. These arrows point Down, Left, Up, Right, Up.
 * There are numbers written on the walls of the side-rooms beyond the doors, some of them rotated.
 * Match the rotation fo the numbers to the arrow signs. That will give you the answer to the next Red Cloud Room.
 * The answer is: 2, 1, 3, 4, 3.
 * Eternal_Dungeon_Dark_Maze.png final challenge is a dark maze, which you must navigate entirely using the minimap. Besides finding the exit, you must also find the Zeth Key 22, which is located in a random dead-end. The adjoining map shows the maze. If the picture is not loading, the instructions below will describe the route to the exit. You will have to find Zeth Key 22 on your own
 * West 5 to the top-left corner. South 1, east 4, south 1.
 * West 4, south 4, east 1, south 3, west 1, south 1. You are now in the bottom-left corner.
 * East 4, north 5, east 2, north 1.
 * West 1, north 1, east 4, south 6.
 * West 3, south 1, west 1, south 1. You should arrive at the exit door.
 * Move to the event star to finish the dungeon.

Maze: Moheca's Mansion, Part 3
While you are grinding, remember that you must clear each character to get the True Ending. Since you have to get these characters to FR 30 to clear them, raise their FR with "(FR)" events on the Event Screen, and Presents when (FR) events are not available, or just to speed things up (again: Kanami will require presents to get to FR 20 before she can complete her story and get her (FR) event).
 * Go through the three "Info on the Nation" events, followed by "Info on That Asshole." Unusually, none of these are starred, but they lead to the event that's de facto the final boss and final dungeon.
 * There's no pleasant way to put this: you're going to have to grind even with the best strategies. The Nearby Forest will probably be your new home for the next few hours of gameplay. Remember to use the Disposal Dungeon to raise level caps! You may want to fight some of the game's bonuses bosses (described in their own section, below) or else they might be too easy by the time you're done grinding!
 * If you want to see all of Willis' sprites, you have to get Rance up to level 80 when he's probably only at level 60! So even if you did beat Abert early, you'd still have a long way to go! Keep an eye on Rance's required EXP. Once it hits 99999 per level, it can't get any higher. There's no better time to have him eat your entire remaining supply of Experience and Super Experience Bread, one level-up at a time.
 * Technically, the base game doesn't unlock Willis' sprites in the gallery beyond level 60. The fan-patch corrects this, though you might regret having to earn the extra 20 levels!
 * Finishing Rizna's storyline involves repeating the event "Focused on anal sex" after the point where she notices Rance isn't trying to "cure" her. Since unlocking one of the bonus bosses also requires a large number of H-scenes, spending your Monkey Orbs on scenes with Rizna makes for a helpful "filler" action.
 * Rizna's Special Event makes her immune to offensive magic (except Black Destruction Beam), a powerful upgrade.
 * The thing that makes this dungeon so dangerous is that the Red Clouds that have always blocked your path at Moheca's Mansion now regenerate when you revisit the dungeon. It's not enough to have a party that can beat the final boss. You need to have a party that can fight all the Red Clouds and the final boss in one run.
 * The simplest way to deal with this dungeon is to bring your A-team and keep them in the field using Viagros and Ibeprofuns, but you'll probably still need to grind! You also might not want to save if you use these valuable resources and then fail, which will cost you EXP.
 * When all else fails, Seyadatara's Self-Destruct, a Hanny Zippo and a liberal application of Ibeprofun can do wonders, though it might feel like cheating and still isn't a perfect strategy.
 * New enemies:
 * Amundsen: Gal Monster. Dodges like wild and can instantly kill with its charge attacks. See the fight with Papaya above for details on how to catch her.
 * Thunder Taiko: Gal Monster. Can buff the enemy party's attack and can attack your entire group with its regular attack! Extremely dangerous.
 * Because the Red Clouds make up the bulk of this dungeon's challenge, they will be described in detail:
 * 3 Monster Captains, 2 Monster Mages, 1 Monster General: Hard to believe this group could be called "easy," but they're far from their glory days. Your A-Team will have no trouble and your B-Team can probably take them without fail. No special strategy needed. Be aware that Monster Mages aren't very dangerous any longer, but the game is keeping them around to break your charge attacks with their area attacks. Bring charge-resistant items like Ignorance Glasses or the weaker Unflinching Swords. You can't afford to waste time going after the Monster Mages in later battles when there are more dangerous targets.
 * 1 Doodle Hero, 2 Monster Mages; 1 Doodle Dragon: The Doodle Hero can attack columns and has ridiculously high attack and HP. Its charge attack can probably kill anyone. Focus all your attacks on him, the Monster Mages are just there to break your charge. The Doodle Dragon isn't as strong, but will pick off stragglers - consider leaving a Monster Mage alive to force the Dragon to stay in reserves while you heal the party.
 * 2 Mr. Bigmetals, 1 Indian Chasoba, 2 Choppies, 1 Sleepy Princess: The Choppies are a more serious threat than it might seem, not just because of their stun attack, but because they can debuff your attack and make killing the Mr. Bigmetals even harder. If you have Shizuka's FR-upgraded Controlled Earthquake, she can take out the entire back rank on her own.
 * 3 Amundsen, 3 Kamikaze; Reinforcements: 1 Kamikaze, 1 Amundsen, 4 Ice Hugant. The Hugant reinforcements aren't anywhere near dangerous, but the Amundsen are incredibly hard to kill, and both they and the Kamikaze can drop you with ease.
 * 1 Stone Guardian, 1 Doodle Hero, 1 Monster Mage; Reinforcements: 2 Monster Mages, Yuki, 1 Monster Mage, 3 Stone Guardians: Yes, that Yuki, the apostle. The Doodle Hero is the worst thing on the board at first. Kill the Doodle Hero, then the Monster Mages that reinforce it. Leave the Monster Mage that starts in the back the entire time. Do not allow Yuki to spawn in the back rank or you'll regret it! After Yuki is gone, just leave a Monster Mage alive to keep two Stone Guardians from spawning at once.
 * 3 Super Hannies, 1 Hitler, 1 Thunder Taiko, 1 Conte; Reinforcements: 3 Monster Captains: Only the front rank reinforces, so the more you can do to take out the back rank, the better off you'll be. If you haven't noticed yet, Hitlers can change the outcome of a battle based entirely on their random choice of actions, and the Thunder Taiko makes that problem even worse. You can easily lose here through no fault of your own! The Conte remains an obnoxious debuffing threat, and you should probably deal with it by bringing Shizuka with an FR-upgraded Controlled Earthquake to kill it on the first turn without letting up the assault on the serious targets. Sanakia's Defence and Resistance Tactics can be helpful here, though don't expect her to survive the fight.
 * Down your Viagros and your Ibeprofuns.
 * The Final Boss: Anise is the real problem here, Abert is almost just a footnote that says "If Rance dies, you lose." Short of keeping Rance alive, do not allow Anise to charge, because she'll use Black Destruction Beam and will instantly kill a row of your allies. Your mages are probably your best chance of killing her, though Caloria can keep her Immobilized, and Kanami can throw shurikens from the front line while dodging Abert and Franchesca's attacks. It's probably better not to use White Destruction Beam, even though it's tempting to hit Franchesca at the same time as Anise. The problem is that White Destruction Beam takes a caster temporarily out of play for two turns when they could be breaking Anise's charge. The one-turn Laser spells aren't as obstructive in this regard and should be used freely. Any melee party members should be attacking Abert, since once he's gone, you don't need to worry an instant loss if Anise kills Rance. Franchesca can go dead last.
 * Assuming you have already character cleared all other characters, you will be able to access the True End. Before you do so, save, and then select "So long, Lil Avenger," as it contributes to your "Special Events Acquired" total in the end credits. Obviously don't save after doing so!
 * Select "True End (Complete)" to end the game!

Bonus Bosses and Remaining Challenges

 * If you are missing any CGs, see the CG Guide for more details. Few of them are missable, so you should be able to collect most of them. Many of the "CGs" on the final page are more like achievements and mark the defeat of a powerful boss. Several bonus bosses are discussed below.
 * V2 Vevetar: Found in a purple star in the Nearby Forest if you have cleared all three of the forest paths (you don't need to clear a path and then fight the monster in one trip! You can Escape the dungeon and come back for the boss later). Its biggest strength is its incredibly high regeneration rate. Anything you can do to Immobilize it will be worth the added effort. Bring Maria for Support Shot.
 * Haniwa King: See the Haniwa Plains section for details of how to get here. The first thing to do is to clear out the Super Hannies. A Brutal Attack will take out a whole set of five, while Hanny Breaking Permits can ease the trouble of killing the rest. Unfortunately, the King isn't vulnerable to Hanny Breaking Permits. The best thing you can do at this point is to pin down the King with Immobilize, and to field Maria with Smokescreen Shot. Have Rance and Maria use Serious Mode, if not others. Only Patton can theoretically survive a hit from the king (do not use Serious Mode for Patton - save your SP for Fighting Spirit to recover his HP instead!) and anyone else is basically a meat shield for both Rance - the only person doing any damage - and Maria - the one keeping everyone alive. In a pinch, Patton and a heavily upgraded, double Moja Doll'd Cessna can do decent damage as well.
 * The bosses on the Event Screen (below) are unusual in that you can't call for allies mid-battle. Only your starting party can participate.
 * Golden Hanny: This fight is all about Immobilization. Very few party members can even survive the Golden Hanny's attacks, and there might be something to be said about having two healers to quickly restore the ones who can.
 * Ippatsu: Unlocks after you've killed 5000 enemies, which should be simple and is probably already done. A one-on-one fight against Rance. Don't forget about Serious Mode! Between an Ignorance Glass, Hanny Zippo and Serious Mode, you can probably do this around level 70, maybe even earlier.
 * Kakaro: To unlock this boss, you must see/repeat a large number of H-scenes (201+), far more than you'd encounter in an average playthrough prior to this point. You can check your progress by selecting one of the ending events to replay the credits, though you have to watch until the end before the stat appears on screen (when Dark Rance and Feliss appear). By the time you're able to fight him, he'll probably be harmless.
 * Gunagan: He's got high numbers, but not so high that you can't keep pace. Probably the only boss where a healer still has a chance of doing regular healing, since he can't cause instant death to the majority of your party like the Gold Hanny or Haniwa King.
 * Madness Mode: Optional. Unlocks after you clear the storyline. Enemies get harder, but everyone loses their Talent Cap and you gain all the party members available in the game except for Abert (King Gandhi, Urza, etc), which will be put on the bench.
 * vs Fiend Squad: The ultimate unbalanced challenge against the game's bonus bosses, which appears after enabling Madness Mode. There's no reward except a "Thank you" from the developers... and a Hardened Poop.