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                            Kick Master - NES
                               Version 1.1b
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Greetings, and welcome to yet another of my writings! This time I'm writing
up... that's right, a full-fledged Walkthrough! GASP! That's right, I've
decided to do a full walkthrough on the 1991 Tatio game, Kick Master for the
Nintendo Entertainment System. Who knew?

It's a fun, challenging game with fairly decent graphics, good sound, and
excellent music for its day. It's essentially a platform action game, but it
mixes adventure/RPG elements. Try it! You'll like it!

I started this project early March of 2001, and stopped work on it in April,
having done a detailed walkthrough for the entire game up to Area 7. I had
noticed no one did a walkthrough for the game, so I figured I would do one.
I had fun with this game when I had rented it so many years ago. Alas, other
things came up, and this walkthrough was put on hold for well over a year.

It's now late October 2002, and it took quite a bit of effort to finish this
thing for two reasons. One...after that long a pause, I was a little rusty!
And two...my gamepad broke!  >_<;

Anyway, this is finally done, so if anyone is getting frustrated over this
game, then I hope this helps! :)

============================================================================
What's New:

v1.1 - Removed e-mail contact information. To contact me about this FAQ,
 please visit my website and click on "Feedback" to see what my current
 e-mail address is. Hopefully, using this method, I no longer have to
 update this FAQ every time a mail server stops offering services or I
 switch ISPs.

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How to Use This Guide:

This guide is formatted for 76-character lines. A maximised Notepad in
640 x 480 resolution should display it properly.
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Availability on the Web:

This guide may be used freely on the following web site(s):

www.gamefaqs.com

This guide may not be used on ANY other web site, and I will probably not
grant permission to allow it to be done. Why? Because if I update it, I
don't want to have to search out every single old copy of it to fix it. That
wastes my time. Any other site that does have it is probably using an old
and outdated copy.
============================================================================
Legal Crap:

Simply put, you may not use, publish, edit, alter, or publish any edits or
alterations in any format, for profit or non-profit purposes, without my
written permission. This guide is freeware, and no part of it may be used in
any formats (written or electronic) in any media that requires a purchase,
even if you gain no profit from that purchase. In laymen's terms...don't try
and copy my work, then try and sell it, claiming it as your own.

Also, I take no responsibility for any damage done to you, your machine,
your goldfish, your dog, your sanity, your home life, your social life,
your sex life...you get the point. Use At Your Own Risk. ©2002 Wyrenth.
============================================================================
And now, on with the show!

The Story of Kick Master:
-------------------------
The once peaceful kingdom of Lowrel has been attacked and burned by the evil
wizard Belzed's monstrous forces. The king and queen are killed, and their
only child, the princess Silphee is kidnapped. All of the king's guards are
defeated in battle except for the powerful knight Macren.

Macren and his younger brother Thonolan, an aspiring martial artist, take
off on a long journey to rescue Princess Silphee, and defeat the wicked
Belzed.

They start their long struggle in the Witches' Forest outside the Kingdom of
Lowrel.

Controls:
---------
+ Pad: This moves Thonolan left and right. In conjunction with A
 and B, and when you are skilled enough, it is also used to execute special
 kicks. Press down to crouch.
   A: This makes Thonolan jump.
   B: This makes Thonolan kick. See the Kicks section for details.
Start: This pauses the game, bringing up the spell selection screen. You
      can also see your score. You get an extra life at 10000 points, and
      another at 50000 points.  To select a spell, press A.
Select:This uses a spell that you've selected.

Game screen:
------------
At the bottom of the main game screen, you will notice a bunch of vital
information. It looks roughly like so:
             ___          _ _ _ _
EX:   0/1000 |   |Lev0 HP:|_|_|_|_|
MP:   0/ 100 |   |  @2 EN:¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             ¯¯¯         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EX is your Experience. You gain a level every 1000 experience points, so
be sure and collect those vital Experience Awards!

MP is your Magic Power. To use spells, you'll need MP. You start with none,
and gain some as you find and collect MP Bottles. You gain 100 Max MP every
level, but must find MP Bottles to restore it. It cannot be stressed enough
how valuable MP is in this game. Do not use magic wastefully, or you may
find yourself at the end of the game, desperately needing healing magic,
and have none.

The box in the center shows which spell you currently have equipped. To use
it, press Select. If a cloaked figure with a ? mark is in the box, then you
have no spell equipped.

"Lev" shows you what your Experience Level is. At level 7, you've learned
all there is to learn.

@ (a picture of Thonolan's head) shows you how many lives you have left.
You start with two. When you die, you're not only sent back to the beginning
of an area, your Exp and MP rewind back to the point they were before you
died! Avoid losing lives at all costs unless you've made some sort of vital
mistake and need to go back, or you feel that you got very poor experience
in an area and can afford the loss. Sacrificing a life for experience is not
reccomended, however. I would say it's safe to lose a life at the beginning
of a sector, though, if you're critically low on life and don't want to use
valuable MP to restore it.

HP is your Hit Points, or your health. As you get hit, this bar decreases.
Find Hearts to restore yourself, or cast a Life Up spell. You gain one bar
of maximum life per level, but it is not healed when you level up.

EN is your enemies health. When you reach a boss enemy, their life will be
displayed here.

Kick Master scrolls in one direction, so you cannot go back to any area
you've already been to. Be very careful not to rush ahead! You may miss
something important! There are many hidden items in the game, so keep alert.

Passwords and Advancement:
--------------------------
Passwords keep track of your current area, experience level, spells, MP, and
lives. They do not keep track of your Experience, Score, or current HP. For
this reason, it's VITAL to try and level up before you reach the end of
an area. If, for any reason, you need to use a password to return, you'll
have lost any Experience you earned between your current level and the next
level. If you can level up once per area, you're doing great. If you can
level up more than once in any area (maybe not in every area, but at least
one), you're doing super.

Once you reach level 7, you've maxed out on Experience. Even better, you
max out on MP! From this point onward, concern yourself ONLY with MP Bottles
instead of Experience Awards. If you're doing well, you should be level 7
by the time you reach the middle of Sector 5.

- JJZ2GK (spade)3HK6S
Area 2, Level 1, 135 MP, 3 Lives. Bulb, Life 1.

- (diamond)ND4TC  J5BBK2
Area 3, Level 3, 245 MP, 5 Lives. Boots, Twin.

- T9RCHB  Z(heart)K5N(club)
Area 4, Level 4, 425 MP, 5 Lives. ?? Magic, Lit.Spirit.

- (club)9RFMB  S(club)M0MC
Area 5, Level 6, 610 MP, 5 Lives. Life 2, Wave.

- G(spade)KR9(heart)  VQY7KP
Area 6, Level 7, 935 MP, 6 Lives. Whip Lit.

- (heart)P?(spade)(club)X  JFDK7W
Area 7, Level 7, 974 MP, 8 Lives. Shield, Wings.

- WDFGQN  77TGJQ
Area 8, Level 7, 999 MP, 9 Lives. Earthquake.

Items:
------
When you defeat an enemy, three items will fly into the air. Try to collect
all three, but if you can only collect one, try to collect one that gives
Experience or MP. Here is a list of all the items they can drop.

      Small Heart: This restores your HP by 1 bar.
Small Magic Bottle: This bottle gives you 5 MP.
Large Magic Bottle: This bottle gives you 10 MP.
  Small Exp Award: A small, round orange item, gives you 10 Exp.
 Medium Exp Award: A large, almost round item, gives you 30 Exp.
  Large Exp Award: Resembles a kite shield, gives you 50 Exp.
          Crystal: Adds 100 points to your Score.
             1-Up: This rare item gives you an extra life! GRAB IT!! It
                   seems to only appear by itself.
            Skull: This is poison. You take damage and get knocked back
                   from your leap, often causing you to miss the rest of
                   the awards.

Kicks:
------
You start with three basic kicks. As you gain experience, you will learn new
techniques.

Level 0: High Kick - This is a basic standing kick. To execute it, simply
  press B while moving or standing still. This move is a bit slow, however,
  and you may wish to use the Sweep Kick so you can make a leap at the
  awards.

Level 0: Sweep Kick - This is a basic sweeping kick. To execute it, press
  Down (crouch) and B. This move is fast and useful for avoiding some
  attacks.

Level 0: Vertical Press Kick - This move allows you to attack above you.
  To execute it, press Up, then B. It is also a fast move, most useful in
  conjunction with leaps to attack flying enemies.

Level 1: Knee Drop - This move allows you to land on an enemy. To execute
  it, jump, then press Down and B. You will immediately drop down. This
  move is handy for avoiding damage in open areas from monsters on the
  ground, and to quickly avoid taking damage in the air. It is probably
  the most useful attack in the game, properly mastered.

Level 2: Sliding Kick - This move allows you to slide along the ground.
  To execute it, press either left or right, plus down and B. You'll slide
  in the direction you're walking. This is a useful move to avoid getting
  hurt at times or to move along the ground quickly, but not very powerful,
  and you risk not being able to get Awards when you defeat monsters with
  it. You can also slide underneath low areas and attacks aimed at your
  head.

Level 3: Double Front Kick - This move allows you to kick twice in the air.
  To execute it, press Up and either Left or Right, plus B. You'll do a
  high kick, then leap up slightly for another kick. This is a fairly
  strong attack, but it can be difficult to set up and execute flawlessly.

Level 4: Roundhouse Kick - This move replaces your High Kick, and allows you
  to kick, spin, and kick again. It's slightly slower than your High Kick,
  but gives more kicks in the span of time that High Kick would. Be careful
  not to set yourself out in the line of fire when using it, since you
  can't jump out of the way while kicking. To execute it, just press B.

Level 5: Flying Kick - This move allows you to perform a flying kick in the
  air. To execute it, press Left or Right, Jump, then B. You'll fly forward
  (you'll also fly downward a bit--gravity and all that) feet first. This
  is very useful for getting across jumps in tight spaces, especially in
  areas that you don't have enough head room for a full jump. Careful when
  coming out of a landing that you don't land on top of an enemy. If you
  can, knee drop as you land to help prevent damage (you'll need to be very
  quick, though). You can also execute these in a chain, one after the
  other, if you're quick enough.

Level 6: Double Butterfly Kick - This move replaces your High/Roundhouse
  Kick, just press B to execute it. It's a rather fancy move. You kick,
  then do a split in the air, spinning around. It's somewhat quick (but
  slower than most of your other moves), and can keep enemies off of you
  from all sides. It would also appear that you're invulnerable to certain
  forms of attack while in your spin. All in all, a very useful move.

Level 7: Blazing Flip Kick - This move allows you to do a spinning backflip
  kick that acts much like a buzzsaw. A powerful move that keeps you well
  protected in it's use. It replaces your Vertical Press Kick. To execute
  it, press Up and B.

Spells:
-------

Bouncing Bulb Spirit: Costs 3 MP. Allows you to throw a ball of energy at
 your enemies. You can aim the direction the ball flies with the arrow pad,
 and the bulb will bounce off of walls. It is, however, weaker than your
 standard kick. You can fire up to three of these at once.

Life Up 1: Costs 60 MP. This heals your HP by 2 bars. Expensive for its
 rather small effect, it's nevertheless quite vital to your survival. Save
 your MP for Life Up 2 if you can, it's more efficient with MP.

Magic Boots: Costs 20 MP. This will protect you from hazards such as spiked
 floors for a while. Strangely, the only place you can immediately use this
 spell is skipped when you grab the spell.

Twin Power: Costs 20 MP. This creates an illusion that enemies will fight
 instead of you. Only lasts for a short time.

?? Magic: Costs 1 MP. This spell is, naturally, wrapped in a bit of mystery.
 I think it allows you to see hidden items. It's also useful for sticking
 in your spell box so you don't accidentally blow 60-90 MP on a healing
 spell if you accidentally press select when you didn't mean to.

Lightning Spirit: Costs 20 MP. This spell summons a spirit of lightning,
 which flies above you and sprays three bolts down: One directly on you,
 one in front of you, and one behind you. The stream of electricity lasts
 for a few seconds, but is not very powerful unless you concentrate the
 shot on an enemy. A glancing blow won't do much harm. Still, this is a
 useful spell to keep yourself protected from enemies.

Life Up 2: Costs 90 MP. Extremely expensive in terms of MP costs (this is
 why you should be hoarding your MP!!), but more efficient with MP than
 Life Up 1 is. It restores all of 4 life bars! Only use it when you can
 restore the full 4 bars with it, or you'll have wasted MP.

Pulse Wave Spirit: Costs 5 MP. More or less an upgrade to Bouncing Bulb
 Spirit, this spell allows you to send an expanding wave of energy either
 to the left or the right (despite having an aiming orb above you). You
 can fire up to three of these at once.

Whip Lightning: Costs 30 MP. An upgrade to the Lightning Spirit, this spell
 causes three bolts of lightning to whip back and forth across the screen,
 zapping everything in the area. Useful for a full-screen barrage, but a
 concentrated and properly timed Lightning Spirit can probably do more
 damage to a single foe.

Force Shield: Costs 30 MP. This spell creates a shield around you that
 protects you from fired objects. It does NOT protect you from direct
 damage. It will absorb a certain amount of damage before it vanishes.
 It's strong enough to absorb quite a few normal shots, but it won't last
 long vs lightning spells. If you select a different spell, the shield will
 vanish.

Harpy Wings: Costs 10 MP per Second. This spell gives you the ability to
 fly! You will lose your wings if you get hurt, try to attack, or press
 Select again. To use it, press A and you will fly a wee bit into the air.
 For best results, first jump into the air, enable it, then press the A
 button rapidly until you've done what you needed in the air. When you've
 done what you needed to do in the air, press Select, and for saftey, Knee
 Drop. Unfortuantely, one "second" in this game is more like half a second,
 kinda like one "second" on Super Mario Bros.

Earthquake: Costs 20 MP. This handy little spell shakes the ground, causing
 all enemies in the area to freeze! They'll remain stunned for somewhere
 around 8 seconds (real ones, not Super Mario seconds). The enemies will
 flash pretty colors when the spell is about to wear off. This spell is
 incredibly useful, especially for bosses, and it's a shame that the only
 place you get to use this spell is the last sector of the game.

----------------------------------------------------------------------------
Walkthrough:
------------
When fighting bosses, and I list how many of a kick will defeat it, note
that certain kicks strike multiple times. If one of the strikes miss, then
the number I give won't be accurate.


Sector 1 - The Witches' Forest

With the death of your brother, you're all alone in this quest. In this
stage, get used to the controls and learn how to grab all three rewards
from an enemy. This will take practice, but it is possible if you have
enough space to manuver. The easiest way to do this is with Sweep Kick.

Also try to practice defeating one enemy at a time, and getting the rewards
for it. Always defeat every single enemy you can to get as much experience
and MP as possible. Near the end of the game, you may find yourself
EXTREMELY short on MP if you need healing spells often. This stage is a fine
opportunity for some easy experience. Try to level up before the end.

You'll find Skeletons, Harpies, blue hopping crows, and what looks like
hopping headless chickens in the first half. Skeletons are easy to defeat,
just get in close and quickly Sweep Kick them. Harpies are also fairly easy.
Crouch and wait for them. When they come close they will fly up or down
(depending on where you are compared to them). Kick them and get the reward
before the next one comes in. The blue hoppy crows and undead chickens are
simple to defeat, just kick them with your standard kick or Sweep Kick.

Eventually, you will find a chest. Kick it open for your first spell, the
Bouncing Bulb Spirit. It's not very powerful, but can be handy to attack
enemies from afar at odd angles. Save your MP for healing spells, though.

If you skip the spell, you can gain the experience from more monsters.
Specifically... a crow and two of a new enemy, axe lizards. I don't
reccomend skipping over any spells.

In the second half, you'll find more of the same, plus a new enemy, yellow
Axe Lizards. They will stand still for the most part, but once you get too
close, they'll swing their axe wildly (often at nothing). If you're trying
to attack them, and they suddenly decide to do this, you can get smacked a
good one. If you're patient, wait until just after they've finished
swinging. They have a pretty long range, so don't underestimate them.
(i.e. don't stand in front of them looking silly)

The game will mix Harpies with Lizards. My reccomendation is to attack the
Harpies first. In the area where you first see Lizards, do a "Scroll-Leap".
By this, I mean to leap over the head of a monster, and as you reach the
peak of the jump, steer hard to the left back to where you started your
jump. This scrolls the screen, triggering the incoming Harpy, and leaving
the Lizards to be defeated at your leisure.

If you've been defeating every enemy and getting as many experience awards
as you can from them, you should be at Level 1 by the time you've reached
the boss of this area.

The end boss of this area is a giant witch (must be those forest shrooms).
She will summon a new enemy, Armadillo Grunts, and float around above you.
Once you defeat the Armadillos, she will hasten to the right side of the
screen and drop energy arcs, which bounce once and burst, as she travels to
the left. Then she'll re-summon the Armadillos. Both her spells and contact
damage from her and the Armadillos will do a lot of damage to you. AVOID
THEM!

TACTICS: Simply defeat one of the Armadillos, then leap at her and use your
Vertical Press Kick on her. Nine of this attack will defeat her. You can
also try using the Knee Drop if you have it. This will only take four or
five hits to defeat her, but is much harder to do since this technique is
designed to attack ground-bound monsters. Armadillos take two kicks to
defeat (or one knee drop), and if you attack them while they're rolling,
chances are likely you'll be getting hurt, even if you hurt them.

When you've beaten her, chances are you'll be in the air, and will only be
able to get one line of experience awards (bosses give a bunch of awards at
once). Grab whatever you can. Then the Life Up 1 spell will appear. Grab it
to advance to the next area.


Sector 2 - The Caverns of No Return

The enemies here are a bit tougher, and worse, in most of the area you don't
have the leisure of having enough overhead room to grab all the awards.
This is the first area with hidden areas (a spell is hidden in one of them).

You'll find Reapers, Blobs, Bats, and Frogs in the first half of this area.
Reapers hang from the ceiling, then drop down to attack you with a scythe
when you step close. Attack them as soon as they land with a Sweep Kick, or
hit them with a Knee Drop. If they start swiping at you, it'll be harder to
take them toe-to-toe. They will only walk to the left, until they find you.
Meaning if you leap past them, they'll just keep on going. Blobs crawl
foward a bit, and some of them will spit at you. Knee Drop the ones that
spit. Try to lure them away from areas where Reapers will drop so you can
get the awards. Bats circle around endlessly and are easy to defeat. Hit
them with a standard or Sweep Kick. Frogs leap in one direction and keep
going. They may come back, even if you've scrolled past them, but try to
defeat them before they do that, just in case. This can be difficult if
there's one right after the other. They will also spit at you. It might be
easiest just to Knee Drop them.

You will encounter an area with yellow boulders. You can kick these boulders
to destroy them. The first time you see them, you can find hidden awards
waiting for you: a Small Bottle, a Large Bottle, a Small Award, and a
Medium Award, giving you 30 MP and 40 Exp.

Soon after, you'll find floating platforms and what looks like dangerous
liquid. Don't worry, it won't harm you, but it WILL slow you down. Try not
to fight in it, as it can screw up your attempts to grab awards. In this
area, try to defeat the bats and get those awards before going after the
frogs. Slowly scroll ahead and wait for them to come to you.

After the first swamp, you'll find more boulders and more hidden items:
three Medium Awards for 120 Exp. Get them, but it'll trigger a Reaper, so
beware. Continue on. You'll find some golden platforms sticking out from
the ground, over a pit. Careful! If you stand on them for too long, they'll
crumble! You can get the Magic Boots spell here by walking on the lower
platform. Head left, it's hidden inside of the wall.

If you skip the spell, you'll find an area with a bridge made of these
crumbling platforms and many Large Awards. Unfortunately, the floor below
the bridge has spikes and some blobs. The resulting 200 Exp you could get,
at risk to life and limb, is not worth the loss of the valuable Magic Boots
spell, which would protect you from said spikes in the first place.

Once you get the spell, you'll be in a vertically scrolling area. These
areas are a major pain, because if you fall down, the game figures it's a
pit and kills you, even if the platform had only just barely been scrolled
off. You'll find Armadillos here, and stationary orbs that fire off balls
of energy at you. The Armadillos are much harder to defeat than the ones
the Witch summoned at the end of Sector 1, and will take a few hits to
defeat. Slide past them, then use your standard kick from behind. If they
roll off the edge of the screen, they're gone for good. As you climb this
area, try to manuver them so they drop on top of you, and use a standing
Vertical Press Kick as fast as you can. That'll defeat them. The stationary
orbs will aim at you, but they can only fire at you if you are at an angle
opposite to the corner they are in. In other words, if they're in the air,
they can only fire down. If they're on the ground, they can only fire up.
They cannot fire to the side, so you can safely smack them with a Sweep
Kick if they're on the ground, but be careful not to leap toward them when
they fire, or you'll get hit. Time ones on the ceiling with a Vertical
Press Kick after their shot is out of the way. You will have problems
getting their awards, so don't fret too much, just try to get one Experience
Award if you can.

When you reach the top, you'll be back to horizontal scrolling again, and
at a swamp with frogs and blobs and Armadillos that drop from the sky. Take
this area SLOWLY. You can quickly get overwhelmed if you rush ahead. Wait
for frogs to come to you and knee-drop them. Then slowly proceed. If you see
an Armadillo dropping, get below it and Vertical Press Kick it to death.

Once past this area, you'll have reached the boss, a woman and her pack of
Hell Hounds. She'll launch a spray of spinning energy at you, then summon
her hounds, which stick to the edges of the screen. As each hound jumps for
another area of the screen, it'll fire a single spinning shot at you.

TACTICS: Stand just under the 4th hound or around the center to avoid the
spray. To defeat her, first defeat ALL her hounds. This will not be easy.
Then she is vulnerable to your attacks. While you're going after one hound,
others will be hopping around, firing shots, and the woman will continue to
fire sprays of shots downward. Each hound takes a few hits to be defeated.
5 Vertical Press Kicks, 2 Knee Drops, 4 High Kicks, 4 Sliding Kicks,
7 Sweep Kicks, or 1 Double Front Kick (if both hits connect) will defeat a
hound. I would suggest Knee Drops, as they're easier to do than Double Front
Kicks, and can help you evade shots if you watch what's going on. DO NOT
Knee Drop them if they're in the ground. Yes, IN the ground. Unless you're
practiced, you WILL get hurt. For some very stupid reason, the game has the
hounds on the edges of the screen, and the floor doesn't count as that. You
CAN hurt them with a Knee Drop on the ground, but it's a lot more tricky.
Once you've defeated the hounds (and if you can do so without getting hurt
at all, consider yourself either a pro, or very very lucky), you can go
after the woman behind the mess. She'll fire a spray as soon as you defeat
the last hound (which, if she's already firing a spray, means two sprays to
dodge...what fun!). Then you can attack her. 4 Vertical Press Kicks
(if it hits twice per kick, 7 if not), 2 Knee Drops, 6 Kigh Kicks, or
1 Double Front Kick (if both hits connect) will drive her to the ground.

Again, you'll be in the air when you beat her, so try to get one full award
stream, preferably an Experience one, but go for magic if you've leveled
twice in this area and feel the need to boost your MP.

Once defeated, you'll recieve the Twin Power spell.


Sector 3 - Belzed's First Stronghold

The first enemy you'll find here is a shielded rat. Not too difficult, but
cannot be harmed while his shield is up. He uses his sword and a tail whip
attack. One Knee Drop should take care of it.

You'll find chests in this area, much like what contained the spell Bouncing
Bulb Spirit in the first sector. These contain mundane items like Hearts,
MP Bottles, and so forth, but some of them are Mimics! There are also
patches of muck that will slow you down. You can tell where they are because
the entire floor tile has pink slime on it instead of the beige stone.
The other patches of pink slime are just background effects.

If you need it, grab the Heart in the first chest, then continue onward.
Shortly, you'll run into a sub-boss, an annoying wizard-type that shoots all
sorts of nasties at you, including summoning a chain from the sky (perhaps
the Japanese were a little confused on the concept of "Chain Lightning"...)
He can be very difficult to fight without getting hurt. Worse, there's two
patches of muck that'll slow you down when you're trying to get somewhere.
When he first appears, jump and do two Vertical Press Kicks as quickly as
you can, then be ready to dodge his first shot. If you can hit him with
both kicks in a Double Front Kick, that'll take a good chunk off of him.
Knee Drop is a safe bet. I suggest combining all the kicks you know and
staying off the ground as much as possible (since that muck will throw you
off kilter). If you can position him so he's directly above you, and in
range of a standing Vertical Press Kick, you can have an easy victory just
by flailing at him like that. When he dies, he tosses up a double award
(you may not see it, but it should be there), so be sure and grab what you
can. If you can manage not to get hurt in this fight, then that's superb.
Try not to lose more than 1 or 2 life bars total, though. Magic is becoming
more and more precious as you gain levels.

The second chest and third chest here contain a Small and Large MP bottle,
respectively. Grab them.

Immediately after this battle, you'll run into two Ninjas wearing green.
They are pretty quick, can dodge your incoming Knee Drop if they see it,
and throw ninja stars. They also can do a lot of hurtin'. You can position
yourself so you only have to fight one at a time, you'll find it easier.
Despite the fact that they can dodge your Knee Drop, it seems to be the
safest way of tackling them.

The 4th chest you run into is a mimic. One knee drop will take care of it.
The next ninja you run into is, strangely, rather weak and stupid. One
Knee Drop and he's toast. Continue on, and you will find an area with
floating platforms, Experience Awards, and a new enemy. I'm not really sure
what they are. Maybe mutant Big Macs? Anyway, their movement is a bit
erratic, but one Knee Drop will take care of them. They also hang from the
ceiling, waiting to drop on you. When getting the Exp Awards, take care not
to get dripped upon by the acid. There's four Large ones for 200 Exp total.

Once you've disposed of the Rabid Burgers, you'll find two more Large Awards
for another 100 Exp, more Rat men, and an area of kickable boulders.
Defeat what monsters you can without scrolling too far (I suggest luring
them and being patient), then kick the boulders and continue down the
resulting hole.

Note, you have the option of going the other way. You'll end up skipping the
sub-boss, but you won't gain the "??" Spell. I consider spells more
important than shortcuts or experience, so I'm walking you through that
way. If you really want to, you can go without the ?? spell.

You'll find chests galore here, but you want the first one with boulders.
First, however, drop down to the right side and get the chest there for
30 Exp. The two chests on the other side, which are now inaccessable due to
scrolling too far down, contain two Crystals. The Exp is more valuable right
now. Grab that, then jump back up and get the chest with the boulders for
the ?? Spell. Don't skip it, it's why you're down here.

You'll end up not far from where you started. Two Large Awards, a Large MP
Bottle, and a Heart wait for you here. Get them, then continue onward.
You'll run into another sub-boss.

This guy doesn't have much for variety in attacks, he just floats around,
pauses, then zooms forward in one direction. If you're in the middle of a
Knee Drop while he's zooming at you in the air, you should be safe. Just use
any attacks you wish, you can take it pretty leisurely here. The only thing
to be careful of is not to Knee Drop him while he's on the ground. You'll
get hurt when you come out of the drop. He also gives a double award. Grab
what you can. The flashing things that follow in this boss's wake don't seem
to hurt you any.

You'll come to a rather large knight blocking the passage onward. As you
harm him, he'll change into other shapes. He can do a LOT of damage in his
knight form, so be careful. I suggest luring him out into the open and Knee
Dropping him until he changes form, then change your strategy depending on
what form he assumes.

Continue on to reach the boss of this sector a Gargoyle with lightning
attacks. He'll toss up a ball of energy, which will shoot out bolts of
lightning in a downward spread. Then he'll fly about and fire small shots
at you while you're trying to kick him.

TACTICS: Whenever you walk under him, he'll land and fire more balls of
lightning. If you want to Knee Drop him, do so, but take care not to get
landed on. It'll take 7 shots of Knee Drop to kill him. 7 Roundhouse Kicks
(if both connect), or 3 Double Front Kicks (if both connect) will defeat
it. This boss is a pain in the ass, and you WILL get hurt. This is one of
the reasons you've been hoarding MP the first couple of levels...you will
need some of it for Healing now. My suggestion is to master the Double Front
Kick before you get in here and use that. You'll need to get him on the
ground, so walk under him as soon as he takes wing, but try not to get
smacked by his lightning.

When you defeat him, you'll get the Lightning Spirit spell.


Sector 4 - Bottomless Crevasse

Ah, back in the open again! A little too open. Careful of all the pits in
this area. It's not called the Bottomless Crevasse for nothing!

The first enemy you'll run into is a karate-chopping Gorilla. They're dumb
as rocks, but a little unpredictable. They may leap forward and chop at you.
A Knee Drop will take care of them. You'll also find Red Mages that drop
fireballs on the ground, which roll along toward you until they reach the
edge of the screen. A Knee Drop will take care of them. You could also use
a Flying Kick on them, but this will prevent you from getting more than one
award. You'll also find Eagles, which fly straight down, then zoom at you
straight on as soon as they're level with you. Wait on the ground for them
to fly at you, then quickly leap and Knee Drop them. That, or wait directly
below them and use your Vertical Press Kick.

Not far into this area, you'll find the Life Up 2 magic. For reasons that
are quite obvious, YOU SHOULD NOT MISS THIS SPELL!

Continuing onward, you'll find more Eagles. Take it slow so you can defeat
them and get the awards from it. You'll soon find an area with many pits,
and pillars with spikes that pop in and out. Take this area slow and careful
so you can take out all the Eagles while avoiding spikes, which do a
not-so-healthy chunk of damage. You'll find a Heart and a Large Award later
on. After making it past the pits, you'll meet up with a sub-boss, a mage.
There's a spike in the center of the ground that pops in and out, so be
careful when you're attacking. If you've been grabbing as much Experience as
you can, you should be at Level 6 around the time you defeat him (I levelled
as soon as I beat him).

Immediately after the sub-boss, you'll be fighting the main boss, the
Chimerae. It shoots small fireballs, then pounces toward you. Then it
begins it's fireball charge. It will charge back and forth, turning into a
streak of fire. Then it'll eventually stop and repeat the process.

TACTICS: When this boss is charging, you should be dodging. Jump straight up
and don't even bother trying to harm it when it's on the other side. Wait
until after it's shot it's fireballs out and starts leaping. Then use your
Knee Drop on it. 13 Butterfly Kick strikes, 8 Double Front strikes, or
9 Knee Drops will kill it. Knee Drop really is the easiest way to defeat it,
especially when it's in Leap Mode. If you dodge the other attacks, you
should have absolutely no problem with this boss.

When you win, you'll recieve the Pulse Wave Spirit.


Sector 5 - Aboard the Ship of Strife

Hope you're not seasick! New enemies here. Reapers drop down from the skies,
and that's all they do. Use your Vertical Press Kick quickly before they
vanish. There are also Fishmen who spit bubbles in an arc (they can't aim
at you) and leap at you. Knee Drop them for an easy win.

As you hike, you'll find areas where Reapers seem to drop like rain. Don't
panic too badly if you can't kill them all and get all the experience. If
you've been carefully fighting up to this point, the loss is minimal. They
can overwhelm you, though, if you're fighting Fishmen, so be careful.

You'll find what appears to be a the ship's cabin about one third of the
way through the stage. Here, you can jump inside and get two Hearts, two
Large MP Bottles, and a Large Experience Award. A welcome treasure, to be
sure, mateys. Yah-har! ..*blink* Oh yeah, the Walkthrough.

You'll also find a sub-boss here. This guy isn't too hard to defeat. Simply
stand in the middle and, when he dives at you, use your Vertical Press Kick,
or, if you have it, Blazing Flip Kick. You may want to save the goodies in
the cabin for after you win, especially if you're already at full health.

Next, you'll run into some green-garbed Fighters. These guys aren't much for
brains. They'll run at you and try and kick you. A single Butterfly kick is
a good bet here, as they tend to come at you in bunches, and from both
sides. Then some grey Eagles that sit and wait for you. They're fast, so
be ready with either a Roundhouse, Butterfly, Knee Drop, or whatever.

Right after the Eagles, you'll fight another sub-boss. It's the same wizard
you fought at the beginning of Sector 3, only now you've more tricks up your
sleeve. Pound him to oblivion, then continue on. (You might get a 1-Up from
your score at around this time.) If you have the Blazing Flip Kick, you will
have absolutely no difficulty whatsoever.

Next on the agenda are blue swirly things that bounce around, trying to hit
you. Any attack should be fine against them, they're not too hard to handle.
You'll also find skeletons, like in Sector 1, only they're a bit tougher.
Not so tough a Knee Drop won't take them out, but you'll need more than one
standard kick.

You'll reach a long, straight deck with Skeletons and Fighters. Knee Drop
them for easy awards, and continue on. When the deck stops bobbing up and
down, you're near the boss.

A rain of acid bubbles constantly falls in this battle, so you have to
constantly dodge them. A giant Octopus will rise up, sticking tentacles over
the prow of the ship. He'll spit acid at you while you're trying to flail at
his limbs. This is hard to dodge, because it's the same color as the bubbles
that are falling, and the bubbles have a falling pattern, whereas the shots
are fired directly at you. Expect to get hurt here.

TACTICS: First, attack his limbs. If you have the Butterfly kick, use that.
If not, use the Roundhouse kick. Try your best to dodge incoming acid, but
don't fret too much if you take a little damage here. Four shots of a
Butterfly kick will destroy a limb. I do not reccomend Knee Drops, as the
less you are in the air, the better. When all four are destroyed, you can go
after his head. Unfortunately, this means you have to jump to get at him.
You will end up taking a lot of damage here, so be prepared to heal.
(I had a full compliment of 11 life bars, and when I was finished, I had 6.)
Be careful when you beat him! Bubbles will still fall for a short while!
You can be killed while he's in his death throes and have to do it all over
again!

When you defeat him, you recieve the Whip Lightning spell. Don't fret over
the fact that this is the only spell on this level. There's nothing hidden.


Sector 6 - Across the Swamps

Hope your boots are muckproof. The first enemy you'll run into is a Green
Mage. Not at all difficult to defeat, any kick will do. They will fire a
shot directly at you if you let them. Next are some bluish colored winged
..thingies. They don't fly too well, and aren't difficult to defeat. Just
Knee Drop them. Sometimes they'll drop down right on top of you. Use either
the Vertical Press Kick or Blazing Flip Kick in that case. It's best if you
lure them one at a time and pick them off at leisure so you don't get over-
whelmed.

Try to avoid the marshy areas at the bottom of the screen, as they will slow
you down. Near the end of the first marsh, Zombies will rise from the
ground. Knee Drop them, but be careful, as they shoot chunky bits at you.
Soon after, you'll run into some Blue Mages. Also easy to defeat, their
spells cause rocks to drop on you from above.

In this area with the first Blue Mages, you'll see an area with very tall
grass and a bridge of rocks above it. Stand on the first small rocks, and
it'll break, dropping you inside. You'll find the Force Shield spell.

Once you've got this useful little spell, you may want to blow 20 MP and
turn it on for a little while. It'll protect you from those annoying mages
when you can't get to all of them at once. The decision's yours.

Continuing onward, you'll find a pack of those poorly flying giant blue
thingies (what are they, mutant chickens or something?), then some Red
Mages. You've encountered them in earlier levels. They drop a shot that
travels along the ground. As you reach an area with floating platforms, you
will find a small, blue flying helmet-like creature. It circles around, and
is pretty easy to avoid and defeat by itself, but if you've not defeated the
Red Mages yet, they can get in the way.

If you drop down in this floating platform section, you can find a Heart,
a Large MP Bottle, and a Large Award.

Continue on, and you'll find some Blue Mages. These'll fire Lightning
straight down on you. If you've enabled your Shield, it won't last long, so
stay out of the line of fire!! You'll then find some pillars and pits, some
of which have Zombies on them. Make sure all the Mages are gone, then
Knee Drop the Zombies. After that, it's time to fight the Boss of this area.

Two Great Harpies will attack, flying about, swooping, and pausing to scream
at you. Expanding sound waves will shoot forward.

TACTICS: Force Shield helps out a great deal, as it absorbs the effects of
the Sound Waves. One way to fight them is to wait on one side or the other
and attack when they're there screaming. Another way is to forgo shields and
use Whip Lightning. I would suggest using Shields and duking it out with
your feet, as that uses less MP in the long run, even if you have to re-cast
the spell once or twice.

When you defeat them both, you will receive the Harpy Wings spell.


Sector 7 - A Long Way From Home

The layout of this level is very simple. There's no obstacles or pits, just
one long walk. What this level sacrifices in complexity, it makes up for
in sheer numbers of enemies. You will be constantly hounded by enemies,
broken up by the occasional mini-boss. It's important to take this sector
slow and easy, or you will rapidly get overwhelmed by a screen full of
beasties!

No sooner you get here than you are immediately attacked by two enemies.
A blue swirly thing, like you saw in Sector 5, and a new enemy, which I
assume to be a rolling armored golem. Quickly get rid of the swirling ball
so you can focus on the rolling golem. Wait for it to come to you, and Knee
Drop it a couple of times (you'll want to leap away immediately so you don't
get hurt). Like the Armadillos, you'll want to wait until they're not
rolling before you attack. Alternatively, you can try three Double Butterfly
or Blazing Flip kicks.

Proceed forward a bit and another Rolling Golem will roll in from the left.
Dispose of it and continue on.  Another Golem from the right, then another
Golem will drop from above.  If you scroll forward too fast, you'll trigger
another Golem, as well as another Swirling Ball, so stop when you see the
first fall from the sky, defeat it, and continue on.

You'll notice your EN meter pop up with a health bar, so you know what that
means... yup! A mini boss! So soon?

It's another Chimerae type creature! Only this one attacks with an ice-spike
charge. It essentially follows the same pattern as the boss of Sector 4,
except that it will fire shots upwards at an angle to catch you while you
jump to evade shots. My advice to evade that little sneaky attack is to
jump a bit away from the Chimerae, enough so that shot won't strike, but
not so much that you accidentally land on one of the first two shots. You
could also try a smaller jump, leaping between the level shots and the
angled shots. Other than that, just Knee Drop it when it's not charging.
Six Knee Drops or Eight Double Butterfly Kicks will defeat it.

Immediately, a little blue ninja will dash up and attempt to kick you, then
run off to the left. If you're on the right side of the screen, he can
easilly surprise you, so while the mini boss is busy exploding, walk to the
left. Then just Knee Drop him, and he's gone.

You'll also notice that now there are various goodies waiting for you at the
top of the screen. You might be tempted to use your Harpy Wings magic to fly
up and get them all, but you should reconsider. For starters, flying costs
10 MP per second, flying is not exactly graceful, and each "second" is about
as long as a "second" on the timer of Super Mario Bros. It's very easy to
burn up all your MP to get at the goodies. Even by jumping as high as you
can first, you can burn 20-30 MP just grabbing one item! If you go for a
heart, it can be slightly more efficient than using Life Up 1 magic, but
you're still better off saving your MP for Life Up 2. If you've been
snagging as many Awards and Bottles as possible, chances are you don't even
need the awards.

Up top you'll see a Large Bottle, Large Award, another Large Bottle, and
a Heart.  Get the Heart if you need it, and continue on.  You won't get far
before you see three ninjas drop from the ceiling: Two blue stupid ones
(like the one that just appeared), and a green one that you should be
familiar with from Sector 3. Use the same tactics to defeat it.

Continue on, and you will assaulted by four of the stupid blue ninjas! One
will run from the left, and three from the right. It's easy to get hurt here
so just leap as high as you can, and knee drop. Don't worry if some of them
get away. Staying healed is probably more important than Experience anyway.
Alternatively, you can try a Sliding Kick on the group of three, then Knee
Drop the last.

Continue on, and you will be assaulted AGAIN! This time, three blue ninjas
dash in from the left, and a green one walks in from the right. Quickly
Slide Kick to the left, then Knee Drop the green ninja until it's defeated.

Continue on, and you will find a new enemy, yellow Barbarians. I'm not sure,
but their heads are sort of avian... maybe they're Barbarian Chickens?
Anyway, as soon as you see the first one walking, stop scrolling forward.
You may or may not have triggered two more, which run much faster and will
leap at you. You can Knee Drop them, or if you want to make them look stupid
just duck and they'll leap right over you and keep going. Also, it may look
as if there's only one, but there's really two of them. The slower Barbarian
is a lot hardier, and takes three Knee Drops to destroy. It attacks with a
sort of long claw, and may try to evade your Knee Drops, so take your time.
They're also STRONG, and can take half a bar to OVER a bar of life away
if you're struck. The slower one also jumps, so be careful.

Don't scroll too forward too fast, or you'll run into the next group of
enemies, two blue ninjas from the right, and one from the left. Slide or
Knee Drop, and continue on.

You'll come across the second Mini-Boss in this game. It resembles a sort of
small dragon... or maybe a large insect with claws. Either way, it follows
the exact same movement and attack patterns as the Harpy boss of Sector 6,
but since there's only one of them, you shouldn't even need to cast your
Shield spell. If you have the Blazing Flip Kick, just stick to the center
of the screen and use it whenever it swoops toward you. Otherwise, use
whatever tactics you used against the Harpy boss.

Once defeated, you'll see more goodies appear at the top of the screen.
Like before, don't bother unless you're desperate.

Continue on, and you'll be assaulted by four green ninjas. The problem with
this batch is that some of them seem to be smart, and others aren't. Three
of them will run off to the left if you let them, while one will stick it
out and use normal tactics: kicks, evades, and throwing stars. Sliding is
a bit dangerous, as that can trigger even more enemies off to the right, so
try to Knee Drop them without taking too much damage.  If you scroll just a
bit to the right, a fifth green ninja will appear (the stupid kind).

Continue on, and two more green ninjas will attack from the left, one smart,
and one stupid. Immediately walk to the LEFT to attack them so you don't
accidentally scroll the next enemies into triggering. If you scroll slow
enough, you can trigger them one at a time (the smart one comes first).

Not long after, you'll run into five, yes FIVE Red Rolling Golems that fall
from the sky!! Try to position yourself between them and do a Blazing Flip
Kick (or Vertical Press Kick if you don't have it) to protect yourself.
This skirmish is a pain in the arse, and it's likely you'll get hurt no
matter what tactic you use. I suggest a short jump, Knee Drop, and quickly
repeat it before they all start rolling. While they're rolling, do a high
jump and try to land where it's safe.

With that mess out of the way, continue and you'll come across another
green ninja and another Red Rolling Golem from the right. After that, the
same group will attack from the left. Then two more green ninjas (one smart
and one dumb)... as a side note, you can tell which ones are "smart" because
they take more than one hit to kill.

Continue on and you'll find a Heart within jumping distance. Nab it, and
continue towards this stage's boss. This is going to be a VERY HARD battle.

Approaching a coffin at the end, it's struck by lightning revealing... a
vampiric cross-dresser!! Er, no, it's just a vampire. :)

This boss follows the exact same pattern as the Gargoyle boss of Sector 3...
and we ALL remember how much fun THAT guy was, right? The only difference is
that he fires three orbs instead of one, causing three lightning spreads.

TACTICS: Use the same tactics as you did versus the Gargoyle to send this
creep back to the shadows. Once again, you WILL get hurt, so hopefully you
have been hoarding all your MP! Try your best not to take too much damage,
because this is NOT the last level or the last boss, and you WILL need MP
later!!

I suggest you use Sweep Kicks. They're quicker to execute safely, letting
you get out of the way of necessary. Be careful while attacking, since each
time you kick him, he moves a bit away, which means the lighting spread he's
firing might hit you! If he keeps flitting out of your range and won't come
down so you can attack, a Sliding Kick will close the distance. You might
also try using your Blazing Flip Kick while he swoops down, but you'll
definately take damage if you do this.

19 or 20 Sweep Kicks will take this guy out (I had trouble counting, sorry).

Once he's defeated...oh boy, another boss! It's that green dragon-bug thing
again! It's the exact same thing that you saw earlier in the level, so
follow the same tactics.

Continue to the right. You'll be taken to the last area of this sector to
fight two more bosses!

The first is a mage... or is it? It flashes, then... Oh no! It's a Clone of
Thonolan!! He has many of the same techniques as you do (and some that you
don't!), including invulnerability during certain kicks, but his AI isn't
very smart. It's pretty simple to take him out using 7 quick Knee Drops.
Try to corner him if you can.

Finally, you'll find the last boss of this stage... a giant ugly spider!
A heart will appear in the center, just out of jumping range.

This spider crawls along the ceiling, dropping down on a web when you're
under it, and releasing small spiders.  The baby spiders can be easilly
defeated with a single Sweep Kick. The webbing, however, can get to be
annoying, since it blocks movement.  Kicking it destroys a piece of the web,
and you can actually use this to your advantage to get to the Heart at the
top of the screen.

TACTICS: Try to position yourself so the spider only comes down in one or
two areas (preferably around the Heart in case you need healed). That way,
your entire air space isn't blocked by webbing. Properly timed, the
Lightning spell (NOT Whip Lightning!) can do over a bar of damage, but you
may want to save your MP for the final sector. If you think you can spare
the MP, stand right underneath one of the webs that the spider crawls down.
JUST as the spider is about to start its descent, activate Lightning. If
you timed it right, all three bolts should smack the spider, and it'll
remain at the top of the screen. When the spell ends, beware the baby
spiders that will come dropping down.

If you plan to use kicks, then try the following: Stand right below the web
where the spider descends, like you would for the Lightning tactic, only
use your Blazing Flip Kick (or Vertical Press Kick) when the spider is close
enough. You will only get one hit in! IMMEDIATELY move to the left or right
to evade the baby spider that will be released, Sweep Kick it, move back to
the web, and repeat. If you time this properly, you can get through this
boss without taking ANY damage, so don't be intimidated by its size!

This boss takes 20 Blazing Flip Kicks to defeat. Thanks Mom! She helped me
count because it's kind of a pain trying to time these hits (it takes
practice) and count how many hits... I kept losing count when I messed up!
Mmuwa! Using this method, it'll probably take about 4 minutes. :P

Once this boss is defeated, you will recieve the final spell, Earthquake!


Sector 8 - Belzed's Haunted Tower

This is it! The final sector! Belzed and Silphee await to see who is the
true master!

You start in a vertically scrolling area, so like in Sector 2, be careful
not to fall down into a "pit".  Your first foes are three yellow Barbarians
and a blue swirling thing. Unfortunately, you do not have any real head
room, so you can't defeat them with Knee Drops. Try a standard kick (normal,
Roundhouse, or Double Butterfly, whichever you have), then retreat slightly
and repeat...it takes three hits this way, but you can evade taking damage.
For the enemies above you, try Blazing Flip Kicks. Standing below the
opening will keep them from dropping down to your level.

Kicking the bricks to the left will reveal a Large Award in case you need
it. The bricks in the upper right hide a Small Bottle.

Continue upwards and two more blue swirling balls will appear and bounce
around. Be sure and take them out before proceeding so they don't interfere
later. Continue upwards to fight another Barbarian (you can jump through
the tiles that don't look like solid brick. If you're careful, you can
trigger a second Barbarian and defeat both with Blazing Flip Kicks from
below, then continue.

As soon as you jump up, two more blue swirlies will attack. Take them out.
A third waits to harm you the instant you leap toward the pile of kickable
bricks, so trigger it by leaping straight up first. These bricks hide
nothing, so don't bother destroying them. Another blue swirly waits to
catch you mid-jump just after those bricks, so again, trigger it by jumping
straight up.

Next, you'll find two golden fishmen waiting for you, along with more blue
swirlies. Those swirlies are placed in such a way to strike you where you
are most likely to jump. Keep that in mind while you proceed.

There are some goodies under a ledge that you can Slide Kick to acquire:
a Large Experience Award, a Small Bottle, and a Heart. It's quicker than
standing on top of the ledge and waiting for it to crumble.

Proceed by using the crumbling ledges so you don't get struck by yet more
blue swirlies.

Continue on, and you'll find a stair-step area with more bricks, more
annoying swirlies, and a couple of green soldiers. They're not hard to
defeat with a couple of kicks.  You'll find a Large Award, Large Bottle,
and a Heart here. Careful of the swirlies on the stairs.

Jump upwards to find this area's Mini Boss, a Winged Demon. This looks like
one of the creatures that kidnapped Silphee, doesn't it? This creature flies
in one of the corners, shoots a barrage of crescent shots at you, then
rushes along the ground, flailing its hand axe. It will then flit around a
bit, firing occasional crescent shots before it repeats the process.

Dodge the crescent shots, and time a high jump when it rushes you, to
evade damage.  Around 12 or 13 Blazing Flip Kicks should do it in. Kicking
while leaping toward it during its "flit around" pattern seems to have the
best effect, and you can destroy its crescent shots with a kick, too.

Once defeated, the game will let you continue to the left.  Scroll SLOWLY!!
The first thing you'll come across is a slow-moving guard with a sword.
They aren't hard to defeat with normal kicks. A bird will swoop in next (use
a Blazing Flip Kick) and another guard. DO NOT SCROLL FURTHER YET! There's
trouble if you do. Once you've triggered the bird, and you can see the
second guard walking toward you, go back to the right and let the guard
come to you! Defeat it, and continue.

You'll see some platforms. IMMEDIATELY jump onto one so you're at the top
platform! Ignore the birds that fly by, the main concern here is an annoying
and INVINCIBLE enemy that follows you around and weaves in a snake-like
motion. There's a Large MP Bottle hidden in the bricks on the top
platform, but when you move to get it, another guard will drop down on top
of you. Blazing Flip Kick it to death.

Now comes the hard part. That weaving tower thing will follow you while you
try to continue to the left... and unfortunately, the corridor narrows so
you can't jump! Worse, there's a Guard in your way!

Trigger the guard by moving to the edge of the top platform, then move right
until you can make a mad dash for the corridor without the guard getting in
the way. If you move fast enough, you'll scroll the weaving tower thing off
and won't be bothered by it again. Three birds will fly down to impede you,
so use a Sliding Kick to get past them.

Leap up a level, and you'll see a Large Award and Large Bottle waiting for
you. There's also a couple of those Mutant Chickens flying around. Defeat
them and continue on. The screen scrolls up now, and you'll see another
Large Bottle in a niche to the right. Be careful not to scroll up too far if
you want it.

Hop up the platforms, Blazing Flip Kick as you go to get rid of the enemy
that drops from above...if you miss, he'll come back upwards in the same
area, so don't assume you're safe.

If you cast the Magic Boots spell, you can get to another Heart, Large
Award, and Large Bottle without taking damage from the spiked floor.
It's essentially 1 bar for 10 MP, so if you're injured, feel free to nab it.
You'll have to stand on the crumbling platforms to get to the items.

There's another Heart and Large Award hidden in the platform when you
continue upwards, just walk over them to get them. Another Heart and Large
Award is just past them under a crumbling walkway with a couple of ninjas
on them. They can be easilly taken out with Blazing Flip Kicks.

Jump a bit on the platform next to the crumbling walkway to scroll some
more Reapers will fly around to harry you. Defeat them before proceeding.

Further up, after more Reapers, Soldiers, and such, you'll find even more
goodies above a spiked floor: A Large Award, Large Bottle, and a Heart.

Continue upwards towards another mini-boss. This time it's a Centaur!

He jumps around from platform to platform firing arrows into the air, which
then come raining down in groups of 5. It's not a complex pattern, but it's
an annoying one, as the arrows can keep you from getting to the Centaur.
These shots can't be destroyed with a kick, unlike the last mini-boss.

There is a very simple way to defeat this boss... wait in the left corner
until it reaches the ground and cast Earthquake. Then just flail at it with
your standard kick until it's defeated. Be sure and grab a row of Magic
Bottles, if possible, when you kill it to make up for the 20 or 40 MP you
spent.

Now you can continue to the right. You'll find a couple more of those
Mutant Burgers that we all loved in Sector 2, this time in a pretty red
color! They're just as easy to defeat, too. A Drop Kick will do it.

Scroll right a bit, but don't enter the next room yet. Let the Mutant
Burgers come after you, and take them out. The next room's floor crumbles,
so you'll want to get to the platforms above it without having to worry
about your lunch attacking you.

As soon as you enter the room, a Mutant Burger will drop down from the
ceiling. It splits into four more when you hit it! Be careful while taking
it on that you don't tarry on a single tile for too long, or you'll fall
through and be done for.

Two Large Bottles, a Large Award, and a Heart await you, just be quick about
getting them. Green soldiers (the stupid kind that kick and run) will come
at you from both sides while you get the items, so be wary. You may want to
destroy the blocks on the top platform first so you can just jump straight
up out of harm's way.

After more enemies, including more splitting Burgers, you'll reach the end
of this right-scrolling area and have to scroll up again. Bubbles, like the
ones the Octopus boss spit, will rain down, and you will have to dodge
those, dodge Red Mages and their shots (which go down and follow the
ground), and be watchful for large spikes that thrust in and out of the
ground! Joy.

There's a heart in a niche on the left side of this area, but it's hard to
get to without a well-executed Flying Kick. Don't bother unless you're
desperate, as you may lose a life trying to get it.

Continue up and you'll find more Red Mages, and the falling bubbles will
stop. Take your time and defeat all of the Red Mages do they don't harass
you later.

You'll find another stone spike that appears, and you'll need to jump on
that platform when the spike is down so you can proceed. Be careful about
the Red Mages that appear here. Try to take them out, but don't jump over
any "pits" you've created by scrolling out of reach of platforms.

Continue upwards, after defeating the mages, and you'll find another stone
spike on a platform and some orbs that fire sparks at you, like in Sector 2.
The sparks make it difficult to continue without getting hurt. You'll have
to jump quick in between shots, using the edge of the platform.

Continue upwards, destroy the Orb that is in reach, and further up, more
Red Mages. If you use Harpy Wings to get to the area with breakable blocks,
you can find some hidden Bottles, but don't bother. Further up you'll find
more Red Mages and another rain of bubbles! The two threats make getting up
the next set of platforms difficult without getting hit and falling down
into a "pit", so you may want to consider blowing the MP on Harpy Wings and
taking the hidden area mentioned above.

There IS a way to prevent the rain of bubbles, but it doesn't always work.
On the platform (the one you can jump through) that is even with the
breakable blocks... stand below it and jump on top of it... but jump so that
you just BARELY make it. The screen may scroll up slightly, and you'll
probably trigger a Red Mage or two. Defeat them, continue on, and hopefully
the rain won't come.

Jump back and forth from platform to platform, but be careful, as stone
spikes appear on two of them! Continue to the solid area on the left part
of the screen, and be careful, as that rain of bubbles may trigger now.

WHAM! Just when you least expect it, a mini-boss! ARGH! It's the boss from
Sector 3 (the one after you obtain the ? spell), but with the rain of
bubbles, you can't Drop Kick it. And with nothing but a big "pit" below, it
isn't exactly safe to get hit, either.

Get onto the stone platform with the breakable bricks, FACE RIGHT (so that
if you do get hit, you fly backwards to the left) and try to kick it to
death with standard kicks. You WILL get hurt here, so try and finish this
fight up as quickly as possible and move on. Jump up using the platforms
you can jump through, break the blocks, and move to the left to exit this
nightmare...and begin a new one!

FINAL CONFRONTATION

Belzed awaits! First thing Belzed does is cast a spell upon the whole room.
Bars of light will zoom around, but don't worry, they do no damage. What
that flashy display WILL do, however, is activate the four guardians on
the sides of the screen! One at a time, you will have to destroy four
Dopplegangers. Their shape changes after they take so much damage, just
like the creatures in Sector 3. Make sure you change your tactics depending
on what form they take. If you can corner them, you can quickly take them
down by repeated Sweep Kicks, though the Armadillo form may escape you.

Once you have defeated the four guardians, it is time to fight Belzed!

She will drop down from the top, raise her hand, summon a bolt of energy
that drops down from the sky to wherever you're standing, and fly back up.
She repeats this process over and over, and she doesn't pause for very long.
Her attacks are fast, and they HURT, capable of taking at LEAST one bar away
from your life meter.

As we've learned, there is a very simple way to take care of such speedy
foes. EARTHQUAKE!! It will take a few shots of Earthquake and constant hits
before she goes down. For best results, Earthquake her when she's in one of
the lower corners of the screen, then Double Butterfly Kick her to death.

This is the final battle, so spare nothing!  If you can time it just right,
you can position Belzed so she is in range of your Blazing Flip Kick. When
this happens, just Blaze like mad and Earthquake every 5 seconds.

Pulse Wave Spirit also works quite well, especially in conjunction with
Earthquake. Twin Power will keep Belzed's energy bolts distracted, but if
you switch to any other spells, the Twin will vanish.

When she is finally defeated, get the Awards (if you feel like it, heh heh)
and watch the ending!

There's more, though... when you're finished, you can play again on a
harder difficulty! Enemies are more difficult to defeat. Unfortunately, your
Level, Experience, HP, MP, and Magic is reset. The only thing you get to
keep is your number of lives. So here's a password that starts you out with
nine of them!

- 5(Heart)2DKQ  ZGD?R6
Area 1, Level 0, 0 MP, 9 Lives. No Magic. Difficulty: HARD

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Finishing notes

Well, it's finally finished. This is my first actual Walkthrough for a game.
I've made other documents to help players, but they've been for things like
item hacking or lists or things like that. Nothing as comprehensive as this.

I hope you all enjoy it.  By the way, here's a secret uber "password" for
people who know how to use it: 06B9 06BA. I'm not gonna tell you what it
means, so don't e-mail me asking. Can you figure it out?

Be sure to check out my other FAQs! :)

Remember, in order to contact me, you'll need to visit my website and click
"Feedback" to see what my current e-mail address is.

Wyrenth
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Version History

04/09/2017 v1.1b  67.2 KB - Removed homepage. Cleaned up document.
04/17/2003 v1.1   67.2 KB - Removed e-mail contact information--use website.
10/27/2002 v1.0   66.8 KB - Initial relase.
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