===============================================================================

           _____
          |  __ \
          | |  | |_   _ _ __   __ _  ___  ___  _ __  ___
          | |  | | | | | '_ \ / _` |/ _ \/ _ \| '_ \/ __|
          | |__| | |_| | | | | (_| |  __/ (_) | | | \__ \
          |_____/ \__,_|_| |_|\__, |\___|\___/|_| |_|___/
                               __/ |
                              |___/

                                  ___
                                 ( _ )
                                 / _ \/\
                                | (_>  <
                                 \___/\/

                             _____
                            |  __ \
                            | |  | |_ __ __ _  __ _  ___  _ __  ___
                            | |  | | '__/ _` |/ _` |/ _ \| '_ \/ __|
                            | |__| | | | (_| | (_| | (_) | | | \__ \
                            |_____/|_|  \__,_|\__, |\___/|_| |_|___/
                                               __/ |
                                              |___/


                                               (
         (    )                         (      )\ )
          )  /(   (  (     (  (         )\ )  (()/(              )
         ( )(_)|  )\))(   ))\ )(     ( (()/(   /(_))  (    (    (
        (_(_()))\((_)()\ /((_|()\    )\ /(_)) (_))_   )\   )\   )\
        |_   _((_)(()((_|_))  ((_)  ((_|_) _|  |   \ ((_) ((_)_((_))
          | |/ o \ V  V / -_)| '_| / o \|  _|  | |) / o \/ o \ '  \()
          |_|\___/\_/\_/\___||_|   \___/|_|    |___/\___/\___/_|_|_|


===============================================================================

                      Dungeons & Dragons: Tower of Doom
        (Arcade / Sega Saturn / PC / PlayStation 3 / Xbox 360 / Wii U)
           Walkthrough / Guide / FAQ by Eduardo Almeida (PsychoBio)
                 Version 1.00, last updated February 11th 2016

===============================================================================


TABLE OF CONTENTS

Chapter 1: INTRO
1.1) What is Dungeons & Dragons: Tower of Doom?
1.2) Legal info
1.3) Version history
1.4) Storyline

Chapter 2: CHARACTERS
2.1) The Fighter
2.2) The Cleric
2.3) The Elf
2.4) The Dwarf
2.A) Controls
2.A.1) Combined moves

Chapter 3: ITEMS
3.1) Quest items
3.1.1) Side weapons
3.1.2) Divine spells
3.1.3) Arcane spells
3.1.A) Minimum inventory
3.2) Equipment
3.3) Bonus items
3.4) Currency

Chapter 4: ENEMIES
4.1) Common enemies
4.2) Bosses

Chapter 5: WALKTHROUGH
5.1) Stage 1: A caravan near Nemiston
5.1.1) Area 1: Road
5.1.2) Area 2.A: Mountains
5.1.3) Area 2.B: Town
5.1.4) Shop time!
5.2) Stage 2: The road to Darokin
5.2.1) Area 1: Road
5.2.2) Area 2.A: Road
5.2.3) Area 2.B: Fort
5.2.4) Shop time!
5.3) Stage 3: A ship trip to Athenos
5.3.1) Area 1: Ship
5.3.2) Shop time!
5.4) Stage 4: The Black Dragon
5.4.1) Area 1: Swamp
5.4.2) Shop time!
5.5) Stage 5: An underground city near Corunglain
5.5.1) Area 1.A: Cavern
5.5.2) Area 1.B: Mine
5.5.3) Area 1.C: Well
5.5.4) Area 2: Underground city
5.5.5) Shop time!
5.6) Stage 6: A path to the Sable Tower
5.6.1) Area 1: Road
5.6.2) Area 2.A: Long path
5.6.3) Area 2.B: Short path
5.7) Stage 7: The Lord of the Night
5.7.1) Area 1: Sable Tower

Chapter 6: MORE
6.1) Where should I go?
6.1.1) Stage 1: mountains or Nemiston town?
6.1.2) Stage 2: road to Darokin or Fort Cruth?
6.1.3) Stage 5: cavern, mine or well?
6.1.4) Stage 6: long path or short path?
6.1.5) Minor decisions
6.2) Summary of items / enemies per area
6.3) Items dropped by monsters
6.4) FAQ - Frequently asked questions
6.5) You! Help improving this guide!
6.6) Acknowledgments


==============================/ Chapter 1: INTRO /=============================


---------------> 1.1) What’s Dungeons & Dragons: Tower of Doom?

Dungeons & Dragons: Tower of Doom is an action (beat’em up) arcade game. As
subgenre of action games, beat’em up games (also called “brawlers”) are games
where the protagonist fights a large number of underpowered enemies, unarmed or
using melee weapons. Classical beat’em up games use scrolling, two-dimensional
(2D) levels and boss fights at ending of each level.

Beat’em up games spread at arcades at late 80’s, after the success of Double
Dragon (1987). A lot of quality beat’em up games was released in late 80’s and
early 90’s, like Final Fight, Golden Axe, Teenage Mutant Ninja Turtles, Streets
of Rage, Captain Commando, The Simpsons, Knights of the Round, The Punisher,
Cadillacs and Dinosaurs, and Alien vs. Predator, just to name some.

Some beat’em up games tried to introduce RPG aspects. Apparently, the first one
was River City Ransom (aka Street Gangs), with a character that could be
upgraded using money stolen from defeated enemies. Others also tried it, like
Knights of the Round, which had a level up system based at experience / score.
But the best mix between beat’em up and RPG is Dungeons & Dragons. This game is
not only based at the successful RPG (first published in 1974, it even got an
animated TV series produced by CBS from 1983 to 1985), it also adds cool
aspects to the game, like a real inventory (which you can use to store items to
later use) and different paths the player party can choose. Also, although some
things are fixed, some are random, like dice rolls from an RPG game. Things
like this include damage caused by a hit, or items dropped by a dead enemy, for
example.

Dungeons & Dragons: Tower of Doom was realeased by Capcom in 1993. Capcom also
released its sequel, Dungeons & Dragons: Shadow over Mystara, again an arcade
beat’em up game, in 1996. Later both games were launched only in Japan, and
exclusively for Sega Saturn, as “Dungeons & Dragons Collection” (1999). In
2013, both games were launched together again as "Dungeons & Dragons:
Chronicles of Mystara" for PC, PlayStation 3, Xbox 360 and Wii U, with updated
HD graphics and other enhancements and options.

This guide refers to Dungeons & Dragons: Tower of Doom from arcade, but most
info here will be useful to versions of other systems / consoles mentioned
above. Data were collected by playing its arcade version "EURO 940412". Of
course, no options of the recent releases were used.



---------------> 1.2) Legal info

Copyright 2017 Eduardo Almeida
All rights reserved.

Only the sites listed below have permission to display this guide:

gamefaqs.com
ign.com
gamespot.com
geocities.ws/myoldgames/

NOTE: the last one (myoldgames) is my small site, were I store this and other
guides, and some other things, like emulators, saves and pics. Feel free to
check it.

Previous written permission is required to its exhibition on any other site. If
you see this guide on any site that is not listed above, please e-mail me
([email protected]).

This guide must always be shown in full form, and with credit given to the
author. It’s strictly prohibited to alter any part of this guide. It can’t be
used for any profitable purposes. This guide may not be reproduced under any
circumstances, except for personal, private use.



---------------> 1.3) Version history

- 1.0 released February 11th 2017. First version, already a mostly complete
guide.



---------------> 1.4) Storyline

This is showed during game demos: “The Republic of Darokin, located at the
heart of the known world, was a peaceful and prosperous country. Then tribes of
humanoids and other monsters, swept in from the wilderness. Without mercy. They
attacked and plundered. Seeing how well organized the monsters were, Corwyn
Linton, of the Linton merchant house, began an investigation. And became
convinced that there was a greater evil behind the attacks.”

Corwyn Linton, which by the way is a rich and influent man in Athenos city, is
trying to hire adventurers to defeat this greater evil. There is a sign just in
the beginning of Stage 1 which reads “Adventurers wanted. Corwyn Linton”. The
player (or players, once this game can be played by up to four people at same
time) will be one of these adventurers, choosing one from four characters:
Fighter, Cleric, Elf or Dwarf.



===========================/ Chapter 2: CHARACTERS /===========================


This is an arcade game. If you are playing at an arcade, insert coin and press
start button. If you are emulating the game, press the key corresponding to
insert coin, and then the key corresponding to start button.

You will see a table with the four characters around it. The one that is
looking at you is the one you will choose by pressing any button. Don’t try to
put the gem in the center of the table, where there is no character looking at
you. It doesn’t work, when time is out, the game you pick the last character
your gem touched.

Now let’s analyze each character:



---------------> 2.1) The Fighter (Strength & endurance)

In game description: Professional warrior who wields the long sword, giving him
great reach and power. Unable to cast spells, he relies on his fighting skill.

In game stats:
Level: 7                Age: 22                 Sex: M
Alignment: L            Hit Points: 32          AC (Armor): 2
Strength: 12            Dexterity: 10           Intelligence: 9
Constitution: 11        Wisdom: 10              Charisma: 14

VEREDICT: the Fighter (default name Crassus) is a formidable... huh... fighter.
His long sword has the greatest reach, and also causes the highest damage,
compared to weapons of other characters. The Fighter has the greatest amount of
hit points in early game (in late game, the Dwarf has just a little more HP),
and also has some resistance to damage, thanks to his armor. He is also fast
(his running speed just loses to the Elf) and agile (his attacking speed just
loses to the Dwarf, and matches the Elf). The Fighter is the best character for
beginners, and is also a great option for veteran players which prefer quickly
cutting the enemies into pieces over using magic.



---------------> 2.2) The Cleric (Man of war & healing)
In game description: Defender of the faith, who uses the mace and clerical
spells. To further the goals of his order.

In game stats:
Level: 7                Age: 29                 Sex: M
Alignment: L            Hit Points: 25          AC (Armor): 5
Strength: 9             Dexterity: 6            Intelligence: 15
Constitution: 10        Wisdom: 12              Charisma: 17

VEREDICT: the Cleric (default name Greldon) is a magic user, so we shouldn’t
expect him to have the best fighting skills. His battle mace has good reach,
but causes less damage than Fighter’s long sword and Dwarf’s hand axe. The
Cleric is also not that fast (his running speed is just faster than the Dwarf)
or agile (his attacking speed is the slowest from all characters), and he can’t
use daggers and arrows. To balance this, his mace is the weapon with the
highest chance to make enemies dizzy, and the possibility to hit enemies in the
ground standing in front of them is a nice skill, too. He also uses spells that
open enemies to your attacks, like Hold Person and Continual Light, while
Striking increases his damage. He can destroy undead enemies (skeletons and
ghouls) in a blink using his unlimited Turning Undead skill. And, although the
Cleric has just a medium amount of HP, having healing skills is where he really
shines. In fact, I believe the Cleric is not designed to beginners, but once
you know how to use the mace, and find good use to his spells, he is a great
character to use. I was using him the first time I beated the game.



---------------> 2.3) The Elf (Magic-using warrior)

In game description: Warrior-mage of great power. Low hit points but excellent
agility. Uses the short sword. She can cast devastating spells.

In game stats:
Level: 4                Age: 99                 Sex: F
Alignment: L            Hit Points: 15          AC (Armor): 5
Strength: 7             Dexterity: 15           Intelligence: 15
Constitution: 8         Wisdom: 13              Charisma: 14

VEREDICT: the Elf (default name Lucia) is another option for a magic user
character. Her short sword has more reach than Dwarf’s battle axe, but is the
weapon that causes the lowest amount of damage from all characters. This is not
a good thing, even more considering the Elf’s low amount of hit points (and
lack of healing skills). Low damage means longer battles, which means more
chances of being hit. At other hand, the Elf has the highest running speed, and
his attacking speed is like the Fighter’s. The Elf’s high point is her spells,
most of them focused in cause a good amount of direct damage to your enemies
(like Fire Ball and Lightning Bolt), or eliminating them (like Polimorph Others
and Cloud Kill). Anyway, the player can’t rely just on Elf’s spells, even why
these won’t help you much against some bosses. The low amount of HP makes the
Elf a character to be used just by experienced players. It’s the one I believe
it’s harder to beat the game with.



---------------> 2.4) The Dwarf (Power & resistance)

In game description: Sturdy. Formidable fighter. Unable to cast spells he is
resistant to magic, and as strong as mountain stone. He uses the hand axe.

In game stats:
Level: 6                Age: 58                 Sex: M
Alignment: L            Hit Points: 32          AC (Armor): 2
Strength: 11            Dexterity: 9            Intelligence: 8
Constitution: 12        Wisdom: 10              Charisma: 10

VEREDICT: the Dwarf (default name Dimsdale) is your tank character. His hand
axe causes almost the same damage of Fighter’s long sword, but has by far the
smallest reach from all weapons. However, and although the Dwarf is the slowest
character about running, he is the fastest one about attacking. Once you start
a sequence, the enemies won’t have many chances to block your attacks. Add his
high damage, and the Dwarf is a short range beast, quickly demolishing the
enemies to pieces. Also add a high amount of hit points (the highest in late
game), and some damage resistance. As another nice addition, he is also
resistant to magic, and is rarely affected by spells that try to inflict a
negative status, like Hold Person and Sleep. The single reason that makes him
less beginner’s friendly than the Fighter is his really short reach. With the
same reach, the Dwarf would be even more devastating.



---------------> 2.A) Controls

This game uses a directional lever and four buttons, which I will name “A”
(attack button), “B” (jump button), “C” (item button) and “D” (inventory
button).

The directional lever, as you can possibly predict, is mostly used to move your
character in the battlefield. Some moves use the lever, too, and we will soon
talk about them.

The buttons do exactly what you should expect:

- Pushing “A” makes your character to attack, and pushing it repeatedly will
create a sequence of four different attacks, each one stronger than the
previous one. Your character will also automatically adjust your attacks to
high or low attacks, instead of normal ones, due to the proximity of a flying
(or jumping) enemy, or a scorpion, for example. This button could also be named
“action button”. According to your character position, you push A to make him /
her interact with objects: you can collect items on the ground (when standing
over them), read signs, open chests or activate levers / buttons (when close to
these, after approaching from the bottom), or even lift chests (approaching
them from the top).

- Push “B” and your character jumps. This can be combined with an horizontal
direction (left or right), but you can’t jump to the top or the bottom of the
game screen.

- Push “C” and your character will use the highlighted item from your
inventory. Once with an empty inventory, the Fighter and the Dwarf will perform
a... hmmm... “unusual” attack if your press button C. These are crazy jump
attacks that may hit an enemy more than once and also hit fallen enemies, but
let your character exposed to enemy attacks, aren’t really strong or effective,
and definitively aren’t more useful than the inventory itself. NOTE: once with
an empty inventory, the Elf will just look (with a disappointed face) to her
empty hand; the Cleric never has his inventory empty, because of unlimited use
of his Turning Undead skill.

- Push button “D” repeatedly to cycle through the items of your inventory.


----------> 2.A.1) Combined moves

NOTE: when describing this moves, FR means the direction in front of your
character, the one he / she is facing, regardless if left or right; BK, at
other hand, means the direction to your back, the one your character is NOT
facing.

- Running: quickly tap directional lever FR twice, holding it to FR in the end.
Your character starts to run to that direction. You can move up and down while
running. In fact, you can go entirely up or down after you started the move:
your character will strangely run on a stationary position at the top / bottom
of the game screen, but you can still move to FR as you wish. If you run into
an enemy, it's not damaged, but can be knocked down or become dizzy, especially
if it’s a weak enemy.

- Running attack: start to run, then push button A. This is a useful attack
which allows a fast approach and hits most times if well played. If it’s
blocked, however, you may be exposed to an enemy hit.

- Running jump: start to run and press B. Your character jumps higher and
further than a normal jump.

- Slam attack: tap the lever to FR and quickly hit A. Your character will yell
and perform a fierce attack, compared to the strongest attack of a standard
sequence, and also with a chance of making enemies dizzy. Cleric’s slam attack
can also hit knocked down enemies.

- Back attack: tap the lever to BK and push button A. You will perform a quick
attack to BK. This attack isn’t really special, it just looks an option that
may be faster than facing the opposing side before attacking.

- Blocking: you can use your shield to block (most) enemy attacks. To put your
shield up, hold A, then tap the lever to BK. Once the shield is up, you just
need to hold A to keep it. You can also move up, down, and to BK, but not to
FR. Keep in mind that the shield won’t block everything; jump attacks from most
enemies, for example, will still hit you.

- Counter-attack: just after blocking an enemy attack with your shield, tap the
lever FR and push A to perform a not-so-strong but really fast attack. If the
enemy is in range, it’s almost sure it will be hit. Too bad the time you have
to react is really low.

- Ground attacks: in fact, these are performed by just pushing the A button
repeatedly, but as using them may be a useful strategy, I decided to talk about
them here. To attack a knocked down enemy, approach it from the top and press
A.

- Crouching: hold the lever down and hold button B. Once your character is
crouching, just hold B to keep the position. You can (slowly) move to any side
you want, but are unable to use the shield. When crouching, you can pick items
on the ground faster, use your weapon to hit enemies lying on the ground to
your left or right, hit scorpions more efficiently, and avoid some traps, like
spike traps from the ceiling and arrows fired from the walls (if you are
playing the Dwarf, just crouch to also avoid arrows fired by enemy gnolls).

- Sliding: to slide, first crouch, then while moving to FR, quickly release and
press again button B. Your character will perform a great slide to FR.

- Crouching attack: crouch, then release the B button, and before your
character stands, push A. You will perform a fast move to FR, covering a good
distance, then attack. This is a very fast approach and your enemies will
probably have no time to block, but it isn’t simple to do the correct move
while fighting. In the areas you face fire beetles, however, once you usually
won’t have more enemies, you can calmly crouch and use this move to kill the
beetles from behind, once they move over your head. Note that this attack can
also be performed after sliding.

- Back roll: crouch, than quickly tap the lever BK and, at same time, release
and push again button B. This move is very hard to perform. And, in fact, it is
useless: it’s not an attack, and if you intend using it to avoid something,
sliding will get you a much greater distance. Forget about this.

- Jump attacks: press button B, and while your character is performing the
jump, press button A. As the jump itself, these attacks may be combined with
an horizontal direction (jumping to left or right), or with a running move.
While in the air, by default you will attack to FR, but, if you hold the lever
to BK before attacking, you will attack to that side.

- Air-to-ground attack: press button B, and while in the air hold the lever
down and push A. Your character puts his / her weapon directed to down. Landing
on a fallen enemy will cause good damage to it. As other jumps, you can combine
this move with jumping left or right, and with running, if you wish. If you hit
an enemy which is standing, it will also get damage (unless it blocks, of
course), and may become dizzy. You will rebound to the opposing side before
reaching the ground, and can be exposed to an enemy hit, if the enemy has
enough reach.



==============================/ Chapter 3: ITEMS /=============================


During your quest you will find several items. They can be found lying on the
ground, can be dropped by dead monsters or can be found in chests. Items
dropped by enemies and found in chests can always be used by a character being
played. After stages 1-5 you will also visit shops, where you can buy healing
potions and some side weapons.

There are four types of chests: small, medium and big wooden chests, and metal
chests. To safely open a chest, approach it from the bottom and push attack
button, your character will open it by hand. If the chest is trapped, you will
get a warning and can quickly get away. This won’t work, however, if the chest
is locked. In this case, you will get a warning saying “IT’S LOCKED”, unless,
of course, you have a key to use.

You can also use your weapon to break wooden chests open. However, if it’s
trapped, the trap will be activated instantly. Traps include: Arrows, Deadfall
(big rocks falling around the chest), Fire, Gas (characters have some HP
drained while under gas effect, and may be hit by skeletons which activate as
part of the trap) and Petrify (purple ray which drains HP while petrifies
characters starting from the legs; lever mashing to avoid full petrification
that KILLS your character, regardless of your HP).

Metal chests can’t be opened by your weapon. You need open then by hand and, if
they are locked, you will need keys.

Your character can lift chests that aren’t big wooden chests (too heavy), nor
trapped: approach a chest from the top and push attack button. If you try to
lift a trapped chest, your character will drop it as the trap activates, and
you will most probably be caught. With a chest above your head, you can walk
slowly (but not pass through any door), and by pushing button A again, you will
throw it, dealing superb damage to whoever is unlucky enough to be hit,
including your allies in a multiplayer game. Wooden chests are destroyed once
thrown, but metal chests are not and can even hit you if bounce in a wall.

Keys are items you may find during stages, but are never dropped by enemies. A
key is automatically used to open a locked chest if you try opening it by hand.
There are just a few keys through the game, but luckily this will be a problem
just for metal chests, as you can break wooden chests with your weapon.

Beyond keys, there are several items, which I have divided in some categories,
as below:


---------------> 3.1) Quest items

I call “quest items” the items that help you in your quest. These are the ones
you accumulate and use from your inventory, including side weapons, spells and
magic rings. Healing potions can’t be stored, but I consider them as quest
items as well.

Side weapons have green color in your inventory. These can be found and
collected during game stages, or bought in shops after stages 1-5. These
include daggers, throwing hammers, arrows and burning oil flasks.

Spells are blue or pink scrolls that can be collected during stages, just by
the corresponding magic user character: the Cleric collects blue scrolls
(divine spells), while the Elf collects pink scrolls (arcane spells). These
will have the scroll color when in inventory. Spells can’t be bought, but the
Cleric / Elf can generate spells after game stages, as we will later explain.

Magic rings are rings that can be collected during stages. They can also be
used, producing a spell-like effect, usually weaker than the effect produced by
the corresponding spell. Contrary to spells, however, these can be used by all
characters. Just a few magic have ring versions, and in your inventory, rings
will have a separated entry, with same color of the spell.

Healing potions are blue flasks. Can be found during stages or bought in shops.
Once picked / bought, they will instantly regenerate some HP to that character.
Potions can’t be stored in your inventory. There are also super healing
potions, bigger flasks in golden and blue colors. These can be found just
during stages and will usually regenerate more HP than a normal potion.

Note that your inventory accumulates items of the same type up to 9. When you
have already 9 of the same item, you can't buy more of that, and items you
collect during stages are wasted.

Also, you can use some "tecniques" to arrange your inventory (this is
especially useful playing the Elf, as she may have up to 16 entries in her
inventory). First, know that new inventory entries are created "in the end" of
your circular inventory, it means, as you pick the first item of any quest
item, the entry is created after your entire current inventory, and if you
cycle through it, you will find it just before your current item. Before
picking the first item of anything, you can choose it's place. This can be
used, for example, to keep your scrolls and rings of the same spell together,
or to have together your healing rings and whatever is the item you use the
most in the hardest fights.

Entries created by minimum inventory follow this rule, too: if a new spell is
going to be added, or you used all spells / weapons and will receive more as
part of your minimum inventory, these are added just before the item being
showed when the stage is over.

In the shops, you can easily adjust the position of your side weapons: if you
buy a side weapon (or at least choose it while having 9 already), the entry of
that side weapon is selected to show how many you have. And more: the entry is
moved to be just before the item being showed before buying. So, you can put
your side weapons where you want in your inventory.

Now, a quick explanation about each quest item and some of their uses:


----------> 3.1.1) Side weapons

- Dagger
Used by: Fighter, Elf, Dwarf
Daggers are thrown horizontally by the characters. If they hit an enemy, it
will receive direct damage. The damage caused is not that great, so I usually
don’t look for the daggers in my inventory. However, as they aren’t rare or
expensive, you can use some daggers as you want. They shouldn’t be used against
short or most animal-like enemies (like kobolds, hellhounds, and owl bears),
because they will usually fly over them. Against some flying enemies (dragons),
they can be used, but will miss most times, passing under them. Against the
flying fire beetles, however, daggers can be used efficiently.

- Hammer
Used by: All
Hammers are thrown up, then they bounce in the ground twice before
disappearing. Enemies hit will receive damage, and can become stunned. Hammers
can also hit knocked down monsters. These side weapons are best used against
flying enemies (dragons), but also work against enemies that try to keep
distance from you, like hellhounds and gnolls with bows.

- Arrow
Used by: Fighter, Elf, Dwarf
Characters use bows to fire these silver-tipped arrows. The firing arrow
animation consumes more time than the throwing dagger one, so you will be more
vulnerable. Beyond this and a somewhat higher damage, arrows work like rarer,
more expensive daggers.

- Oil
Used by: All
By far the best, most useful side weapon. Once used, your character will drop a
flask, creating a spot of fire on the ground, which will last for a few
seconds. This is useful, you can use your oil where you know enemies will
appear, when they aren’t in the game screen yet. You can also drop the oil over
knocked down monsters, or create the fire just in the way of those aggressive
enemies that are coming to you. Monsters that touch the fire will receive
damage and will be unable to fight / block until the flames go out. Of course,
just a few seconds, but this is a perfect chance for a powerful free attack.
NOTE: you will be the one receiving damage if you touch the fire created by
your own oil flasks.


----------> 3.1.2) Divine spells

- Hold Person (HP)
Used by: Cleric
This spell creates rings of blue energy surrounding up to four enemy humanoids.
These will remain vulnerable for a few seconds, or until they are attacked. In
fact, this is a very limited spell: it doesn’t work against undead, animal-like
monsters, and almost all bosses. Viable targets are: kobolds, gnolls,
troglodites and ogres. Yes, it’s effective just against the first boss. Being
that limited and as you get a good amount of these as your minimum inventory,
you shouldn’t care about use some when facing the viable targets. Try to have
your targets together, so you can punish them all at same time.

- Continual Light (CL)
Used by: Cleric; there is a ring version usable by all.
This spell makes your nearby enemies dizzy. So, the effect is alike to Hold
Person’s one: allowing you to distribute some free strong blows. However,
Continual Light works on a lot of enemies that aren’t affected by Hold Person
(but still doesn’t work on undead), and so it’s much more versatile. It even
works on most bosses! So, the obvious tip is, use HPs when possible, and save
CLs to boss fights. I usually accumulate CLs and use them against the Shadow
Elf.

- Turning Undead
Used by: Cleric
In fact, this doesn’t seem to be a spell, but a skill. The Cleric has unlimited
use of it, and casting it doesn’t create the “time-stop” effect that occurs
when other spells are used. While casting the Turning, the Cleric is vulnerable
for a couple of seconds, and the Turning fails if he is hit. Try to find a
protected place before casting it. If the Cleric succeeds, the Turning will
instantly destroy undead enemies: skeletons and ghouls. Note that enemies
destroyed this way don’t drop any items. Not bad about skeletons, because these
drop nothing already, but ghouls can drop useful spells if destroyed by other
ways.

- Striking (ST)
Used by: Cleric
This spell is used on the Cleric weapon, increasing the damage it causes for
some seconds. In fact, in a multiplayer game, it can also be used on your party
member, all you need is to have he / she standing just in front of the Cleric.
As this spell doesn’t affect your enemies, they have no way to “resist” it. You
can use Striking to help you with any fight, but I recommend saving these for
fights you need to win quickly, otherwise you may receive great damage.
Examples are fights against the Black Dragon, the Shadow Elf, and the group of
gnolls and hellhounds you face before entering the Beholder’s lair.

- Sticks to Snakes (SS)
Used by: Cleric
Using this spell, the Cleric will drop three wooden sticks, which will turn
into snakes and start attacking your enemies. The snakes receive no damage, but
only last for some seconds. This spell looks better than it really is: the
damage caused by snake bites is low, snakes don’t reach flying enemies and will
rarely succeed getting to fast moving enemies. As I haven’t discovered any
relevant uses to this magic, I usually accumulate them through the game and use
them against Deimos, the final boss. There the snakes can at least spoil his
Mirror Image spell and cause some damage to his ghouls. Lots of snakes against
Deimos alone can even cause a good amount of damage.

- Cure Wounds (CW)
Used by: Cleric; there is a ring version usable by all.
This spell is named “Cure Wounds” in your inventory, and has “CW” written in
its scrolls, but curiously, while casting it the Cleric talks “Cure Serious
Wounds”, and the ring version entry in your inventory is named “Ring CSW”.
Well, regardless it cures serious or non-serious wounds, this spell, once used,
will restore some hit point of the Cleric’s life bar. In multiplayer games, it
can be used on other party members, just have them standing in front of the
Cleric. This is a magic that is worthy accumulate the most you can. Remember
this game you will have just a few hit point healed after each stage, and more,
there is no shop between the sixth and the seventh (final) stages. Unless you
are near the stage end and have your minimum inventory amount (in this case you
can use it as a free heal, as you will get the minimum amount for free again),
try not spoil these spells / rings. Use them if you are near dead, or before a
quick fight (which makes difficult to find it in your inventory and use it),
like the one versus the Shadow Elf, if you have less than half of your life
bar.


----------> 3.1.3) Arcane spells

- Magic Missile (MM)
Used by: Elf; there is a ring version usable by all.
This spell creates homing projectiles of green magic energy. The “missile” will
target a random enemy (except scorpions, these aren’t possible targets) and
will always hit, unless the enemy dies first (in this case, it will target
another monster). Starting on third stage, scroll spells casted by the Elf will
create three missiles instead of one (ring version will always create a single
missile). In this case, each enemy can be targeted by only one missile at any
given time. Exceeding missiles harmlessly leave the screen, but once an enemy
is hit, getting “untargeted” status again, a missile that is leaving will
target it. When fighting a single enemy, it’s possible hit it with all three
missiles: get near the screen left or right border, facing the opposing side,
and have your enemy close enough to be hit at the moment you cast the spell.
This way you can deal a good amount of damage for this simple and common spell.
I usually use this three hits technique with good results against the Black
Dragon. I also use MMs against the Shadow Elf. In this case, damage is not
really important: while being hit, the Shadow Elf is vulnerable, so I can
approach and hit him. Other missiles can hit his skeletons.

- Invisibility (IN)
Used by: Elf
The Elf becomes partially invisible to the player: you can see parts of the
background through the Elf. In game, monsters will ignore the Elf. If it’s a
multiplayer game, they will attack other characters; otherwise, they will move
in patterns, while attacking the air. The spell effect lasts for around 30
seconds, or until the Elf takes damage / attacks. While invisible, you can open
chests and grab items in the ground, as also have one free attack on an enemy.
What can I say? This magic is almost useless. The single relevant use I found
to it is allowing you to hide once the Shadow Elf uses his Speed spell. In this
case, use Invisibility and wait for him to return to his normal speed.

- Fire Ball (FB)
Used by: Elf; there is a ring version usable by all.
Using this spell (or its ring version), your character will create a huge fire
ball, which flies to the ground directly in front of you. Once the fire ball
hits the ground, it explodes, and monsters catch in the explosion area will
receive heavy damage, as also be set on fire. If the enemy is in the fire ball
way to the ground, it will be damaged twice: by the fire ball itself and by the
explosion. Note that the explosion area of the ring version fire ball is much
smaller than the explosion of the scroll spell used by the Elf. Now, this is a
powerful magic. Of course, it doesn’t help much against flying enemies, but
still powerful. I usually save some for the fight against Deimos when I play
the Elf. A well-aimed fire ball is usually enough to destroy his ghouls,
although Deimos himself won’t be damaged.

- Lightning Bolt (LB)
Used by: Elf; there is a ring version usable by all.
This spell creates a... huh... lightning bolt, which your character fires at
the direction he / she is facing. Any enemies in front of you, close to the
same horizontal position, take a good amount of damage. Yes, it hits flying
enemies and scorpions as well. That simple. Well, this is a rare spell, and
your minimum inventory amount never goes higher than one, too, so I haven’t
found any relevant ways to use it. I guess you can just use your LBs against
bosses or fights you think are difficult.

- Polimorph Others (PO)
Used by: Elf
This spell creates a small pink cloud in front of the Elf. From living (it
means, non-undead) enemies catch in the cloud area, one of them (randomly
chosen) will be turned into a harmless animal (bat, bird, fox, frog or pig),
which just flies / walks off the screen. Yes, you completely eliminate one of
your enemies, although you get no items from it. Too bad and obvious, bosses
are immune to Polimorph Others. But, curious enough, the same monsters without
the “boss” status can be polimorphed, like the troll found in fifth stage
(underground city). Of course, as this spell is just useful against non-bosses,
and isn’t even a rare one, feel free to transform any monsters you want. It
will even work on scorpions and fire beetles.

- Cloud Kill (CK)
Used by: Elf
This powerful magic creates a huge cloud of green poisonous gas, which takes
the entire screen. Any living (again, non-undead) monsters in the screen will
instantly die, unless, of course, for bosses. Too bad you can use this spell
just in the final level. It’s strong enough to kill an ogre at full health.
Sadly, it won’t work on the Shadow Elf, argh! As the Elf you should have two of
these to use in last stage, one from your minimum inventory, and another one
from a chest. Use in the tower floors with most living monsters. I suggest the
second one, and the other one you choose from third or fourth.

- Ice Storm (IS)
Used by: Elf
The ice storm is so powerful the Elf will never have it as part of her minimum
inventory, you can only use the ones you find inside chests or dropped by
defeated monsters. At least, I have seen monsters dropping at fifth game stage.
Once used, this magic creates a strong blizzard, damaging (and freezing) even
the strongest enemies. It even creates ice blocks around the monsters! Thanks
God the cold wind is selective and won’t affect your party members during a
multiplayer game, huh? Surviving monsters can take some time to get free from
the ice blocks, and in this case they can be stunned for a moment after
succeeding. The ice storm can help against Deimos, for example, destroying his
ghouls and damaging him, too. But, this spell is very rare. In fact, too rare
to be really important.


----------> 3.1.A) Minimum inventory

At the end of each game stage, even before you visit a shop, the game checks
your inventory. Your character should have a minimum amount of side weapons
and, in case you are playing the Cleric or the Elf, spells. If you have less
than that minimum amount, the game will add the weapons / spells you are
missing to your inventory. If you have that minimum amount or more of any item,
you get nothing.

For example, the Elf should have a minimum of 3 Magic Missile spells in the
beginning of the third stage. When the second stage ends, before visiting the
shop, the game checks your inventory. If you have 3 or more of this spell, you
get nothing, if you have less than 3, you get free spells up to reach that
number.

The minimum inventory for each character, in the beginning of any given stage,
is shown in the following tables. Note that, while the Cleric and the Elf will
receive more spells as their minimum each new stage, the minimum amount of side
weapons never changes. In fact, even those two arrows for Fighter, Elf and
Dwarf are part of your minimum inventory for first stage, but are removed when
the game starts. This because, if you die and continue, the game checks your
inventory and you receive your minimum items. If you die in the first stage
while playing these characters and continue, you will receive those arrows.
Also note rings are never part of any minimum inventory.

=======================================
| FIGHTER / DWARF | Da | Ha | Ar | Oi |
+-----------------+----+----+----+----+
| Stage 1         |  3 |  - |  - |  3 |
| Stages 2 -7     |  3 |  - |  2 |  3 |
=======================================

==============================================
| CLERIC  | Ha | Oi | HP | CL | ST | SS | CW |
+---------+----+----+----+----+----+----+----+
| Stage 1 |  3 |  1 |  1 |  1 |  1 |  - |  - |
| Stage 2 |  3 |  1 |  2 |  1 |  1 |  1 |  - |
| Stage 3 |  3 |  1 |  2 |  2 |  1 |  1 |  1 |
| Stage 4 |  3 |  1 |  2 |  2 |  1 |  1 |  1 |
| Stage 5 |  3 |  1 |  2 |  2 |  1 |  2 |  1 |
| Stage 6 |  3 |  1 |  2 |  3 |  1 |  2 |  1 |
| Stage 7 |  3 |  1 |  3 |  3 |  1 |  2 |  1 |
==============================================
NOTE: the Cleric has always unlimited use of Turning Undead.

==================================================================
| ELF     | Da | Ha | Ar | Oi | MM | IN | FB | LB | PO | CK | IS |
+---------+----+----+----+----+----+----+----+----+----+----+----+
| Stage 1 |  3 |  - |  - |  1 |  2 |  1 |  - |  - |  - |  - |  - |
| Stage 2 |  3 |  - |  2 |  1 |  2 |  1 |  1 |  - |  - |  - |  - |
| Stage 3 |  3 |  - |  2 |  1 |  3 |  1 |  1 |  1 |  - |  - |  - |
| Stage 4 |  3 |  - |  2 |  1 |  3 |  1 |  1 |  1 |  1 |  - |  - |
| Stage 5 |  3 |  - |  2 |  1 |  3 |  1 |  1 |  1 |  2 |  - |  - |
| Stage 6 |  3 |  - |  2 |  1 |  3 |  2 |  2 |  1 |  2 |  - |  - |
| Stage 7 |  3 |  - |  2 |  1 |  3 |  2 |  2 |  1 |  2 |  1 |  - |
==================================================================



---------------> 3.2) Equipment

These items could be classified as quest items too, but I think it’s better
separating them from usable items. These items, like said, aren’t used, but
equipped. They will improve your speed / damage / resistance permanently, or
until they are damaged / lost. These items have a small chance of losing their
effect when the player wearing them is hit by anything, even things that are
unable to cause damage (like troglodytes’ gas). Don’t get hit and your
character will get permanent bonuses.

These pieces of equipment are avaliable in game:

- Boots of Speed: the most common and (luckily) the best one. These boots
increase your walking speed A LOT. This is a must have for all fights, because
walking is much easier to control your character than running, and you will
have a much better gameplay when it comes to hit your enemies / avoiding being
hit. I recommend you to go after these boots when you don’t have them, leaving
even CSW rings behind if needed.

- Gauntlets of Ogre Power: the gauntlets increase the damage dealt by your main
weapon. I’m not sure if it also affects somehow the side weapons thrown by your
character. Do the daggers deal increased damage if your throw them using the
gauntlets? I don’t know.

- Protection Ring: these rings, like pieces of armor, increase your damage
resistance. This means, your character will receive lower damage once hit.
There are two types of protection rings: +1 (with a green gem) and +2 (i thas a
blue gem and can only be found in the fourth floor of the Sable Tower, or
dropped by the Beholder, if you are lucky enough). Higher the number, higher
damage reduction. Have both for an even greater effect.

- Fire Resistance Ring: this cool ring can only be found once, too. It’s part
of Flamewing’s treasure, which you can pillage after defeating it. Having this
ring, you become immune to fire of your own oil flasks, as to fire chest trap.
Hellhounds’ fire breath seems to cause a decreased amount of damage, too. It’s
possible you receive less damage from Deimos fire balls, too, but I’m not sure
about it. And good news: this item is never lost by being hit!

As far as I know, collecting multiples of the same item won’t increase its
effect. Sadly, looks like that even the chance of having the item damaged
doesn’t decrease (like if you had another one of the same item to equip if it’s
damaged). And even worse: if you die and continue, you will get all your
equipment removed.



---------------> 3.3) Bonus items

Bonus items have no influence on your quest, they just offer you some more XP
(score). In fact, if you care about score, you should always take these items.
Some items alone are more XP valuable than initial bosses, or even entire
stages.

This is a list of all bonus items available in the game, and how much score
each one adds to your score. Note that there’s a typo: Perfume is written as
"Pertume", but I will write it right in my guide.

- Agate – 10XP
- Onyx – 50XP
- Perfume – 80XP
- Garnet – 100XP
- Book – 200XP
- Bracelet – 400XP
- Aquamarine – 500XP
- Figure – 800XP
- Opal – 1000XP
- Brooch – 2000XP
- Anklet – 3000XP
- Earring – 4000XP
- Emerald – 5000XP
- Necklace – 8000XP
- Diamond – 10000XP
- Tiara – 20000XP
- Orb – 30000XP



---------------> 3.4) Currency

During game stages, you will find silver and gold pieces lying on the ground,
dropped by defeated monsters or inside chests. By the color, you can know which
pieces are silver or gold, although sometimes both can be found on a pile.

Silver and gold pieces can be found alone, but also in medium or big bags.
Medium bags contain 10 pieces of the same type, while big bags contain 50
pieces. All pieces you pick are added to your inventory, in silver pieces (SP).
Any amount of gold pieces, once collected, is automatically converted into 10
silver pieces per each gold piece. You can use your collected “money” to buy
side weapons and healing potions while visiting shops, after game stages 1-5.

Collected currency also adds a small XP bonus to your score. This bonus is 10%
of the number of silver pieces added to your inventory. The exception is single
silver pieces, which add 1XP to your score. Look at this table:

======================================================
| Item            | Contains | Adds (SP) | Adds (XP) |
+-----------------+----------+-----------+-----------+
| Silver piece    |     -    |      1    |      1    |
| Medium bag (SP) |   10 SP  |     10    |      1    |
| Big bag (SP)    |   50 SP  |     50    |      5    |
| Gold piece      |     -    |     10    |      1    |
| Medium bag (GP) |   10 GP  |    100    |     10    |
| Big bag (GP)    |   50 GP  |    500    |     50    |
======================================================



=============================/ Chapter 4: ENEMIES /============================


---------------> 4.1) Common enemies

---> Kobolds (5XP)
These are short reptilian humanoids in red clothes, carrying a wooden shield
and a short sword. They are first enemies you will encounter in game, and as
you can predict, are fair easy. They have a very short life bar, and can be
killed with a few attacks, sometimes even a single blow. However, they are
pretty agile with their short swords, and have a greater reach than you would
suppose. They can perform a standard attack, a slam attack, a jump attack and a
dash attack, beyond throwing daggers and oil flasks (move if you see them
putting their swords in the sheaths, they do it before throwing side weapons).
Note: as far as I know, the same kobold won’t have both daggers and oil to use,
and usually kobolds of a group are equipped with same side weapon. With their
low stamina, kobolds aren’t a real threat: go to them and quickly kill them
using your main weapon.

---> Gnolls (20XP)
Gnolls are hyena-headed humanoids with dirty yellow fur, using some
barbarian-like pieces of armor (like protections for shoulders and chest), and
that carry a big two-handed axe or a bow. Axe gnolls are more frequent. They
have at least three different attacks using their axes, each with different
range and speed, but all these are performed with the gnoll standing on the
ground. They also have a weak knee attack that causes little to no damage, and
they use when you are close to them, or jumping on you. Bow gnolls have a lot
of arrows in their inventory (like 8-9). They use their bows to fire arrows,
and will kick if you get too close. If you play the Dwarf, you can just crouch
and arrows will fly over your head. Otherwise, you can break arrow with your
main weapon, block them with your shield or just avoid them. Bow gnolls will
flee when out of arrows (axe gnolls may flee, too, but I don’t know why). While
axe gnolls are extremely aggressive, coming directly to you, bow gnolls usually
play defensively, firing arrows from a distance, while other monsters (usually
axe gnolls or skeletons) keep you busy. About axe gnolls, dropping some oil
flasks in their way is enough to make they burn most times: they are so stupid
they will just walk on the fire. Bow gnolls are trickier. If “protected” by
other monsters, you may want to use some spells (Hold Person comes in mind).
When alone, however, they aren’t that dangerous. As they will never fire arrows
from out of the screen, knocking them down to out of the screen usually creates
a safe situation: you can keep yourself in the border attacking that side, and</pre><pre id="faqspan-2">
they will just come to your weapon.

---> Skeletons (10XP)
Undead creatures, skeletons are animated bones of dead people, using rotting
remnants of red or orange clothes. They carry a metal shield and sword.
Skeletons only attack using their swords. The standard attack has a somewhat
long reach. There is a shorter range attack, which can be performed in a combo
of two successive blows. Other than these, skeletons can jump attack, and you
can be hit even if blocking. Skeletons walk slowly, and aren’t particularly
aggressive: sometimes you may think they are moving randomly, and if you get
closer, they will usually walk backwards. Skeletons have a small amount of hit
points and aren’t a real threat. They frequently appear supporting other
monsters, though. If you play the Cleric, you can destroy them using your
Turning Undead skill. As they aren’t fast nor aggressive, just going to a
corner and casting it will usually work. Other option is to use how slow they
are to attack them from behind. Using items to kill skeletons is a waste.

---> Owl bears (175XP)
Owl bears are large magical beasts. Their bodies are like bears’, but have
feathers and avian heads, with hooked beaks. In game, their body is brown, with
claws in their paws and feathers in their arms; their heads are white and with
beaks. There are just two owl bears, both in the beginning of the second stage.
They have a short ranged claw attack, and jump on you, knocking your character
down and dealing damage even if you block. Not really an attack, but a knocked
down owl bear can (even if dizzy!) damage a character near it when standing up,
thanks to a strange movement of its paws, so don’t stay too close. To beat
them, just attack them when they land after jump attacks.

---> Troglodytes (30XP)
I always thought about them as fish-like creatures, but in fact troglodytes
are, like kobolds, reptilian humanoids. They have blue scales, use a simple
chest protection (beyond some underwear), and fight using a long two-handed
trident. Their standard attack using tridents has a very long reach. They can
also jump from anywhere (even from out of screen!) to land with their tridents
on your character (their jump does a little sound, pay attention, if you can,
and move once you realize it). Troglodytes can also become invisible (although
you can see their shadows), and throw smoking bags. These bags won’t damage
your HP if they hit you, but will interrupt your action and may damage
equipment. Once on the ground, bags will create a fire spot which, curiously,
doesn’t affect troglodytes (they will burn as they usually should if they touch
fire produced by your oil flasks). Troglodytes prefer keep fighting at long
range. If you come close to them, they will usually jump (or acrobatic) away,
or worse, expel a green gas that makes any character in range dizzy. If a
troglodyte catches you in its gas (even if you aren’t in range anymore), it
will always laugh, then spin its trident over its head to hit you. They may
also do this spin move alone, but it’s not common. Tricky guys, huh? Add to
this a medium life bar and their tendency to come in groups: troglodytes are a
pain. You can try approaching them from up or down, and attack while keeping
yourself out of range for their gas; you can also attack / dash attack them
when they land from their jumps. However, if you aren’t comfortable fighting
them, don’t be afraid of using some items, like Hold Person, Polimorph Others,
and your friendly oil flasks.

---> Ghouls (25XP)
Undead creatures, ghouls are reanimated corpses. In game, they appear as bald
people with red hair, purple skin, and wearing nothing but rotting green
clothes. They carry no weapons, and fight using their claws. Standard claw
attacks can be performed as a single blow or a double combo, and are usually
NOT interrupted if you attack the ghoul itself. Yes, attacking a ghoul will
freeze its claw attack, but not interrupt it, and you can be hit once you stop
attacking. Worse: any character (except for the Elf) hit by a claw attack falls
stunned and can be attacked again, taking serious damage in case it was a
combo. Also, ghouls have a jump attack which is surprisingly fast and can be
performed when the ghoul is standing up. Ghouls are also much faster and
aggressive than skeletons, so using Cleric’s Turning Undead on them is harder
(and may also waste precious items). Ghouls’ weak point is, they have a really
short reach using just their arms, so you can usually approach and attack them
easily.

---> Scorpions (125XP)
These arachnid creatures are very alike to real life scorpions, but bigger and
faster. You will recognize them once you see. These little pests usually will
stand on the ground or fall from the ceiling before coming to attack you. They
are aggressive and move really fast, sometimes stinging you for little damage
(and a chance of damaging your equipment) before you can attack them.
Characters will automatically perform low blows when approached by scorpions.
Most of them are effective doing it, but the Elf isn’t really, so if you play
her I suggest you to crouch and attack. Scorpions have low health, but may need
several attacks before dying.

---> Fire Beetles (0XP)
These are pesky flying bugs which try to fly through your character, dealing
little damage with a thorn-like structure in their heads. The damage is low,
but the chance of destroying your equipment, at other hand, looks higher than
attacks from other monsters, so it’s something you should avoid. These beetles
are found just in two optional areas of fifth game stage (cavern and well).
Like said, they fly from one side to another. Each new travel through the
screen, they adjust their trajectory to the same horizontal position of your
character. They can jump backwards if they realize they are going directly to
your weapon. Crouch and they will harmlessly pass over your head. Some options
to kill them are Magic Missile spell (or ring), throwing daggers, and crouching
attacks from behind, after they fly over your head. Having a tiny life bar,
they normally will require just one hit. Curiously enough, you get no XP for
destroying these beetles.

---> Hellhounds (65XP)
Hellhounds are fire-breathing canines from an infernal plane. In game, they
look like big and thin black dogs with spikes on their backs. A hellhound will
bite your character if you are close to its mouth, or after jumping on you. It
can also run through your character, knocking he / she down and causing little
damage. Most dangerous thing, however, is hellhounds’ fire breath. They have
three types of fire breath: a very short one that requires little breathing,
can be quickly performed and is used if the player is close; a medium ranged
strong flame; a very very long stream of flames which almost reaches the
opposing side of the screen. Medium and long fire breath types require deep
breathing, so you know they are coming and avoid them. Better: while spitting
flames, hellhounds are vulnerable, and if you avoided the flames, you can
easily place some slam attacks. Hellhounds have a good amount of hit points,
but aren’t that aggressive, and usually support other monsters. Beyond hitting
them when they are using their fire breath, you can also get some easy blows.
You can even see them standing, like paying attention to something else (their
superior canine hearing, maybe?), and then barking to outside of the game
screen: a perfect chance to cause damage.



---------------> 4.2) Bosses

Bosses are, as always, stronger enemies you fight against, usually at the end
of a game stage. I will add more info about how beat them during the
walkthrough section. For now, just some basic info.

---> Ogre (125XP)
Ogres are big, ugly and greedy humanoids. In game, they have pale skin, wear
metal chest armor and spiked metal helmet, and carry a huge wooden club. You
fight an ogre as first stage boss, regardless if you choose going to the town
or the cave. Other ogres fight exactly like first stage bosses. You can fight
two of them in the optional cavern of fifth stage, and surely will encounter
another ogre at the second floor of the Sable Tower. These ogres don’t have
boss status and can be eliminated by Polimorph Others spell, for example.

---> Manticore (650XP)
Manticores are large magical beasts with humanoid head, lion body and dragon
wings. Their tails end in a cluster of deadly spikes. In game, these monsters
will have brown pelage, red eyes, pointed ears and nose, and a lion-like mane.
There are two manticores in the game: the first one is the boss of second
stage, if you choose to go to Darokin; the second manticore is found in the
beginning of sixth stage.

- Displacer Beast (500XP)
Displacer beasts are large magical beasts. They resemble thin, muscled
black-panthers. However, displacer beasts have six legs, and a pair of
tentacles sprout from their shoulders. These tentacles end in horny pads and
are used to attack. In game, you will fight a displacer beast if you choose to
save the fort in the second stage.

- Troll (650XP)
Trolls are horrid bipedal carnivorous that are thin and tall. Long legs end in
big three-toed feet, while their long arms have powerful three-fingered hands
with sharpened claws. In game, trolls are naked giants with brownish skin (and
lots of warts), huge claws, gray hair, huge nose and huge mouth with sharpened
teeth. There are two trolls in game: the first one is the boss of third stage,
and the second one is in the fifth stage, in a minor choice optional path. This
second troll does not have “boss status”, and can be polimorphed by Elf PO
spell.

- Black Dragon (0XP)
Dragons are winged, reptile-like creatures of ancient lineage. Black dragons
are evil, aggressive, chromatic dragons. They like living in warm marshes and
breath acid. In game, you will fight a black dragon as boss of fourth stage.
This dragon has red eyes, a pair of horns in its head, and spikes sprouting
from its neck.

- Shadow Elf (1600XP)
Elves are humanoids slightly thinner and shorter than humans, and have pointed
ears. There are some elven races, but none called “shadow elves”. Most
probably, the in game named shadow elf is a Dark Elf (also known as Drow), a
type of subterranean and evil elves. In game, this elf has purple skin and
black hair, wields a long sword, and is protected by a black and golden armor,
which also includes boots and gauntlets. There is only one shadow elf in game,
but you will fight him twice: first, he is the boss of fifth stage; later, he
will reappear as a minor boss of seventh (final) stage. As you will kill him
only in the seventh stage (he will flee in the fifth stage), you will get your
XP bonus only then.

- Beholder (5100XP)
Beholders are large aberrations. A beholder is a bulbous body dominated by a
central, unblinking eye, with a large maw filled with sharpened teeth. A
beholder has tem smaller eyes attached to tentacles that sprout form the top of
its “head”. In game, the beholder is green, having a big orange area around the
central eye. Tentacles are also orange. There is one beholder in game. You will
fight it as boss of the sixth stage if you choose the long path.

- Red Dragon (0XP)
Like other chromatic dragons, red dragons are evil, but these are also the most
covetous of all dragons: they are always trying to increase their treasure
hoards. Red dragons live in warm mountains and breath fire. In game, there is a
red dragon, the mighty Flamewing, one of the bosses you can fight at sixth
stage. When you meet it, you will realize its huge size, big scales, powerful
arms, big red eyes and lots of horns in its head and neck.

- Mud Golem (1200XP)
Golems are magically created automatons, animated by spirits of the elemental
plane. Golems are tenacious in combat and strong, but mindless and only follow
instructions from their creators. Common golems are: clay golems, meat golems,
iron golems and stone golems. In game you will face two mud golems, as mini
bosses, just before fighting Deimos, the last enemy. You will see them as big,
fat and bald guys made of brown mud.

- Deimos (200000XP)
Deimos is a lich, an undead spellcaster, usually a wizard or cleric who has
used magical powers to unnaturally extend his /her life. Liches are insane for
greater power, long-forgotten knowledge and arcane secrets, and may conceive
plans that demand years, decades, even centuries to come to fruition. Deimos
has a skull face with glowing red eyes and a pair of segmented horns. He wears
blue robes with red details. In one hand, he has a staff with a horned skull,
and at the other hand, he holds a magical sphere. Deimos is the game final
boss.



===========================/ Chapter 5: WALKTHROUGH /==========================


NOTES:

- This is a single player walkthrough. In a multiplayer game, there will be
more monsters, treasure chests, etc.

- The game uses XP (experience, or experience points, used in most RPG games to
level up the characters) just for score purposes. Your character levels up
invariably after each game stage, regardless of your XP. Leveling up means your
character maximum hit points (HP) will increase a bit, and spell users (Cleric
and Elf) will get more spells as their minimum inventory. I may be wrong, but I
believe the damage you deal also increases along the game.

- If you like playing for a high score (as I do), better getting all bonus
items, as they usually are worthy much more than the monsters themselves. Also,
be fast. After each stage, you get bonus XP (score), which is multiplied by a
number from 0 to 4. The multiplier is defined by the time you used cleaning the
last area of the stage, be fast and you will get the bonus multiplied by 4. Be
slow and you will lose your precious “experience points”.

- Fights are described as this:

2x Axe Gnoll, 1x Ogre > 0 + 2x Axe Gnoll, 1x Bow Gnoll > 1 + 1x Ogre

The arrow (“>” symbol) indicates more monsters appearing. The number after the
arrow shows the maximum number of remaining monsters that will trigger more
enemies to come. While playing, this number can be smaller (as it’s possible
killing more than one enemy at same time) and more monsters will still come. In
this example, you will fight two gnolls with axes and one ogre. When all these
monsters are eliminated (0 is showing the number of remaining monsters), more
will come, three gnolls (two using axes and one with a bow). When there is just
one of these alive (it doesn’t matter which one), an ogre will come.

- Note that there are monsters you don’t really need to kill to advance. In my
guide, I call them “guardians”. You can run and try to escape them, although
this usually is not a good idea: they may follow you, and will add to the
numbers of enemies in the next real fight, monsters that you need to kill
before advancing. If you pass through a door, however, monsters never follow
you. If you are going to move to another room, you can let any monsters behind.

- When talking about chests, it will be written if they are locked or trapped.
About traps, pay attention to punctuation: “!” means the chest is always
trapped (although the trap type may be different each game; possible types are
listed); “?” means the chest is frequently trapped, but not always; “??” means
I have seen that chest trapped, but this is something rare.

- About the items inside chests some of these are fixed, being the same item
through all games. Other items are random, and will vary among some possible
items. Other items, however, are determined by which character opened the
chest. Let’s use an example to show how items will be described:

1SP / 2SP / 4SP, 1GP, 50SP, Ring CL (D / F) / Scroll CL (C) / Scroll FB (E)

Items are separated by commas. First one is a random amount of silver pieces
(SP). “/” is used to separate possibilities: opening the chest you will get,
one, two, or four silver pieces. Second item is one gold piece (1GP), which
will be there for all characters through all games. Same for the third item, a
big bag of silver pieces (50SP). The last item is defined by the character
opening the chest, look at the letters (F, C, E and D), these are the first
letters at character classes (Fighter, Cleric, Elf and Dwarf). If the chest is
opened by the Fighter or Dwarf, you get a Ring CL (Continual Light); if it’s
opened by the Cleric, you get a Scroll CL; if the Elf opens the chest, you get
a Scroll FB (Fire Ball).

- “So you leave in the morning? Well then, register your name and have a good
sleep.” This is the single arcade game I remember you can put your name before
even playing. Choose a good name for your character (up to 8 letters, numbers
or symbols) and write it in the inn’s registration book using attack button. To
delete a wrong placed letter, use RB (rubber), or just push jump button. If you
write nothing and select END, the character will use his / her default name.



---------------> 5.1) Stage 1: A caravan near Nemiston
                            ______________________
                            | Area 2A: Mountains |
                            | - Kobolds          |
                            | - Skeletons        |
________________     |----->| - Boss: Ogre       |
| Area 1: Road |     |      |____________________|
| - Kobolds    |-----|      ______________________
| - A Gnoll    |     |      |    Area 2B: Town   |
|______________|     |----->| - Kobolds          |
                            | - Gnolls           |
                            | - Boss: Ogre       |
                            |____________________|


----------> 5.1.1) Area 1: Road

Your character is wandering near Nemiston town, and suddenly...

“Help us, please.”
“You hear screams from up ahead.”

As a hero, you run to check who’s asking for help. You will face your first
enemies.  You also find some items and chests on the ground, and a sign which
reads “Adventurers wanted. Corwyn Linton”.

======{ FIGHT! }======
3x Kobold > 0 + 3x Kobold > 0 +2x Kobold, 1x Axe Gnoll

Items:
Ground: 3x Book, Hammer, Ring MM, 10SP
Small chest: 1GP, Hammer (C / F) / Oil (D) / Healing Potion (E)
Medium chest: 10SP, Agate / Onyx / Garnet, Dagger (D / E / F) / Hammer (C)

After defeating the monsters, and taking items if you like, you will make your
first game decision.

“A wounded caravan guard collapses before you.”
Caravan guard: “Help us, please! Our caravan was ambushed by a horde of
monsters.”
Caravan guard: “Some are heading for the mountains, but others are gathering
for an attack on the town.”

<<<<<<< DECISION! >>>>>>>
What should we do?
Option A: Head to the mountains after the monsters.
Option B: Head to the town.


----------> 5.1.2) Area 2.A: Mountains

“You find a cave that will lead you to the heart of the mountain. An ominous
roar bellows from deep inside.”
Character: “Tracks lead to the cave.”

You enter the cave and light a lantern, lightning up the entire cavern (magic,
huh?). You see bats flying near your head. As you advance, you will find a
dagger and a ring FB lying on the ground, and a big chest guarded by a kobold.
This chest is trapped (arrows, deadfall or fire), and contains a ring CL and
50SP (D / E / F) / 10SP (C).

Past the big chest, you will find a crater forcing you to choose going up or
down. The monsters you will fight are the same:

======{ FIGHT! }======
2x Kobold > 1 + 1x Kobold > 0 + 2x Skeleton > 1 + 2x Skeleton

Items you find, however, are different. Going down you find just a medium chest
containing a ring LB and 50SP / 10GP. Going up you find a hammer and a necklace
on the ground, and there is a “secret” room with several items. In fact, you
can get items from both paths: after getting all items and defeating monsters,
just go to the other area walking the nearest possible of the crater right
border. If you went up first, go down near the crater border, and you will find
the chest. If you went down first, go up and you will find the items, and the
boulder which reveals the secret room.

SECRET ROOM!
In the path going up from the crater, there is a boulder. You can move it left
or right with your character, revealing a door. Enter it. No enemies at sight,
but as you go right, skeletons will rise from the ground. You can kill them, or
take whatever you want and just leave.

======{ FIGHT! }======
2x Skeleton > 1 + 2x Skeleton > 2 + 2x Skeleton

Items:
Ground: Emerald, Garnet, Perfume, Bracelet, Arrow
Medium chest: 1SP / 2SP / 4SP, 1GP, 50SP, Ring CL (D / F) / Scroll CL (C) /
Scroll FB (E)
Big chest (TRAP! Fire / Gas): 1SP, 50 SP, Healing Potion (C / D / E) / Diamond
(F)

To right of the crater, there is a small area with more items and a door to
right. No monsters here.

Items:
Ground: 2x 1SP
Small chest: Hammer (D / F) / Scroll ST (C) / Scroll FB (E)
Big chest: Hammer, Arrow (D / E / F) / Hammer (C), 50SP / Brooch / Anklet /
Necklace

The door leads you to the boss fight. You will face an ogre and two skeletons.
Enemies have an unlimited supply of skeletons here: if you kill one of them,
another one appears. Yeah, better concentrating on the ogre.

======{ BOSS FIGHT! }======
The ogre carries a huge wooden club. It uses it to attack, and it has great
reach. The ogre also punches, and each punch has high chance of making your
character dizzy (in this case, it’s usually followed by a club blow). The ogre
can also jump on you, run on you (using his spiked helmet to deal damage), and
throws rocks it picks on the ground (not visible to you until it picks them).
The ogre tries to keep itself out of your range, while having you at reach of
its club. He jumps and runs a lot. Anyway, most times you can hit him if you
use your dash attack or a jump attack after dashing. Also, hit the ogre when
it’s knocked down. If too much time passes, the ogre will flee, and you advance
to next stage as if you had killed it. Don’t get yourself accustomed, other
bosses don’t do it.

Items:
Ground: Dagger, Opal, Emerald
Upper chest (LOCKED, TRAP? Arrows): Healing Potion, Ring CL / 10SP, Scroll CL
(C) / Aquamarine (D) / Scroll MM (E) / Earring (F)
Lower chest (TRAP? Arrows): 10GP, Arrow (E / F) / Hammer (C) / Dagger (D), Ring
MM / 2GP + 1SP

After beating the ogre...

“You defeated the leader.”

XP Bonus: 1000XP x time multiplier

Clear time      Multiplier
(~ 3:30)            4
(3:31 ~ 4:00)       3
(4:01 ~ 4:30)       2
(4:31 ~ 5:00)       1
(5:01 ~)            0

“And retrieved the stolen caravan goods.”


----------> 5.1.3) Area 2.B: Town

“The town is under siege! Many of her defenders have fallen to the monsters
onslaught.”
People: “Help us! We’re under attack!”

You draw your weapon, and two kobolds that were chasing people laugh at you.
They flee, but soon you will meet them again. You will fight the monsters in
the street. There is a sign here, which reads “No Parking.”, and lying on the
ground you will find a hammer, a gold piece and a bracelet.

======{ FIGHT! }======
3x Kobold > 1+ 1x Kobold, 1x Axe Gnoll

After beating this first wave of monsters, you can advance more to your right.
There is another sign, which reads “Help wanted. Shady Dragon Inn”. The door
right of the sign goes to the inn. You can enter it, or keep fighting outside.
In this case, you will find a dagger, and these monsters:

======{ FIGHT! }======
2x Kobold  > 1 + 2x Axe Gnoll > 2 + 2x Kobold

This is a minor path choice. At any time, while there is at least one monster
alive, you can go to the inn (if you didn’t went too much to your right, making
its door inaccessible). Once you kill all monsters, you are going to fight in
another street, near a river.

---> In the inn:

======{ FIGHT! }======
2x Axe Gnoll > 1 + 1x Axe Gnoll > 1 + 1x Axe Gnoll

Items:
Ground: Dagger, 10SP
Big chest: 10SP, Hammer (C / D / F) / Dagger (E), 3SP / 1GP + 1SP

---> In the street:

======{ FIGHT! }======
2x Kobold > 1 + 2x Kobold > 0 + 2x Kobold

You find a hammer and a dagger on the ground.

Regardless if you fought in the in or the street, after killing all monsters
you move to the boss fight.

======{ BOSS FIGHT! }======
You will fight an ogre, same boss as if you had chosen the mountains, but here
it comes together with two kobolds. Kill a kobold and another one takes its
place, so focus on the ogre. Same tips from mountains section apply here.
Again, the ogre will flee if too much time passes.

During this fight, you will note three hostages that are tied and screaming for
help. You can free them, it’s like picking items: be next to them and press
attack button. Sometimes they will give you small bonuses, sometimes they give
nothing. I don’t know if there is something you need to do to trigger these
bonuses. In case the bonuses are “on”, these are they: the little child to left
gives you 50SP, the bald guy gives you 30XP, and the girl to right heals a
small amount of hit points. Also, there is a metal chest, which contains 50GP,
a ring MM, and a hammer / ring CL.

After beating the ogre...

“You’ve driven the monsters away from the town.”

XP Bonus: 1200XP x time multiplier

Clear time      Multiplier
(~ 4:00)            4
(4:01 ~ 4:30)       3
(4:31 ~ 5:00)       2
(5:01 ~ 5:30)       1
(5:31 ~ )           0

Man (Mayor?): “Thank you for rescuing or town and saving us all.”
Woman: “Please accept this as a small token of our gratitude. It is said to
have magical power.”
“You discover that the weapon is indeed magical and will increase your
attacking power.”


----------> 5.1.4) Shop time!

Shopkeeper: “Hello, may I help you?”

This is “Beauty’s Shop”. These are the prices: 20SP for each dagger / oil, 30SP
for a hammer, 40SP for an arrow, and 100SP each healing potion (there are two
available).

As other shopkeepers, you can “talk” to her, just move your hand over her and
press attack or jump button. Each shopkeeper will talk up to three times with
your hand over his / her head, and an extra time with your hand over his / her
chest. This is what she tells you:

“The town was just attacked by monsters, but our militia drove them off.” /
“Our town militia rescued the merchant caravan from those monsters.” (One of
these is said, according to the path you picked.)
“That caravan was bound for Nemiston. It’s owned by the house of Linton.”
“Do you think I’m pretty? Most people do.”
“The creature that’s attacking fort Cruth is said to control illusions.”
“Ooops, I have to go now. I have a date tonight. Bye.” (This is said if time is
up.)
“I’ve also heard that travelers on the highway are being attacked by monsters.”
“If you take the main road, you better be on guard for those monsters!”

===============================| End of Stage 1 |==============================



---------------> 5.2) Stage 2: The road to Darokin
                            ___________________________
                            |      Area 2A: Road      |
                            | - Kobolds               |
                            | - Gnolls                |
________________     |----->| - Boss: Manticore       |
| Area 1: Road |     |      |_________________________|
| - Kobolds    |-----|      ___________________________
| - Owl bears  |     |      |      Area 2B: Fort      |
|______________|     |----->| - Kobolds               |
                            | - Gnolls                |
                            | - Skeletons             |
                            | - Boss: Displacer Beast |
                            |_________________________|


----------> 5.2.1) Area 1: Road

“On the road to Darokin city, the heart of the republic.”
“You leave town and head for the city of Darokin. Monsters prowl the main
road.”

There is a sign which reads “Darokin  =>”. On the ground, you find an arrow, a
gold piece and a bracelet, but this one you can pick just after beating the
monsters. Think about it as a score bonus for those that kill the monsters
quickly.

======{ FIGHT! }======
1x Owl Bear, 2x Kobold > 0 + 1x Owl Bear, 2x Kobold

After killing all monsters, you can go right. Soon you will hear a “Help!”
scream.

“You hear a moan from the thickets.”

There is an entrance to the thickets in the bottom of the screen, near to the
tree to the left. You can enter it, or if you don’t, after a few seconds your
character will say “There!”, and you move to next cut scene. You will find a
knocked down man, not tied and with a spear in his hand, guarded by a single
kobold.

Character: "!"
(Kobold flees)
Character: “What happened here?”
Soldier: “Help us! I was part from a patrol from Fort Cruth. We were hunting
the beast, when we were attacked by it.”
Soldier: “By now it might be attacking the fort itself!”

<<<<<<< DECISION! >>>>>>>
Now what should we do?
Option A: Hurry on to Darokin City and see if they can send help.
Option B: Go to Fort Cruth and try to save them by yourself.


----------> 5.2.2) Area 2.A: Road

“On the road to Darokin city.”

As you advance to right, you will find a big wooden chest guarded by three
kobolds. You don’t need to kill these guardians to advance, but they will
surely add to the kobolds that come to fight you.

======{ FIGHT! }======
2x Kobold > 0 + 2x Kobold

Items:
Big chest: 50SP, 10GP, Scroll ST (C) / Ring LB (D) / Scroll FB (E) / Ring FB
(F)

After killing these kobolds, you can proceed and there is another small fight.

======{ FIGHT! }======
2x Axe Gnoll > 1 + 1x Kobold > 1 + 2x Kobold

Beat these monsters and you will run to your right, trying to reach Darokin as
soon as possible. Hope you are ready to the boss fight.

“Night falls so you decide to make camp and rest for the night.”
Girl: “Help me! Please someone help me!”
Manticore: “What luck! I was about to settle for a mere morsel but an entire
feast has come right to me!”

The Manticore was about to eat this girl (named Clea). As a hero, I guess you
would already help her, but the Manticore also attacks you, for a bigger meal.

======{ BOSS FIGHT! }======
The Manticore is an agile monster. It runs and jumps a lot. It has a claw
attack, but can also jump on your character, or run through you, dealing damage
in the process. It may also use its wings to fly. While flying, it can throw
spikes from its tail, or it can fly higher and dive on your character. The best
way to defeat the Manticore is, don’t approach it, just keep yourself in a
position to attract it. Once it blocks, for example, it will most times jump
back, and then jump on you; move so you avoid its jump and return to attack it.
If the Manticore is knocked down, keep a distance enough to make it jump / run
on you once it stands again. Once you know its behavior, you can predict its
attacks easily, and this fight is a cakewalk. In case it flies (sometimes it
does from outside the screen, so pay attention to the sound), move up or down,
to avoid its dive. Spikes are also easy to avoid and can be blocked.

After beating the Manticore...

“You rescued the merchant’s daughter from the Manticore.”

XP Bonus: 3200XP x time multiplier

Clear time      Multiplier
(~ 1:00)            4
(1:01 ~ 1:30)       3
(1:31 ~ 2:00)       2
(2:01 ~ 2:30)       1
(2:31 ~ )           0

(Note that clear time considers just time to beat the Manticore.)

Clea: “How can I thank you? I was so afraid. I thought I would be killed for
sure.”
Clea: “My father owns a trading post near Corunglain.”
Clea: “I’m sure my father and I can more than suitably reward you there.”
“You arrive at the city of Darokin. You quickly inform the guards of the danger
the fort was in.”
“A messenger from Corwyn Linton.”
“As you are having dinner in the inn, a stranger comes up and begins to talk to
you.”
Messenger: “My lord, Corwyn Linton master of the city of Athenos, wishes to
speak with you.”
Messenger: “He would have you come to the city of Athenos to meet with him.”


----------> 5.2.3) Area 2.B: Fort

“Fort Cruth”
Soldier: “We set some traps for the monsters in the fort. Be sure to watch out
for them.”

You are about to try saving the fort. After the warning you get when you
arrive, your character yells, and you will decide which door to take. It’s a
minor path choice. If you go to the stairs in wall behind the soldier, you go
to the fort battlements, in the upper floor. If you go through the door to the
right, you will fight monsters in the lower floor.

---> In the upper floor:

You will be attacked by some monsters. There are two arrows on the ground, and
a fallen soldier you don’t interact with.

======{ FIGHT! }======
2x Kobold, 1 Axe Gnoll > 1 + 2x Axe Gnoll

After beating the monsters, you can go right. There are stairs going down, but
you can’t use them. Use the door to right.

Next room, there is a guardian gnoll, and a few items: a hammer on the ground,
and a small chest which contains one gold piece and a ring LB. You don’t need
to kill the gnoll here, you can just advance. Note the rings with flames over
some battlements, these are harmless, because you (as the gnoll) can’t stand
over the rings. Go through the door to right to reach the boss fight.

---> In the lower floor:

The first room is guarded by two axe gnolls, which you don’t need (but should)
to kill.

Items:
Ground: Dagger, Hammer (under the table)
Medium chest: 1SP / 2SP, 1GP, 50SP, Book

SECRET ROOM!
There is an armor suit in this room. You can use your character to move it
left, revealing a hidden door. Just opening the door is worthy 1000XP. The
secret room is like a corridor. Once you reach the middle portion of the room,
metal spiked traps will go down from the ceiling, and then they go up again,
in cycles. If they go down over your character (or you touch them), you will be
damaged. Crouching / sliding is recommended while crossing this area. At least,
traps aren’t in the right end, where you will find two chests. You will also be
attacked by kobolds, but like other side rooms, you don’t need to kill them
before leaving. It’s up to you.

======{ FIGHT! }======
3x Kobold > 0 + 2x Kobold > 0 + 2x Kobold > 0 + 2x Kobold

Items:
Upper chest (TRAP! Arrows / Fire): Healing Potion, 50SP, 2GP
Lower chest: Hammer, 10GP / 10SP, Scroll CL (C) / Dagger (D, F) / Scroll MM (E)

From the room with gnolls, you can go right, and find another room. Here, you
will face more monsters. Note that there are stairs going up, but you can’t use
them.

======{ FIGHT! }======
1x Kobold, 2x Skeleton > 1 + 2x Skeleton > 1 + 2x Skeleton > 0 + 3x Skeleton

Items:
Ground: Dagger
Medium chest: 10GP, 1SP, 1GP / 2GP, Ring FB (C / D / F) / Ring LB (E)

SECRET ROOM!
Another secret room here, and once again behind the armor suit. Move the armor
suit to left, as the previous one. After killing all skeletons, you can advance
and you will notice your exit (stairs), but also a lever right to it. Pull the
lever using attack button (after you moved the armor suit), and the hidden door
will open, also giving you 500XP. Entering the secret room, you will see a huge
pit of spikes. You can’t jump over it (and in fact you can’t fall). But you can
hit the white button in the far wall, using a dagger or an arrow. To aim, go up
until you reach the wall, and face the button. If you are playing the Cleric,
you can use a ring MM to produce a projectile. The missile won’t home in the
button, but aiming like said will work. Once the button is hit, floor will
arise, covering the spikes, and giving you 800XP. Go through the door. In the
next (final) room, there are rings which throw flames up. Avoid the flames and
get your items in the chest.

Big chest (TRAP? Arrows / Deadfall): Boots of Speed, 10GP / 50SP, Ring MM (C) /
Ring CSW (D / E / F)

Returning to the room where you fought skeletons, go upstairs to the boss
fight. Regardless of your choice when you reach the fort, you will face a
displacer beast in the boss fight. It’s the monster “said to control illusions”
you heard about. But a soldier will give you a useful tip:

Soldier: “Why would two creatures cast but one shadow? Aim for the shadow that
is where the creature truly is.”
Displacer beast: “Wrowrrll!!”

======{ BOSS FIGHT! }======
The Displacer Beast will create an illusion which is a copy of itself. The real
beast will have a shadow, and the illusion won’t. You can completely ignore the
illusion, it can’t even hurt you, and you can destroy it with a blow of your
main weapon, but the beast will create another one. The Displacer Beast doesn’t
run, and even doesn’t walk. It keeps jumping all the time, onwards and also
backwards. It can bite if you are too close, but usually it will attack using
its tentacles, which have a superb reach, cause a lot of damage and have good
chance of making you dizzy. The Beast is defensive, and tries to keep itself
out of your reach. To hit it, keep yourself out of its reach, making it to
perform a great jump in your direction. Attack it when it lands. If the Beast
is knocked down, throw an oil flask over it, aiming for the farthest part of
its body, this way it will be set on fire even if it stands up. If you knock it
down to out of the screen, even then you can throw an oil flask. When it’s
burning, place an easy slam attack and throw oil again if possible. Note: I
suggest getting that arrow on the ground as soon as possible, so it won’t
trouble you when you are attacking.

After beating the Displacer Beast...

“You have defeated the beast, and rescued the fort.”

XP Bonus: 1200XP x time multiplier

Clear time      Multiplier
(~ 4:00)            4
(4:01 ~ 4:30)       3
(4:31 ~ 5:00)       2
(5:01 ~ 5:30)       1
(5:31 ~ )           0

“As you are having dinner in the inn, a stranger comes up and begins to talk to
you.”
Messenger: “My lord, Corwyn Linton master of the city of Athenos, wishes to
speak with you.”
Messenger: “He would have you come to the city of Athenos to meet with him.”


----------> 5.2.4) Shop time!

Shopkeeper: “Welcome to my shop. May I help with anything?”

This is “Grandma’s Shop”. These are the prices: 25SP for each dagger / oil,
32SP for a hammer, 42SP for an arrow, and 130SP each healing potion (there are
two available). You can talk to Grandma.

“Have you seen that beautiful ship moored at the wharf?”
“That ship and almost all caravans around here belong to the Linton house.”
“Please don’t stare at me. It makes me feel uneasy.”
“I’ve also heard that some adventurers saved one of M’Lords caravans, I doubt
it.” / “I heard that the town of Nemiston was saved by adventurers. But I doubt
it.” (One of these is said, according to the paths you picked. Curiously, if
you saved the town, but then go to Darokin, the first option is still said.)
“I’m sorry, but it’s time for me to close.” (This is said if time is up.)
“What?! You saved the caravan? I can’t believe it!” (This is said even if you
have saved Nemiston.)
“Oh, so you’re the heroes I’ve heard so much about. Tell me of your
adventures.”

===============================| End of Stage 2 |==============================



---------------> 5.3) Stage 3: A ship trip to Athenos
_________________
| Area 1: Ship  |
| - Troglodytes |
| - Ghouls      |
| - Boss: Troll |
|_______________|


----------> 5.3.1) Area 1: Ship

“Corwyn has arranged for a ship to carry you to Athenos by way of the Streel
River.”
Someone from the ship crew: “Lords of the abyss! We’re surrounded, they’ll try
to swamp us!”

This stage has only one area: the ship Corwyn arranged is under attack. A
troglodyte falls from the ceiling, breaking the table with your meal and those
beautiful chairs, argh! How dare they?

======{ FIGHT! }======
2x Troglodytes > 1 + 1x Troglodyte

Items:
Medium chest: 50SP, 1GP, 1SP / 2SP, Oil (C / D) / Arrow (E) / Dagger (F)
Small chest: 10GP

After killing these you can go right. Another troglodyte breaks through the
door, and you will need to kill this one too. Once you do it, you will move to
next room, the one the troglodyte came from. In this second room, there are
tons of items to get (I guess if you will tell the troglodytes stole them), and
you will be attacked again.

======{ FIGHT! }======
1x Troglodyte, 1x Ghoul > 1 + 2x Ghoul

Items:
Upper left chest: Opal, Hammer, Healing Potion
Lower left chest: Book, Boots of Speed, 10SP
Upper right chest: 1SP + 2GP / Oil, Hammer, Dagger (D / E / F) / Hammer (C)
Lower right chest: Aquamarine, 50GP, 1GP / 2GP

In this room, like the previous one, there is nothing hidden, but items can be
dropped by dead monsters behind the furniture in the corners. After you destroy
all monsters, your character will realize something, will stare at the door for
a moment, then he / she performs a slam attack breaking it and instantly
killing a ghoul behind the door. In fact, this is a cut scene, and will happen
even if you do nothing.

After this cut scene, you go outside the cabin, and will fight in the ship
deck. Beyond some fallen soldiers (sailors?), you will note two chests.

Items:
Left chest: Healing Potion, Oil, Oil (C / D / F) / Scroll PO (E)
Right chest: Ring MM (C / D / F) / Scroll MM (E)

Go right and you will be attacked. Again, there is nothing hidden, but dead
monsters can drop items behind the railing, making them difficult to find.

======{ FIGHT! }======
3x Troglodyte > 0 + 2x Troglodyte

After killing all troglodytes, you will run to the ship prow, where you will
find a wide area with more fallen people, a big chest containing 10GP, an oil
flask and a hammer (C / D / F) / scroll FB (E), and a boss fight against a
troll.

======{ BOSS FIGHT! }======
The Troll can be a dangerous enemy. It’s fast, even walking, and moves all the
time. It can walk through your character for little damage, but it seems more
accidental than a real attack. The Troll also jumps, and it can jump on you,
bouncing with his feet on your head for little damage and stunning chance.
After blocking your attacks, he will usually jump backwards and then jump on
you (although it can also perform claw attacks). Its claw attacks have great
range, and are very fast; sometimes, when you are hit, it can attack you again
before you can get out. If you are close, it will try to grab you, and if the
Troll succeeds it will bite five times for very high damage. Your shield won’t
protect you from its grab attacks, nor jump attacks. You also can’t hit the
Troll while it’s knocked down (unless you use Cleric’s slam attacks): it will
roll before standing, dealing damage to your character. More, the Troll has
healing powers. During the fight, it will slowly recover its HP, although his
max HP will decrease in the process (up to a minimum). If the Troll dies, but
not by fire (from oil flasks or FB spell – ring or scroll), after a few seconds
knocked down, a message will appear saying “Look! The troll’s wounds are
healing.”, then it will get up and continue fighting. Before the message
appears, you can throw an oil flask or a fire ball on his body to truly kill
it. This is not necessary if it dies by fire in the first place, but it will
never step on a fire spot created by oil.

Approaching the Troll is hard, because of how fast are its claw attacks.
Luckily, you will always find Boots of Speed in the ship. Try not having them
damaged, because without them the Troll will be much harder. Approach it when
it jumps. It usually does some little jumps to adjust its position to near
yours. Attack it when it lands. If it blocks, use your shield, because of claw
attacks, but, if it jumps backwards, prepare yourself to move and avoid a jump
attack. Attack the Troll again when it lands. If the Troll is knocked down,
drop an oil flask on it. Once set on fire, the Troll starts randomly jumping.
Try hit it, if you succeed, time for more oil. Keep at least one oil flask to
finish it. After emptying its life bar at least once, however, even if you
can’t kill it, after some time soldiers will come and bombard it with oil,
killing it for you. A soldier will say: “He almost got you. Don’t you know you
have to burn a troll to finish it off?”.

After beating the Troll (and burning its body once “You defeated the troll.”
message appears)...

“You manage to make your way to the city of Athenos.”

XP Bonus: 6500XP x time multiplier

Clear time      Multiplier
(~ 4:30)            4
(4:31 ~ 5:00)       3
(5:01 ~ 5:30)       2
(5:31 ~ 6:00)       1
(6:01 ~ )           0

Corwyn Linton: “Welcome to my house. I am Corwyn Linton. I have waited for you
for some time. You see I have something to ask of you.”
Corwyn Linton: “Since last Thaumont, a great dragon from the swamp has been
ravaging our caravans.”

<<<<<<< DECISION! >>>>>>>
Can you defeat this dragon?
Option A: Be assured we will destroy it.
Option B: We will do our best!

In fact the game asks your answer, but regardless of your choice, you are going
to fight the Black Dragon. I have noticed nothing different from one answer to
the other, except for what Corwyn Linton says.

If you choose “Be assured we will destroy it.”, Linton says:
- “Excellent! I know you will succeed. Here take these. Their power will be of
great help to you.” (If you saved his caravan in first stage.)
- “Well spoken! Your fighting skill must be wonderful to behold.” (If you saved
Nemiston town in first stage.)

If you choose “We will do our best!”, Linton says:
- “Your confidence speaks volumes, let nothing stop you. Please accept these
weapons, their magic will aid you.” (If you saved his caravan in first stage.)
- “Excellent! Return to me with victory!” (If you saved Nemiston town in first
stage.)

If you saved his caravan (choosing head to mountains at first stage), Corwyn
Linton gives you magical weapons. In this case...

“You discover that the weapon is indeed magical and will increase your
attacking power.”


----------> 5.3.2) Shop time!

Shopkeeper: “Good day! Can I get ye something?”

This is “Retired Hero’s Shop”. These are the prices: 28SP for each dagger /
oil, 35SP for a hammer, 45SP for an arrow, and 180SP each healing potion (two
potions available). You can talk to your friendly “Retired Hero”.

“Folks say that when Cruth was attacked, the monsters killed all the soldiers.”
/ “Wait, I heard about you. You’re the ones who saved Fort Cruth.” (One of
these is said, according to your choice during second stage.)
“I think we could be next. Just thinking about that scares the life outta me.”
“If I were younger I would slay the dragon myself.”
“Watch out for the dragon’s acid breath. It’ll dissolve anything it touches.”
“Listen! It’s the Dragon’s roar. Time to close up shop!” (This is said if time
is up.)
“Ye think yer shield will protect ye from dragon’s breath? It’ll melt it off
you.
“I wish ye good luck. You’ll need it.”

===============================| End of Stage 3 |==============================



---------------> 5.4) Stage 4: The Black Dragon
________________________
| Area 1: Swamp        |
| - Ghouls             |
| - Boss: Black Dragon |
|______________________|


----------> 5.4.1) Area 1: Swamp

“You reach the Dragon’s swamp. You are greeted with eerie silence, the stench
of foul water and stale air.”

This is surely the shortest game stage. No side rooms, no secrets, even no
treasure (at least, you will get a 200SP bonus after beating the dragon, I
guess it’s a reward offered by Corwyn Linton). All you have here is a fight
against some ghouls, and the boss fight. Note you can’t use oil flasks here,
the water will waste them.

======{ FIGHT! }======
2x Ghoul > 0 + 2x Ghoul > 1 + 2x Ghoul

These ghouls don’t even drop items like ghouls from other stages. This makes me
much more inclined to use Turning Undead on them if I play the Cleric. After
defeating the ghouls, you can go right. Soon, you will realize the fog going
away to left. Thaumont, the Black Dragon, is coming.

======{ BOSS FIGHT! }======
The Dragon will use its acid breath three times during the battle: when it
first comes to battle, when it lost around a quarter of its life bar, and when
it lost half of its life bar. You know he will use it when it arrives, but keep
an eye on its life bar, because its breath causes very very high damage. The
breath goes to the ground, directly in front of the Dragon. While using it, the
Dragon won’t turn, but will try to follow the player to hit him / her with the
breath. Usually you can escape it easily, and even attack the Dragon, but if
you are cornered, use an expendable spell (ring or scroll) you have, this will
cause him to stop using its breath. I usually use MM (scroll for the Elf, ring
for Dwarf or Fighter), or Striking (scroll, for the Cleric).

Other than its acid breath, the Dragon uses its claws to attack, and it also
bites. It moves quickly when it wants, and is very aggressive, usually
following the player while trying to bite / claw. Dragon’s attacks are fast,
and you can be damaged several times in sequence if you try to fight it
standing on the ground. Keep running to avoid it, and use your hammers (while
other side weapons won’t hit it, hammers can even bounce on it and hit again).
In fact, hammers are almost useless to the Elf, considering the amount of time
she needs to throw each single hammer, but this is not a problem, because the
Elf has MM and LB spells, which can almost kill the Dragon alone. Other than
throwing hammers and using spells, get some distance from the monster, then
dash, jump, and attack. If you can go through it, you will most times hit it
more than once, and even if you are hit (claws and bites cause low damage
anyway), after standing up you will have a few seconds of invulnerability
(unless you are dizzy), and can place a slam attack (pay attention to the
moment the Dragon is closer to the ground) or jump attack. The Dwarf is the
worst character to fight this Dragon, attacks while on the ground will miss
most times (the dwarf is short and his weapon is the one with shortest reach,
too), and jump attacks will usually hit just once, if successful. You can
bounce on the Dragon’s neck with your axe (causing A LOT of damage) by dashing</pre><pre id="faqspan-3">
and performing an air-to-ground attack, but it’s risky, and you can even take
acid breath damage in case the Dragon hasn’t used all breaths yet.

After beating the Dragon...

“You defeated the horrible black dragon.”

XP Bonus: 7500XP x time multiplier

Clear time      Multiplier
(~ 1:00)            4
(1:01 ~ 1:30)       3
(1:31 ~ 2:00)       2
(2:01 ~ 2:30)       1
(2:31 ~ )           0

NOTE: the clear time necessary to get maximum score here seems to be harsh. You
need not only killing the Dragon, but also six ghouls in less than one minute.
I’m experienced in this game, and I believe I did it twice. I can consistently
get maximum multiplier from other stages, but not this one. Here, I believe I
can consistently win around 1:10 to 1:20.

“The adventure continues!”
Corwyn Linton: “As you well know, monster and demi-human raids have increased,
becoming not ohly more powerful, but more organized than ever before.”
Corwyn Linton: “There is obviously a guiding hand behind all of this.”
Corwyn Linton: “Someone is causing these monsters to fight together rather than
against each other.”
Corwyn Linton: “Find this puppet master and cut the strings!”
“Following Corwyn’s suggestions, you come to the town of Corunglain where
monster attacks have increased greatly.”
Mayor: “Welcome, I am mayor of Corunglain. Lord Linton told me you were
coming.”
Mayor: “There are three areas where the monsters frequently appear.”
Mayor: “Lord Linton says that you are great heroes. Please, save our town from
these fiends.”

<<<<<<< DECISION! >>>>>>>
Which area should we investigate first?
Option A: A series of limestone caverns.
Option B: An abandoned mine on the outskirts of town.
Option C: An old well at the edge of town.

Your decision here will determine where you will start the next stage. But,
before it, and considering you possibly (and strangely) traveled to Corunglain
almost dead, after fighting a dragon, it’s...


----------> 5.4.2) Shop time!

Clea: “Welcome.. Oh it’s you the bold heroes who saved me the other day.”
Clea’s father: “Welcome, how may I serve you?”

This is “Clea and Father” Shop. What you will find here depends on your
previous choice for second stage. If you went to Darokin, not saving Fort Cruth
yourself, you saved Clea from the Manticore. In this case, you will meet her.
Clea will sell you side weapons and potions with lower prices, will have an
extra healing potion available, and will even give you a Ring of Protection +1
if you talk to her. If you saved Fort Cruth, Clea was devoured by the
Manticore, and you will meet her father instead, with normal prices, and no
extra items. In fact, if you meet Clea’s father, the shop is darker, and the
music contributes to create a sad environment, too. These are like two
different shops, and so I will show prices and conversation separately.

IF YOU MEET CLEA:
These are the prices: 24SP for each dagger / oil, 30SP for a hammer, 40SP for
an arrow, and 125SP each healing potion (there are three potions available).
Prices are lower if you meet Clea than in the previous shop. If you saved her,
don’t buy from previous shop the side weapons you won’t use against the Dragon.
Talk to Clea and she will say:

“I cannot thank you enough for what you did for me.”
“If it hadn’t been for you, I would not be here now.”
“Please accept this ring of protection as a token of my gratitude.” (Your
character will receive and equip a Ring of Protection +1.)
“The next time you’re here, I’ll make you a special home cooked meal.”
“Well, I have to run now. I have to meet my father.” (This is said if time is
up.)
“I’m the best cook in town. So please come back soon.”
“I hate to do it, but I have to go now. Please be careful.”

IF YOU MEET CLEA’S FATHER:
These are the prices: 30SP for each dagger / oil, 35SP for a hammer, 45SP for
an arrow, and 260SP each healing potion (there are two potions available). Talk
to this sad guy and he will say:

“My daughter was lost on the way to Nemiston.”
“The caravan master said she went off to fetch water. She never returned.”
“She must have been devoured by monsters. My poor sweet Clea.”
“When will those tragedies come to an end?”
“I’m sorry, but I think I would like to close up my shop now.”
“War createss nothing but suffering. When will we be able to live in peace
again?”
“Take care of yourselves.”

===============================| End of Stage 4 |==============================



---------------> 5.5) Stage 5: An underground city near Corunglain
___________________
| Area 1A: Cavern |
| - Fire Beetles  |
| - Gnolls        |-----|
| - Ogres         |     |      ____________________________
|_________________|     |      | Area 2: Underground City |
___________________     |      | - Kobolds                |
|  Area 1B: Mine  |     |      | - Gnolls                 |
| - Ghouls        |     |      | - Skeletons              |
| - Skeletons     |-----|----->| - Scorpions              |
| - Hellhounds    |     |      | - A Hellhound            |
|_________________|     |      | - A Troll                |
___________________     |      | - Boss: Shadow Elf       |
|  Area 1C: Well  |     |      |__________________________|
| - Fire Beetles  |-----|
| - Troglodytes   |
|_________________|


----------> 5.5.1) Area 1.A: Cavern

“You can hear the lonely sound of water dripping, echoing in distance. The
light from your lantern gleams off the moist limestone.”

Ok, you can walk right, and you will find a ring MM lying on the ground. Soon,
you will be attacked by fire beetles.

======{ FIGHT! }======
2x Fire Beetle > 1 + 2x Fire Beetle

These pests don’t even give you any score, but you need to kill them before
proceeding. Once you do it, advance and you will find a small locked chest. As
it’s a wooden chest, you can break it, revealing a gold piece and a healing
potion. Soon you will reach a wide area where you will fight gnolls and ogres.

======{ FIGHT! }======
2x Axe Gnoll, 1x Ogre > 0 + 2x Axe Gnoll, 1x Bow Gnoll > 1 + 1x Ogre

SECRET ROOM!
While fighting, ogres jumping or being knocked down will cause the ground to
tremble. Once this happens like twice, some rocks will fall, revealing a secret
door to the left on the background of this area. Just revealing the door,
something you really don’t need effort to do, is worthy 500XP. Enter the door
and get some quest items (I call this secret room “The Arsenal”).

Items:
Left chest (TRAP?? Arrows): Hammer, Oil, Dagger (D / E / F) / Scroll CL (C)
Middle chest (TRAP! Arrows): Hammer, Hammer / Ring CL / Ring MM, Scroll CW (C)
/ Ring FB (D) / Scroll FB (E) / Ring MM (F)
Right chest (TRAP! Arrows / Petrify): 10GP, Healing Potion, Scroll CL (C) /
Boots of Speed (D) / Scroll MM (E) / Hammer (F)


----------> 5.5.2) Area 1.B: Mine

“Once, this place was alive with miners. But now the support timbers have
rotted. They creak and moan, constantly threatening collapse.”

Your character will jump from a platform, and once you walk right, you will
find a door. Entering it, there is a sign which reads “Watch for falling
rocks.”. On the ground, there is a brooch, a medium chest, and walking more to
your right, a small chest (near a corpse smashed by rocks). If you get close to
this small chest, rocks start falling from the ceiling, and these rocks seem to
be aimed at you! Move slowly to your left, and the rocks will fall behind you.

Items:
Ground: Brooch
Medium chest (LOCKED, TRAP! Deadfall, Gas): Aquamarine, Arrow (D / E / F) /
Hammer (C)
Small chest (TRAP! Arrows, Deadfall): Ring CSW, 50SP / 10GP / Hammer / Oil,
Arrow (D / F) / Scroll SS (C) / Scroll MM (E)

Returning to the initial room, you will fight ghouls (in fact, you can fight
before entering the side room if you prefer). There is also a second door, but
blocked by rocks and wood. You can’t enter it.

======{ FIGHT! }======
2x Ghoul > 1 + 1x Ghoul > 1 + 3x Ghoul

After destroying all ghouls, go through the passage to right. Your character
will jump to a lower area. There is a necklace lying on the ground. Getting
close will cause aimed rocks to fall from the ceiling, like in the previous
side room with a sign. You can slowly walk to right, but this time do it even
more cautiously, because some rocks will also fall in front of your character.
Alternatively, you can run to right and just enter the secret room I will tell
about now.

SECRET ROOM!
There is a secret room in this corridor, and the door is open, but not visible
to the player. To enter it, pay attention to the wall on the background of the
corridor you are in. Right of the necklace, the wall will have a broken
section, in a shape that it’s like a “V” letter. The secret room is in the
bottom of the game screen, at same vertical position of the broken section.
Move your character to the bottom and continue pushing your directional lever
down. You will enter the secret room, and get 2000XP. Inside, there is a sign
which reads “Treasure of dead person.” and a medium wooden chest. This chest is
always trapped (gas). Kill the skeletons if you like, and get your items: a
figure, a ring CSW, and 50GP (D / E / F) / 10GP (C).

After leaving the secret room, you will fight more monsters.

======{ FIGHT! }======
1x Hellhound, 3x Skeleton > 0 + 2x Hellhound


----------> 5.5.3) Area 1.C: Well

“You follow the path through the abandoned water course. The foul air assaults
your nose.”

The well has its floor covered by water, but unlike the swamp, here oil flasks
will produce fire spots as usually. However, the water flow will carry the fire
to your left, the same happening to fire produced by bags from troglodytes. You
can use this to your advantage: when fighting troglodytes, stay in the right
portion of the game screen, and drop oil flasks to your left, burning
troglodytes which aren’t close, but are in the same horizontal position as your
character.

As you start walking right, fire beetles come to attack you.

======{ FIGHT! }======
3x Fire Beetle > 2 + 2x Fire Beetle > 3 + 1x Fire Beetle

In fact, you DON’T need to kill these bugs. You can just run and go through the
passage in the top of the game screen. As these beetles don’t give you any
items, or even XP, skipping this fight is something you should consider.

In the next area, more monsters come to attack you, and this time you need to
fight them.

======{ FIGHT! }======
2x Fire Beetle > 1 + 2x Troglodyte > 1 + 1 Troglodyte

While you fight, you can realize a diamond like button at the background wall.
Press it (come next to it and use attack button), and a door will open. As you
enter this room, crouch. Not only fire beetles come from above, but something
(I don’t know exactly what) will activate a trap, firing arrows from the wall
to your right. At least, you don’t need to worry about these beetles, arrows
will quickly destroy them for you. There is also a medium wooden chest, which
contains: 10GP, a figure / opal, and a ring FB (D / F) / scroll HP (C) / scroll
PO (E). This chest is sometimes trapped (arrows).

After beating all monsters and getting items if you like, go through the portal
to right to next area. More troglodytes will appear.

======{ FIGHT! }======
4x Troglodyte

Once you defeat these troglodytes, you can reach a secret room. Pay attention
to the background wall: there is a door blocked by big rocks and chains, to
right of it there is a pipe with water flowing, and more to right there is a
pillar with a metal ring attached to it. The secret door is right of this
pillar, left of the next pipe. As you get close to it, music will change: there
are more invisible troglodytes near you.

======{ FIGHT! }======
2x Troglodyte > 1 + 1x Troglodyte

To open the secret door, don’t go too much to your right, or it will become
inaccessible. Kill two troglodytes, while keeping the closed door in the
screen. The last troglodyte will attack the wall, opening the door, and enter
it. You get 500XP and can now follow it.

SECRET ROOM!
There is a hidden troglodyte in the secret room (possibly not the same
troglodyte, because this one always has full HP). It will fall from the
ceiling, trying to hit your character, once you get close to the first metal
chest. There is also a trap which will fire arrows from the wall to right. I
suggest you fight the troglodyte in the left portion of the room, so the trap
won’t activate until it’s dead. In this secret room, you find four chests. As
you will realize, there are two locked metal chests, but you will find two keys
in the other ones.

Items:
Wooden chest (TRAP! Petrify): Key, Ring MM, Arrow (D / E / F) / Oil (C)
Left metal chest (LOCKED): Protection Ring +1, Necklace, 50SP
Middle metal chest (LOCKED): Gauntlets of Ogre Power, Ring CSW, Ring CL (D / F)
/ Scroll SS (C) / Scroll MM (E)
Right metal chest (TRAP? Petrify): Key, Healing Potion, Hammer


----------> 5.5.4) Area 2: Underground city

“The passageway opens into a cavern. A huge underground city spreads out before
you.”

Regardless of which area you investigated first, you will reach this
underground city. You will start standing in front of two wooden logs. Move up
or down, or be ready to jump, because two gnolls with bows will come and kick
the logs at you. You don’t need to kill these gnolls to advance, but this is
highly recommended, because if you go too far to the right, they will just add
to a gnoll band you are going to fight. Worthy mention that there is a book on
the ground for you to collect.

======{ FIGHT! }======
2x Axe Gnoll, 1x Bow Gnoll > 1 + 2x Axe Gnoll

After defeating the gnolls, you can advance. Soon you will notice a door. This
is a side room containing a scorpion, some traps (spears on the ground, which
you can destroy with your main weapon, and also some spears thrown from above),
a ring MM and a super healing potion. Walking close to the background wall
seems to be safer.

Once you leave this room, you will find a large area with a book, a medium
chest, a small chest and a sign which reads “The truth is your heart.”.

Items:
Ground: Book
Medium chest (TRAP?? Arrows): Onyx, Bracelet / Aquamarine / Figure, Ring CL (D
/ F) / Scroll SS (C) / Scroll PO (E)
Small chest (TRAP! Deadfall): 1GP, Ring CSW

To leave this area, you will make a minor path decision. There are three doors
(one in the top, another one with flames near the sign, and the third one near
the bottom right corner, with the book near it), and you will go through
different areas according to the door you choose.

---> Through the top door:

There is a tough fight here. You will face a troll and some kobolds. This troll
fights like the one you defeated in the third stage, except that this one picks
rocks on the ground and throws at you. However, this troll doesn’t have “boss
status”, and can be eliminated using Polimorph Others spell, in case you don’t
care about what it could drop.

======{ FIGHT! }======
1x Troll, 2x Kobold > 1 + 2x Kobold > 1 + 1x Kobold

Items:
Ground: Arrow, Dagger, Oil
Medium chest: Anklet, Emerald, Arrow (D / E / F) / Hammer (C)
Small chest: Garnet, Opal, Aquamarine

---> Through the door with flames:

Remember the sign? You shouldn’t trust your eyes in this case: these flames are
illusions, you can go through the door without any problems. Once you enter it,
you will be in a corridor, and will see a door to a side room. This room
contains a metal chest (rarely trapped by arrows) with an emerald, an oil flask
and a key. This doesn’t seem that great, but the key will be of good use soon.
As you get close to the chest, five scorpions will fall from the ceiling. As
usual, you can kill them or just leave.

Continue through the corridor and you will see flames blocking your path. Now,
these flames are real! To deactivate them, use the lever in the background
wall. Curiously, there is a sign which reads “Don’t feed the fire.”.

There will be a door for a second side room. This one is guarded by a single
hellhound. There are two chests here, and pay attention: BOTH ARE LOCKED. It
means, if you waste your key on the wooden chest, you aren’t going to open the
metal chest (which contains a ring CSW). The wooden chest is trapped (arrows),
so break it and immediately block.

Items:
Wooden chest (TRAP! Arrows): Aquamarine, Ring MM, Arrow (D / E / F) / Hammer
(C)
Metal chest: Ring CSW, Hammer, Emerald / Ring FB

---> Through the door near the book:

This is a corridor full of traps. First, you will notice a set of holes for
spears in the ground, and a scorpion. Don’t get close to this scorpion, the
area from the door in the back wall to next spears trap to right has spiked
traps that come from the ceiling. Wait the scorpion to attack you.

Talking about that door, it leads to a side room. Entering it, you will realize
a sign and two levers in the back wall. One of these levers gives you a metal
chest with a super healing potion and Boots of Speed; the other triggers a
trap, with aimed falling rocks, like the ones there are in the abandoned mine.
You can only activate one lever: the second one, even if you use it, will have
no effect. The “good” lever is random each game, but the sign is there to give
you a clue. Most clues will have reference to left side (example: your heart)
or right side (example: sunrise). Hardest clues talk about a goddess. I doubt
it’s the correct reference, but remember the Statue of Liberty: goddess’s book
= left hand; goddess’s torch = right hand.

Here is a table with all clues I have found, I guess I got they all:

 ====================================================
 | Got this clue? Then activate this lever:         |
 +------------------------------------------+-------+
 | True wealth is in your heart.            | Left  |
 | Watch out for your heart!                | Right |
 | Wealth lies where the sun rises.         | Right |
 | Misfortune comes at sunrise.             | Left  |
 | Wealth lies where the sun sets.          | Left  |
 | Misfortune comes at sunset.              | Right |
 | The trap is to your left! Honest person  | Right |
 | The trap is to your right! Honest person | Left  |
 | The trap is to your left! Liar           | Left  |
 | The trap is to your right! Liar          | Right |
 | The goddess’s torch brings wealth.       | Right |
 | The goddess’s torch brings misfortune.   | Left  |
 | The goddess’s book brings treasure.      | Left  |
 | The goddess’s book brings death.         | Right |
 ====================================================

Leaving the “riddle room”, go to your right, close to the top or the bottom of
the game screen, so you avoid traps from the ceiling. There are other two sets
of spears traps on the ground. The first one has a ring LB on it. You can get
it without destroying the spears, but this is risky. After the second set, lies
another scorpion. Between both sets, there is a locked wooden chest. It’s
trapped, so it’s better destroying some spears to make you more room before
breaking it.

Items:
Ground: Ring LB
Medium chest (LOCKED, TRAP! Deadfall, Gas): 50SP, Hammer / Oil / Opal, Ring MM
(C / D / F) / Scroll MM (E)

All these three paths available for your minor choice will eventually connect,
near a wooden bridge. Prepare yourself for more monsters in the bridge.

======{ FIGHT! }======
1x Bow Gnoll, 2x Skeleton > 1 + 1x Bow Gnoll, 2x Skeleton

After beating the enemies, go to next area. This one, again, will have spiked
traps from the ceiling. It takes some practice to know where the traps are, but
I tell you, the dagger and the bag of gold pieces you will find are trapped,
don’t stay near them longer than you need to pick them. There are more traps
around the small chest.

The area is a long corridor with three side rooms. Near the first door, you
will find:

Items:
Ground: Dagger
Small chest (TRAP! Gas): Key, 10GP / 50SP / 5GP + 2SP

Enter the door, and the first side room has a sign which reads “Humble
Yourself”. As you advance to right, several spears will be thrown at you, but
the places hit by spears won’t be targeted again. If you crouch, the spears
will miss. DON’T SLIDE! Another way to go through safely is to run / walk close
to screen bottom (to return, run / walk close to it again). At the right end,
there is a big chest.

Items:
Big chest (TRAP? Deadfall, Fire, Petrify): Oil, Bracelet / Necklace, Ring LB (D
/ F) / Scroll CW (C) / Scroll PO (E)

Leaving this room, go right and you will find a medium bag of gold pieces close
to next door. This side room, however, is the most useless room in the whole
game. It contains a scorpion and a sign at first sight, but there are also
spiked traps from the ceiling. Behind the sign, close to the wall, you can pick
a gold piece and a key, if you want. The sign reads “You’ve neutralized the
trap.”, but I don’t know which trap it’s talking about. In fact, once you get
close to the sign, your position will be targeted by spears. The single way to
approach it not being hit is from the bottom while crouching.

The third side room is just ahead. I call it “The Treasure Room”. Inside, there
are four kobolds guarding a good amount of money. You can kill the kobolds or
just leave.

Items:
Ground: 10SP, 50SP, 10GP, 50GP

Leave this room and continue right. You will find a silver piece lying on the
ground, and just before the door which leads to the boss fight, a big wooden
chest. This chest contains Gauntlets of Ogre Power, but it’s locked and it’s
usually trapped for deadfall, fire or petrify.

======{ BOSS FIGHT! }======
Shadow Elf: “Welcome! Do you fools truly believe you have any chance of
defeating me?”
Shadow Elf: “If you have any courage, then face me now!”
Shadow Elf: “If you have any intelligence, flee while you can!”

The boss here is a shadow elf, a formidable opponent. He uses a long sword, and
has at least two types of standard attacks, with great range and that can deal
high damage. As some other monsters, he usually walk backwards when you
approach, trying to keep you at his range, while leaving yours. It’s hard
approach him simply by walking. The Shadow Elf can also perform dash attacks
and jump attacks. His jump attacks can be performed from anywhere in the game
screen, falling directly with his sword over your character's head. He will
jump, and will aim to your position (in fact, your position when he starts to
fall, not your position when he jumps), giving you little time to evade. When
landing, he will face the same side he was facing before jumping, so if you can
successfully avoid his attack walking to the opposing side, you will have a
chance to attack him from behind. The Shadow Elf is also a spell caster. He can
use these spells:

- Invisibility: in fact, I don’t know if this is the correct name of this
spell, because I can’t understand what he says. Regardless its name, it works
like the Elf character spell: the Shadow Elf will become invisible, without
even a shadow, and the single tip about its location is the dust which moves
when he jumps / lands. He will become visible again when he attacks / uses a
spell / takes damage. The Shadow Elf can cast it up to four times.

- Lightning Bolt: again, like scroll / ring lightning bolt your characters use.
The Shadow Elf can cast up to four times, and will do it when you are at the
same horizontal position, being a viable target.

- Hold Person: I don’t know why the Shadow Elf is immune to this spell, but he
can cast it up to three times and your characters aren’t immune. If your
character is affected, he /she will be paralyzed by blue energy rings, becoming
defenseless. After some time, or if you are hit, the rings will vanish. Lever
mashing decreases the time you will be held.

- Sleep: your character may fall asleep, again becoming defenseless for a
while. Lever mashing helps here too and, in fact, the time you will need to
recover is much smaller than if affected by Hold Person. He can cast it up to
nine times.

- Speed: the Shadow Elf will use this on himself, greatly increasing its
(already great) speed. He will move faster, attack faster, recover faster from
getting dizzy, even fall faster when performing jump attacks (as if he could
change gravity, ha!). This spell lasts for limited time (around half a minute),
but while it’s active, it’s highly recommended to NOT fight the Shadow Elf, but
just keep yourself moving and avoiding his attacks. If you are playing the Elf,
I recommend using Invisibility and waiting for him to return to his normal
pace. Otherwise, you can spoil some weak spells (like rings MM) just to let
time flowing while you cast them (and while the Shadow Elf recovers from being
hit, stands up if knocked down, etc.), and to protect you from attacks you
would be hit, mostly jump attacks. The Shadow Elf can cast this once.

The Shadow Elf will use Invisibility and Lightning Bolt freely while fighting,
it means, without any apparent reason. Hold Person, Sleep and Speed, however,
he will use after being damaged or knocked down. When the Elf is knocked down,
even more if knocked down to out of game screen, he will use an unlimited
teleport skill (another one of his tricks, he also uses it a lot before jump
attacks) to teleport himself to the opposing side of the game screen. Then he
can (this doesn’t happen always, but it’s common) stick his sword on the
ground, and cast one of these spells. This is another good chance of attacking
him, the moment he puts down his sword. If the spell name is said while you
attack him, the spell will fail and is spoiled. These spells are cast on an
exact order: Hold Person > Sleep > Hold Person > Speed > Sleep > Hold Person >
Sleep x7.

NOTE: Hold Person and Sleep are spells which try to inflict a negative status
to you. Your character may resist these spells, not being affected at all
(nothing happens). Each character has his / her own resistance. I did some
tests, and have found no difference from Hold Person to Sleep, looks like a
character will have the same chance to resist both. The chance of human
characters (Cleric and Fighter) to resist is the lowest, around 15%. The Elf
has around 70% chance of resisting, and the Dwarf has the highest chance of
resisting these status spells, around 90%.

Another little trick from your unfriendly Shadow Elf: when part of his life bar
is gone (around 25%), he will teleport himself to the platform he was
initially. He will laugh, and skeletons will come. There are just six skeletons
(not unlimited, like in the first stage), but usually it’s not worthy fighting
them. There will be two skeletons fighting at max. After some are destroyed,
they may (or may not) come one each time. Remaining skeletons will bury
themselves once the Elf is defeated, you won’t fight them alone.

You can already tell this is a difficult fight. Your best chances to hit the
Shadow Elf are when he performs jump attacks, or puts down his sword to cast
spells, like said above. You can also use some spells to help you to approach,
like MM (he needs a little time to recover after being hit) or CL (cast it near
him, he recovers fast). Another very useful trick is, he moves backwards when
damaged by your main weapon. Move with him, and continue attacking him (at the
time he recovers) across the entire screen, even if he blocks (beware of
skeletons!). When he is near the screen edge, you can do a quick sequence to
deal more damage, or just move. It should be a top priority not allowing him to
use his Speed spell. Knocking him out of the screen isn’t always a good idea.

At the time a high percentage (like 80%) of his life bar is gone, the Shadow
Elf stops fighting and...

Shadow Elf: “You think you have defeated me. But my master is more powerful
than you can possibly imagine.”
Shadow Elf: “So, “heroes”, follow me to your doom. I’ll destroy you for the
enjoyment of my master.”
Shadow Elf: “So come, come to the Sable Tower.”
Shadow Elf: “Your feeble struggles will provide amusing sport for Deimos.”
Shadow Elf: “I will sing as I break your bodies and crush your spirits.”
Shadow Elf: “We’ll wait for you at the Tower. Try not be too late. Ha, ha, ha,
ha...”

“You have driven off the Shadow Elf.”

XP Bonus: 12000XP x time multiplier

Clear time      Multiplier
(~ 6:30)            4
(6:31 ~ 7:00)       3
(7:01 ~ 7:30)       2
(7:31 ~ 8:00)       1
(8:01 ~ )           0


----------> 5.5.5) Shop time!

Shopkeeper: “Hi guys, what can I do for you?”

This is “Dreaming Girl’s Shop”. These are the prices: 35SP for each dagger /
oil, 38SP for a hammer, 50SP for an arrow, and 300SP each healing potion (three
potions available). I don’t know why you go to this shop, once Clea and her
father have a shop in Corunglain, too. As usual, you can talk to girl.

“I believe that someday a brave man will appear, and he’ll defeat the
monsters.”
“He’ll will ride up to me on a white horse, and stretch out his hand.”
“Then we’ll ride away.. What’s the matter? Am I boring you?”
“Did you hear about that black tower that rose from the north mountain?”
“Was that a monster roar? I’d better close up the shop now.” (This is said if
time is up.)
“Everyone says they feel something evil about that tower, something sinister.”
“If you go there, you’d better watch out. No one has ever returned from there.”

===============================| End of Stage 5 |==============================



---------------> 5.6) Stage 6: A path to the Sable Tower
                                 _______________________
                                 |  Area 2A: Long Path |
                                 | - Gnolls            |
_____________________     |----->| - Hellhounds        |
|    Area 1: Road   |     |      | - Boss: Beholder    |
| - Boss: Manticore |-----|      |_____________________|
|___________________|     |      _______________________
                          |----->| Area 2B: Short Path |
                                 | - Boss: Red Dragon  |
                                 |_____________________|


----------> 5.6.1) Area 1: Road

Mayor (of Corunglain): “Sable Tower?”
Mayor: “Ah! One of our patrols reported seeing a huge black tower rise near
some old ruins in the Broken Lands.”
Mayor: “At first we thought him mad, but now...”
“The tower lies to the north. The nearest friendly town is Fort Runnels. You
decide to head to the Fort for more information.”

You will start this stage near a sign which reads “Fort Runnels - 8 miles”. As
you go right, your character will realize something and stop: it’s a manticore
coming to attack you! You can use the advice I gave for the boss of second
stage (road to Darokin). This manticore fights exactly like the previous one,
and has “boss status”: it can’t be eliminated by Polimorph Others and like.

After beating the manticore, you will have little time to collect the items it
dropped. You soon start running.

“At last, you arrived at Fort Runnels.”
Man: “If you are fool enough to go to that cursed tower, there are two ways to
get there.”
Man: “You can follow the long path around the mountain, or you can go through
the mountain using the old dwarven tunnels.”
Man: “However, that way is guarded by the great red dragon Flamewing!”

<<<<<<< DECISION! >>>>>>>
Well, what should we do now?
Option A: Leave now and take the long path around the mountain.
Option B: Rest, restore spells and vitality and then go on to battle the
dragon.

If you choose the second option, the game will require two confirmations before
you proceed.

<<<<<<< DECISION! >>>>>>>
Are you sure? No one has so much as even scratched that dragon!
Option A: Definitely.
Option B: Be smart, take the long path around the mountain, and live!

<<<<<<< DECISION! >>>>>>>
Really? His fiery breath can incinerate anything in a blink!
Option A: Absolutely.
Option B: You’ll have better chances taking the long way aroud the mountain.

This is like the developers warning you that this dragon is an optional
super-hard boss. Choosing the second option in any of these will immediately
send you to the long path around the mountain. To confirm you intend to fight
the Red Dragon, choose the first option on both confirmation questions. The man
who gave you information will say: “Ok, I won’t try and stop you. Good luck,
you’ll need it.”.

NOTE: although the game talks about restoring spells and vitality, you WON’t
have your minimum inventory replenished: you are not getting any items you used
against the manticore. Your HP, at other hand, will be full when you come to
Flamewing’s lair.


----------> 5.6.2) Area 2.A: Long path

“Directly before you lies the mountain. A narrow, winding path leads around it.
Beyond that, the evil glow of the Sable Tower waits ominously for you.”

After lightning up your lantern, you start walking and will find a garnet, an
opal, and an aquamarine. Then, monsters.

======{ FIGHT! }======
2x Axe Gnoll, 1x Hellhound > 1 + 1x Axe Gnoll, 1x Hellhound

This fight is not that simple. You have limited space, and the aggressive
gnolls will try to corner you, making easier to hellhounds to hit your
character with their fire breaths. It’s recommended to use something that helps
defeating the monsters faster, like Striking or Polimorph Others.

Once you kill them all, you will move to next area, where there are two
guardian hellhounds. You don’t need to kill them if you don’t want to.

Items:
Ground: Hammer
Small chest: Oil / Hammer, Onyx, Opal

SECRET ROOM!
There is also a boulder near the background, like the one in the mountains,
first stage. You can move it (much easier than the one in first stage, as your
character leveled up and is now stronger), revealing a hidden door. Inside,
there are some fine items.

Items:
Ground: Ring FB
Left chest (TRAP! Fire, Petrify): Tiara, Ring MM / Hammer, Arrow (D / E / F) /
Hammer (C)
Right chest (TRAP! Deadfall, Fire, Petrify): Healing Potion / Oil, Diamond,
Dagger (E / F) / Hammer (C) / Boots of Speed (D)

When you are ready, you can go through the passage to right, finding an area of
blue (!) ground, with some items and a beholder.

Items:
Ground: Garnet, Hammer
Big chest (TRAP? Arrows): Gauntlets of Ogre Power, Brooch / Ring FB, Dagger (D
/ E / F) / Hammer (C)

Beholder: “Welcome! You are just in time for dinner”

======{ BOSS FIGHT! }======
The Beholder is an agile and aggressive monster. Its moves are really fast, and
it frequently tries to bump into your character, causing small damage. This,
however, makes it very hard to approach it. The Beholder can also “jump” (not
exactly, once it has no legs, but still...), usually trying to fall over your
character's head. This move can be performed from anywhere, even from out of
the game screen, and is usually not interrupted by, for example, the Beholder
being hit by a dagger. This can make your character dizzy if you are hit. The
Beholder can also “jump” backwards, and will do it when you are attacking it
from behind! After hitting your character's head, or stopping near you after
“running”, it may grab you with its mouth and bite six times in sequence for
superb damage. In fact, getting close to its mouth is dangerous too, it has a
range that is longer than you would suppose.

The Beholder also uses rays from its ten eyes in stalks which sprout from the
top of its “head”. These rays can be fired to the same position the Beholder
is, or to positions closer to the bottom of game screen. Its reach to positions
closer to the top is limited, so these positions are safer if you need, for
example, look for something in your inventory. There are four different rays it
can use:

- Flesh to stone (yellow small spheres and inverted triangles): it’s similar to
petrify trap found in chests. Your character will start to turn into stone from
his / her legs. Mash your directional lever to avoid a complete petrification.
While you do this, some of your HP will be drained. If you fail to avoid
petrification, your character dies regardless of his / her remaining HP.

- Inflict wounds (large black and green spheres): this ray causes a medium to
high amount of direct damage to anyone hit by it.

- Sleep (small blue bubbles): if you are hit, your character will fall asleep.
Use your friendly lever mashing to wake up as soon as possible. This ray causes
no damage (although it can damage your equipment), and unless you are close to
it, the Beholder usually won’t take advantage of this.

- Telekinesis (large blue and white circles): your character is lifted into the
air and then dropped. A small to medium amount of damage is dealt by the drop.

You probably won’t realize it during the battle, but each ray really comes from
one specific eye. As the fight progresses, you will cut off Beholder’s small
eyes. When it’s around 50% of its life bar, you cut off four eyes, and this
causes him to be unable to use one of its rays. When it’s around 25% of its
life bar, you cut three more eyes, and the Beholder is unable to use a second
ray. I may be wrong about this, but as far as I can tell, the first ray it
becomes unable to use will be sleep or telekinesis, and the second one is the
remaining from these or flesh to stone. It seems the “inflict wounds eye” is
never destroyed.

Another nasty trick is that the Beholder can nullify your spells. Its central
big eye is supposed to produce an antimagic cone that suppresses even the
Beholder’s eyes rays. You can realize it: the Beholder will keep its big eye
open when firing its rays backwards, but will close the big eye when firing its
rays onwards. If you use a (scroll or ring) spell while the Beholder’s central
eye is open, this eye will bug out, nullifying your spell. The spell is used,
being removed from your inventory, but you get no effect. It’s a sad thing
wasting those precious CSW rings this way. If you need to use a spell, keep
moving until the Beholder uses a ray onwards, and use it when its big eye is
closed.

This is a tough fight, you can’t even use your spells (almost). Some
projectiles, however, like daggers, can be used, especially when the Beholder
runs to out of screen (it won’t use rays from there). Like said, it’s hard to
approach this monster, so better do it when it fires a ray. The Beholder will
usually fire rays diagonally. Keep moving in a horizontal plane under the
Beholder, but still near it, and once it fires, come and attack. This is much
harder to do if you aren’t equipped with Boots of Speed. If you can avoid its
jump attacks, you can also attack it when it lands. Don’t stay too much time in
front of the monster, however: being so fast, it will try to bump into you
after your attack, before the next one in your sequence. It can succeed (and
bite you if you are unlucky), and the chance is even greater if you play the
Cleric (the character who is the slowest one to attack).

After beating the Beholder...

“You defeated the Beholder.”

XP Bonus: 25000XP x time multiplier

Clear time      Multiplier
(~ 3:30)            4
(3:31 ~ 4:00)       3
(4:01 ~ 4:30)       2
(4:31 ~ 5:00)       1
(5:01 ~)            0


----------> 5.6.3) Area 2.B: Short path

“With all possible preparations done, you begin your descent into the dragon’s
lair.”
Flamewing: “You pathetic fools! Was it honor or greed that brought you to my
lair? Either way I’ll show you what a grave mistake you’ve made!”

Flamewing is the single enemy you will fight here. Wow, it’s huge! And the guy
in Fort Runnels wasn’t kidding when he said its fire breath can incinerate you
in a blink. If you touch that fire, you will most probably die. Like the Black
Dragon in the swamp near Athenos, Flamewing will use its breath three times:
when it comes, after saying those words above, a second time, after saying
“Well done, I’m amazed you’ve lasted this long.”, and a third time when it says
“Now I will destroy you!” (at this point, the Dragon’s huge life bar becomes
visible to the player). Before breathing fire, the Dragon will fill its lungs
with air, pulling your character. Unless you are wearing Boots of Speed, you
need to dash, or you will be hit by the breath, instantly dying (although looks
like the third breath is a bit weaker and some characters can survive it if at
full or almost full HP). If you realize it’s going to use its fire breath, run
to a corner and wait.

Flamewing can also make rocks fall from the ceiling, by roaring (it has a
pulling effect similar to fire breathing, so I guess you will be prepared to
dash), or deliberately flying up and hitting the ceiling. It also can produce
and throw (at any distance) fireballs from its hands. It will use these
fireballs usually when you keep fleeing to corners of the game screen. Other
than these, Flamewing can bite, or use its hands to attack, always causing
great damage (just a few hits are enough to kill your character). It has two
attack types using its hands: a claw attack of great range used when you are
near its head, and an attack it uses his hands to smash you like a bug, used
when you are closer to its hands. It can also perform this smashing move using
both hands: if you shoot an arrow at its face, or cause pain to it with a slam
attack to its face, it will fly up, then come down using its strength while
performing this move. Any character on the ground will be knocked down, but
won’t receive damage unless he / she is directly hit by the Dragon’s hands.

Of course, Flamewing is powerful. The damage caused by its attacks can quickly
obliterate your entire HP. But, its moves aren’t hard to predict. Make sure you
avoid its fire breath, and then you will spend most time near the Dragon’s
head, attacking it and avoiding bites and claw attacks. If you see its head
going up, move. Flamewing performs a quick bite, and double bite which demands
more time over your character. Just avoid the fast ones, but when it insists in
having its head over you, you can jump and hit it, taking no damage. If it
moves its head to a side, it will probably use the opposing arm for a claw
attack, so follow its head, and move up-down if needed. Of course, these things
can be done more easily if you have Boots of Speed equipped. If you are out of
the dragon’s range, feel free to throw some hammers. Once you know how its
attacks work, you will hardly be hit, except for some random rocks of course.

After beating Flamewing...

“After a fierce battle, you defeated the red dragon.”

XP Bonus: 120000XP x time multiplier

Clear time      Multiplier
(~ 2:00)            4
(2:01 ~ 2:30)       3
(2:31 ~ 3:00)       2
(3:01 ~ 3:30)       1
(3:31 ~ )           0

“Your name will live forever among the great dragon slayers.”

There is no shop here, but you will have 30 seconds to pillage Flamewing’s
treasure! Don’t worry, there are some potions, too. There are nine big wooden
chests, which I will call #1 to #9, from left to right. All chests except #8
are locked, but none is trapped. Chest #8 contains a ring of fire resistance.
Picking it will cause you to move to next (final) stage, so make sure you pick
items from chest #9 before picking this ring.

Items:
Chest #1 (LOCKED): 50GP, Protection Ring +1
Chest #2 (LOCKED): Emerald, Brooch (C / E / F) / Super Healing Potion (D),
Aquamarine / nothing
Chest #3 (LOCKED): Necklace, Super Healing Potion (E) / Tiara (C / D / F),
Earring / nothing
Chest #4 (LOCKED): Orb, Tiara, Diamond (D / E / F) / Super Healing Potion (C)
Chest #5 (LOCKED): Orb, Diamond, Emerald (C / D / E) / Super Healing Potion (F)
Chest #6 (LOCKED): Tiara, Super Healing Potion, Necklace / nothing
Chest #7 (LOCKED): Orb, Diamond, Emerald
Chest #8: Fire Resistance Ring
Chest #9 (LOCKED): Boots of Speed, Healing Potion

Note that are three bonus items which may be part of the treasure or not, and
in case they aren’t, there is nothing to replace them: an aquamarine (chest
#2), an earring (chest #3) and a necklace (chest #6). All characters get a
healing potion, 2x super healing potion, Boots of Speed, a Protection Ring +1,
beyond the unique Fire Resistance Ring. After collecting it, the words bellow
will appear, before you move to the final stage.

“You’ve found a ring of fire resistance!”
“You are now resistant to flame.”

===============================| End of Stage 6 |==============================



---------------> 5.7) Stage 7: The Lord of the Night
_______________________
| Area 1: Sable Tower |
| - Kobols            |
| - Gnolls            |
| - Skeletons         |
| - Ghouls            |
| - Hellhounds        |
| - Scorpions         |
| - An Ogre           |
| - Mud Golems        |
| - Boss: Shadow Elf  |
| - Boss: Deimos      |
|_____________________|


----------> 5.7.1) Area 1: Sable Tower

“Sable Tower”
“You finally reach the black fountain of evil, the Sable Tower.”

The tower is the single area of the final stage, but, if you prefer, you can
think about it as having six smaller areas, each one corresponding to a floor.

---> Floor 1:

Sable Tower’s door will open once you get close to it. You will enter and see
some beautiful candelabra. Strange, looks like the wind is blowing from the
tower to outside... magic, huh?

As you advance, you will be attacked by some monsters, hellhounds and a gnoll.
There are spiked traps from the ceiling in this area, but they stay above your
head and can only hit you if you jump.

======{ FIGHT! }======
2x Hellhound, 1x Bow Gnoll > 1 + 1x Hellhound > 1 + 1x Hellhound > 1 + 1x
Hellhound

After beating all enemies, go to your right and then upstairs.

---> Floor 2:

The second floor has humanoids: kobolds, gnolls and an ogre. Cloud Kill and
Hold Person work great here.

======{ FIGHT! }======
2x Kobold, 1x Axe Gnoll > 1 + 2x Kobold, 1 Ogre > 2 + 2x Kobold, 1x Axe Gnoll

This floor, as the next one, has two side rooms. While you fight, if you go too
much to your right, the first one will become inaccessible. It’s recommended
entering it as soon as possible.

Left side room:
Medium chest (TRAP! Fire): Boots of Speed, Oil, Hammer (D / F) / Scroll HP (C)
/ Scroll CK (E)
Small chest: Ring CSW, Key, Anklet / Emerald

Right side room:
Medium chest (LOCKED, TRAP? Fire): Super Healing Potion, Emerald / Earring /
Anklet / Brooch, Ring MM (D / F) / Scroll CW (C) / Scroll IS (E)

Note that the right side room has three chains pending from the ceiling. One of
them will unlock the right side room of next floor, where you will find magical
weapons. If you pull it, you will hear a sound and see some dust falling from
third floor. Other two chains are traps: one will drop several oil flasks over
the platform (nothing you should be afraid, if you killed Flamewing), all at
same time; the other trap is seven scorpions that fall from the ceiling, one
each time, and all aimed at your character. If you want to kill these scorpions
(to increase your score a bit), keep moving and jumping while they fall. You
can save the chest, which contains a super healing potion, to open it after
killing them. You don’t need to activate any traps if you don’t want: when you
first enter this side room, there is a scorpion lying on the ground. The chain
closer to this scorpion is always the correct one. Pulling it also gives you
2000XP.

After killing monsters, collecting items, and unlocking a door in the next
floor, you are ready to go upstairs again.

---> Floor 3:

You will fight hellhounds, gnolls, and mostly skeletons.

======{ FIGHT! }======
3x Skeleton, 1x Hellhound > 1 + 2 Skeleton, 1 Hellhound > 1 + 2x Bow Gnoll, 1x
Skeleton > 2 + 3x Skeleton

While fighting in this floor, pay attention to skeletons trying to fall with
their swords over your head. If you are playing the Cleric, you can cast your
Turning Undead in the small area right of the second side room, protected by
walls.

Left side room:
Big chest (TRAP?? Arrows): Hammer, Dagger (D / F) / Scroll SS (C) / Scroll IS
(E), Necklace / Ring LB / Ring MM

Right side room:
This room can’t be open if you didn’t pull the correct chain in the right side
room of the previous floor. Once you enter it, you will see a big wooden chest.
If you break this chest, just some green dust come out and your character says
“Empty.”. If you open it by hand, however, you (and all party members if it’s a
multiplayer game) will receive new magical weapons, increasing a bit the damage
dealt by each hit. A screen with the text “You’ve found magical weapons from
the treasure hoard.” will appear. Your character will yell, then you are ready
to leave.

Go upstairs again to the fourth floor.

---> Floor 4:

You are going to fight gnolls and skeletons. This is your last chance of doing
something good about your Hold Person, Polimorph Others and Cloud Kill spells.
After defeating these monsters, if you have any of these spells, you can waste
them just to get the entry removed from your inventory.

======{ FIGHT! }======
2x Skeleton, 1x Axe Gnoll > 1 + 2x Axe Gnoll, 1x Skeleton > 2 + 2x Axe Gnoll

This floor has just one side room. At least, the last chest in the game will
have a useful item.

Side room:
Small chest (TRAP? Arrows, Fire, Gas, Petrify): Protection Ring +2

Go upstairs again to finish your fight against the Shadow Elf.

---> Floor 5:

Shadow Elf: “Welcome, I’m so delighted you could join us. This time I’ll waste
no time and finish you now!”

======{ BOSS FIGHT! }======
You have a second chance to finish this bastard. He fights exactly like in the
underground city, even the order of spells he uses when knocked down is the
same. The single difference is two skeletons that will already start the battle
at his side. Destroy a skeleton and another one will come, however, the Shadow
Elf has a maximum of ten skeletons to help him. If he casts his Speed spell,
skeletons will go away and won’t return even if the spell effect ends.

Note that this floor has two doors, but you can’t open / enter them. They are
just decorative, I guess. After beating the Shadow Elf, you can go upstairs to
the last tower floor.

---> Floor 6:

There is a set of holes on the ground, but I have never seen spears coming</pre><pre id="faqspan-4">
through them. The last floor has a door with a big horned skull and candelabra
to both sides. Enter it to meet Deimos, the final boss.

Deimos: “So I was right, you curs believe your pitiful powers are enough to
overcome me. I, Deimos, supreme arch-lich and master of the world!”
Deimos: “You fools, the only reason, you’ve gotten this far is so that I may
personally watch your last agonizing moments of life.”
Deimos: “My minions will crush you and when you fall to them, the free lands
will fall with you.”

Why are these bosses so arrogant when you alone already defeated a little army?
Anyway, Deimos will cast a “dissolve” spell, transforming the stone ground
under your feet into mud. Then, he will invoke two mud golems.

======{ FIGHT! }======
2x Mud Golem

The mud golems walk slowly, and don’t run or jump, but they can dive on the
mud, reappearing in other places of the game screen. They can be damaged by
fire ball spells, but while moving they can harmlessly walk over fire created
by oil flasks. The mud golems perform two main attacks: a sequence of two
devastating punches, and a try to grab the player. Golems’ punches cause great
damage and have great reach. These punches also have a high chance of making
your character dizzy, so you can be hit by both in sequence (the second punch
even has a little more reach than the first one). Like ghouls’ claw attacks,
these punches aren’t interrupted by your attacks. The grab, unlike troll’s
grab, can be blocked by your shield. If it hits, the golem will “hug” your
character, like trying to crush ribs and spine. Damage dealt is high, and the
grab reach is longer than you would suppose. After dealing some damage to a
golem, it will mix itself to the mud, and will try to grab your feet, putting
just head and hand out of the mud. This attack causes little damage, but has
high chance of damaging your equipment. Each golem will do it once during the
fight, in a sequence of two to seven attacks. You can use your air-to-ground
attack, but it’s not recommended. I would usually just move (avoiding attacks)
while the golems do this.

To beat the golems the easiest way I found is: dash directly to the golems,
then jump and land behind them. If both golems try their punches, they will
need a somewhat long time to react again. You have enough time to turn and
attack them from behind. If at least one of them try the grab or do nothing,
move away, get some distance and try again. Of course, you can use this
technique against a single golem, too.

After you destroy the last golem, Deimos will cast a “harden” spell,
transforming the mud into stone again. He will use his “I’m so powerful” chat
again, then teleports to fight you.

Deimos: “Well done knaves, you handle yourself well against my weak, inept
minions. Now face the fury and wrath of Deimos, Lord of the Night!”
Deimos: “With your defeat, nothing will stop me. I’ll drink a toast to my
future victories over your broken bodies. Ah Ha Ha Ha...”

======{ BOSS FIGHT! }======
Deimos’s feet will not touch the ground: he levitates all the time. His normal
move speed is like the characters walking speed while using Boots of Speed, but
he can also “jump”, reaching a long distance in a single move. Sometimes, while
Deimos moves, he will touch your character; this can deal very little damage
and make you fall asleep, but this looks accidental, not really an attack. His
movement patterns are erratic: sometimes he turns on his aggressive mode, and
he will advance to get close to your character and attack; sometimes he is
defensive and will move backwards if you approach him; he can also just wait,
as if he is planning his next moves. Deimos attacks using his staff. It has
great range (longer than the weapons you can use) and causes high damage if
hits your character. If you get too close, Deimos can use his cloak to knock
you away from him, also dealing little damage.

Deimos is also a spell caster. When casting an offensive spell (a spell he uses
to cause damage to you), a purple energy ring will appear around him, followed
by a skull. If you hit him before he can pronounce the spell name, it will be
spoiled. Defensive spells like Teleport and Mirror Image are cast immediately.
Here are the spells Deimos can cast:

- Invoke Ghouls: this is probably not the name of this spell, but I never
understood what he says. Deimos will cause the screen to tremble, knocking your
character down even if you are jumping. This won’t cause any damage, but
prevents you from interrupting this spell. Once cast, three ghouls will appear
in the game screen: one to left, one to right, and one near the top. Ghouls
give Deimos great support, if it wasn’t for the ghouls, this fight would be
much easier. I usually save some spells to use on these ghouls. Deimos can
invoke ghouls four times, but won’t do it again unless there is (at max) one
ghoul active.

- Meteor Swarm: Deimos will scream and four or eight meteors will fall,
exploding when they hit the ground. If you are in the explosion area, you
receive damage and are set on fire (possibly being attacked by ghouls). Some
meteors really seem aimed at your character, so I suggest you keep slowly
moving to one direction. Also pay attention to shadows, as they show where
meteors will fall. Deimos can cast this up to four times, and will usually do
it aggressively in the beginning of the battle.

- Fire Barrier: he won’t speak the name of this spell, too, but it will create
columns of fire which move away from Deimos in a round pattern. If you touch
the flames, you receive damage and are set on fire, as usual. I have seen he
cast it six times in the same fight, but this takes a long time, as he is
usually not that aggressive about using this spell.

- Lightning Bolt: this one is like your LB (ring / scroll) spells. He will fire
a lightning bolt to the side he is facing, and will do it when you are at the
same horizontal position (move as soon as you see the purple energy around
him). Deimos can cast this three times.

- Fire Ball: this is also like the Elf fire ball spell (the explosion radius is
larger than the one of FB rings), but Deimos can aim the fire ball at your
position! If you see it coming, run / jump away. It’s recommended also moving
to the bottom, as the explosion radius is larger to the top. Deimos can use up
to six fire balls.

- Mirror Image: Deimos casts one to four images of himself. The images follow
the real Deimos, and also attack as he does. If you are hit by an image, you
take damage. If you hit an image, it is destroyed. Curiously, if you hit the
real Deimos, he gets no damage and one of his images is destroyed instead.
Deimos can cast this four times, and after doing it he usually will turn on his
aggressive mode, as he feels invincible.

- Teleport: when using this, Deimos will disappear and then reappear somewhere
in the game screen. He does it when you are close to him, so he uses this spell
for defensive purposes. He can use this spell up to five times, not counting
the teleport he always performs to begin the fight.

At other hand, Deimos isn’t affected by most of your spells. Like other undead,
he is immune to Hold Person, Continual Light, Polimorph Others and Cloud Kill.
Unlike other undead, he can’t be destroyed by Turning Undead (obvious, he is
the final boss!). Spells that target your character (like Striking and Cure
Serious Wounds) work as usual, but Deimos is not fooled by Invisibility (you
can use it to get free blows at his ghouls, however). Magic Missiles never hit
Deimos, he blocks them all using his cloak. I don’t know why, but Deimos is
always never damaged by your Fire Balls and Lightning Bolts (he even laughs
when he is supposed to be hit!). Hammers, oil flasks and even daggers (!) are
useless too, these weapons never hit Deimos. While other spells and weapons can
be used to destroy ghouls, beyond your main weapon, Deimos can be damaged just
by: arrows, snakes from Sticks to Snakes spell, and Ice Storm spell.

As Deimos will usually walk backwards when you try to approach, but will still
keep you at his staff range, walking on him is usually not a good idea...
unless you play the Fighter. Using the Fighter’s long sword you can approach
and hit him using your normal attacks before he can hit you (most times, at
least). If you play other characters, you aren’t even close to his reach, so,
although you can sometimes come from top or bottom and hit him, I suggest you
dash into Deimos and then perform a air-to-ground attack. He will try move
backwards, but he can’t escape fast enough and will be hit. Best part: you will
land out of his staff range. You can still be attacked by ghouls, so it’s
recommended to keep ghouls at a minimum (even destroying them all). If you
don’t exaggerate, you have enough time to kill all ghouls. While you do this,
Deimos also uses most of his spells. When he is out of tricks, the fight
becomes a cakewalk. You can even fire arrows at him (just avoid doing it if he
still has lightning bolts to use), dealing great damage.

After beating Deimos...

Deimos: “No! No! No! This is impossible! I am destined to conquer, to rule! How
can I have possibly been beaten by whelps like you?”

Deimos graphics start moving strangely, like if he is disintegrating. He will
scream and disappear, and soon the tower begins to collapse.

Cleric: “We’ve got to get out of here! The tower is collapsing!”
Elf: “Wait, look at his throne. That’s a teleport crystal!”
Fighter: “Then get it working and get us out of here!”

The teleport crystal works, teleporting all characters to a safe location in
the mountains (to be fair, much further than the necessary to save them; I can
only imagine for how long they needed to walk after this). From this place,
they behold while the Sable Tower disappears. Time for the game credits!

NOTE: If a player manages to end the game in one credit, OR, if all characters
are present when Deimos receives his final blow, an extra ending animation is
shown:

Cleric (to Fighter): “You would leave us now? We triumphed together. There is
still much work to be done.”
Dwarf (to Fighter): “Ho, he is right. What of the fellowship? Is battle all
there is for you?”
Elf (playing with a bird): “Guys? Hey wait for me.”
Elf (to player): “Well, that was a pleasant diversion. So what do we do for a
little excitement?”

This ends with the words “To be continued” written in the screen, and the Elf’s
voice saying you a “Thank you”.

The high score table is then shown. Beating Deimos / the game will award you
200000XP, regardless of how much time you spent in the last stage. If you
defeated Flamewing, a little red dragon will appear in your high score, over
your class name.

================================| End of Game |================================



==============================/ Chapter 6: MORE /==============================


---------------> 6.1) Where should I go?

This section is to share some thoughts about which option to choose when there
is a game decision. We will talk about some relevant criteria: higher score
(for those that aim to achieve the highest score), equipment / quest items (for
people that still need some advice to consistently beat the game), and easier
fight (mostly for newbies).

Note that, when talking about quest items, side weapons are considered with a
relatively lower value, because they can be bought at shops. Also, I didn't
include a currency (SP) analysis because it's not that relevant: most times you
will have enough money to buy the potions you need.


----------> 6.1.1) Stage 1: mountains or Nemiston town?

- Want higher score: mountains all the way. Mountains area is worthy 1000 XP,
while the town gives 1200 XP. With a 4x multiplier, 800 XP difference. But, the
mountains have tons of bonus items. Even with the gnolls dropping something,
usually the town area will be worthy less than the Necklace lying in the cave.

- Want equipment: no equipment in both areas. However, beat the town and you
will receive magical weapons, that increase your base damage. If you rescue his
caravan in the mountais, Corwyn Linton will give you such weapons, after the
third stage.

- Want quest items: go to the mountains. Beyond side weapons, in the town you
will get a Ring MM, and maybe a Ring CL. In the mountains area, any spell user
will collect three spells, and there are at least three rings, including a Ring
LB. Don't forget you can get items from both crater sides.

- Want easier fight: I suggest the mountains. Gnolls are more dangerous than
skeletons. And kobolds, while fighting the Ogre, too! Skeletons don't have many
tricks, and two skeletons in a such large place are almost nothing. Also, add
to it that the mountains area has 1-2 healing potions... easy choice.


----------> 6.1.2) Stage 2: road to Darokin or Fort Cruth?

- Want higher score: this is a game of chance. The score for the road area is
3200, for a total 12800. Beyond this, 740 XP from monsters (650 just the boss),
and a quest item dropped by the Manticore (it can be an Agate). The fort area
has a 1200 score, for 4800 with maximum multiplier. Chosing the lower floor,
you get 680 from monsters (500 from the boss), plus 200 from a Book, and 2300
XP from secret rooms. While the road score is around 13-14k, the fort gives
like 8000 XP, PLUS, the item dropped by the Displacer Beast, possibly a Tiara
which alone is worthy 20000 XP. If the beast drops a Necklace or better
(Diamond, Tiara), you got more XP than you would playing the road. If it drops
an Emerald, you got around the same score, and if you get something worse (an
Aquamarine being the worst the Displacer Beast drops), you are out of luck.
Anyway, if you are trying to reach the highest score possible, you should
always go to the fort and hope for a Tiara.

- Want equipment: the lower area of the fort has a nice pair of Boots of Speed.
If you don't get it here, you can get them in the next (third) stage. Just to
mention, Boots of Speed are my favourite equipment. If you go to the road, at
other hand, Clea will give you a Protection Ring +1 after killing the Black
Dragon, if you talk to her.

- Want quest items: the fort all the way. The road gives just one spell or ring
from that chest. The lower fort area gives, beyond side weapons and a healing
potion, 2-3 spells and rings, including a cool Ring CSW for all characters,
except the Cleric.

- Want easier fight: I suggest the road. Two gnolls, and the rest are just
kobolds. The Displacer Beast is ok, but the Manticore is REALLY easy once you
learn how to attract it to be attacked. The road stage is easier than the
fort.


----------> 6.1.3) Stage 5: cavern, mine or well?

- Want higher score: the worst option is surely the cavern, even if both ogres
drop brooches, it will never get close to the mine and well. The well score is
around 10000 XP, including like 9000 from bonus items, and 500 XP for finding
the secret room. The mine gives the highest score, around 14000 XP, including
11300 from items and 2000 XP for finding the secret room. Also, in the mine you
fight three hellhounds, and these may drop an Anklet or, even better, Necklace.

- Want equipment: go to the well. The mine has no equipment, and in the cavern
you can find Boots of Speed, but only if you play the Dwarf. At other hand, the
well has Gauntlets of Ogre Power and a Protection Ring +1 accessible to all.

- Want quest items: it varies according to your need of healing. In general
lines the cavern gives more items (mostly because of that secret room, which I
named “The Arsenal”), including two healing potions and a scroll CW if you play
the Cleric. The well also gives a good amount of items, especially rings and
spells, and it includes a potion and a Ring CSW. The mine is the one that
offers less items, but it has two Rings CSW.

- Want easier fight: I suggest the mine. Ghouls, some skeletons and hellhounds
are less dangerous than ogres, gnolls with bows, and troglodytes. Fire beetles
are also a pain if aren't accostumed to them, and the single area where they
don't appear is the mine.


----------> 6.1.4) Stage 6: long path or short path?

- Want higher score: for sure, short path. The long path area gives 25000 XP,
for a total 100000 with maximum multiplier. It also includes a Diamond, a
Tiara, and those hellhounds may drop a Necklace. But, just the treasure after
beating Flamewing gives around 185000 to 215000 XP, and the dragon itself is
worthy 120000 XP, for a maximum 480000 XP. Let's put it this way: once I played
the Fighter and killed Flamewing for a 2x multiplier, got his treasure, and
then died in the Sable Tower, not finishing the game. My score was still higher
than any score I achieved going for the long path and beating Deimos.

- Want equipment: I recommend the short path, although it can be much harder if
you aren't already equipped with Boots of Speed. After beating Flamewing, you
will always find a Protection Ring +1, Boots of Speed and that nice (and
unique) Fire Resistance Ring. Going to the Beholder's lair, you will find Boots
of Speed (but only if you play the Dwarf), Gauntlets of Ogre Power and, if you
are lucky enough, the Beholder may drop a Protection Ring +2 when destroyed.

- Want quest items: the long path offers a good amount of quest items, but
these are mostly side weapons, and a healing potion is possible. The short path
has no items avaliable until you beat the dragon, and then, talking about quest
items, you will get two super healing potions and a normal healing potion.
These are welcome, once you will find no shops before the final stage.

- Want easier fight: of course, this is personal, but to me the Dragon is
easier than the long path area. First, because that first fight against gnolls
and hellhounds in a really narrow place is dangerous. Second, because
predicting the Beholder's attacks is harder than predicting Flamewing's. The
Dragon has more health, and also more power compared to the Beholder, but once
you are accustomed, you will avoid its attacks easily. If you aren't prepared
to die some times, however, choose the long path.


----------> 6.1.5) Minor decisions

I call minor decisions those parts where, in a given game area, you are forced
to opt for one path or another, and can't do all of them. These aren't like
simple side rooms, which you enter, get items and leave to the same place you
were. About side rooms, you usually will want to complete them all, and this is
not possible for the areas we will talk about now.

---> Mountains, Stage 1
I guess the game intends to force you to go up or down of that big crater on
the ground. However, there's really nothing to choose: monsters are the same,
and it's possible to get the items of both paths.

---> Town, Stage 1
You choose if you enter the inn, or keep fighting in the street. Beyond some
money you find in the inn, the difference is that you will fight gnolls in the
inn and kobolds in the street. Gnolls are harder, but reward more XP and may
drop a bonus item or quest item. In fact, I would recommend you never pick the
town in the game decision, so this minor decision becomes pointless.

---> Fort Cruth, Stage 2
Before starting, you choose fighting in the upper or lower floor. It's like two
entirely different areas, except for the boss. I recommend the lower level:
higher score (mostly due to secrets),Boots of Speed, a ring CSW (except for the
Cleric), a Healing Potion and more quest items. The upper floor has just some
side weapons and a Ring LB. The single criterion that maybe allow you to choose
going up is a possibly easier fight.

---> Underground city, Stage 5
After beating the gnolls, and the side room with a super healing potion, you
will choose which door to take: the top door, the door with (ilusion) flames,
or the door near the Book on the ground. About score, it's a game of chance
between the top door and the one with flames. The first has around 10000 XP in
bonus items, and a troll which may drop anything from a Book to an Emerald,
while the second has an Emerald, possibly a second Emerald, and a hellhound
that may drop a Necklace. If you are lucky, the door with flames will give the
higher score. About equipment, the door next to the Book has Boots of Speed,
and if I'm not equipped, I usually go after it. About quest items, the top door
has some side weapons, the door with flames has a Ring CSW among some other
items, and the door near the Book will have a super healing potion, a Ring LB,
and a Ring (or scroll) MM. About how hard is going through, the top door, with
a troll, is surely the hardest, while any of the others isn't a real challenge.
Recommended: if you need Boots of Speed, go get it; if you don't, the door with
flames is usually the best choice.



---------------> 6.2) Summary of items / enemies per area

The following tables will show which items you will find in each game area.
The items showed include all side rooms avaliable, but, if there is a minor
path decision, one option will exclude the other, so keep in mind that the
items of ONE option can be added to the area total.

There are items that all characters will find, and some that will change
according to the character you are playing. Note that the Cleric can also find
daggers and arrows on the ground, but he is unable to pick / use them.

The items are separated in lines, according to their types. Left of the line,
there is a letter that shows it, for an easier identification: Q (quest items),
E (equipment), B (bonus items) and C (currency, silver and gold pieces). If an
area has no items of a given type, that line is removed.

If an item is a random pick from some options, the possibilities are listed,
separated by "/". If the options include items from more than a single type,
this is showed as category itself: M (mixed).

Enemies are also listed, and the ones from side rooms are included, but
monsters from traps (skeletons, scorpions), and monsters that come together to
bosses are not.

Abbreviations used in the tables:
- Side weapons: Da (Dagger), Ha (Hammer), Ar (Arrow), Oi (Oil)
- Spells: the same letters seen in the scrolls.
- Rings: "R." plus the letters in the scrolls of the same spell.
- Potions: HPo (Healing Potion), SHPo (Super Healing Potion)
- Equipment: BoS (Boots of Speed), GOP (Gauntlets of Ogre Power, PR1
(Protection Ring +1), PR2 (Protection Ring +2), FRR (Fire Resistance Ring)
- Bonus items: Aga (Agate), Ony (Onyx), Per (Perfume), Gar (Garnet), Boo
(Book), Bra (Bracelet), Aqu (Aquamarine), Fig (Figure), Opa (Opal), Bro
(Brooch), Ank (Anklet), Ear (Earring), Eme (Emerald), Nec (Necklace), Dia
(Diamond), Tia (Tiara), Orb, not (nothing)


---> Stage 1, Area 1 (Road)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| R.MM, Ha                  | Da, Ha,   | 2xHa      | Da, HPo   | Da, Oi    |
+---------------------------+-----------+-----------+-----------+-----------+
B| 3xBoo, Aga/Ony/Gar        |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 2x10SP, 1GP               |           |           |           |           |
=============================================================================

Enemies: 8x Kobold; 1x Axe Gnoll


---> Stage 1, Area 2.A (Mountains)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 2xDa, Ha, Ar, R.FB, R.CL  | R.CL, Ha  | 2xHa, HPo | 2xAr, HPo | Da, Ha, Ar|
| R.LB, HPo                 | 2xAr      | 2xCL, ST  | 2xFB, MM  | R.CL, HPo |
+---------------------------+-----------+-----------+-----------+-----------+
B| 2xEme, Per, Gar, Nec, Bra | Dia, Ear  |           |           | Aqu       |
| Opa                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 2x50SP, 3x1SP, 10GP, 1GP  | 50SP      | 10SP      | 50SP      | 50SP      |
| 50SP/10GP, 1SP/2SP/4SP    |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| 50SP/Bro/Ank/Nec          |           |           |           |           |
| R.CL/10SP, R.MM/2GP+1SP   |           |           |           |           |
=============================================================================

Enemies: 4x Kobold; 10x Skeleton; Ogre Leader

NOTE: the minor decision was ignored, once you can get items from both choices.
The table shows items from both already.


---> Stage 1, Area 2.B (Town)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Ha, Da, R.MM, R.CL/Ha     |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Bra                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 1GP, 50GP                 |           |           |           |           |
=============================================================================

Enemies: 8x Kobold; 3x Axe Gnoll; Ogre Leader

PLUS ONE OF THESE:
Inn (4x Axe Gnoll):
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Da                        | Ha        | Ha        | Da        | Ha        |
+---------------------------+-----------+-----------+-----------+-----------+
C| 2x10SP, 3SP/1GP+1SP       |           |           |           |           |
=============================================================================
Street (6x Kobold):
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Da, Ha                    |           |           |           |           |
=============================================================================


---> Stage 2, Area 1 (Road)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Ar                        |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Bra                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 1GP                       |           |           |           |           |
=============================================================================

Enemies: 4x Kobold; 2x Owl Bear


---> Stage 2, Area 2.A (Road to Darokin)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q|                           | R.FB      | ST        | FB        | R.LB      |
+---------------------------+-----------+-----------+-----------+-----------+
C| 50SP, 10GP                |           |           |           |           |
=============================================================================

Enemies: 10x Kobold; 2x Axe Gnoll; Manticore


---> Stage 2, Area 2.B (Fort Cruth)

NOTE: you choose which path to take in the very beginning of the area, and the
things common to both are the boss fight, and an arrow to take. So, I'm showing
these options as if they were different areas. Choose one from them.

Upper floor:
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 3xAr, Ha, R.LB            |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 1GP                       |           |           |           |           |
=============================================================================

Enemies: 2x Kobold; 4x Axe Gnoll; Displacer Beast


Lower floor:
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 2xDa, 2xHa, Ar, HPo       | Da, R.FB  | CL, R.FB  | MM, R.LB  | Da, R.FB  |
|                           | R.CW      | R.MM      | R.CW      | R.CW      |
+---------------------------+-----------+-----------+-----------+-----------+
E| BoS                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Boo                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 2x50SP, 3x1GP, 10GP/10SP  |           |           |           |           |
| 1SP/2SP, 1GP/2GP, 10GP    |           |           |           |           |
| 1SP, 10GP/50SP            |           |           |           |           |
=============================================================================

Enemies: 10x Kobold; 2x Axe Gnoll; 9x Skeleton; Displacer Beast


---> Stage 3, Area 1 (Ship)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 2xHa, 2xOi, 2xHPo         | 2xDa, Oi  | 2xOi, 2xHa| Ar, Da, PO| 2xOi, Da  |
|                           | R.MM, Ha  | R.MM      | MM, FB    | R.MM, Ha  |
+---------------------------+-----------+-----------+-----------+-----------+
E| BoS                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Opa, Boo, Aqu             |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 50SP, 10SP, 50GP, 1SP/2SP |           |           |           |           |
| 1GP, 2x10GP, 1GP/2GP      |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| Oi/2GP+1SP                |           |           |           |           |
=============================================================================

Enemies: 3x Ghoul; 10x Troglodyte; Troll


---> Stage 4, Area 1 (Swamp)

NOTE: this area has no items to take (even the Ghouls drop nothing), but after
beating it, you receive 200 silver pieces (currency).

Enemies: 6x Ghoul; Black Dragon


---> Stage 5, Area 1.A (Cavern)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| R.MM, 2xHPo, 2xHa, Oi     | Da, R.MM  | 2xCL, CW  | Da, FB, MM| Da, R.FB  |
| Ha/R.CL/R.MM              | Ha        |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
E|                           |           |           |           | BoS       |
+---------------------------+-----------+-----------+-----------+-----------+
C| 1GP, 10GP                 |           |           |           |           |
=============================================================================

Enemies: 4x Fire Beetle; 4x Axe Gnoll; 1x Bow Gnoll; 2x Ogre


---> Stage 5, Area 1.B (Mine)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 2xR.CW                    | 2xAr      | Ha, SS    | Ar, MM    | 2xAr      |
+---------------------------+-----------+-----------+-----------+-----------+
B| Bro, Aqu, Nec, Fig        |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C|                           | 50GP      | 10GP      | 50GP      | 50GP      |
+---------------------------+-----------+-----------+-----------+-----------+
M| 50SP/10GP/Ha/Oi           |           |           |           |           |
=============================================================================

Enemies: 6x Ghoul; 3x Skeleton; 3x Hellhound


---> Stage 5, Area 1.C (Well)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| R.MM, R.CW, HPo, Ha       | R.FB, Ar  | HP, Oi, SS| PO, Ar, MM| R.FB, Ar  |
|                           | R.CL      |           |           | R.CL      |
+---------------------------+-----------+-----------+-----------+-----------+
E| GOP, PR1                  |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Fig/Opa, Nec              |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 10GP, 50SP                |           |           |           |           |
=============================================================================

Enemies: 8x Fire Beetle; 10x Troglodyte


---> Stage 5, Area 2 (Underground city)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| SHPo, R.MM, R.CW, Da, Oi  | R.CL, R.LB| SS, CW    | 2xPO      | R.CL, R.LB|
+---------------------------+-----------+-----------+-----------+-----------+
E| GOP                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| 2xBoo, Ony, Bra/Aqu/Fig   |           |           |           |           |
| Bra/Nec                   |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 2x1GP, 10GP/50SP/5GP+2SP  |           |           |           |           |
| 2x10GP, 10SP, 50SP, 50GP  |           |           |           |           |
| 1SP                       |           |           |           |           |
=============================================================================

Enemies: 4x Axe Gnoll; 5x Bow Gnoll; 2x Scorpion; 4x Skeleton; 4x Kobold;
Shadow Elf

PLUS ONE OF THESE:
Top door (5x Kobold; 1x Troll):
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Da, Ar, Oi                | Ar        | Ha        | Ar        | Ar        |
+---------------------------+-----------+-----------+-----------+-----------+
B| Ank, Eme, Gar, Opa, Aqu   |           |           |           |           |
=============================================================================
Flames door (5x Scorpion; 1x Hellhound):
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Oi, Ha, R.MM, R.CW        | Ar        | Ha        | Ar        | Ar        |
+---------------------------+-----------+-----------+-----------+-----------+
B| Eme, Aqu                  |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| Eme/R.FB                  |           |           |           |           |
=============================================================================
Book door (2x Scorpion):
=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| SHPo, R.LB                | R.MM      | R.MM      | MM        | R.MM      |
+---------------------------+-----------+-----------+-----------+-----------+
E| BoS                       |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 50SP                      |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| Opa/Ha/Oi                 |           |           |           |           |
=============================================================================


---> Stage 6, Area 1 (Road)

NOTE: no items here, just a fight against a Manticore. Once you kill it, you
can collect the items it dropped.


---> Stage 6, Area 2.A (Long path)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Ha/Oi, R.FB, Ha/R.MM      | Ar, 2xDa  | 3xHa      | Ar, 2xDa  | Ar, Da    |
| HPo/Oi, 2xHa              |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
E| GOP                       |           |           |           | BoS       |
+---------------------------+-----------+-----------+-----------+-----------+
B| 2xGar, 2xOpa, Aqu, Ony    |           |           |           |           |
| Tia, Dia                  |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| Bro/R.FB                  |           |           |           |           |
=============================================================================

Enemies: 3x Axe Gnoll; 4x Hellhound; Beholder


---> Stage 6, Area 2.B (Short path)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| 2xSHPo, HPo               |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
E| PR1, BoS, FRR             |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| 2xEme, Nec, 3xOrb, 2xTia  | Bro, Tia  | Bro, Tia  | Bro, Dia  | Tia, Dia  |
| Aqu/not, Ear/not, Nec/not | Dia       | Eme       | Eme       | Eme       |
| 2xDia                     |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
C| 50GP                      |           |           |           |           |
=============================================================================

Enemies: Red Dragon


---> Stage 7, Area 1 (Sable Tower)

=============================================================================
|            ALL            |  FIGHTER  |  CLERIC   |    ELF    |   DWARF   |
+---------------------------+-----------+-----------+-----------+-----------+
Q| Oi, R.CW, SHPo, Ha        | Ha, R.MM  | HP, CW, SS| CK, 2xIS  | Ha, R.MM  |
|                           | Da        |           |           | Da        |
+---------------------------+-----------+-----------+-----------+-----------+
E| BoS, PR2                  |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
B| Ank/Eme, Eme/Ear/Ank/Bro  |           |           |           |           |
+---------------------------+-----------+-----------+-----------+-----------+
M| Nec/R.LB/R.MM             |           |           |           |           |
=============================================================================

Enemies: 6x Kobold; 7x Axe Gnoll; 3x Bow Gnoll; 7x Hellhound; 1x Scorpion; 12x
Skeleton; 1x Ogre; Shadow Elf; 2x Mud Golem; Deimos



---------------> 6.3) Items dropped by monsters

Some monsters never drop any items. These include skeletons, scorpions, fire
beetles, mud golems, ghouls in fourth stage, the Troll which is the boss of the
third stage, Black Dragon, Red Dragon and Deimos. Kobolds drop 0-2 silver
pieces, that have almost no impact in the game, considering both currency and
score.

Other monsters may drop useful items, as we will show below. These may include
bonus items, quest items, and some money. As silver / gold pieces are less
relevant about both score and gameplay, different amounts are shown together,
separated by "/".

I don't know if the percentages for bonus and quest items are accurate. Each
table is based on a sample of 200 dead monsters, 50 by each character. This is
a good sample, but distortions are not only possible, but probable.

NOTE: when a quest item is described as "Variable" it means:

- The Cleric will always get a spell.

- The Elf will always get a spell, an arrow or a dagger. Spells are usually
much more frequent (around 70%).

- The Fighter and the Dwarf may get nothing. While I was collecting data, it
happened to the Fighter like 51% of all times, and to the Dwarf like 44%. If
they get something, it's a side weapon. As far as I know, during stages 1-2, it
will be a dagger or hammer. At third stage it's an oil flask (probably to
provide some so the player will have a way to kill the Troll). For stage 5 and
beyond (remember stage 4 has no items), it's an arrow or hammer.

Axe gnolls:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (55%)                | - (45%)                | - / 1SP / 2SP          |
|                        +------------------------+------------------------+
|                        | Variable (5%)          | 2SP                    |
|                        +------------------------+------------------------+
|                        | Oil (5%)               | 3SP                    |
+------------------------+------------------------+------------------------+
| Agate (24%)            | - (8%)                 | -                      |
|                        +------------------------+------------------------+
|                        | Healing Potion (7%)    | -                      |
|                        +------------------------+------------------------+
|                        | Oil (9%)               | 3SP                    |
+------------------------+------------------------+------------------------+
| Perfume (5%)           | -                      | -                      |
+------------------------+------------------------+------------------------+
| Book (9%)              | -                      | -                      |
+------------------------+------------------------+------------------------+
| Bracelet (7%)          | -                      | -                      |
============================================================================

Bow gnolls:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (54%)                | - (31%)                | 1SP / 2SP / 3SP        |
|                        +------------------------+------------------------+
|                        | Oil (8%)               | 5SP                    |
|                        +------------------------+------------------------+
|                        | Variable (15%)         | 5SP                    |
+------------------------+------------------------+------------------------+
| Agate (23%)            | - (10%)                | - / 5SP                |
|                        +------------------------+------------------------+
|                        | Healing Potion (7%)    | 5SP                    |
|                        +------------------------+------------------------+
|                        | Oil (6%)               | 3SP                    |
+------------------------+------------------------+------------------------+
| Perfume (8%)           | -                      | -                      |
+------------------------+------------------------+------------------------+
| Book (10%)             | -                      | -                      |
+------------------------+------------------------+------------------------+
| Bracelet (5%)          | -                      | -                      |
============================================================================

Ghouls:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (15%)                | Variable               | - / 1GP                |
+------------------------+------------------------+------------------------+
| Agate (38%)            | -                      | -                      |
+------------------------+------------------------+------------------------+
| Onyx (12%)             | -                      | - / 1SP                |
+------------------------+------------------------+------------------------+
| Book (22%)             | -                      | 1SP                    |
+------------------------+------------------------+------------------------+
| Bracelet (13%)         | - (6%)                 | 1SP / 1GP              |
|                        +------------------------+------------------------+
|                        | Variable (7%)          | 1GP                    |
============================================================================

Troglodytes:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (30%)                | - (18%)                | 1GP / 2GP              |
|                        +------------------------+------------------------+
|                        | Variable (12%)         | 1GP / 2GP              |
+------------------------+------------------------+------------------------+
| Agate (11%)            | Hammer                 | -                      |
+------------------------+------------------------+------------------------+
| Onyx (11%)             | Oil                    | -                      |
+------------------------+------------------------+------------------------+
| Perfume (14%)          | - (7%)                 | 1GP                    |
|                        +------------------------+------------------------+
|                        | Oil (7%)               | -                      |
+------------------------+------------------------+------------------------+
| Garnet (17%)           | Oil                    | -                      |
+------------------------+------------------------+------------------------+
| Bracelet (17%)         | -                      | 1GP                    |
============================================================================

Owl Bears:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Agate (10%)            | Ring MM                | 1SP1GP                 |
+------------------------+------------------------+------------------------+
| Onyx (20%)             | - (10%)                | 2SP1GP                 |
|                        +------------------------+------------------------+
|                        | Hammer (10%)           | 1SP1GP                 |
+------------------------+------------------------+------------------------+
| Garnet (30%)           | -                      | 2SP1GP / 3SP2GP / 2GP  |
+------------------------+------------------------+------------------------+
| Aquamarine (25%)       | -                      | 1SP1GP / 2GP           |
+------------------------+------------------------+------------------------+
| Opal (10%)             | Variable               | 1SP1GP                 |
+------------------------+------------------------+------------------------+
| Emerald (5%)           | Ring MM                | 1SP1GP                 |</pre><pre id="faqspan-5">
============================================================================

Hellhounds:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (48%)                | - (28%)                | 3SP2GP / 1GP           |
|                        +------------------------+------------------------+
|                        | Variable (20%)         | 1SP2GP / 3SP2GP        |
+------------------------+------------------------+------------------------+
| Bracelet (25%)         | - (19%)                | -                      |
|                        +------------------------+------------------------+
|                        | Ring MM (6%)           | 3SP2GP                 |
+------------------------+------------------------+------------------------+
| Anklet (20%)           | -                      | -                      |
+------------------------+------------------------+------------------------+
| Necklace (7%)          | -                      | 1GP                    |
============================================================================

Ogres (NOT Leader):
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| - (39%)                | - (24%)                | 3GP / 5GP              |
|                        +------------------------+------------------------+
|                        | Variable (15%)         | 50SP / 5GP             |
+------------------------+------------------------+------------------------+
| Garnet (8%)            | Variable               | 50SP                   |
+------------------------+------------------------+------------------------+
| Bracelet (8%)          | Hammer                 | 50SP                   |
+------------------------+------------------------+------------------------+
| Aquamarine (17%)       | Ring CSW (8%)          | 50SP                   |
|                        +------------------------+------------------------+
|                        | Variable (9%)          | 50SP                   |
+------------------------+------------------------+------------------------+
| Opal (5%)              | Ring CSW               | 50SP                   |
+------------------------+------------------------+------------------------+
| Brooch (23%)           | - (5%)                 | 3GP                    |
|                        +------------------------+------------------------+
|                        | Oil (11%)              | 3GP                    |
|                        +------------------------+------------------------+
|                        | Hammer (7%)            | 50SP                   |
============================================================================

Ogre Leader:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Garnet (7%)            | Variable               | 10GP                   |
+------------------------+------------------------+------------------------+
| Book (8%)              | Oil                    | 2SP5GP                 |
+------------------------+------------------------+------------------------+
| Bracelet (33%)         | Healing Potion (20%)   | 2SP5GP / 3SP5GP        |
|                        +------------------------+------------------------+
|                        | Variable (13%)         | 50SP                   |
+------------------------+------------------------+------------------------+
| Aquamarine (29%)       | Hammer (8%)            | 10GP                   |
|                        +------------------------+------------------------+
|                        | Variable (21%)         | 10GP                   |
+------------------------+------------------------+------------------------+
| Opal (17%)             | Hammer (12%)           | 10GP                   |
|                        +------------------------+------------------------+
|                        | Oil (5%)               | 2SP5GP                 |
+------------------------+------------------------+------------------------+
| Brooch (6%)            | Variable               | 10GP                   |
============================================================================

Manticore (Stage 2):
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Agate (33%)            | Variable               | 6SP5GP                 |
+------------------------+------------------------+------------------------+
| Book (22%)             | Oil (11%)              | 2SP5GP / 4SP5GP        |
|                        +------------------------+------------------------+
|                        | Healing Potion (11%)   | 4SP5GP                 |
+------------------------+------------------------+------------------------+
| Aquamarine (18%)       | Hammer (13%)           | 50SP                   |
|                        +------------------------+------------------------+
|                        | Oil (5%)               | 2SP5GP                 |
+------------------------+------------------------+------------------------+
| Figure (27%)           | Healing Potion (7%)    | 4SP5GP                 |
|                        +------------------------+------------------------+
|                        | Variable (20%)         | 4SP5GP / 6SP5GP        |
============================================================================

Manticore (Stage 6):
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Agate (32%)            | Variable               | 50SP / 10GP            |
+------------------------+------------------------+------------------------+
| Book (30%)             | Oil (15%)              | 2SP5GP                 |
|                        +------------------------+------------------------+
|                        | Healing Potion (15%)   | 2SP5GP / 6SP5GP        |
+------------------------+------------------------+------------------------+
| Aquamarine (17%)       | Hammer (14%)           | 10GP                   |
|                        +------------------------+------------------------+
|                        | Oil (3%)               | 2SP5GP                 |
+------------------------+------------------------+------------------------+
| Figure (21%)           | Healing Potion (5%)    | 6SP5GP                 |
|                        +------------------------+------------------------+
|                        | Variable (16%)         | 50SP / 6SP5GP          |
============================================================================

Displacer Beast:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Aquamarine (8%)        | Variable               | 2SP                    |
+------------------------+------------------------+------------------------+
| Brooch (7%)            | Hammer                 | 1SP                    |
+------------------------+------------------------+------------------------+
| Earring (12%)          | Variable               | 2SP                    |
+------------------------+------------------------+------------------------+
| Emerald (17%)          | Variable               | 2SP                    |
+------------------------+------------------------+------------------------+
| Necklace (33%)         | Oil (21%)              | 1SP                    |
|                        +------------------------+------------------------+
|                        | Hammer (12%)           | 1SP                    |
+------------------------+------------------------+------------------------+
| Diamond (17%)          | Hammer                 | 1GP                    |
+------------------------+------------------------+------------------------+
| Tiara (6%)             | Variable               | 2SP                    |
============================================================================

Troll (Stage 5):
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Book (22%)             | Healing Potion (9%)    | 5GP                    |
|                        +------------------------+------------------------+
|                        | Hammer (13%)           | 10GP                   |
+------------------------+------------------------+------------------------+
| Bracelet (6%)          | Healing Potion         | 5GP                    |
+------------------------+------------------------+------------------------+
| Aquamarine (7%)        | Variable               | 50SP                   |
+------------------------+------------------------+------------------------+
| Figure (28%)           | Super Healing P. (7%)  | 5GP                    |
|                        +------------------------+------------------------+
|                        | Variable (21%)         | 50SP                   |
+------------------------+------------------------+------------------------+
| Opal (22%)             | Variable               | 50SP                   |
+------------------------+------------------------+------------------------+
| Brooch (5%)            | Healing Potion         | 5GP                    |
+------------------------+------------------------+------------------------+
| Anklet (5%)            | Healing Potion         | 5GP                    |
+------------------------+------------------------+------------------------+
| Emerald (5%)           | Variable               | 50SP                   |
============================================================================

Beholder:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Book (21%)             | Protection Ring +2 (3%)| 7SP                    |
|                        +------------------------+------------------------+
|                        | Oil (13%)              | 7SP                    |
|                        +------------------------+------------------------+
|                        | Hammer (5%)            | 7SP                    |
+------------------------+------------------------+------------------------+
| Aquamarine (28%)       | Variable               | 50SP / 10GP            |
+------------------------+------------------------+------------------------+
| Figure (28%)           | Protection Ring +2 (9%)| 7SP                    |
|                        +------------------------+------------------------+
|                        | Variable (19%)         | 9SP / 50SP             |
+------------------------+------------------------+------------------------+
| Opal (23%)             | Hammer (7%)            | 7SP                    |
|                        +------------------------+------------------------+
|                        | Variable (16%)         | 10GP                   |
============================================================================

Shadow Elf:
============================================================================
|       BONUS ITEM       |       QUEST ITEM       |        CURRENCY        |
+------------------------+------------------------+------------------------+
| Perfume (43%)          | Variable (24%)         | 10GP                   |
|                        +------------------------+------------------------+
|                        | Oil (3%)               | 3SP2GP                 |
|                        +------------------------+------------------------+
|                        | Hammer (16%)           | 10GP / 50GP            |
+------------------------+------------------------+------------------------+
| Earring (57%)          | Variable (25%)         | 50SP                   |
|                        +------------------------+------------------------+
|                        | Oil (20%)              | 3SP2GP / 3SP5GP        |
|                        +------------------------+------------------------+
|                        | Protection Ring +1 (6%)| 3SP5GP                 |
|                        +------------------------+------------------------+
|                        | Gauntlets Ogre P. (6%) | 3SP5GP                 |
============================================================================



---------------> 6.4) FAQ - Frequently asked questions

Q: Why to create a guide for an old arcade game?
A: I love this game, and this is already enough reason. But, this game is also
  a classic, and was relaunched for modern systems. I feel good helping to
  spread knowledge about something I like. And, the oldest FAQ is even good,
  but lacks some info. So, here's my guide. ;O)

Q: You really played this game in the arcade?
A: Sure! I was 14 years old when this game came out, and played it a lot in a
  real arcade. Of course, I improved a lot once there wasn't real money
  involved anymore.

Q: Which emulator do you use to play it?
A: I currently use MAME 32, version 0.95. The game works perfectly.

Q: Where can I download Dungeons & Dragons: Tower of Doom ROM?
A: It's not hard to find, but all I will say is ONE word: google.

Q: Did you try the improved new version, in "Chronicles of Mystara"?
A: No. But I intend to. Hey, maybe you can help me... How about donate the PC
  version to my Steam account? You will get a nice "thank you" in the next
  guide version, and I will add anything relevant I find to the guide, too!
  If you want to donate, please e-mail me: "[email protected]".

Q: Did you try "Dungeons & Dragons - Shadow Over Mystara"?
A: Sure, but I can't say I like it. Simplicity is good. I know they added many
  cool things to the sequel, in fact, way too many. I dislike, for example,
  how you manage your inventory, instead of carrying all you can. And I REALLY
  dislike how you need to use "special moves" all the time, because you don't
  have a single reliable sequence. God, my sequence is always being
  interrupted by a stupid kick / header / whatever! Just... no. Give me my old
  Tower of Doom characters and I would love to play Shadow Over Mystara. The
  way it is... I simply dislike it.

Q: I feel this character is unbalanced...
A: And I feel you didn't play it enough. All characters are balanced, I can
  say. If you didn't know how to play a character, this doesn't mean it sucks.
  Play more and you will probably find how it works.

Q: What's you favourite character?
A: I like them all, I play them all, but my favourite is the Cleric, followed
  by the Fighter. About Elf and Dwarf, I don't have a real preference.

Q: Which monster / boss is the easiest / hardest?
A: This is personal, but to me, about common monsters, kobolds are the easiest,
  (just come and hit them), and troglodytes are the ones I believe are the
  hardest (they have lots of tricks). About bosses, the Manticore is the
  easiest for sure, while the Beholder is probably the hardest (Black Dragon
  and Shadow Elf could be mentioned, too, but the Beholder is harder to
  predict).

Q: What do you like / hate the most about this game?
A: I can say I like almost everything about this game: gameplay, characters,
  optional paths, story... The thing I hate the most (although I understand it
  as part of the game) is having my equipment damaged, even more by things
  that don't deal any damage to you (Beholder's sleep ray, bags and gas from
  troglodytes, etc.).

Q: I have a different / better strategy for this area / boss!
A: Great, don’t forget to tell me about it. E-mail me: ‘[email protected]’.
  Of course, credit will be given to you.

Q: You said you play for high scores. Any high score to share?
A: Sure, why not? I will share two scores for each character, one for beating
  Flamewing, and other for beating the Beholder. Why? I admit, I don't usually
  go to the fight against the Beholder, but I believe we shouldn't ignore
  these scores, even if beating Flamewing for a "0" multiplier still gives you
  more score (because of its treasure). Here they are:
 =========================================
 | CHARACTER |  BEHOLDER  |  FLAMEWING   |
 +------------------------+---------------
 | FIGHTER   | 588.081 XP | 1.103.240 XP |
 +------------------------+---------------
 | CLERIC    | 551.530 XP | 1.094.108 XP |
 +------------------------+---------------
 | ELF       | 560.093 XP | 1.068.579 XP |
 +------------------------+---------------
 | DWARF     | 575.233 XP | 1.072.503 XP |
 =========================================
  NOTE: I intend update this table with even HIGHER scores. ;O)

Q: What if I beat your scores?
A: Congratulations! You are doing something right.

Q: What's the highest score possible?
A: I have tried to calculate it. As far as I know, it's around 1.233.000 XP,
  but to reach it you will need no only getting the top multiplier for all
  stages, but also getting best items for any monsters you kill.

Q: I want more great arcade beat'em up games. Any you would suggest?
A: I have named some in the very beginning of this guide. Some I would strongly
  recommend are Alien vs. Predator, Cadillacs and Dinosaurs, and Knights of
  the Round (in this order).



---------------> 6.5) You! Help improving this guide!

This guide is supposed to never be finished. I will always add anything new or
relevant about Dungeons & Dragons: Tower of Doom. Use my e-mail to contact me,
and please put something like Dungeons & Dragons or Tower of Doom as the
message title. Here is my e-mail:

[email protected]

All help is also welcome, especially the following:

- I’m not a native speaker of English language. Of course, the guide has
grammatical errors, misspelling errors, etc. I’m especially bad with
prepositions. If you are a native English speaker, and can help me to correct
these language errors, I would appreciate a lot.

- As said at the “Legal info” section (1.2), please inform me if you see this
guide on any internet site that is not among the allowed sites listed there.

- Any wrong info in this guide? Maybe on those tables? Maybe I just didn’t
notice an item an enemy may drop, or you have more relevant data about dropping
chances. If you see anything wrong, or any missing data, let me know.

- Do you disagree about any comments? Do you have a question for the FAQ? Maybe
you have a better strategy for a boss. Any positive criticism is welcome.

Finally, I would like to add info about Chronicles of Mystara to my guide, but
I don't own it. If you are generous enough to donate me the PC version
(preferently, although the Xbox version could work, too), I will be very
grateful, and you will get a nice acknowledgment in the next section :o)



---------------> 6.6) Acknowledgments

Before finishing my guide, I would like to thank:

- God, for the gift of life.
- My family, for my education and all they have done for me.
- Gary Gygax and Dave Arneson, for designing the table RPG Dungeons & Dragons.
- CAPCOM staff, and all people that worked hard to create this great game.
- The MAME Team, for creating a superb emulator, which I use to emulate this
game and many others.
- All the sites legally hosting my guide.
- All my friends (including Troia Team), for making my life happier.
- Daniel M. Santos, for being a great friend and gaming (and beer) companion.
- All other people I may have forgotten.

That’s it. See you next guide.
Eduardo Almeida - PsychoBio