/---------------------\ | | | Baroque Guide v0.5 | | © UncleSporky, 2008 | | | \---------------------/ This document is copyright UncleSporky ©2008. It is not to be reproduced, altered, or used for profit. It is to be found only at www.gamefaqs.com. This guide contains spoilers for the game. I will not spoil the story itself, but the actions that must be taken to progress the story are often spoilers themselves. Bear this in mind. ------- Baroque ------- Welcome to my guide for Baroque! This game was originally made for the Sega Saturn in Japan and was ported the PS1. This is yet another remake, though much improved over previous iterations. I own the Wii version but it is nearly identical to the PS2 version. The only differences are that the Wii supports widescreen 480p, and can be played with the remote/nunchuck or the classic controller. This game is an action roguelike. The dungeon is randomly generated every time you dive into it, including the map layouts, monster types and locations, and items lying around. It's highly replayable - in fact, that is the main point of the game. The more you replay the dungeon, the more story is revealed, and the deeper you can delve. You cannot carry much with you between playthroughs; every time you die or beat the dungeon, you start over at level 1 with no items to your name. Don't let that turn you off of the game, though, it's incredibly fun. It requires a different mindset than your typical RPG, where you keep everything as you go along. Think of it like you would another genre, the RTS: every map, you start again from square one with a small force, build it up, win and start over again, and yet the story continues progressing. It's similar to that. And besides that, there is a way to transfer items between playthroughs, which is key to making it far in the game. Baroque has done poorly in reviews, which is a shame, but the game is admittedly a very niche title. Most reviewers don't seem to understand what it is they're playing. This is not a JRPG with tons of story and a single chain of progression. This is a roguelike, which means randomness and countless playthroughs. I think most people could learn to like this sort of game if they gave it a chance. Enough of an intro, here's the guide. ------------------- Advancing the Story ------------------- Big spoilers in this section! I will not spell out the storyline, but the events required to advance the story are spoilers themselves. Part of the fun of this game is progressing a little farther each time and figuring out what you need to do next to move things along. Also note that, as far as I know, this is the fastest route to the end of the game, so you will miss much of the voice and character Baroque collection that requires multiple playthroughs. I don't recommend strictly following this list, instead you should use it when you are really stuck and want to progress. With that said, this is the general order of events that will lead you to the end credits: 1. Play the first dungeon, which is only 5 floors. Shoot God at the bottom. 2. Talk to everyone in town each time you die or finish the dungeon. I don't know if this is required to beat the game, but it's possible that some conversation is needed to trigger a later event. 3. Play the dungeon again and talk to everyone in it (see guide below). There will be several cryptic cutscenes along the way. After floor 16 you will meet God again. This time, finish the dungeon by walking towards God (pushing into the "invisible wall" in front of her). 4. Back in town, Longneck should have buried himself. You can now kill him for his Idea Sephirah, or give him a heart seed and he'll die naturally after your next trip. Give his Sephirah to everyone in town by throwing it at them, ending with the Sentry Angel who will not give it back. 5. The next time you die or finish the dungeon, the Sentry Angel will have buried himself, giving you access to the lab he was guarding. Enter it for a scene that explains a bit about the hero, and you'll leave with the Your Idea Sephirah. You can return here at any time to get another one until a certain event. 6. Next time through the dungeon, take the gun with you but don't use it, and talk to Doctor Angelicus. You'll get a scene that explains a lot about the story, the Littles, and the Archangel. Afterwards, talk to the Doctor until she asks for your gun. Throw it to her. 7. On floor 15, throw the Your Sephirah to Eliza. There will be a scene explaining a lot about the hero, including what some characters' cryptic messages have been referring to. Eliza will disappear and leave an orb in her place. The dungeon is now extended to -2200. 8. On floor 20, walk through a door to get a scene with the Littles. Afterwards you will have the Littles' Idea Sephirah. As far as I know, you won't be able to get inside if you have not given the gun to Angelicus with all 5 bullets remaining. You can return here to get another Sephirah multiple times. The dungeon is now extended to -3000. I am less sure about the rest of the events as I have not done them yet, but: 9. Throw the Littles' Sephirah to Alice on floor 28. Should be another scene, and the dungeon will be extended to -4000. 10. Beat the dungeon by walking towards God. This means the game can be completed, if you have foreknowledge or are extremely lucky, in four dungeon runs. The last run will extend all the way down in one go. Remember that doing it this way is a shortcut and you will probably miss a lot of database entries. For example, you'll need to give Your Idea Sephirah to the Baroquemonger and then die multiple times in order to collect all the data on the hero. You'll miss ending movies by skipping the -2200 and -3000 dungeons, and events can transpire in different orders depending on how you do things, meaning you're missing out on lots of entries in the voice list. Fortunately you can start a new game on the same save file and keep your database intact to get the things you missed. -------- Dungeons -------- When the game begins, the first trip through Neuro Tower is a short one. It's little more than a trial for the main game. You will receive messages from the archangel regularly. Urim and Thummim are on -300, and Doctor Angelicus is on -400. The tower ends after -500. After that, the dungeon will go to -1600 until more of the story is cleared. It will grow from there to -2200, -3000, and -4000, though you may not see each ending depth if you complete events in a different order. There are also three training dungeons you can go through, courtesy of the foul-mouthed Coffin Man in town. After entering the Neuro Tower at least once, approach him and he will move aside so you can enter the door behind him. It's a very good idea to go through these early on, as you'll receive some useful advice for surviving in the main dungeon. Plus you will get to keep any items and levels you receive while inside, making your next Neuro Tower trip a bit easier. Each of the three training dungeons gets progressively harder, introducing more advanced topics. The first is primarily about simple navigation and combat, the second teaches you about the different item types, and the third teaches status effects. Much of this game is random, but some things are set in stone. I've compiled the order of guaranteed dungeon features, but I'm still not certain this will always be the same for everyone. If anything in this list is different for you, please let me know. -1600 dungeon ------------- -100: Phantom in a small square room. Short story scenes. -200: Eliza, who floats through a false wall and soon disappears. Her room has two floating consciousness orbs which can transfer one item each. -300: Urim and Thummim. A Guryu is in the room with them around the left side. They will ask for food (the Guryu is convenient) and after feeding them on several playthroughs they will give you a sword in exchange for food. They will only do this once. They also provide item advice if you throw things at them/hit them. -400: Alice, floating above a pool in a green room. The orb above her can transfer an item. -700: Mind Reader. Will give you random bones and disks in exchange for anything you throw at her. Boxbearer is also sometimes on this floor. He'll give you a random box in exchange for one of your boxes. -800: Koriel. Receive Koriel Idea Sephirah when you hit them. -900: Consciousness orb for transfering an item. -1000: Fist. Mainly for story purposes. -1100: Koriel. Receive Koriel Idea Sephirah when you hit them. -1200: Consciousness orb for transfering an item. Also Doctor Angelicus. There is always a Cultivating Fluid on the right side of the Doctor's room. The orb behind the Doctor will transfer an item for you after a certain story event. -1300: Koriel. Receive Koriel Idea Sephirah when you hit them. -1400: Koriel. Receive Koriel Idea Sephirah when you hit them. Also Alice again in a large, empty room. You can hear the cries of Littles on this floor, but can do nothing about it. -1500: Eliza again, once again floating through a false wall, though she does not disappear. Later, a consciousness orb will appear in this room, you'll know it when it happens. Do not try to use the dark orb in the floor here, your item will fall through and be lost. -1600: Consciousness orb for transfering an item. Also Cherub, who will give you a new Angelic Rifle if you do not have one with you. The Archangel is also on this floor. The orb he's on top of is also a consciousness orb that will transfer an item. Walk towards the Archangel for a few seconds (push up against the "invisible wall") to progress to the final floor. Final: The Absolute God. Shoot with the angelic rifle for one ending, or walk towards the God for a few seconds for another ending. -2200 dungeon ------------- Somehow I skipped the -2200 form of the dungeon. It's clear that you can satisfy requirements in different orders in this game. I think it has something to do with purifying the Littles on -2000, which I did on my first trip to them. Same as above until -1600. -1600: Consciousness orb for transferring an item. -1800: Research Angel. Mainly for story purposes. -1900: Fist. According to the manual, this man should be called Scythe. Oh well! Mainly for story purposes. -2000: Neophyte, again just for story purposes. Consciousness orb for transferring an item. Also the Littles are here, and you can receive their Idea Sephirah after a scene. -2200: Consciousness orb for transferring an item. Also Cherub, who will give you a new Angelic Rifle if you do not have one with you. The Archangel is also on this floor. The orb he's on top of is also a consciousness orb that will transfer an item. Walk towards the Archangel for a few seconds (push up against the "invisible wall") to progress to the final floor. Final: The Absolute God. Shoot with the angelic rifle for one ending, or walk towards the God for a few seconds for another ending. -3000 dungeon ------------- Same as above until -2200. -2200: Consciousness orb for transferring an item. -2600: Consciousness orb for transferring an item. -2800: Alice. The orb behind her will transfer an item for you. -3000: Consciousness orb for transferring an item. Also Cherub, who will give you a new Angelic Rifle if you do not have one with you. The Archangel is also on this floor. The orb he's on top of is also a consciousness orb that will transfer an item. Walk towards the Archangel for a few seconds (push up against the "invisible wall") to progress to the final floor. Final: The Absolute God. Shoot with the angelic rifle for one ending, or walk towards the God for a few seconds for another ending. -4000 dungeon ------------- Same as above until -3000. Still unexplored. See list below for further orb locations. There are also secret dungeons you can access after beating the game and watching the credits roll. More info on them when I get there. ------------------ Consciousness Orbs ------------------ This list is reproduced seperately from the dungeon features above because these orbs are very important and much sought-after. Simply throw one of your items into them and it will be transferred to the Collector for storage and later use. This is the only way to carry items over from game to game. Every orb can only be used once per trip, and they cannot be used if the Collector's inventory is full. Orbs are found on the following floors: -200 (two floating in Eliza's room) -400 (floating above Alice) -900 -1200 (two, including the Doctor's that can only be used after an event) -1500 (in Eliza's room after an event) -1600 (two if your dungeon ends here, including the Archangel's orb) -2000 -2200 (two if your dungeon ends here, including the Archangel's orb) -2600 -2800 (behind Alice) -3000 (two if your dungeon ends here, including the Archangel's orb) -3100 -3500 -3800 -4000 (two, including the Archangel's orb) That's a total of 18 orbs, which is a lot of item transferring. And yet it's never quite enough... ------------- The Collector ------------- In town there is a kid with a big turban/bag on his head. He is the Collector, and he will store your items for you between trips. At the beginning he only has the capacity to store 5 items for you, but as you throw him items he has not held onto before, he'll record them in your database and eventually upgrade his storage. The first upgrade is to 10 items, then 15 and 20, and currently I am unsure if he gets more space than that. Items will go into his collection when you throw them into orbs (listed above) or if you simply throw things to him in town. Despite starting each time with nothing, it is possible to have new items to show him in town. Usually this is because of certain story events. Another way to show him new things in town revolves around the Crystal Sword. This rare weapon is the only thing that can fuse with Idea Sephirah. Each of the 32 fusable Sephirahs result in a technically different sword, and you have to put each of them in the Collector's hands to get them in your database. This is easiest if you keep a Crystal Sword in storage (provided you can find one) and send Sephirahs back to him also, and do the fusing in town. A minor point - don't give parasites that have been combined to the Collector. They won't count for anything in your database, or at least they didn't for me, when I sent him a DEF/Elec and neither was added. It's wisest to send them individually and combine them in town if you can. ------------------ Cursebringer Angel ------------------ The Cursebringer Angel is extremely useful for getting rid of items you don't want or simply for getting random powerful equipment. Bones are especially good to toss his way, as you usually have an abundance of them. If you saved the 50+ Sweat Bones from the third training dungeon, you could probably walk away from him as a very rich man. The Cursebringer Angel doesn't always require two items. If you give him certain Idea Sephirah, he'll always give you the same item in return. As far as I can tell, it only works with main characters, and not monsters: Koriel - Revolution Fluid Bagged One - Vampire Torturer Horned Girl - Identifying Bone Longneck - Heart Seed Boxbearer - ??? If you throw him a rotten heart or flesh, he will make it good again, which is nice if you happen to have a stack of Rotten Bones - morph a bunch of enemies and stock up on food! He will also "cook" normal hearts and flesh, turning them Burnt. Don't give the Burnts to him if you want to keep them, though, as he treats them like any other item for combination. You can also throw him any damaged or weakened sword/coat to restore it to its normal state. For example, throw the Cursebringer Angel a Junk Sword with 0 or 1 attack and he'll restore it to the 2 attack it should have and fling it back to you. You can see the ATK or DEF an item should normally have in its description. One other minor thing: if you throw him just one item and don't finish the fusion, the Cursebringer Angel will keep that item and have it the next time you see him. Does this have a use? Is there any way to get that one item back from him? We don't know this yet. ----------- Meta-Beings ----------- Here I'll list each monster in the game, in the general order you encounter them. Included is the name, floors where they are found, items dropped, Idea Sephirah name, and a short description of what they look like and their attacks. Thanks to Setomoto for the Idea Sephirahs I had not seen yet. Moon Floors: 0-2 Drops: Experience Bone, Port Bone Idea Sephirah: Moon Looks like a flying fish. Extremely easy to kill. Besides a normal biting attack, it can dash at you to knock you back. Glue Floors: 1-3 Drops: ???, ??? Idea Sephirah: Filth This is both the easiest and smallest monster in the game. It looks like a tiny bug, and its only attack is hopping around. Hard to see sometimes, and they can be killed by merely walking over them - though you won't get any XP or crystals for disposing of them this way. Kato Floors: 2-5 Drops: Antidote Fluid, Indefinite Box Idea Sephirah: Fortune Rolls around the dungeon on its side. Looks like a wheel, or a turtle when it gets down on the ground. They can roll quickly into you to knock you back, and they can poison you with their normal attack. When they get low on health they will drop to the ground and move more slowly, and they have the ability to create Glue monsters in this state. Bullger (small) Floors: 3-7 Drops: Fire Disk, Aprsl Parasite Idea Sephirah: Empress Looks like a little green goblin, an obese woman with a metal hose nose. Can roll into you, but is pretty non-threatening. Beware if they turn to face away from you, as this means they are preparing a fart (what else can I call it?) that will blind you. They don't move around unless they see you and can be snuck up on from behind. Seventeen Floors: 4-9 Drops: Summon Torturer, Lethargy Bone Idea Sephirah: Star An oddly shaped little machine with a big wheel. You'll soon remember them for their attack style - they ram into you to knock you back and shoot at you from a distance. Dodge their initial attack and pound on them. Gliro Floors: 5-12 Drops: Heart Seed, stolen items Idea Sephirah: Devil Looks like an evil red monkey. One of the more annoying enemies in the game: he'll steal one of your items and run away as fast as he can. Just kill him as quickly as possible to get your item back. Bullger (large) Floors: 5-8 Drops: Sight Fluid, Churyu Flesh Idea Sephirah: Empress Same as the small Bullger only a lot more powerful. Can still blind you, and can still be snuck up behind easily. Jerryrom (small) Floors: 6-9 Drops: No Name Torturer, Heart Seed Idea Sephirah: Hermit A small grinning creature with a big head. Fairly easy to kill, but it can explode violently. Also can do a little dance to cause Confusion. Soconpo Floors: 8-12 Drops: Double Edge Box, Food Disk Idea Sephirah: Justice A bouncing giant eyeball with a tall hat and four spinning appendages. Fairly powerful. Can leap at you and slam into the ground to knock you back. The two frogs on its shoulders can breathe fire breath and deteriorate your items. The biggest risk in fighting this enemy, though, is when you kill them: the Food Disk will wreak havoc on your items. Beware. Liar Floors: 10-14 Drops: Unbrand Brand, Elec Parasite Idea Sephirah: Strength A dark haired woman with a snail-like body and hand scythes. Besides being physically strong, she can inflict you with Lust and Lethargy, so treat her with care. She can also attack from a distance by thrusting her arms through the ground. Death Floors: 11-16 Drops: Storm Disk, Sweat Bone Idea Sephirah: Death Essentially, a robotic coffin with arms and a really big sword. They rise up off the floor when you get close. Primarily an up-close-and-personal fighter. Or-huganous Floors: 11-18 Drops: Recovery Box, Special Fluid Idea Sephirah: The World A man made of spiky wire. Prefers to attack from a distance with blue orbs, and can also generate orbs around his body that will confuse you. Not fun. Sin-Monis Floors: 14-20 Drops: Sweat Bone, Twin Box Idea Sephirah: Judgement A vaguely mushroom-shaped mound with a long mouth. They use this mouth to suck out your life or VT. Jerryrom (large) Floors: 16-22 Drops: Flame Disk, Boom Bone Idea Sephirah: Hermit Same as the smaller Jerryrom but more powerful. Sun Floors: 17-21 Drops: Port Bone, Revolution Torturer Idea Sephirah: Sun This is a green web with a grey center that blocks your path in cooridors. It attacks from a distance with yellow shots and can inflict Lethargy up close. When you kill the green web, the spiderlike grey thing will fall out of the center, inflicting Lethargy. It may flee from you or stay and attack. Nicl & Nicr Floors: 18-29 Drops: Recovery Torturer, No Name Torturer Idea Sephirah: The Lovers Looks like a floating mound of flesh with a giant vertical mouth. It can dash at you to knock you back, and its normal attack paralyzes you. Annoying unless you can prevent Paralysis. Magician Floors: 20-26 Drops: Mine Disk, Ice Disk Idea Sephirah: Magician These appear to be jesters coming out of large cards. Their main attack is ice-based, and they can disappear and warp elsewhere in the room. Aries Floors: 22-29 Drops: Sight Fluid, Rotten Bone Idea Sephirah: Emperor A man with four goat legs. Attacks very quickly, and can leap into the air like Soconpo and knock you back. Also blinds you often, which is extremely annoying. Fortunately they will not attack unless you touch them or strike first, so it's easy to avoid them if you must. Cocteauhead Floors: 24-27 Drops: Poison Torturer, Me Brand Idea Sephirah: Fool Looks like a man made out of bubbles with a big hat. He can poison you with his chest bubble, create a huge bubble that explodes and causes Lethargy, and he can create a four bubble shield around him that you'll have to break before you can hit him again. On top of all that, he can toss bubbles from a distance. Worth fighting him though, for the Me Brand. Moon (gold) Floors: 24-29 Drops: Experience Bone, Port Bone Idea Sephirah: Moon Same as the normal Moon, only it can shoot orbs at you. Still very non-threatening. Johanna Kyon Floors: 28-29 Drops: Earplug Bone, ??? Idea Sephirah: High Priestess Two green-robed people bound to purple pillars with "caution" tape. Will not move to attack you until you touch them or strike first. They can knock you back, and after taking enough damage, may simply rocket up through the ceiling and disappear. Hungones Floors: ??? Drops: ???, ??? Idea Sephirah: The Hanged Man A blue man hanging from the ceiling. Can paralyze you and cause Lust, and when he falls from the ceiling will poison anyone near. Bubugel Floors: ??? Drops: ???, ??? Idea Sephirah: Tower Looks like a wall of the hallway until you get too close. Then it spins around, whipping you away, revealing a massive face on the other side. Spits projectiles at you as well. I have not encountered the rest of these monsters yet, will update with more info soon: Festum Idea Sephirah: Hierophant Galgal-Tank-Joe Idea Sephirah: Tank [Chariot] Hana-nip Idea Sephirah: Temperance These final four are the toughest monsters in the game, in a class of their own: Manas Idea Sephirah: Wands Perisomata Idea Sephirah: Cups Maleficia Idea Sephirah: Swords Tabula Smaragdina Idea Sephirah: Coins ------------- Idea Sephirah ------------- Besides all the Idea Sephirah from Meta-Beings, there are a few others you can obtain throughout the story from other characters. Koriel (11, cannot be reobtained after purifying all Koriels) Little Longneck Horned Girl Bagged One Boxbearer Your (that is, the protagonist's; cannot be reobtained after a story event) The main purpose of Idea Sephirah is to show them to the Baroquemonger in exchange for puzzling bits of information. You will have to show him the same type of Idea Sephirah multiple times in order to collect the complete description. You can't show him the exact same Sephirah again, but a new one with the same name will result in more info. Monsters will randomly and rarely drop their Sephirahs as you play, and most character ones will be easily obtained throughout the game, but the Koriel are a special case. There are 11, no more, no less, and if you neglect to show him one of them before losing it then you've missed your chance on this playthrough. Most people will miss this the first time through, since you will probably have no idea what you are doing when you meet your first Koriel. Don't worry, you can start a new game on the same file and keep your database intact, giving you another chance. Additionally, you will only have access to Your Sephirah until you give it to someone for a story event. After that you will not be able to get any more to show to the Baroquemonger, so take advantage of it while you can. The main gameplay point of Idea Sephirah is to fuse them to Crystal Swords. This is the only item you can use that mysterious Fuse command with. Doing so will greatly power up the Crystal Sword with unique attributes. There are two Sephirah that cannot be fused: Your and Little, for story purposes. And once again, there are only 11 Koriel in the game, so save one in storage if you want a Koriel Crystal Sword. -------------- Status Effects -------------- Statuses in this game are far more annoying than in most RPGs. It's important to think ahead and have some method of preventing them. This section is still a work in progress. Poison - Lose HP over time. Caused by: Kato, Hungones, Cocteauhead, Toxic Bone Cured by: Antidote Fluid, Special Fluid, time Prevented by: Twisted Coat Blindness - Greatly reduced visibility. Caused by: Bullger, Aries, Blind Disk Cured by: Sight Fluid, Special Fluid, Blind Disk, time Prevented by: Twisted Coat, Sight Wings Paralysis - Cannot move, but can still attack. Caused by: Hungones, Nicl & Nicr, Paralysis Bone Cured by: Special Fluid, time Prevented by: Twisted Coat Lethargy - All actions are greatly slowed. Caused by: Liar, Sun, Cocteauhead, Lethargy Bone Cured by: Special Fluid, time Prevented by: Twisted Coat Lust - All Meta-Beings and items look like beautiful women. Caused by: Liar, Hungones Cured by: Special Fluid, time Prevented by: Twisted Coat, Calm Wings, Sight Wings Confusion - Cannot control where you move, can only perform single attacks. Caused by: Jerryrom Cured by: Special Fluid, time Prevented by: Calm Wings Stomachache - ATK and DEF are lowered. Can stack. Caused by: rotten hearts, rotten flesh, Rotten Bone Cured by: Recovery fluids, Special Fluid Prevented by: Ache Parasite Silence - No sounds except the music. Caused by: Earplug Bone Cured by: Special Fluid, time Prevented by: Invincible - Cannot be damaged by normal means. Caused by: Invincible Brand, Invincible Bone Cured by: time Prevented by: --------- Item List --------- Every item in the game, as recorded in the database. This section is still a work in progress. Weapons ------- 001: Junk Sword ATK+2/TH 62 A really shoddy sword. 002: Atonement Sword ATK+3/TH 68 A standard sword. 003: Cleansing Sword ATK+5/TH 73 A powerful sword. 006: Frost Sword ATK+3/TH 82 An ice elemental sword. 009: Vitality Sword ATK+3/TH 80 Raises MAX VT by 20. 011: Lucky Sword ATK+3/TH 80 Raises the chances of a lucky hit. 015: Combo Sword ATK+4/TH 90 An extra slash is available. 026: Glass Sword ATK+10/TH 88 Critical rate is high, but breaks when removed or you step on a port. 030: Crystal Sword ATK+2/TH 80 Its true power shines when a crystal is attached. 031: Longneck Sword ATK+2/TH 80 A sword with Longneck's Idea Sephirah attached. 032: Koriel Sword ATK+2/TH 0 A sword with a Koriel member's Idea Sephirah attached. 034: Horned Girl Sword ATK+2/TH 80 A sword with the Horned Girl's Idea Sephirah attached. 063: Angelic Rifle x5 A powerful gun. Coats ----- 064: Puny Coat DEF+1/TH 35 A flimsy coat. 065: Leather Coat DEF+2/TH 40 A standard coat. 069: Rubber Coat DEF+2/TH 50 Resistant to lightning attacks. 080: Twisted Coat DEF+4/TH 99 Prevents all ailments but Confusion and Stomachache. Imitation Wings --------------- 083: Stamina Wings TH 50 VT depletion rate is 3/4. 084: Attack Wings TH 50 Raises ATK. 090: Calm Wings TH 50 Prevents Confusion and Lust. 092: Sight Wings TH 50 Prevents Blindness and Lust. 095: Glass Wings TH 58 VT will recover, but can break when removed or when you step on a port. Hearts ------ 096: Heart Seed TH 50 Restores 30 VT. If VT full, raises MAX VT by 10. 098: Burnt Heart TH 80 A blackened heart. Restores al VT, but halves HP. Flesh ----- 099: Guryu Flesh TH Heal 40 Restores 30 HP. If HP full, raises MAX HP by 8. 101: Kenryu Flesh TH Heal 999 Restores all HP. If HP full, raises MAX HP by 25. Boxes ----- 107: Stubborn Box TH 75 Can only open when ATH is 30+. An item from a set is inside. 111: Flesh Box TH 75 Contains Flesh. Sometimes explodes when opened. 127: Trials Box TH 108 HP recovery speed halved. Contents vary by how many enemies you defeat. Fluids ------ 131: Attack Fluid Raises ATK of equipped sword by 1. 132: Defense Fluid Raises DEF of equipped coat by 1. 138: Recovery A Fluid Restores all ATK. When full, raises MAX ATK by 1. 140: Recovery AD Fluid Restores all ATK/DEF. When full, raises MAX ATK/DEF by 1. 141: Recovery DX Fluid Restores all ATK/DEF and raises MAX ATK/DEF by 2. 146: Special Fluid Cures all ailments. 152: Cultivating Fluid Throw it at the enemy and another appears. No effect on self. Brands ------ 155: Healing Brand TH 83 Raises HP restore speed. 156: Stamina Brand TH 83 Reduces VT depletion rate by 50%. 158: Disarm Brand TH 83 Prevents a box from exploding. Instead, it restores some HP and VT. 160: Resurrect Brand TH 153 Resurrects when HP depletes. Once used, it turns into a No Brand. 162: Throw Brand TH 133 Increases distance and damage when throwing an item. Torturers --------- 193: Summon Torturer Summons all Meta-Beings and items on the same floor to the current room. 200: Half Torturer Kills half of the Meta-Beings in the room. Disks ----- 217: Blind Disk Blinds units in the area. Reverse: Cures Blind or Obtain Disk. 228: Flip Disk Flips all Disks on the floor. Reverse: Same effect. Bones ----- 232: Arrow Bone TH 85 Breaks teeth and inflicts damage. Throw: Pierces through Meta-Beings. 233: Homing Bone TH 82 Breaks teeth and inflicts damage. Throw: Tracks and hits a Meta-Being. 234: Boom Bone TH 82 Explodes and causes damage over a wide area. 236: Experience Bone TH 92 Doubles experience points earned. Effect is temporary. 237: Paralysis Bone TH 0 Paralyzes the consumer. 239: Toxic Bone TH 0 Poisons the consumer. 244: Rotten Bone TH 0 Turns Meta-Beings into rotten meat. Consuming it causes Stomachache. 245: Warp Bone TH 0 Cause the consumer to warp. Ineffective in a room with a port. 246: Invincible Bone TH 0 Makes consumer invincible. Effect is temporary. 249: Sweat Bone TH 0 Causes consumer to sweat profusely. 252: Port Bone TH 0 Consumer warps to a room with a port. No effect if you haven't found the port. Parasites --------- 261: DEF Parasite TH 90 Fuse with yourself to increase MAXDEF. 274: Wing Parasite TH 1 Fuse with an item to make it fly away. Idea Sephirahs ------------- 277: Longneck's Crystal The Idea Sephirah of Longneck. 278: Your Crystal The Idea Sephirah of yourself. 279: Koriel's Crystal The Idea Sephirah of a Koriel member. 281: Littles' Crystal The Idea Sephira of the Littles. 282: Horned Girl's Crystal The Idea Sephirah of the Horned Girl. 286: Empress Crystal The Idea Sephirah of Bullger. 292: Hermit Crystal The Idea Sephirah of Jerryrom. 294: Justice Crystal The Idea Sephirah of Soconpo. 301: Moon Crystal The Idea Sephirah of Moon. 302: Sun Crystal The Idea Sephirah of Sun. 306: Filth Crystal The Idea Sephirah of Glue. ------------ Baroque List ------------ All the Baroques in the game - essentially, achievements for performing a specific feat during a playthrough. This list is largely courtesy of nephilimalchemi at the GameFAQs message board. Thanks a lot, neph! Distant Wanderer |You haven't qualified for any other Baroques. ------------------------------------------------------------------------------- Careless Death |Die outside the Neuro tower when your level is >2 ------------------------------------------------------------------------------- Useless |Die without doing anything in the outer world. ------------------------------------------------------------------------------- Unforgettable |Have a conversation with a specific phantom brother. ------------------------------------------------------------------------------- LIberator |Once buried, purify Longneck, Horned Girl, and The Bagged |One. ------------------------------------------------------------------------------- Cat Fan |Use the Cat Torturer three times on one floor. ------------------------------------------------------------------------------- Cat Lover |Use the Cat Torturer six times on one floor. ------------------------------------------------------------------------------- Vacant Coffin |Conquer all training dungeons. ------------------------------------------------------------------------------- Collector |Get items from Urim, The Mind Reader, The Worker Angel, and |Doctor Angelicus. ------------------------------------------------------------------------------- Arrow of Eros |Beat the Neuron Tower while in Lust Mode. ------------------------------------------------------------------------------- I am the World |Fuse with the absolute God when blind and deaf. ------------------------------------------------------------------------------- Confused World |Beat the Neuro Tower while confused. ------------------------------------------------------------------------------- March On |Switch floors 10+ times while a meta being is in the room ------------------------------------------------------------------------------- Explosive End |Die by consuming a boom bone. ------------------------------------------------------------------------------- Irony |Die while invincible. ------------------------------------------------------------------------------- Skeleton Man |Beat the Neuro Tower or die while holding 15+ types of |bones. ------------------------------------------------------------------------------- Medical Partner |Beat the Neuro Tower or die while holding 15+ types of |fluids. ------------------------------------------------------------------------------- Torture Master |Beat the Neuro Tower or die while holding 15+ types of |torturers. ------------------------------------------------------------------------------- Icarus's Student |Beat the Neuro Tower or die while holding 15+ types of |wings. ------------------------------------------------------------------------------- Fashion Plate |Beat the Neuro Tower or die while holding 15+ types of |coats. ------------------------------------------------------------------------------- Warrior's Spirit |Beat the Neuro Tower or die while holding 15+ types of |swords. ------------------------------------------------------------------------------- Box bOx boX BOX |Beat the Neuro Tower or die while holding 15+ types of |boxes. ------------------------------------------------------------------------------- Masochist |Beat the Neuro Tower or die while holding 15+ types of |brands. ------------------------------------------------------------------------------- Disk Collector |Beat the Neuro Tower or die while holding 15+ types of |disks. ------------------------------------------------------------------------------- Parasite Museum |Beat the Neuro Tower or die while holding 15+ types of |parasites. ------------------------------------------------------------------------------- Wasted Core |Beat the Neuro Tower or die while holding 15+ types of |crystals. ------------------------------------------------------------------------------- Fragile Splendor |Beat the Neuro Tower while wearing Glass Sword, Glass Coat, |and Glass Wings. ------------------------------------------------------------------------------- Self Reliant |Reach the lowest level without using any consciousness |orbs. ------------------------------------------------------------------------------- Obsessed |Fill our your entire item window with the same item. ------------------------------------------------------------------------------- Close to God |Die at the lowest level. ------------------------------------------------------------------------------- Serial Thrower |Throw 100+ items. ------------------------------------------------------------------------------- Bug Nurturer |Raise 10+ larva until they grow into another parasite. ------------------------------------------------------------------------------- Cursebringer |Combine items 30+ times using a Curse Bringer angel on a |single floor. ------------------------------------------------------------------------------- The World's Tears |Find all the idea Sephirah that are in the item list. ------------------------------------------------------------------------------- Perfectionist |Beat the top ranking after defeating the main episode once. ------------------------------------------------------------------------------- Fasting Penance |Beat the Neuro Tower without eating hearts, flesh, or |bones. ------------------------------------------------------------------------------- Special Hunter |Beat the Neuro Tower after purifying 300+ Meta-beings by |sword. ------------------------------------------------------------------------------- Hunger Strike |Die by losing HP from 0 Vitality (Only if Vitality > 499) ------------------------------------------------------------------------------- Shadow Boxer |Swing your sword 100+ times without hitting anything. ------------------------------------------------------------------------------- Mugged |Let Gliro steal an item 20+ times. ------------------------------------------------------------------------------- Orb Seeker |Beat the Neuro Tower after using EVERY Consciousness Orb. ------------------------------------------------------------------------------- Unrewarded Effort |Beat the Neuro Tower without opening a Trials Box for over |2000 cu. ------------------------------------------------------------------------------- Friendly Fire |Purify all the Koriel Members by using the Angelic Rifle. ------------------------------------------------------------------------------- Promise of Peace |Beat the Neuro Tower without purifying any meta beings. ------------------------------------------------------------------------------- Broken Doll |Watch "Consciousness Simulation End VV" ------------------------------------------------------------------------------- Fragments of Truth |Hear 200+ messages about the baroques from the |Baroquemonger. ------------------------------------------------------------------------------- Screaming Tower |Enter the Neuro Tower 100+ times. ------------------------------------------------------------------------------- Deadly Meta-Beings |Purify Manas, Perisomats, Malecificia, and Tabula |Smaragdina. ------------------------------------------------------------------------------- Appraiser |Identify 50+ items. ------------------------------------------------------------------------------- Hurting Dervish |Beat the Neuro Tower after purifying 100+ meta-beings by |throwing items. ------------------------------------------------------------------------------- Executioner |Beat the Neuro Tower after purifying 100+ meta-beings with |torturers. ------------------------------------------------------------------------------- Unstoppable |Complete the Neuro Tower after taking 5000+ damage. ------------------------------------------------------------------------------- Wasted Effort |Lose either a coat or a sword with 30+ ^. ------------------------------------------------------------------------------- Power House |Beat the Neuro Tower without a weapon and an attack above |50. ------------------------------------------------------------------------------- Bomber |Purify 50+ meta-beings using the explosion brand. ------------------------------------------------------------------------------- Unfortunate Death |Die from a meta-being stepping on a disk. ------------------------------------------------------------------------------- Sword's Miracle |Land 5 consecutive critical hits with the sword. ------------------------------------------------------------------------------- Reverse Disk Champ |Conquer the reverse disk dungeon. ------------------------------------------------------------------------------- Frugal Champ |Conquer the frugal dungeon. ------------------------------------------------------------------------------- Rotten Champ |Conquer the rotten dungeon. ------------------------------------------------------------------------------- Trap Champ |Conquer the trap dungeon. ------------------------------------------------------------------------------- Hunger Champ |Conquer the hunger dungeon. ------------------------------------------------------------------------------- Defenseless Champ |Conquer the defenseless dungeon. ------------------------------------------------------------------------------- Hell Champ |Conquer the hell dungeon. ------------------------------------------------------------------------------- ---------------------------- Miscellaneous Hints and Info ---------------------------- That TH number in most item descriptions? It stands for throwing power. The higher it is, the more damage the item will do when thrown. --- Sword and coat descriptions will list the number of ATK or DEF that a normal item of that type should have. However, there may be a different number next to it in your item list. This is because the item has deteriorated or been buffed. For example, most Junk Swords will have an ATK of 0 or 1, when their description says they should have 2. The Cursebringer Angel can restore deteriorated items to their full strength. --- Early in the game, put the training dungeon to good use: keep all the items from it and throw them to the Collector, and his storage capacity will be upgraded in no time. Make sure you have plenty of space before the third training, since you will come out with a ton of different bones that you may want to save. Particularly the Sweat Bones which are great for healing (no other known use yet) and for converting into items via the Cursebringer Angel. Keep in mind that you will not be able to go back into the training dungeons once each is completed. I didn't know this at first and nearly wasted two of them. --- Monster item drops are not random. Instead, almost every monster drops one of two different items. These items may not be identified, but they are still the type of item that the monster may drop. So for example, if a Seventeen drops an unidentified bone you should know not to eat it, as it is definitely a Lethargy Bone. Because of the way this works, you will not be able to tell which item you have from some monsters; for example, a Moon can only drop bones and you have no way of knowing which one you have without identifying it in some way. --- Learn to use items creatively in conjuction with each other. For example: You may end up with many Summon Torturers dropped by Seventeens. Save these until you get some attack torturers or disks, then use them together on a new floor to wipe everything out at once. If you have an Experience Bone, eat it first and you'll get a lot of XP from it, too. --- If you want a Burnt heart or flesh for any reason, you can: - throw a normal/rotten item onto a fire floor until the fire comes out - throw it near a fire/explosion trap and go step on the green button - lay down a fire disk, throw the item next to it and step on it There may be other ways to burn food. This will take care of rot and make it edible, though Burnt items are still not that desirable. --- Glass Wings are invaluable if you don't mind grinding a little. The only thing that keeps you from hanging out on one floor for a long time is your VT, but Glass Wings actually make it go up. Thus you can sit on one floor to your heart's content, grinding monsters and resting if your HP gets low. Combine this with a Glass Sword to make the process even easier - might as well lose both at once. --- Unless you know of a specific reason you'll want the Angelic Rifle throughout the dungeon, it's probably a good idea to not take it with you. It frees up one item slot, and you'll get another one from the Cherub on the bottom floor anyway. If you've had a long cutscene with Doctor Angelicus, though, you may want to bring it, as you can give it to her on every trip for a nice bonus item. --- Make sure the Collector has some empty storage space before you enter the Neuro Tower! You will not be able to send anything back to him if he's full. It's good to take every opportunity you can to send him things, as it brings him closer to his next space upgrade. --- If you want to fill out your Voice List, remember to talk to everyone after each death/completion. Almost everyone has different dialogue for being attacked with fists, sword, and rifle, and most people have specific things to say when you throw them different types of items. Experiment. ------- Wrap Up ------- All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This document is copyright UncleSporky ©2008. It is not to be reproduced, altered, or used for profit. It is to be found only at www.gamefaqs.com. If you are reading this document from another site, please email me immediately. Otherwise, feel free to download it, print it, or give it to friends for personal use only, so long as you give credit where credit is due. For further questions, tips, or suggestions, contact me at saihttamoy@hotmail.com. Please title all emails with something to the effect of "GameFAQs Baroque Guide" or I will not read them. I may not get them for a while anyway since I don't check my email often enough. Constructive criticism is welcome. Also, remember to ask in the message boards first, since the veterans there will probably be able to answer your questions better than I. Thanks go out to: Myself, because hey, I deserve some credit! Sting and Atlus, for creating and localizing a great game GameFAQs, for hosting this guide The GameFAQs Baroque message boards, for continually discovering new paths, new techniques, and new secrets, and their support in working on this guide Setomoto, for his list of Idea Sephiras nephilimalchemi, for his list of Baroques ------------------------------------------------------------------------------- That's all for now, so thanks for reading!