Dungeon Magic
A Almost-Totally-Complete Guide
by Sethan

Version 1.2 [11/06/09]
Copyright(c) Sethan 2002
If you want to use any part of this Guide/FAQ directly, ask first! If you see
something which needs to be corrected, also drop me a line and I'll look at it.
By the way, credit goes out to Patbuns17 for his FAQ/Guide for helping me
remember how to play the game all over again and what magic formulas I needed
to remember.
Send email to: [email protected]

A Friendly Warning: Don't spam me, sign me up for a mailing list, or forward
advertisements. Chatter is all right, just don't expect replies right way.

Dungeon Magic is an old Nintendo Entertainment System game produced by Taito,
it's rare and difficult to get your hands on a complete version with the manual
and the nicely done map. Very difficult. I was introduced to it only by perverse
curiosity while browsing a used game store and finding it almost completely
intact. Disgusted with the difficulty of the game I sold it back a year later
to purchase Secret of Mana for the Super Nintendo.

I also bought a much more used and beaten-up copy last year and have been
plagued by errors, strange resets and battery corruption. All the same, I can
say this game is satisfying to play if you like a challenge, and are willing to
keep meticulous notes on where things are so you can find them a second time if
need be.

1) - The Story

Evil has returned, in the form of Darces the Dark Overlord. Only when the Five
Elements are gathered and joined as one can he be defeated and cast out of this
world again. Crucial to this task is the Sword of Tores, long thought lost, and
the Swords of Magi, whose power are inextricably linked to the Five Elements.

One adventurer steps forward, willing to try where others have failed. Darces,
however, is not so lightly overthrown, and monsters have overrun the world,
making it difficult to get from town to town without the power to defend
oneself . . .

Thus the story begins.

2) - The Controls

All right, here is where things get a little sticky. Notice first of all the
box and console on the lower right of the screen. Press Start to access it, and
left/right to change the current selection. Hit Select to go inside the box to
pick items, runes, weapons, all that nice stuff. The B Button will confirm your
selection.

The Sword section shows what weapons and armor you are carrying, but have not
equipped. Highlighting the weapon and hitting 'B' equips it. Remember to equip
new armor and weapons as you need to. You may carry up to 10 pieces of gear.

The bottle represents the items section, which are basically all your
consumable items. Here you have three rows, two of them able to carry items
freely, one to prepare or queue up what you plan on using. The A button will
use these items anytime you have this box highlighted and are not Stopped.
Queueing up items is simple, but getting the queue you want isn't always as
simple. Highlight the item you want to ready, and it will go to the first open
space on the top row. This is the first item to be used, and you can queue up
to five. You can therefore hold a maximum of 15 items, but if you do you will
NOT be able to adjust the queue.

The third section is your spell menu. The five symbols represent Earth, Water,
Fire, Wind, and Faerie respectively. Each school will have four runes to use,
which I will cover later. Use Select to enter the rune selection, which also
wipes out your active spell, and B to enter the runes in the order you want.
You may only have one spell built at a time!

The fourth section, the key, is the most important one, though. It is the 'use'
command, and you must have it active to open chests or doors. Be careful
opening doors, as an enemy on the other side gets a free attack most times.

The last section is your camp section, which is used to camp. It stores your
food and water, and when you camp you recover 10 health and use up one food and
water. You cannot rest unless you have both food and water. It also shows
weight, which when high can affect your battle abilities.

3) - Your Equipment

You begin with basic equipment, which is horrible protection against monsters
right outside the city. You also have no weapon. The important thing to know is
what sort of items you can get.

Weapons: These come in various styles, but they increase in power steadily. All
weapons strike the enemy directly ahead of you, and only that enemy. You cannot
attack those to either side, but they can attack you.

Armor: The armor comes in several types: helmets, gloves, body armor, leggings,
boots, and shields. Of them all the greatest increase in defense will be from
better body armor, shields, and leggings. Your best bet is always to get your
hands on the best armor you can afford, or you will find yourself being tossed
around by monsters a lot more than you would like.

Magic: Though technically not equipment, this bears going over. Because you can
mix magics later on, and you can only keep ONE spell ready at a time, you will
need to keep a sort of journal of spells which you like, especially useful
attack spells.

Items: Potions are life or death to you, later in the game. Early on you can
get by with just food and water, as it is usually cheaper to stock on food and
water than use a complete heal potion. Nevertheless, you should always keep Red
Potions on hand. Other consumable items

Notes on Items

Author's Note: Since there is no way to see your real attack power or defense
power, just how approximately much damage you last did and how much damage you
last received, the 'this is better than that' is arbitrary at times, and based
largely on whether you find it or buy it.

Blue Sword: This is the sword you get in the beginning from the King. It is
best to upgrade to a Wood Mace as soon as you can, as this sword is really not
decent for hunting. Selling it for 15 gold is perhaps the best you can do. If
you see 'Short Sword' in this FAQ I am referring to this one, but missed
changing it when editing.

Wood Mace: Decent weapon, this one will serve until you can get your hands on a
Red Rapier. I suggest using the map and the treasure guide to find on on the
overworld as soon as you can kill scorpions.

Red Rapier: Excellent weapon until you can afford or find better. I first found
it in the Sanctuary at Selle. It's not a good sell, as it only sells for 50
gold.

Blue Mace: Once you find it, you will definitely need it. Use this until you
get a better weapon. You find this in the Sky Cave, and it is very useful.

Red Scimitar: If you are trying to buy it, scrape by until you reach 600 for
the Blue Rapier. If you find it and haven't got better already, use it, but
toss it as soon as you get an improvement.

Blue Rapier: I found this one rather than buying it, but it works well on the
middle part of the game. The last few dungeons you need to reach, though, have
monsters with large Defense values and they will absorb the damage of this
weapon easily.

White Scimitar: I found this weapon twice in the Dragon King's Lair, southern
section, and the Underwater Chamber near the Book of Runes. It's a great weapon,
I would hang onto it until you get the Axe.

Axe: I've discovered this weapon is almost a godsend, as it helps you cut
through almost anything when you find it. It's powerful, even if you use it for
just a short time before picking up better.

Flail: Ah, one of the best weapons yet, the Flail gains a fraction over the
Axe's power, but you need that extra bit to beat the tougher monsters where you
find it. It's useful for slugging through the North Tower and Zell Caverns.

Silver Sword: Ah, the best sword short of Tores itself, make sure you find it.
It is utterly ineffective against the dragons with their insane Defense, but
you can carve up just about anything else. Only in the last two dungeons will
you truly find it almost ineffective from the high Defense values of the
monsters there.

Sword of Tores: The great sword itself, once you find it it replaces your
weapon permanently. It is the only weapon capable of doing sensible damage to
Darces and his Dark Magi henchmen, and I highly suggest you use it to help
build your levels late in the game.

Low Helm: Some sort of Tiara or circlet. It is pretty good if you find it, but
buying it is almost a waste of money for as often as you find one from a chest.

Close Helm: I never used this, I went straight to the Plate Helm, but if you
can't afford that one and need better protection, go for this one.

Plate Helm: Worth the effort to afford, it is the flat-out best helmet until
the end of the game when you find the Silver Helm.

Silver Helm: Find it in the North Tower and slap it on your head before taking
another step. It's that good, and the monsters are that tough.

Wood Shield: I'm not sure how useful this is, but since you can find it with
some effort, and working up the cash takes almost the same amount of effort,
you may want to skip over it at the store.

Metal Shield: Until you can afford the ultra-expensive Grey Shield, this one
will serve you very well. You may skip over it to the Grey Shield but if you
seriously want to take on the rougher creatures, you want this one until you
can buy the next.

Grey Shield: The best shield in the game. The price tag is insane, but by the
time you need it's extra protection you will be able to afford it. I suggest
getting it as soon as you raise over 1000 gold, putting the effort into making
the rest of it.

Wood Armor: You can find this easily in the Forest Maze. Don't waste your
money, and sell any suits you find if you are using better. It's surprisingly
common. It will serve you through the Sanctuary, but you'll have a little bit
of trouble with strong creatures and magic.

Chain Armor: When you can afford it, get it. It will improve your survivability
greatly, especially in the hunt in the Sky World reached by the Ring.

Plate Armor: This armor is excellent if you can afford it early on, before the
Sky Realm. If not, it will still do well until you find the Silver Plate.

Silver Plate: This is found in the Underwater Chamber, and is useful for the
short time you'll need it but expendable. Selling it is the best idea after you
no longer need it.

Legendary Armor: The magical armor of the great warrior Tores, it is proof of
your destiny and also the best armor in the game. Don't sell it. I don't care
it sells for 4900, never sell it.

Red Fur Armor: I guess it's fur? Anyway, it is stronger than wooden armor and
you find it in the Dungeon of Doom. If you haven't gotten better armor, use it.

Blue Fur Armor: You can find this in the Sky Realm. It's worth hanging onto
unless you have better, in which case you had best dump it for the weight
issues.

Brown Boots: A worthy buy for your starting cash, these boots can be found, but
not easily and not soon enough. Every little bit of defense is useful, unless
you're pinching gold. Then you can pass these up for the White Boots.

White Boots: Better than the Brown Boots, they should be on your shopping list
as soon as you can raise the kind of money needed. They are, however, able to
be found in the later dungeons near the exits, so if you are daring you can run
in and snatch a pair without paying for them.

Blue Pants: Another good first buy, if you can scour the cash up early. They
are a significant increase in defense for early on.

White Pants: Go for these as soon as you can raise the money, as I said before.
Good equipment should be top priority when you can get it. As an alternative,
these are also found as treasure in the Zell Cavern, the Southwest section, and
are simply easy to snatch if you're quick.

Brown Gloves: You find so many of these on the hunt in the forest maze to the
west it isn't funny. Don't buy, despite how cheap they are. Just pass them up
in the store for the next gloves.

White Gloves: Before you go on to Sull for the Ring of Flight do yourself a
favor and get these. They're not as expensive as other top-end armor and I
don't recall having found better in a chest. You can find white gloves in a
chest later on the Sky Realm, so if you can wait till then you can save some
cash.

Red Potions: Extremely useful, hoard them when you can. They are a lifesaver
later in the game as they recover most, if not all, of your Health. They can be
found just about anywhere, which is a plus, as the price is a bit steep in the
store. Never sell them if you can help it.

Blue Potion: This will recover you from Paralysis. I'd rather not comment on
how useless this can be, except in early areas where you can't afford to stock
remedies.

White Potion: This potion will cure your Poison. It's useful but you should
stock a Red Potion in a slot instead and use the Cure Poison spell.

Blue Jar: This is an attack magic stored in a jar. I'm not sure of the
strength, but this should be the weakest one.

White Jar: This is an attack magic stored in a jar. I'm not sure of the
strength, but this should be the next stronger one.

Red Jar: This is an attack magic stored in a jar. I'm not sure of the strength,
but this should be the strongest one.

Blue Elixir: I believe this restores more health than the Red Potions?

Red Elixir: From an email delivered to me: "I noticed an increase in my attack
power [approximately 15 points] while fighting in the southwest with the Blue
Rapier."

Food and Water: Buy it when you can afford it. Stock it, later on. Using food
and water to replenish health is easier on you than resting in an inn, since
monsters will regenerate when you rest in an inn. If you are hunting for cash,
the inn is preferable, but it can get tedious needing to slug your way through
the lower monsters on the overworld

Ring of Flight: Indispensable. You can find one early if you practice Earth
Magic and save yourself the aggravation of the Dungeon of Doom, but you will
have to account for some tough wandering enemies in the ocean near the right
chest. After you no longer need one, you are sure to find a few laying about.

[Note: Someone did email me about one of the potions giving you a revive if
you are killed after drinking it. They, alas, did not indicate which potion or
elixir was responsible. I suspect it's the Blue Elixir, though.]

4) - Map Coordinates

I compiled the first map from a series of screenshots of the 'mapping magic'
available to Faerie Magic apprentices. The second map (hand-drawn and scanned)
illustrates carefully what's water and what's forest, and skips over the enemy
placement.

The in game world is divided into sixteen sections, each of which is divided
again into 16 rows and 16 columns . . . 256 steps per screen, and also the
overall map is 256 steps on a side. Therefore, labeling a grid for the whole
thing is simply . . . too cumbersome to attempt.

So, the map notations are going to be in (Section; E ##, S ##). The sections
are numbered in order from 1 to 16 left to right and top to bottom. Like this

1 - 2 - 3 - 4
5 - 6 - 7 - 8
9 - 10- 11- 12
13- 14- 15- 16

The E and S numbers are given when you use the Faerie Magic which reveals your
on vital statistics (It should be R2, R3, Blank).

5) - Magic

Each level of magic has four runes you can use to make your own spells. The
trick is, if you don't have a special effect to the spell you usually get an
attack spell instead, which I consider a waste of health. If you want to use
spells on your opponents, then keep track of what sequences do the best damage.
I didn't bother, so you'll only see utility spells here.

The first rune for any school of magic is a square. This rune will open doors
automatically in dungeons. This can be a good or bad thing, as whenever you
turn to a door it will open. If something nasty is on the other side, it gets a
free shot at you if you're not quick enough to back off. In this FAQ I will
refer to this rune as #0, and as of yet I have discovered NO uses for
combinations including it.

Any 'true spell' requires two runes. Each single rune is an attack spell, of
varying power. Some spells likewise require a third rune, not just a second
one. Keep in mind if the last rune is blank, you might be able to improve the
power by using a rune in the last slot. THIS MAY NOT WORK FOR ALL SPELLS.

Fire (F): All offensive magic I've found. Since I'm not a fan of turning life
points into a limited amount of shots, I skipped using this school. It may be
useful against certain enemies, but I never experimented. They come in Square,
Left Triangle, Right Triangle, Simple Triangle. I hereby designate them F1, F2,
F3.

Air (A): The magic of travel, with the Return spell (A3, A3, Blank) costing
10hp and the Exit spell (W3, W2, Blank) which costs 9hp. The Return spell drops
you in the same square where you began the game, and the Exit spell drops you
at the entrance to the dungeon through which you entered. I found a lot of
spells which 'fizzled' as well, so I'm not sure what other spells are in this
school. The runes appear to be chevrons, arranged in one, two, and three.
These I call A1, A2, A3

Water (W): Defensive magic, the most useful are the Physical Shield (W3, W3,
W3) and the Magic Shield (W2, W2, Blank) spells. I am uncertain, but using a
third rune in the Magic Shield spell *may* alter the duration. The symbols
appear to be one, two, or three vertical lines. I designate them W1, W2, W3.

Earth (E): Curative magic. Despite the style of magic, most spells still use up
your life. DO, however, memorize the Cure Poison (E2, E1, Blank), Cure
Paralysis (E2, E2, Blank), Cure Hurt (E2, E3, Blank), and Uncurse (E3, E2,
Blank) spells. Blindness is annoying but not lethal, should you want to cure
it, the spell is E3, E1. The MOST important spell, however is the Waterwalk
spell (E3, E#, E#) which parts the water for you to go down and fight there.
The runes look like one dot, two dots, circle. I designate them E1, E2, E3.

Faerie (R): Ahh, strange magic which is useless for the most part in battle but
damned useful overall. The most useful spells include Terrain Map (R1, R1/R2,
Blank), Full Map (R2, R2, Blank), Self Data (R2, R3, Blank), and Enemy Data
(R3, R1). The Terrain Map I call that because it does not show enemies or
treasure. The Full Map shows everything, which I prefer. Self Data and Enemy
Data are useful for gathering information on monsters you're fighting, but lack
important stats for yourself such as defense and for the enemy, such as damage.
The nice thing is, though, none of these spells should cost health to use!
There is an important spell which takes you to what I dubbed the 'Cloud Realm'
which is an ultra-hard area no beginner should tackle. The Faerie Transport
spell is (R3, R2, Blank). The spell runes are horizontal lines which have a
succeeding number from one to three. I call them R1, R2, R3.

6) - Combat

A section I forgot to add on my first version of the Walkthrough, well worth
adding after the fact. First of all, with this game being a grid-based game,
you can get attacked from four directions at once. You can also only see in
one direction, thus only attack in it. Important safety tip: keep an eye
around you, as attacks from the side are potentially much more dangerous
than frontal attacks.

There are two tricks you can use to avoid getting hit, and I recommend abusing
the first when you can. First trick is simple, and works in every game which
has this same construction. If you want to avoid an attack on your square,
DON'T BE THERE. Back up a step, and the attack will miss. Word of advice,
however: do NOT only back up once, as monsters can and will swing immediately
upon moving into an adjacent square to where you are. And due to the existence
of only two frames of animation, once they swing, they hit. So how do you pull
off the timing? Simple. Attack and move. Attack and move. Dance with them.
You'll get the hang of what I mean eventually, because late in the game it's
practically required. Toe-to-toe combat is hideously lethal then.

The second trick is to pause the game at the exact moment the blow would land,
and then unpause it. This is really useful for magic attacks since there are
many more frames and an audio cue to follow. However, if you miss the correct
timing of this, you WILL be hit. I do not recommend this, as magic attacks
are very avoidable by "not being there" as per above.

The only time the "not being there" is nullified is when you must fight through
a doorway. There is another way to avoid this though, since enemies will always
track you down anywhere in the dungeon. They will try to get as close to you as
possible, even if walls get in their way. So if you want to clear out an area
from a staircase or doorway, use your map magics (you DO have them, right?) and
plan your actions before moving. Knowing the dungeon is very important in doing
this, as moving quickly from floor to floor is necessary.

Last note on combat: Being HURT really dampens your ability to deal damage, and
makes it easier to receive damage. If you can cure this, do it!

7) - Quick Walkthrough

Note that building levels is *not* included in this Quick Walkthrough.

1:  Get the Compass in Granville
2:  Visit the King
3:  Go to Deirus to investigate rumors
4:  Free the Spring of Sara
5:  Have the sword inspected in Bell by a soldier
6:  Go to Selle and find the sculpture
7:  Take the Sword to Bell's Wizard
8:  Visit Sull to understand rumors
9:  Find the Ring of Flight in the Dungeon of Doom
10: Search the Sky Cavern for the Ring of Sight
11: Enter the Hidden Chamber for the Sword of Faeries
12: Take the Sword of Faeries to Sull's Wizard
13: Investigate Gran about the Sword of Fire
14: Find the Faeriespike in the forest maze
15: Visit the Fount of Fire with the Sword
16: Take the Sword to Gran's Wizard
17: Go to Zandor to search for the Flower of Zandor
18: Enter the Darius Maze and search for the Flower
19: Seek the water south of Bell for the Underwater Chamber
20: Find the Book of Runes
21: Speak with the Warrior's Ghost
22: Recover the Warrior's Legendary Armor
23: Speak with the Dragon King
24: Take the Sword of Water to Deirus
25: Hear the Faerie's Song at the Cape of Winds
26: Seek the Book of Seven Witches in the Zell Caverns
27: Speak with the Faeries
28: Rescue Taz from the North Tower
29: Take the Sword of Wind to Zandor's Wizard
30: Use Faerie Magic to reach the Cloud Realm
31: Enter Tores' Sanctuary and recover Tores
32: Return to Granville
33: Rescue the King and Queen from Darces

8) - The Walkthrough!

Part 1: Getting Your Act Together.

You start off in the town of Granville, and are able to see the notice in town
square for warriors wanted. The townsfolk tell you to see the king and he'll
give you a sword. Sounds like a good deal to me. Talk about town until you see
an old man who will give you a compass to guide you. Do not forget this item,
as finding your way without it is damn near impossible!

The castle is a short trip, too short for you to get lost, and too short to be
surrounded and killed. The king will explain the story about Darces and the
Sword of Tores. At the end he will hand you a Blue Sword and 100 gold. The best
thing to do now is go buy something to raise your armor, find a school to
apprentice to, and begin raising levels.

If you're looking for an easy time, go Water for the defensive Shields. If you
want to avoid getting lost all the time, or like seeing where things are in
relation to you, go Faerie. For offensive power, Fire or Wind will work nicely.
Wind carries the bonus of having the Return spell available, but the 10hp cost
is a whopper. Earth will allow you to handle the nasty status ailments which
crop up from time to time.

Remember, you must be apprenticed if you want to gain levels! Take this time to
familiarize yourself with how the game works, because later on it becomes a lot
less forgiving.

Outside are Snakes (12hp), Scorpions (25hp), and Wasps (19hp) which you can
fight to gain experience and cash. I do not recommend fighting Scorpions yet,
as they have high defense and can hit like a truck to a level 0. I do recommend
hunting for chests with caution upon reaching level 1. Do not, do not, do not
corner yourself going for one, though.

Sell what you don't need, equip what you can, and fight your way to at least
level 2. Then talk with townsfolk and they'll point you west to Derius. The
forest maze is a hassle to get through but you should survive. Wasps are a
killer, though, since they Hurt or Paralyze you on their magic shots and that
affects your battle ability.

Part 2: Deirus and the Sword of Earth

Deirus believes in Water Magic, so if you're apprenticed to Water, you can
raise levels in the southwestern section of town instead of having to walk to
Granville. The stores are the same, the item shop in the northeastern section
and the armor shop in the southeastern section. The inn is in the northwestern
section.

Listen to the townsfolk, then head to the Spring to talk with Arianna the
sprite. The Scorpion in the path could be trouble, but you can handle it with
some retreating to camp or heal since it never leaves the spring area. Talking
with Arianna yields the Sword of Earth, which you need to enchant.

The Townsfolk will direct you to the Sanctuary at Selle, where monsters
recently took up residence. A strange stone sculpture lies in the basement,
which is a direct challenge to adventurers like yourself. Head north past the
spring to find the Sanctuary.

Inside you will see Slimes (~17hp) which are quick attackers but pretty weak
against armor. Collect the treasures before going down, the staircase can be
found in the center. Once you go down you'll reach a small chamber with four
more stairs down. Unless you're hunting for treasure and can handle the
monsters in here, go to the northeastern stair.

The monsters ahead are difficult to the extreme. They're Warlocks (~27hp) who
throw blinding spells at you which do a lot of damage this early and can blind
or Hurt you. Be careful fighting them, retreat when you must. Take the first
passage on your left from the staircase and deal with the warlock behind the
door.

Now you should find a twisting maze, but it's not too bad if you're keeping
track of your steps (you are, aren't you?). The statue you need to find is in
the northwestern section of the lower level. You will have to fight big ugly
Ogres (~30hp) who pack a wallop if you're not protected or have cheap armor.
This means you are likely to have your head handed to you if you don't fight
smart and retreat when you get low on health. Use red potions you have been
saving (you are saving them, right? Shame on you!) or food and water to recover
between bouts. No matter how much you are tempted to, don't go rest at the inn
or the nightmare will begin all over again. Buy food and water, it's almost
cheaper than the red potions, but a lot more expensive than the inn.

Once you find the statue, stand before it until your sword glows, meaning you
had best make sure no enemies can sneak up on you or you're going to need to
fight them before continuing. When the sword is blessed, hightail it out of
there! The townsfolk of Deirus tell you to show the sword to the wise man in
Bell. Guess where our next stop is?

Wrong! Go to the shop and pick up better armor if you can afford it, then head
out towards Granville. Bell is just a little south of it, you can miss it
easily by mistaking it for Granville but you can tell when you step in where
you are.

Hand the sword to the wise man and apprentice in the art of Earth magics. Very
useful for where you're going next. Train if you need to.

As soon as you can cast the Waterwalk spell you can visit the northern island
to clean up the chests, but under no circumstances try to enter the North
Tower. It's pretty desolate inside for monsters but the spiders on the first
level will destroy you easily. However, the monsters on the island itself are
the same all over the overworld, so no dangers there.

Part 3: The Ring of Flight and the Dungeon of Doom

Ah, yes, cheesy titles of dungeons again. Anyway, the townsfolk will without
delay guide you towards Sull, where mystics talk about the Ring of Flight.
Helpful townsfolk will direct you west across the coast to the dungeon.

This dungeon is a bear for those who want to find everything. Werewolves
(~34hp) and Harpies (~33hp) inhabit the top level, and Skeletons (~50hp) patrol
the lower ones. This is almost too much, but you can handle it if you spend
some time building levels. The second level is full of harpies, so keep your
healing magic active At the bottom is a nice suit of armor which is better than
the Wood Armor, but the Chain Armor is much better, so you decide what to do
with it. You can find the Ring in the northeastern section of the lowest level.

The other way to get a Ring of Flight is to use the Waterwalk spell (E3, E3,
E3) on the ocean to the northeast of Sull. There's giant Octopi (~109hp!)
around in there so be careful. You need to use the spell every step underwater,
but not to return to land. The Ring is easy to snag if you know exactly where
it is (Faerie magic users, rejoice!).

The Spiders (~69hp) should be easy by now. Your main objective is the cave in
the center, which is easy enough to reach. It's divided into three screens,
Northwest, East, and South. The Northwest screen has the Ring of Sight, so if
you're not looking to tangle with the monsters inside, that's where you want to
start. The monsters inside are a green Golem (~93hp) which aren't too dangerous
if you've been keeping up your armor upgrades, and a Walking Corpse (~29hp) who
I seemed to roll right over when fighting.

The jars you find all over the area are stored attack magics, so you can either
sell them or use them; they're free of health use but I'm not sure what the
'spells' are so use them at your own risk. Also do not miss the Chain Armor
chest, it will come in handy.

Once you have the Ring of Sight, the next area opens up. The Hidden Chamber has
three levels like the other dungeons you've gone into up till now. And the
monsters are vaguely familiar; they happen to be the same ones you came across
in the Sanctuary at Selle, only tougher. The Slimes (~31hp) are dangerous as
they are quick and can flank you if you're busy with the Ogres (~59hp) who are
combat powerhouses. When you go down deeper, you face Warlocks (~79hp) who have
gotten much much tougher and stronger with their magic. They can do upwards of
20 damage to the unprepared.

The entrances all enter in different sections entirely, and this can be a bit
funky until you nail down where you need to enter to get to something. If you
are going in for just the sword, come in from the west. This is a closed in
area, so head till you see stairs, then take them down . . . and down . . . to
the third level. After that, head north, head west, and go till you can see the
stairs. Then comes the tricky part of the maze, one you just have to bumble
through until you find the down stairs. The room you want to find on level
three is a small two-step room with a door heading north. Inside this room is a
ogre and the chest holding the Sword of Faeries.

After the sword is charged, go trade it to the Wise Man for an apprenticeship
in Faerie magic. No, you are not headed to the Faerie Realm yet! Don't try it,
you will be killed easily by the stuff up there.

Search the Hidden Chamber in subsequent trips for one item in particular: the
Blue Fur Armor. This armor is better than the Chain Armor, but pales next to
the Plate Armor. It's not better by much, but now you are reaching the point
where every little bit is important! Clean the dungeon out only if motivated to
do so. Get your Faerie magic first, so you can access the Full Map. As a matter
of fact, now is an excellent time to scour for treasure you may have missed in
previous dungeons.

Part 4: The Sword of Fire

This is the easiest sword to acquire, it just takes some searching. Along the
north coast there is a fountain of fire which flows from the ground. It won't
hurt you but it is important. Search the woods nearby until you find what
appears to be a spike of magic. Fire a bolt of Faerie magic (any sort) to
shatter it and reveal the chest. Take the Sword to the fiery fountain and hold
still long enough to instill the sword.

Now you can go to the city of Gran, north of Gran Castle a ways, and see the
Wise Man. He'll apprentice you to Fire magic and you are on your way to the
fourth sword. Take some time now to get tougher and better equipment.

Part 5: The Warrior's Ghost

Ahh, now you hear tales about a restless spirit and the 'Flower of Zandor'.
Another vague quest dumped into your lap. Head to the town of Zandor in the
south, and talk around. They'll direct you to the Darius Maze to the west in
the woods.

The Maze has a tough monster in it, the Swordsman (109hp), which has a lot of
health and can hit hard against light armor. The other monster who attacks
physically, the Goblin (43hp), is a pushover. The silly Medusas (117hp) further
in curse on a successful attack so for the love of what's good for you try not
to fight them face to face!

The treasure down here includes a suit of Plate Armor, do not miss it even if
you have a suit! There is also a Plate Helm on the bottom level you can easily
snag on your way through.

The Flower you are looking for is found in the bottom level, in the center
area, and you have to enter from the East to reach it. Head north through a
series of rooms and doors until you find the stairs down. Now comes the fun
part! Head west through the door and around a passage. Take the first right
turn to pick up your new Plate Armor. Then continue west until you reach a room
with two doors to the north and three to the south. Go in the west-most north
door and go down the stairs.

This now is going to be tricky to manage, since now the Medusas are in your
way. Head east, then turn south, following the edge of the map. At the bottom
corner room there is a Goblin guarding a chest, which should be a Metal Shield.
Replace a less powerful shield, or sell it later.

Head west along the bottom, and you find yourself facing more Medusas. Fight
them from the other side of a door with the Auto-Open spell active (#0) and you
can retreat when the spells come flying. Piece of cake so long as you're quick.
If not, you'll be burning through your Red Potions and memorizing the Uncurse
and Cure Poison formulas

Once on the other side, head to the west edge of the level and turn south to
find the stairs up. Now you face a number of connecting staircases and passages
which leads you into the center of the third floor. Now, there are two Medusas
and a Swordsman patrolling in here, so either kill or evade them and head to
the northeast corner where the Flower is stored. Beat feet out of here, or if
you're still game for it, hunt down the chests and collect the treasure.

Back in towns you'll hear about a book you need to talk with the spirit, as
well as an underwater chamber south of Bell. The Underwater Chamber is chock
full of high-level creatures and the water monsters will chew you up on the way
in, so your next priority is to level up past level 11. Yes, that is a lot of
experience, but you can abuse the Darius Maze denizens to level up, as they are
the best for it right now.

Part 6: The Underwater Chamber

Herein lies the Book of Runes you need to translate the voice of the dead
warrior. It's a real trip to run through here looking for the Book, and you
should do just that. Run through it. The fighting is incredibly tough, and you
will likely have to come back after dying at least twice.

You should head for the deepest part, as usual, but the path is convoluted. The
best path to take is the southernmost staircase you find on the east side. Then
follow through to the next staircase going up. You will not need to visit the
bottom level, except to delve for treasure. The Silver Plate is almost worth
the aggravation to get to it, but its your call. Better armor is available just
a short while later.

Once up on the top level again, you will face a Sea Dragon (139hp) who cannot
be harmed by weapons. Pull out your best attack spell and open fire, using
potions or food to restore your health when you run low. This is really the
only way to kill it, and you will need to do it at least three times on this
level. Carefully follow the inside area around until you find the Book of
Runes. Near the Book in another chest is the White Scimitar, a great weapon to
use from now until you find a better one. It's significantly better than
anything in the store.

Once you have the Book, the warrior's spirit will tell you you are now worthy
of his armor. You will be told to search the Dragon King's Lair to the north.
Now you get the pleasure of delving into another tough dungeon, and it's
guaranteed your trip will not be easy. Stock up on food, water, and Red
Potions.

A note for later: around level 16 you will be able to do damage to the Sea
Dragons, but it will be in small amounts. It's much easier to blow them away
with magic (F3, W3, W3) as you do most other things late in the game.

Part 6: The Dragon King's Lair

This cave is depressingly easy to stumble into early on, as the cavern is right
near Deirus and there's a pit which drops you into it in the forest maze. And
the monsters are prohibitively tough. There are Red Golems (169hp) are almost
invulnerable with an insane defense score and hit like an avalanche falling on
you. The Daemons (161hp) throw bolts of magic which can afflict you with any of
the status ailments, including the nasty Poison. Luckily their defense only
keeps them totally safe from most spells, and the Blue Rapier can carve them up
with a smart warrior behind it. The Crawling Corpses (158hp) are annoying as
they move fast to get in your way. You will be killing these and Daemons before
you can even scratch a Red Golem.

The first target in here is the enticing treasure. Yes it is that good,
especially in the south section, which holds a White Scimitar deep in the
southwestern corner and the Axe in the north section. The Axe is the better
weapon but you will need the a Scimitar to cut your way to it; no other weapon
will work well enough to kill monsters in vast numbers.

The most important thing to note is this multi-screen cave is not like the
others! You enter on one screen from any of the four directions, and only the
pit drops you into a different area (I suggest not using the pit, it sandwiches
you between a Daemon and a Red Golem and is nowhere near an exit).

You won't be able to hurt the enemies more than a scratch if you are not level
10 or higher. Fair warning that you must be REALLY strong to last.

First head south and collect the White Scimitar, then use it to cut your way
into the north section of the cave. If you have the White Scimitar from the
Underwater Chamber, then you should just cut your way north and avoid the
southern end for now. There really is not a lot of strategy to exploring this
cave other than AVOID GETTING SANDWICHED.

In the north section you will find the Dragon King. He is not happy to have
visitors, and will kill you if you bother him needlessly. All right, so now you
need to find a way to talk with him and not be exterminated. Searching the
cavern will yield an Axe which is a GREAT weapon, well stronger than the White
Scimitar. Near the Dragon King is a chest containing the Legendary Armor, which
is the best armor in the game.

Once the dragon sees Legendary Armor on you, he realizes you are the one he has
been waiting to hand a Sword to. Take the Sword of Water and go to Deirus to
hand it to the Wise Man there for access to Water Magic.

Four down, one to go.

Part 7: The Singing Faeries

Ah, now Deirus townsfolk will tell you of many things. The old one has a friend
who was gravely injured by Darces, there are faeries singing at the Cape west
of Warrior Hill, and there is a book which teaches you the Faerie Language.

So, we'd best find that book . . . you are told after asking soldiers in Bell
that the book you are seeking is in a cave south of Sull. The sad part is, this
is called the Zell Cavern, and this is easily the most aggravating maze of
passages you have tackled yet. There are three sections to this cavern and all
of them are populated by monsters who will eat you up easily.

The monsters are all tougher versions of the overworld monsters. I call them by
Zell Snakes (156hp), Zell Scorpions (180hp), and Zell Wasps (168hp). The wasps
will be the first thing you can even hurt, and the scorpions the last. I
recommend level 13 if you can reach it, and having the Axe from the Dragon
King's Cave.

Scouring the caves, you will uncover another Axe, though you will have one
already by now if you're following this guide. You will also uncover the Flail,
a weapon which is mightier than the Axe. I hated this cavern so much as the
Zell Scorpions are tougher than anything else you've seen yet. They take almost
no damage from magic I've tried, and it takes a lot of attack power to crack
their defense. Definitely use the Physical Shield spell to keep yourself
protected. You will find a Grey Shield in here, which by now is just extra cash
for you to convert to Red Potions.

To get the Flail, enter from the south side and head two steps east, then
north. Battle through some Zell Scorpions and search the cavern for your Flail,
which will be almost a godsend since it does decent damage to the Zell
Scorpions.

Enter from the West, it is the easiest way and it will make you backtrack less.
Turn south and fight your way through the second passage on your left, then
turn LEFT and pass into the Southeastern caves.

In here you will be in a short segment with a Zell Wasp. Beat it up and keep
going. Now comes the tricky part, as you got a lot of Zell Scorpions ahead of
you. Ration your Red Potions and use Food and Water to keep your health above
50 or else you'll be swinging for nothing. If you run low on Food and Water,
switch to potions. You will likely need to use a lot.

An important tip is not to rest at the inn while scouring this cavern, unless
you LIKE beating through the Zell monsters. Buy a Red Potion instead, and use
those to recover your health.

In any case, you will see on your Full Map spell four northern exits. Take the
first one on the right to a chest with a Red Potion. The second one from the
right has a White Jar at the end of it but with three enemies in the way it's
not worth going for your first time through. The third one has the Book of
Seven Witches, which will allow you to listen to the Faeries' words at the
Cape. The leftmost passage has nothing down it but enemies, so it's a waste of
time unless you're delving for experience.

Go to the Cape now and listen to the Faeries. It seems that Zandor's leader,
Taz, was taken to the North Tower! You know what you have to do next, don't
you? Yes, go rescue that poor man from the Tower and maybe you can get a clue
on where to go next.

Part 8: The North Island

Go to Zandor and they will tell you about Taz, and how his spirit was bound to
the Sword of Wind in the North Tower. You need to hurry and rescue him, but in
the meantime stock up because this Tower is one huge melee at the top.

As soon as you can cast the Waterwalk spell you can visit the northern island
to clean up the chests, but under no circumstances try to enter the North
Tower. It's pretty desolate inside for monsters but the spiders on the first
level will destroy you easily if you're there early. However, the monsters on
the island itself are the same all over the overworld, so no dangers there.

After hearing the Faeries' plea for assistance, though, it's time to head off
to rescue him. The first level is pretty straightforward, simply get to the
center. I suggest taking out the Tower Spiders (130hp) for experience, because
you are going to need all the levels you can gain to get to the top of this
thing.

The second level is a spiral going out, which means no need for a map, just
plow through the Warriors if you can (200hp) though their insane defense can
make you cry if you're under level 13. Using magic on them seems to be able to
do some good, but they still hit insanely hard and fast. Do not forget to take
all the treasure on this level, as there is a nice Silver Sword along the
northern outer edge of this level which is the best you will see until you find
Tores.

The third level is very simple looking but the truth is, with Tower Spiders and
Warriors up here, it is not so simple. In the southern area you will discover a
new enemy, the Magus (132hp) who is killer with magic. Magic Shield is no good
against them, save your magic for Physical Shield. The Sword of Wind is in the
center, but you will have to carve your way through at least six Warriors (or
outmaneuver them, which is not easy at all) and four Magus (who are not easy to
fight while outmaneuvering any number of creatures). Make sure you search the
chests, as there is a Silver Helm in the western area.

With the sword in hand, bear it back to Zandor and release Taz. Now your
journey is almost done, but you still have the hardest road to go through: The
Cloud Realm. Memorize the Faerie Teleport spell to come up here, but STOCK Food
and Water along with at least 10 Red Potions. You will either waste them all on
the way to the dungeon or still have them when you get there.

Also, it does not hurt to level . . . level . . . level. Level 14 is not enough
to tackle this next part, so go slam around the North Tower or Zell Caverns a
few times for experience. Personally I prefer the Dragon King's Lair, as it is
closer to a town and nearly as good as either of the other two.

Part 9: The Cloud Realm

Tough! That's the word which comes to mind. The Cloud Dragons up here (165hp)
fling spells which can do 40+ damage, and they blew me away at even level 16
with minimal trouble. As with the Sea Dragons in the Underwater Chamber, they
are vulnerable to magic, but it also happens to be roughly (W1, F3, F3) or
something close. The strain is worth it only if you plan on abusing potions
until you are done here. Also (F3, W3, W3) works wonders but see below . . .

Your target is heavily guarded, by those annoying dragons, so you will HAVE to
fight some of them or run in circles for a while before entering. Tores'
Sanctuary is full of nasty things. The Moles (192hp) and Gargoyles (180hp)
inside are tougher than you can imagine, and do extraordinarily well against
most magic and weapons. The bottom level has Evil Eyes which are resistant to
anything, weapons won't even touch them until you grab Tores.

The blend of magic I found which worked is Fire and Water (F3, W3, W3) which
did a whopping 110 damage to the Gargoyles, something comparable to the Moles,
and the Evil Eyes took 75 damage. The trouble is the spell uses 53 hp a shot!

The first level is straightforward, since there is only one stairs down in the
center. The Moles and Gargoyles here will chew you up if you are not careful.
There is only one chest of interest near the down stairs, which holds a Grey
Shield.

The second level is simple, get to the east side of the level. Here you find
five sets of stairs laid out for you to delve into. For your convenience, label
them A to E from the top down, and the next section will help you figure out
where the stairs go.

A: The stairs lead to a passage, no enemies, but it comes back up on the edge
of a room with three monsters. Outmaneuvering them is possible, but the chest
holds a Silver Helm, so it's not entirely worth working hard for.

B: This leads to the same subdivision as D, but to the north. The nearby chest
holds a Red Elixir, and the closed in corridor leads an Evil Eye and Gargoyle
to you easily. I suggest taking D instead.

C: This is a passage through to the southern subdivision of the second floor.
In here you can locate a Silver Sword if you need one. The fighting area is
tighter than the northern subdivision though, so you are in for a rough time.

D: This is the suggested way to get to Tores. Don't go west, the twisting
passages hold monsters and nothing else, leading you in a full circle. The
chest in view has a Red Potion for your pleasure, which should be useful by
now, or later. Head north from the east side of the room and turn right to find
the chamber which holds Tores. You will have to kill no less than four Evil
Eyes though, so dust off your battle magic skills and prepare to duel.
Eventually you'll be able to seize the mystical Sword of Tores, which
automatically replaces your own. The attack power is so immense it can harm the
Evil Eyes and dragon-type creatures, but not for a lot. The battle spell you
used on the eyes is going to be your weapon of choice though, if you still have
Red Potions.

E: The stairs lead to a dead end room with a Mole and a Gargoyle. It's not a
big room either, so fighting them both is a BAD IDEA.

After seizing Tores, return to Granville . . . but the town is almost deserted.
Darces seems to have struck first, kidnapping the king and queen, and taking
Gran Castle's dungeons as his own! The objective is clear, so stock up, save
your game at the inn, and prepare for the Final Dungeon.

Part 10: Darces' Defeat

Leveling up is good. You have the most powerful sword in the game, but without
the health to back it up Darces will have you for lunch. If you've gotten by
with less than level 14, start building. If you're level 14 . . . start
building again. The Final Dungeon can wait a little (or a lot) longer until you
can survive it. Tores is great for cutting through even insane Defense values .
. though it still won't hurt the Dragons much! And the creatures in the Cloud
Realm are not worth coming back to fight. No, they just aren't, until around
level 16, when stuff will actually take damage from your attacks. Even then,
they do a fair amount back to you.

The Final Dungeon, full of the monsters you just fought for Tores, is not a
cakewalk, even if you choose to not fight but evade. The bottom level has 13
Dark Magi (214hp) patrolling a huge chamber, but they are quick, attack with
physical attacks as well as spells, and can dish out upwards of 80 damage to
you. They are worth almost no experience, though, so there is little reason to
hunt them all down and try to level up from them. At the last room in the lower
level is Darces (227hp) himself, and he is no pushover by any means.

The first level is a winding passage, as there are no real wrong turns at all
here. The Gargoyles, Moles, and Evil Eyes are positioned in strategic positions
to foil you. As you reach rooms, they always have at least two enemies to fight
through, and evasion is near impossible. Try it, though, because there is no
way you are going to fight everything down here in one sitting, and you will
have to go through them again if you go save at the inn!

The second level, also the bottom this time, opens into a huge room where the
Dark Magi lurk. Do not get bracketed by two of these enemies, as they will send
you to the Game Over faster than you can get away. They take almost no damage
from Tores, but your attack spell from the Cloud Realm will be useful. Either
clear a path or run through to the southern door.

Here another Dark Magi waits, and this one you have to go through. Take as
little damage as possible, because Darces is right after him.

The next door opens up and is likely to show Darces in his armored robe. This
guy is insanely strong, his attacks do near 80 damage a hit and his spells will
blow off upwards of 130hp. There is no room to maneuver to fight him, no way to
kill him cheaply, and Tores does damage in single digits. Dig in for a long
haul. You could use the same attack spell you used on the Dark Magi, but using
53hp to cast it is a BAD IDEA, unless you are quick enough to evade before
taking a hit. You might be by now, but he WILL kill you after you cast one of
these spells if he hits! Your spell past level 14 will knock him down in one
shot, but at the same token, his attack will leave you dead.

A strategy I used, but only because I had a couple hours free to play, was to
clean out the monsters, then stock up for a major attack on Darces when he had
no support. Even still, he is tough. Going for the lucky hit with your magic
sounds good right around the time you dice him down to 200hp, doesn't it? My
recommendation is to play it safe, slow, and whittle him down bit by bit.

Once he is dead, you can release the king and the threat of Darces is now over,
the world back to peace.

Appendix A: Complete list of Treasures

Yes, dammit, it is complete! I mean . . .
Yes, I started the game with Faerie magic (a challenge!) and kept careful track
of location and what came from where. The exact locations MAY vary by one
square in any direction,  but not more than that. See my Store list for an idea
of what items are what, the ones which aren't bought have their names set by
them anyway, save the two Fur Armors, which I have *no* idea what they really
are.

Overworld Items
1)    E 9   S 12  Sword of Earth
1)    E 9   S 4   Red Potion
2)    E 13  S 10  Start Boots
2)    E 5   S 8   Low Helm
2)    E 6   S 10  Sword of Fire
3)    E 9   S 9   Red Potion
3)    E 12  S 6   Blue Potion
4)    E 2   S 13  Red Potion
5)    E 12  S 11  Brown Gloves
5)    E 2   S 2   Low Helm
5)    E 7   S 6   Red Rapier
5)    E 11  S 8   Wood Armor
6)    E 6   S 12  Red Potion
6)    E 8   S 10  Wood Armor
6)    E 3   S 6   Brown Gloves
7)    E 6   S 11  Wood Mace
7)    E 2   S 13  Start Boots
8)    E 8   S 7   Red Potion
8)    E 3   S 7   Blue Elixir
8)    E 2   S 9   Red Potion
8)    E 13  S 8   Ring of Flight
8)    E 11  S 2   Start Helm
9)    E 12  S 4   Brown Gloves
9)    E 7   S 10  Start Bracers
10)   E 13  S 6   Red Potion
10)   E 2   S 9   Start Boots
11)   E 6   S 4   Start Helm
11)   E 10  S 10  Red Potion
11)   E 2   S 12  Blue Potion
11)   E 2   S 8   Blue Sword
12)   E 2   S 11  Wood Armor
12)   E 2   S 6   Low Helm
13)   E 9   S 9   Blue Sword
13)   E 3   S 9   Start Boots
14)   E 13  S 5   Red Potion
14)   E 5   S 5   Red Potion
15)   E 11  S 3   Start Bracers
15)   E 11  S 9   Red Potion
15)   E 2   S 3   Low Helm
16)   E 9   S 5   Wood Mace
16)   E 3   S 11  Start Bracers
16)   E 3   S 7   Red Potion

Sanctuary at Selle F1
     E 3   S 9   Wood Mace
     E 10  S 11  Low Helm
     E 13  S 6   Brown Gloves
     E 2   S 2   Wood Armor
Sanctuary at Selle F2
     E 10  S 3   Blue Potion
     E 3   S 5   Red Rapier
     E 7   S 8   Red Potion
Sanctuary at Selle F3
     E 2   S 3   Red Potion
     E 9   S 8   Blue Potion
     E 3   S 4   Wood Shield

Dungeon of Doom F1
     E 13  S 5   Brown Boots
     E 8   S 2   Red Potion
Dungeon of Doom F2
     E 13  S 8   Wood Shield
     E 6   S 4   Red Potion
Dungeon of Doom F3
     E 4   S 11  Red Potion
     E 12  S 2   Ring of Flight
     E 10  S 13  Red Fur Armor
     E 12  S 13  Red Rapier

Sky Realm
     E 13  S 4   Red Jar
     E 13  S 13  White Jar
     E 2   S 13  White Potion
     E 2   S 2   Red Potion

Sky Cave 1 (Northwest)
     E 4   S 13  Blue Mace
     E 9   S 9   Blue Jar
     E 12  S 10  Ring of Sight
     E 2   S 2   Blue Pants
Sky Cave 2 (South)
     E 8   S 13  White Jar
     E 3   S 5   Close Helm
     E 13  S 3   Red Potion
Sky Cave 3 (East)
     E 5   S 2   Red Potion
     E 13  S 2   Chain Armor

Hidden Chamber 1
     E 4   S 4   Red Potion
     E 2   S 9   Red Scimitar
     E 13  S 13  Blue Elixir
     E 13  S 5   Red Jar
Hidden Chamber 2
     E 12  S 4   White Potion
     E 13  S 8   Blue Fur Armor
     E 6   S 8   Red Potion
Hidden Chamber 3
     E 13  S 3   White Gloves
     E 3   S 2   Red Potion
     E 8   S 9   Sword of Faeries
     E 12  S 13  Close Helm

Darius Maze 1
     E 5   S 2   Blue Rapier
     E 6   S 9   Blue Pants
     E 10  S 2   Red Potion
     E 14  S 9   Red Elixir
Darius Maze 2
     E 9   S 5   Plate Armor
     E 3   S 5   Blue Jar
     E 3   S 11  White Boots
Darius Maze 3
     E 12  S 9   Red Potion
     E 3   S 10  Metal Shield
     E 12  S 4   Flower of Zandor
     E 2   S 5   Plate Helm

Underwater Chamber 1
     E 4   S 2   Red Elixir
     E 7   S 7   White Scimitar
     E 12  S 9   Book of Runes
Underwater Chamber 2
     E 13  S 13  Blue Jar
     E 3   S 5   Ring of Flight
     E 6   S 5   White Potion
     E 7   S 7   White Gloves
Underwater Chamber 3
     E 7   S 13  White Pants
     E 7   S 7   Red Potion
     E 7   S 12  Silver Plate
     E 8   S 6   Red Elixir

Dragon King's Lair 1 (Center)
     E 3   S 12  Red Potion
     E 7   S 8   Metal Shield
     E 11  S 3   Red Elixir
     E 13  S 8   White Jar
Dragon King's Lair 2 (South)
     E 5   S 11  Plate Helm
     E 9   S 2   White Boots
     E 12  S 11  White Scimitar
Dragon King's Lair 3 (North)
     E 2   S 8   Red Potion
     E 4   S 5   Axe
     E 12  S 7   Legendary Armor
     E 11  S 5   The Dragon King

Zell Cavern 1 (Southeast)
     E 13  S 2   Red Elixir
     E 4   S 10  Grey Shield
     E 3   S 4   Flail
Zell Cavern 2 (West)
     E 7   S 13  White Pants
     E 2   S 9   Axe
Zell Cavern 3 (North)
     E 9   S 9   Red Potion
     E 12  S 13  White Gloves
     E 13  S 9   White Jar
     E 3   S 7   Book of 7 Witches

North Tower F1
     E 2   S 9   Red Potion
     E 7   S 13  Red Elixir
North Tower F2
     E 2   S 0   Silver Sword
     E 11  S 8   Blue Jar
     E 12  S 8   Red Potion
North Tower F3
     E 12  S 8   Ring of Flight
     E 2   S 9   Silver Helm
     E 8   S 8   Sword of Wind

Cloud Realm 1 (West)
     E 2   S 2   Blue Elixir
     E 12  S 5   Red Elixir
Cloud Realm 2 (East)
     E 4   S 5   Red Potion
     E 12  S 5   Red Elixir
Cloud Realm 3 (South)
     E 7   S 2   Blue Jar
     E 13  S 6   Red Potion
     E 5   S 13  Red Potion

Tores' Sanctuary 1
     E 5   S 7   Grey Shield
     E 2   S 4   Blue Elixir
     E 13  S 2   Red Elixir
Tores' Sanctuary 2
     E 4   S 2   Silver Helm
     E 7   S 13  Silver Sword
Tores' Sanctuary 3
     E 10  S 13  Red Potion
     E 6   S 8   Red Elixir
     E 12  S 2   Tores

Appendix B: Item and Weapon Stores

Here I am going to list the store shelves and label what is what and the cost.
The effect of the items is in the rightmost column. I STILL have no idea what
the Red Elixir does, as I tried using it as a cure for Curse, or anything else,
and it stayed.

Goods Shop
1 - 2 - 3 - 4 - 5 - 6 - 7 - 8
9 - 10- 11- 12- 13- 14- 15- 16

1:      Blue Jar        62       Attack Spell
2:      White Jar       76       Attack Spell
3:      Red Jar         81       Attack Spell
4:      Red Potion      72       Refill Life
5:      Blue Potion     46       Cure Paralysis
6:      White Potion    55       Cure Poison
7:      Blue Elixir     240      Refill Life
8:      Red Elixir      209      ??

9:      4 Food          26       Best buy
10:     2 Food          16
11:     3 Food          21
12:     1 Water         11
13:     2 Food          16
14:     1 Food          11
15:     1 Food          11
16:     2 Water         16       Best buy

Armor Shop

1 - 2 - 3 - 4 - 5 - 6
7 - 8 - 9 - 10- 11- 12
13- 14- 15- 16- 17- 18

1:      Wood Mace       60
2:      Red Scimitar    500
3:      Blue Rapier     600
4:      Low Helm        30
5:      Close Helm      280
6:      Plate Helm      580
7:      Wood Shield     80
8:      Metal Shield    500
9:      Grey Shield     1640
10:     Wood Armor      80
11:     Chain Armor     420
12:     Plate Armor     1068
13:     Brown Boots     60
14:     White Boots     340
15:     Blue Pants      140
16:     White Pants     460
17:     Brown Gloves    8
18:     White Gloves    240

Nonstandard Items and Sell Value
       Blue Sword      (15)
       Start Helm      (5)
       Start Shirt     (10)
       Start Bracers   (5)
       Start Pants     (10)
       Start Boots     (8)
       Red Rapier      (50)
       Red Fur Armor   (99)
       Blue Fur Armor  (260)
       Blue Mace       (125)
       White Scimitar  (375)
       Axe             (500)
       Silver Plate    (1000)
       Legendary Plate (4900)
       Flail           (560)
       Silver Sword    (1100)
       Silver Helm     (789)
       Ring of Flight  (7)

Appendix C: Monster Stats

Here you go, all you ever need to know about the monsters I can provide via
Faerie magic. The name I gave them (you will know what I mean once you find
them), the approximate amount of HP (it varies, as towards the end Snakes on
the overworld had 14hp instead of 12hp), any special conditions other than Hurt
they can inflict on you, the Experience value of the monsters, and the Attack
and Defense values as provided by the Enemy Data spell.

Experimentation has shown the 'Attack' values appear to be the maximum amount
of damage a hit will do against an unarmored opponent. The Defense seems to
show roughly how much damage they will absorb from the Blue Sword. If you find
a different interpretation please contact me.

Additional note: Lee Eric Kirwan on the GameFAQs boards discovered enemies
will grow stronger the more you rest in the inn. They will also do more damage
the longer you go without resting. It's a pretty slick system the programmers
put into the game, but I recommend resting in the inn over going long periods
without rest. EXCEPT in the parts noted in the walkthrough preceding this
section. Frankly, I'll trade the cleared enemies for the weakened defense any
day in those areas.

Monsters
Name                ~HP        Special        Experience     Attack/Defense
-------------------------------------------------------------------------------
Snake                12                       1              12/7
Scorpion             25                       2              18/10
Wasp                 19        Para           1              7/13
Selle Slime          17                       2              16/13
Selle Warlock        27        Blind          2              16/21
Selle Ogre           30                       3              21/21
Harpy                33        Poison         3              19/25
Werewolf             34                       3              18/19
Skeleton             50                       4              26/26
Spider               69                       5              28/24
Rock Golem           93                       6              31/31
Walking Corpse       29                       5              26/21
Sky Warlock          79        Blind          5              33/31
Sky Ogre             59                       8              41/29
Sky Slime            31                       7              33/25
Swordsman            109                      10             48/43
Goblin               43                       9              41/30
Medusa               117       Curse, Poison  7              39/43
Chimera              128                      12             55/70
Minotaur             150                      15             64/61
Sea Dragon           139                      11             56/201
Crawling Corpse      158                      14             62/72
Daemon               161       All            13             68/117
Red Golem            169                      18             73/83
Zell Snake           156                      19             65/106
Zell Wasp            168       Curse, Poison  15             73/66
Zell Scorpion        180                      23             81/113
Tower Spider         130                      24             73/146
Warrior              200                      29             96/127
Magus                132                      18             100/120
Octopus              108                      11             51/41
Fish                 98        Curse          9              51/58
Fishman              122                      12             60/53
Cloud Dragon         165       Curse          21             111/201
Mole                 192                      90             121/169
Gargoyle             184                      70             105/147
Evil Eye             210       Curse, Poison  75             122/161
Dark Magus           214       Curse, Poison  1              137/172
Darces               227                      2              142/182

Appendix D: Experience and Levels

To beat the game, you need to level up. Really, you should go up beyond level
16 before beating the game, but you can theoretically beat it at a much lower
level. The experience you gain from fighting is used to advance you, and when
you advance a level, your experience meter loses the amount required.

YOU MUST BE APPRENTICED TO LEVEL UP! You must ALSO visit only the Wizards of
the school of magic you are apprenticed in. Late in the game, you'll be basing
yourself out of Granville anyway, so it's not as crucial.

Here's a basic chart of the experience needed. I haven't gotten past level 16
yet, and if my prediction is correct, it would be sickeningly boring to try to
build past that :)

Credit goes to Lee Eric Kirwan (again) for having posted the full information
on levels. As he notes, your mileage may vary depending on hit points.

Level    HP      EXP Needed
0        12        0
1        15       15
2        20       35
3        25       55
4        30       85
5        36      125
6        43      175
7        50      235
8        58      320
9        67      410
10       77      530
11       88      680
12       100     880
13       113     1200
14       127     1700
15       143     2200
16       160     2800
17       179     3800
18       200     5000
19       223     6500
M        248     9000

Credits

Lee Eric Kirwan - For lending me some extra data on experience and monsters.
"starjet07" - For dropping me a not about the revival potion. Whichever it is.
Greg Reynolds - For an email about the Red Elixir.

Version Edits
v1.1 - Finally got off my rear and corrected several spelling errors. Added in
Lee Eric Kirwan's data concerning experience and monsters.

v1.2 - Added in a few emails worth of information, in order to put more info
into the guide. I no longer have my copy of this game, so I cannot evaluate
in great depth anymore.