Little Magic (Famicom)
Guide by E. Phelps, ver. 1.0
(aka LastBossKiller)
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- - - = = = === Disclaimer === = = = - - -
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This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission by the author. Use of
this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.
Copyright 2014 E. Phelps
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- - - = = = ====== Intro ====== = = = - - -
- - - = = = =================== = = = - - -
Little Magic on the NES/Famicom is a combination of a strategy game and
a fighting game. You move units on a grid, recruit units, and try to conquer
your opponent's territory, as you would expect from a strategy game. However,
when units engage in battle, the battle itself is done like a one-on-one
fighting game, such as Street Fighter 2.
The combination of game styles makes for an interesting experience. If
you are good at the fighting sequences, then theoretically you can be like
the 300 Spartans defeating 300,000 Persian soldiers. You could be really
sloppy about the strategy surrounding your unit movement in that case. But if
you're terrible at action games, you might think this game is harder than the
typical strategy game (I doubt you are that bad, but who knows).
The game is very short, and it takes very little practice to get good at
the fighting sequences, so likely you will be able to beat it very quickly,
at least compared to other strategy games. If you are mildly interested in
strategy games, but think they're usually too complicated, then this game is
a good one to try. There aren't very many things to keep track of, and it's
satisfying to take control of a few soldiers and mow down the enemy army.
Also, I bet it's really fun on 2 player.
It should be noted that there is also a game called Little Magic on the
SNES, but that game is not related to this one.
Little Magic on the NES/Famicom was only released in Japan, so you will
have to deal with Japanese text. There is very little text during play, and
many of your options have graphical symbols to go along with the text, so the
language barrier shouldn't be a problem for you, especially if you use this
guide for help.
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- - - = = = ===== Contents ===== = = = - - -
- - - = = = ==================== = = = - - -
Search words are given in square brackets [].
1. Story [sec1]
2. Getting Started - Game Modes [sec2]
3. Game Mechanics
a. Victory and Defeat Conditions [sec3a]
b. What to Do During Your Turn [sec3b]
c. Recruiting Soldiers [sec3c]
d. Deploying Units [sec3d]
e. Movement and Terrain [sec3e]
f. Battles [sec3f]
g. Magic [sec3g]
i. Imp Summon Magic
ii. Attack Magic
iii. Other Magic
h. Claiming Territories [sec3h]
i. Resting Units on Towns, Churches, etc. [sec3i]
j. Boats [sec3j]
k. Leveling Up [sec3k]
4. Menus and Controls [sec4]
5. Battle Strategies [sec5]
6. Units [sec6]
7. War Mode [sec7]
8. Battle Mode [sec8]
9. Story Mode - Walkthrough [sec9]
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- - - = = = ====== Story ====== = = = - - -
- - - = = = =================== = = = - - - [sec1]
The world is divided into two kingdoms: the Sanosaal (サンオサール) Kingdom
and the Moonoin (ムーンオイヌ) Kingdom. The prince of Sansaal and the
princess of Moonoin were in love and promised to marry each other. However,
the king of Moonoin suddenly died. A wizard declared that he would marry the
princess and rule the kingdom of Moonoin. But the princess refused to forget
the prince of Sanosaal. The wizard desired to kill the prince as a result and
sent his army to attack the kingdom of Sanosaal.
- - - = = = ================================ = = = - - -
- - - = = = = Getting Started - Game Modes = = = = - - -
- - - = = = ================================ = = = - - - [sec2]
When you first start the game, you will only have the option "New Game".
However, if you have a saved game file, you will also be able to choose
"Continue". After choosing "New Game", you will be given three options:
魔道士の陰謀 - "Wizard Conspiracy"
対戦 モード - "War Mode"
バトルモード - "Battle Mode"
"Wizard Conspiracy" is the story mode of this game (see the "Walkthrough"
section of this guide for details).
"War Mode" allows you to play the game on extra maps for replay value, or to
play 2 player against a friend (see the "War Mode" section below for
details).
"Battle Mode" allows you to play just the fighting sequences of the game,
without having to deal with unit movements and strategy (see the "Battle
Mode" section below for details).
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- - - = = = == Game Mechanics = = = = - - -
- - - = = = =================== = = = - - - [sec3]
---Victory and Defeat Conditions-----------------------------------[sec3a]
The rules to win or lose battles are simple. You can win a battle by claiming
the enemy's castle. This is done by simply moving one of your units onto the
enemy castle if there is no enemy on the castle icon. Similarly, you will
automatically lose if the enemy claims your castle by moving a unit onto it
when you've left it unguarded.
Additionally, you can win a battle by defeating the enemy's leader, indicated
by a crown icon in the lower-right corner of their figure graphic. Generally,
the enemy's leader will remain on their castle, but occasionally they will
wander away, meaning you can swipe in and claim the empty castle, or chase
down the leader.
Your leader is the Prince, and if he is killed in battle, you will
automatically lose. You also lose if you run out of turns. The current turn
number and maximum allowed turns is indicated on the battlefield screen at
all times, with the word ターン ("Turn") next to it.
---What to Do During Your Turn-------------------------------------[sec3b]---
When it is your turn to control your units, you can give each unit an action.
If you want that unit to cast a spell, they have to cast it before they move.
You cannot cast a spell and move in the same turn. If you want a unit to
attack, they can attack without moving, or they can move and then attack on
the same turn. These are all the options for controlling your units.
During your turn, you can also purchase more units if you have enough
recruitment points left, and you can deploy more units from your pool of
reinforcements. You can also look at statistics. These two paragraphs
summarize the entirety of your options, so the game is pretty simple.
---Recruiting Soldiers---------------------------------------------[sec3c]---
When you begin the game, you will have no units other than the Prince. You
will be given a certain amount of points to spend toward recruiting more
units at the beginning of each battle, and if you don't spend all of your
points, the remaining points will roll-over to the next battle, so you don't
have to feel pressure to spend them all.
To recruit soldiers, press the "B" button to open your menu options, then
select the ぼしゅう ("Recruiting") option. A window will be opened showing
your remaining spending points in the upper-left side of the screen. Press up
and down to change which type of unit you want to purchase. Next to the
unit's name will be shown the cost to purchase that type of unit.
The right side of the screen shows a list of how many of each unit you
currently have in your army. The listed items are:
せんし (Soldiers)
そうりょ (Priests)
まほうつかい (Magicians)
ぶじゅつか (Martial Artists)
モンスター (Monsters)
TOTAL
ふね (Boats)
Press "A" to purchase the selected unit, or press "B" to exit. You can have a
total of 24 units in your army at one time.
---Deploying Units-------------------------------------------------[sec3d]---
After purchasing a unit, you won't be able to deploy it to the battlefield
until the next turn. To deploy a unit, press "B" to open your menu options,
then select the ユニット ("Units") option. A window will be opened showing
all of the units in your army.
The units window shows a unit's remaining HP and MP, their attack and
defensive powers (AP and DP), and their current level (L). It also shows
their current action status, listed to the right of the word ジョウタイ
("Status"). The possible status states you will see are:
いどう まえ - "Before Movement". Unit hasn't taken an action, but is deployed
to the battlefield.
たいきちゅう - "Standby". Unit is not deployed to the battlefield.
しゅうりょう - "Completion". Unit has already taken an action this turn.
ふね - "Boat" - Unit is aboard a boat and has not taken an action this turn.
To deploy a unit, place the cursor next to that unit and press "A". You will
see the map and a flasing square cursor indicating the location from which
the unit will be deployed. Press left or right to change the deployment
location if there are other options available.
You can deploy units from your castle or from the magic square tiles that are
under your control. You can deploy units from the castle even if you have a
unit on top of the castle, but you cannot deploy from a magic square tile if
a unit is on top of it.
---Movement and Terrain--------------------------------------------[sec3e]---
Each type of unit has a certain number of spaces it can move per turn. This
step number is reduced when passing through rugged terrain, such as
mountains, trees, or sand. For example, it takes two movement points to move
onto a forest tile. The number of movement points to pass through all the
different kinds of terrain are shown here:
Plains - 1
Forest - 2
Mountains - 2
Buildings (town, church, etc.) - 1
Sand - 2
Ice - 1
Shallow water - 3
River - 3
Deep water - Cannot enter
Swamp - 3
Snow - 2
Snowy mountains - 5
Snowy woods - 2
Certain units can move over terrain easier than the numbers state above. For
example, a Birdman can fly, and thus it costs only 1 movement point to go
over any type of terrain. A Water Soldier can walk over shallow water and
rivers for only 1 movement point, Giants can cross rugged terrains for one
less movement point than those stated above, and a Merman can cross all types
of water, including deep water, for one movement point.
The type of terrain you are on will also dictate the layout of the screen
during battles. For example, you characters will slowly sink if you stand
still in a swamp, and you have to jump up and over rocks if you fight on a
mountain. The terrain you fight on will be the terrain that the unit who is
being attacked was on.
---Battles---------------------------------------------------------[sec3f]---
Battles are a one-on-one, fighting game style action sequence. They last for
30 game seconds. Each character's life bar is shown at the bottom of the
screen, and labeled by 1st player or 2nd player (I P or II P).
Before the battle starts, you are given the option to manually control your
character (マニュアル) or to have your character be computer controlled
(オート).
The controls are:
"A" to jump. Hold to go higher.
"B" to attack.
"A" then "B" to attack in the air.
"Down" then "B" to do a ducking attack.
"A" to jump, then "Down" while in the air to thrust downwards.
These controls can vary for certain units. For example, a Golem cannot attack
while in the air.
The battle ends when one of the character's lifebar reaches zero or when time
runs out. If time runs out, the characters both remain alive, but with
reduced HP due to damage received in battle.
---Magic-----------------------------------------------------------[sec3g]---
Many characters can use magic in this game. You cannot move and use magic in
the same turn. Therefore, magic must always be used before a character moves.
Some magic attacks require you to fight during an action sequence (the imp
summoning spells), and some magic does automatic damage to a unit. There are
also a few non-attack spells.
To cast a spell, move the cursor over the casting unit, then press the "A"
button to select it. Press the "A" button again, and you will see an icon
with a staff and the word: まほう ("Magic"). Select this icon, and you will
see a series of images which indicate the spells the unit can cast. Select
one to cast it.
---Imp Summon Magic---
One of the most common spells that you will use is the ability to summon an
imp. Imps will fight one fighting sequence for you, and then they disappear
from the battle. An enemy character has to be within a range of 3 tiles to be
attacked by this summon spell. There are three imp summon spells, and they
are all summoned by soldier units (i.e. Fire Soldier, etc.). They all cost 80
MP to summon. As your soldier gains more levels, the HP level of the imps he
summons will also increase. Here are the details:
The Wind Soldier can summon a Wind Imp. The Wind Imp shoots small tornados
across the screen. He can also shoot them while jumping.
The Water Soldier can summon a Water Imp. The Water Imp shoots three drops of
water in an arc. In the air, the water is harmless, but when it hits the
ground, it creates a column of water that damages the enemy.
The Fire Soldier can summon a Fire Imp. The Fire Imp causes four columns of
fire to rise from the ground, one at a time, and moving across the screen.
---Attack Magic---
The Prince and Magicians can use a fireball spell and a lightning spell. The
fireball spell shows an image of a wizard raising its arms and flames coming
above its head. It costs 20 MP to use, and launches a fireball at a targetted
enemy within a range of 5 tiles. If it hits the enemy, it will damage him,
but it could miss and hit an adjacent tile instead. If one of your units was
on the adjacent tile, you might end up damaging one of your own units.
The lightning spell shows an image of a wizard raising its arms and a
lightning bolt above its head. It costs 20 MP to use and does automatic
damage to a targetted enemy within a range of 4 tiles.
The Magician has a flame spell that burns all the tiles in a straight line of
up to a 4 tile range. All units within that line will be damaged. Also, the
spell with melt ice. However, if a unit is on the ice, the ice will not melt.
It costs 10 MP to cast. The icon for the spell is a wizard raising its arms,
and flames on the ground in front of it.
The Prince and Priests have an ice spell that will damage all units within a
straight line of 3 tiles. The spell will also freeze water, turning it into
ice, so units can walk on it to cross water. It costs 10 MP to cast. The icon
for the spell is a wizard raising its arms and ice shards sticking up above
its head.
---Other Magic---
The Prince and Priests have a healing spell. It will heal all adjacent allies
by about 20 HP each. If an enemy is next to the caster, the enemy will not be
healed. The spell costs 20 MP to cast and is indicated by an icon showing a
wizard raising its arms and an injured body lying on the ground.
The Magician can summon a Golem, which will become a permanent unit in your
party. It costs 50 MP to cast the spell to summon it, but the spell often
fails. You cannot summon a Golem if you already have 24 units in your army.
The icon indicating this spell is a wizard raising its arms above a magic
square tile.
---Claiming Territories--------------------------------------------[sec3h]---
There are several locations on the battlefield that can be claimed as your
territory. Locations that are under your control are colored yellow, and
those under the enemy's control are green. Locations that are white are under
no one's control.
You can claim castles, towns, churches, magic square tiles, and ports. There
is really no advantage to claiming a town, church, or port.
If you claim an enemy castle, you automatically win the battle. If you claim
a magic square tile, you will be able to deploy units from that position,
which can often by advantageous.
You claim a location simply by moving one of your units on top of it when it
is unoccupied. They will exclaim: 点領, indicating they claimed it. Locations
cannot be claimed by "monsters". Units classified as monsters are Birdman,
Giant, Merman, and Golem.
---Resting Units on Towns, Churches, etc.--------------------------[sec3i]---
If one of your units begins its turn on certain locations, it will have some
of its HP or MP restored. If it begins on the castle or a church, all of its
HP and MP are restored. If it begins on a town, 40 HP will be restored. If it
begins on a magic square tile, 20 MP will be restored. You can also rest on a
dock to regain 10 HP.
Characters that begin their turn inside a boat restore some HP and MP as
well.
Boats that are damaged will have their HP restored by beginning a turn parked
at a dock, and they will also have their ammunition refilled.
---Boats-----------------------------------------------------------[sec3j]---
Some battlefields contain boats that you can load troops into. Each boat can
hold up to three units at one time. If the boat is destroyed, the onboard
units are automatically killed. Boats have 200 HP and 6 cannonballs. Boats
only lose HP when attacked by the cannon of another boat. To restore a boat's
HP and reload its cannons, park it at a dock.
A boat cannot move and fire a cannon shot in the same turn. Therefore, the
cannonball must be fired before moving. To fire a cannon, place the cursor
over the boat and press the "A" button to select it. Press "A" again to bring
up the actions menu, then select the こうげき ("Attack") option. Cannons have
a range of 5 tiles, but can miss their intended targets. When they miss, they
hit an adjacent tile. If one of your units is on the adjacent tile, you could
damage your own unit. Boats can use their cannons to attack other ships or
any other enemy unit.
Units aboard a boat can take their own turns independently of the boat's
turn. For example, you can have the boat more or fire a cannon, ending the
boat's turn. A unit on board can then disembark from the boat and attack
another unit, or even attack from the boat itself or cast a spell from the
boat.
To give units aboard a boat an action, you select the boat by moving the
cursor over it and pressing "A", then press "A" again to bring up the actions
menu. Select the おりる ("Disembark") option, then select the character you
want to give an action to. From there, give the character an action like
normal. If you don't move the character, but just have him cast a spell or
attack, he will enter the boat again immediately afterward.
---Leveling Up-----------------------------------------------------[sec3k]---
Your units gain experience by participating in battles and casting spells.
When they gain enough experience, they will level up. Level 10 is the highest
level that can be attained. When a unit is at level 10, the game will show
that they are at level "crown", instead of showing a 10, implying they are at
the max level.
- - - = = = ====================== = = = - - -
- - - = = = = Menus and Controls = = = = - - -
- - - = = = ====================== = = = - - - [sec4]
During play, place the cursor over a unit and press "A". That units current
status will be shown, including their remaining HP and MP, their current
level (L), their attack power (A) and their defensive strength (D). It will
also show how much experience they have, illustrated by showing a number of
stars filled out of five. To the left of the unit's icon is shown the type of
terrain they are standing on.
To give a unit an action, place the cursor over the unit and press "A" to
show their status. Press "A" again to see their available actions, or you can
move the unit by moving the cursor around and press "A" on the location you'd
like the unit to move to. They will move there, then you have the opportunity
to press "B" to take back the move, or you can select select an action.
The available actions for units are:
まほう - "Magic". Can only be used if the character hasn't moved and if there
is a unit within range who can be targeted by the spell.
こうげき - "Attack". Only available if an enemy unit is adjacent to the unit.
決定 - "Set". Ends this unit's action for this turn.
---Main Menu---
During your turn, press "B" to see your available menu options. They are:
ユニット - "Units". Shows a list of your available units and their current
status. See the "Deploying Units" section of this guide for more
details about this screen.
ぼしゅう - "Recruiting". - Allows you to buy more units. See the "Recruiting
Soldiers" section for more details about this screen.
END - Ends your turn.
ETC - Gives you more menu options:
じょうたい - "Status". A screen appears which shows how much of each type
of unit you and your opponent have in your armies. Also, at the bottom
of the screen, you can see how many points you have remaining to buy
more troops. Press "A" on this screen and you will be shown how many
of each unit was killed for each side, and how many points you have
spent on recruiting troops. During the story mode, these numbers show
how many units were killed over the course of all of the battles, not
just the current one.
セーブ - "Save". Opens the save screen. The top two windows are two
different save files you can save into.
せってい - "Settings". Shows the settings for the current battle. See the
"War Mode" section of this guide for details on this screen. During
the story mode, only the lower-left option can be changed, which
controls whether you control your units manually during fighting
sequences (マニュアル), or whether they are computer controlled
(オート).
こうふく - "Surrender". A menu will open asking if you surrender, with the
options はい ("Yes") and いいえ ("No"). If you say "Yes", the battle
ends and you lose.
- - - = = = ===================== = = = - - -
- - - = = = = Battle Strategies = = = = - - -
- - - = = = ===================== = = = - - - [sec5]
---General Strategy---
There is a single strategy that will help you dominate the fighting
sequences. It will vary slightly according to which units you are controlling
and who your opponent is, but it is generally the same idea.
Jump attacks are the best attack to employ. But the enemy knows this, so it
will use its jump attacks really efficiently. So you want to bait them into
jumping by moving close to them causing them to jump, then back up out of
their attack range, wait for them to get close to landing, then you jump and
attack while their helplessly falling.
When you hit an enemy that is attacking, they will receive extra damage.
Since the enemy is doing a jump attack in this case, they will receive this
heavier damage.
This strategy is easier to carry out if you are controlling a faster
character, like the Wind Soldier or Martial Artist, since you can move into
and out of their jump attack range quickly. It is harder to pull of with a
slow character like the Water Soldier, especially against fast enemies, but
it can be done. It is also easier to carry out if you are controlling a
character than can jump extra high, such as the Martial Artist or Birdman. In
that case, you don't even have to wait for the enemy to fall. Just jump at
the same time as the enemy and you will jump higher than them, allowing you
to land an attack instead of them.
Often, the enemy will not jump when you are in range. If that happens, back
up, then move forward again to bait them again. Or if you like you can just
jump attack them at that point and they won't be able to hit you. The risk is
that you cannot hit an enemy if you are too close to them, and then you'll be
in an awkward position being on top of the enemy and having to try to move
back without getting hit.
---Juggling---
Sometimes you can get the enemy cornered. The enemy is usually good at
getting out of the side of the screen, but if you get your timing down,
you'll find that you can often hit an enemy, sending them flying into the air
on the side of the screen, then keep hitting them while they're in the air
until they're dead.
My only advice concerning this tactic is that you might find yourself trying
to juggle the enemy against the side of the screen, but failing, and taking a
lot of damage trying to do it over and over again. Instead, you should be
doing the jump baiting strategy I described in the section above, and just do
this juggling technique when circumstances allow it to happen naturally.
---Using Imp Summons---
The enemy is really good at avoiding the imps' magic attacks. But you can use
the Wind Imp's attack very effectively with this strategy:
If you try to attack with the Wind Imp's tornado, the enemy will just jump
over it. If you try to jump and use it in the air, they'll just stand still
and it won't hurt them. But you can once again make use of the enemy's
tendency to jump to bait them into taking a hit.
With the Wind Imp, get fairly close to the enemy, then jump and release a
tornado. If the timing is right, the enemy will jump when you get close, then
take a hit from the tornado in the air. This tactic works especially well
against the Water Soldiers since they seem to be extra vulnerable to wind
damage. With this tactic, I can kill almost any unit in one turn.
The Water Imp and Fire Imp suffer from the same tendency for the enemy to
easily avoid their attacks. But, like the Wind Imp's attack, you can
sometimes get in a few hits by tricking the enemy into jumping into your
spell. It doesn't work nearly as well with these two imps, though, so you may
not find yourself using these imps very often. I did find, however, that the
Birdman seems to be extra susceptible to jumping into the Fire Imp's flame
columns, I guess because the Birdman jumps so much more often than everyone
else.
---Avoiding Imp Attacks---
The enemy will often summon imps to attack you. It can be hard to avoid their
attacks, and you're likely to lose a lot of HP from these attacks until you
get good at avoiding them.
The Water Imp's attack is the easiest to avoid. You just have to know that
the water droplets don't hurt you while they're in the air. So stay close to
the imp, and when he throws the droplet, jump forward into the imp, attacking
if you like, and you will avoid the damage, as long as you don't touch the
droplets after they hit the ground.
The Wind Imp's attack is also pretty easy to avoid. He just shoots the
tornados from the ground (he doesn't seem to jump and throw them in the air).
So just time your jumps so that you jump over them. You might get caught up
in trying to hit the imp, and then getting hit yourself, so don't focus so
much on attacking the imp. Just try to keep the timing of your jumps correct,
and attack the imp when it's convenient.
The Fire Imp is, at least for me, the most annoying. He produces columns of
flame, and you can't jump over them or you will get hurt a lot. The computer
likes to stand in between two flame columns to avoid damage, but I find that
pretty difficult to do consistently. Maybe you will be better at that.
Instead, I just try to stay close to the imp, so if he begins his attack, the
first flame column will already be behind me. Then, he can't attack again
until all four flame columns have emerged, giving you a chance to try and
chase him and strike him down. Just be prepared for the next wave of flame
columns when he is able to attack again.
- - - = = = =================== = = = - - -
- - - = = = ====== Units ====== = = = - - -
- - - = = = =================== = = = - - - [sec6]
Here is a list of all the different types of units in the game, their attack
and defensive powers at all experience levels, their movement range, spells,
and any special notes that should go along with them.
Prince (おうじ):
Movement range: 6
LV 1 - A 10, D 5
LV 2 - A 11, D 6
LV 3 - A 12, D 7
LV 4 - A 13, D 8
LV 5 - A 14, D 9
LV 6 - A 16, D 10
LV 7 - A 18, D 11
LV 8 - A 20, D 12
LV 9 - A 21, D 13
LV 10 - A 22, D 14
Spells: Ice (10 MP, Range - All tiles in a line, up to 4).
Fireball (20 MP, Range - 5).
Lightning (20 MP, Range - 4).
Healing (20 MP, Range - All adjacent tiles).
Notes: If the Prince dies, you automatically lose the battle.
Fire Soldier (ひのせんし):
Cost to recruit: 20
Movement range: 6
LV 1 - A 7, D 4
LV 2 - A 8, D 4
LV 3 - A 9, D 5
LV 4 - A 10, D 5
LV 5 - A 11, D 6
LV 6 - A 12, D 6
LV 7 - A 13, D 7
LV 8 - A 14, D 7
LV 9 - A 15, D 8
LV 10 - A 16, D 8
Spell: Summon fire imp (80 MP, Range - 3).
Water Soldier (みずのせんし):
Cost to recruit: 20
Movement range: 5. Can move over shallow water and rivers for only 1
movement point.
LV 1 - A 8, D 6
LV 2 - A 9, D 6
LV 3 - A 10, D 7
LV 4 - A 11, D 7
LV 5 - A 13, D 8
LV 6 - A 15, D 8
LV 7 - A 17, D 9
LV 8 - A 19, D 9
LV 9 - A 21, D 10
LV 10 - A 23, D 10
Spell: Summon water imp (80 MP, Range - 3).
Note: Slow movement during battle.
Wind Soldier (かぜのせんし):
Cost to recruit: 20
Movement range: 7
LV 1 - A 6, D 4
LV 2 - A 7, D 4
LV 3 - A 8, D 5
LV 4 - A 9, D 5
LV 5 - A 10, D 6
LV 6 - A 11, D 6
LV 7 - A 11, D 7
LV 8 - A 12, D 7
LV 9 - A 12, D 8
LV 10 - A 13, D 8
Spell: Summon wind imp (80 MP, Range - 3).
Note: Fast movement during battle.
Priest (そうりょ):
Cost to recruit: 30
Movement range: 5
LV 1 - A 5, D 2
LV 2 - A 5, D 3
LV 3 - A 6, D 3
LV 4 - A 6, D 4
LV 5 - A 7, D 4
LV 6 - A 7, D 5
LV 7 - A 8, D 5
LV 8 - A 8, D 6
LV 9 - A 9, D 6
LV 10 - A 10, D 7
Spell: Healing (20 MP, Range - All adjacent tiles).
Ice (10 MP, Range - All tiles in a line, up to 3).
Magician (まほうつかい):
Cost to recruit: 60
Movement range: 5
LV 1 - A 1, D 1
LV 2 - A 1, D 2
LV 3 - A 1, D 2
LV 4 - A 2, D 2
LV 5 - A 2, D 3
LV 6 - A 2, D 3
LV 7 - A 3, D 3
LV 8 - A 3, D 4
LV 9 - A 3, D 4
LV 10 - A 5, D 5
Spell: Summon Golem (50 MP, Range - 1).
Flame (10 MP, Range - All tiles in a line, up to 4).
Lightning (20 MP, Range - 4).
Fire ball (20 MP, Range - 5).
Note: During battle, cannot attack while jumping. Press "down" to charge
up magic energy, then press "B" to release a magic wave attack.
Golem (ゴーレム):
Cost to recruit: 0
Movement range: 4
LV 1 - A 7, D 8
LV 2 - A 7, D 9
LV 3 - A 8, D 10
LV 4 - A 8, D 11
LV 5 - A 9, D 12
LV 6 - A 9, D 13
LV 7 - A 10, D 13
LV 8 - A 10, D 14
LV 9 - A 11, D 14
LV 10 - A 11, D 15
Note: Golems only join your army when summoned by a Magician. Cannot
attack while jumping and moves slowly during battle.
Martial Artist (ぶじゅつか):
Cost to recruit: 20
Movement range: 6
LV 1 - A 6, D 1
LV 2 - A 8, D 2
LV 3 - A 10, D 3
LV 4 - A 12, D 4
LV 5 - A 12, D 5
LV 6 - A 13, D 6
LV 7 - A 13, D 7
LV 8 - A 13, D 8
LV 9 - A 14, D 9
LV 10 - A 14, D 10
Note: Very fast during battle.
Giant (おお おとこ):
Cost to recruit: 40
Movement range: 4. Costs one less movement point to cross rugged terrain.
LV 1 - A 10, D 7
LV 2 - A 12, D 7
LV 3 - A 14, D 7
LV 4 - A 16, D 8
LV 5 - A 18, D 8
LV 6 - A 19, D 8
LV 7 - A 20, D 8
LV 8 - A 20, D 9
LV 9 - A 21, D 9
LV 10 - A 21, D 10
Bird Man (バードマン):
Cost to recruit: 20
Movement range: 7. Can move over any terrain for one movement point.
Cannot end movement on deep water.
LV 1 - 100/0, A 4, D 1
LV 2 - A 5, D 1
LV 3 - A 5, D 2
LV 4 - A 6, D 2
LV 5 - A 6, D 3
LV 6 - A 7, D 3
LV 7 - A 7, D 4
LV 8 - A 8, D 4
LV 9 - A 8, D 5
LV 10 - A 9, D 5
Note: During battle, can jump very high (hold down "A" to get to maximum)
and can attack multiple times in the air.
Merman (はんぎょじん):
Cost to recruit: 30
Movement range: 6. Can move over all water for one movement point.
LV 1 - A 8, D 2
LV 2 - A 9, D 2
LV 3 - A 10, D 3
LV 4 - A 11, D 3
LV 5 - A 11, D 4
LV 6 - A 12, D 4
LV 7 - A 12, D 5
LV 8 - A 13, D 5
LV 9 - A 13, D 6
LV 10 - A 14, D 6
Wizard (まどうし):
LV 1 - A 10, D 5
LV 7 - A 18, D 11
LV 9 - A 21, D 13
LV 10 - A 22, D 14
Note: The wizard is only used by the enemy army during the story mode.
- - - = = = ====================== = = = - - -
- - - = = = ====== War Mode ====== = = = - - -
- - - = = = ====================== = = = - - - [sec7]
You can choose War Mode if you want to play the game against the computer or
a second player in a single war scenario. There are 30 maps to choose from,
some of which are included in the story mode. You will be able to use all of
the units in the game. Second player will get to control the evil wizard.
Even in a one player game, you can make the computer be player 1, allowing
you to control the evil wizard.
The first screen is the scenario select screen. Press left or right to see
the other map options. Press "A" to select the highlighted map.
The next screen will contain some changeable options. At the top, press "A"
to toggle between 1 player vs. CPU, 1 player vs. 2 player, or CPU vs.
2 player. The next pair of windows allow you to set the amount of spending
points (よさん) each player can use during the battle.
The next pair of windows allows you to change sound options between different
sound sets (サウンド), or turn the sound off.
The bottom-left window allows you to choose whether battles will be
controlled by the players (マニュアル) or be computer controlled (オート).
Select "END" when you are done fiddling with the options to begin the battle.
- - - = = = ===================== = = = - - -
- - - = = = ==== Battle Mode ==== = = = - - -
- - - = = = ===================== = = = - - - [sec8]
Battle mode allows you to play the fighting scenes without having to deal
with the army commanding portion of the game. You can even play two player.
When you select this mode, you first have the option to choose 1P vs. 2P or
1P vs CPU.
The next screen is a character select screen. Push the up and down arrows to
change the character you will control. You can also change the terrain on
which you will fight by pressing the left and right arrows.
The terrain options are as follows:
まほうじん - "Magic Square Tile"
しんりん - "Forest"
やま - "Mountain"
きょうかい - "Church"
そうげん - "Plains"
かわ - "River"
あさせ - "Shallows"
ぬま - "Swamp"
すなち - "Sand"
みなと - "Port"
ふね - "Boat"
こおり - "Ice"
せつげん - "Snow"
ゆきの もり - "Snowy Woods"
ゆきの やま - "Snowy Mountains"
しろ - "Castle"
When you have decided on your character, press the "A" button. You will then
be able to choose the character you will fight by pressing the up and down
arrows. Press "A" again when you have chosen your opponent.
The game will keep track of your victories, which is the number shown below
your character graphic.
- - - = = = ============================ = = = - - -
- - - = = = = = Story Mode - Walkthrough = = = = = - - -
- - - = = = ============================ = = = - - - [sec9]
--------
Battle 1
--------
Max turns: 30
Map:
wwwwwoooooowwwww o - Plains
wwwwoowXoowoEEEw w - Woods
woooowwwooooEEEw ~ - Water
oooowooo~~~oEEEw A - Your castle
wooooo~~~~ooooow E - Enemy castle
wAAAo~~~ooowooHo T - Town
wAAAoooowwwoooow H - Church
wAAAowooXwoowwww X - Magic square tile
wwwwwoooooowwwww
Battle introduction:
An old man, one of your advisors I suppose, tells you that the evil wizard of
Moonoin is using his magic to control the people of that country. It is your
duty to defeat the wizard and save the people of both your countries. During
this speech, the enemy army arrives at your castle and you must go outside to
defend your country.
Strategy:
This first battle takes place on a relatively small map. There is a lake in
the middle of the map, so you have essentially two paths to meet the enemy
at: above the lake and below the lake. If the computer was smart, you would
have to make sure to clog both paths to prevent the enemy from reaching your
castle. But, the AI of the game is actually pretty bad, so if you send your
troops along one path, they will probably just go along that path as well.
Your first turn will just be spending your recruitment points on soldiers to
build your army. You only have 3 types of units to choose from: Fire
Soldiers, Wind Soldiers, and Water Soldiers. Personally, the Wind Soldiers
are my favorite amongst this group since they are fast and have the most
effective spell, but they are weak at low levels. The Fire Soldiers are also
very good since they are relatively strong and have decent speed. The Water
Soldiers are the strongest, but they are very slow, so they are a little
trickier to control during battle, and they move in small increments on the
map. It's probably good to just have a good mixture of these 3 types of
troops to try to balance your army for now. Your Prince can move forward if
you like, or you can just leave him on the castle for protection.
During your second turn, make use of the magic symbol tile to spawn your
troops closer to the enemy castle. This will cause the enemy troops to
cluster around that area. Make sure you have one or two troops prepared to go
back to the castle in case the enemy decides to send some troops around the
top of the lake. They probably won't though, so you can focus on offense.
You should aim to win this map by attacking the enemy castle as early as
possible instead of trying to kill all of the enemy troops. If you just inch
your way forward each turn, you will eventually find one or two of your
troops within striking distance of the castle, at which point you can attack
the enemy leader and take the castle in one or two battles, depending on how
good you are at the battles by that point.
A good way to get your units killed is to have a unit end its turn within the
magic range of several enemy troops. The enemy will likely gang up on this
unit with its magic, and it is hard to survive several magic attacks even if
you have practice. However, you may prefer to use a single unit to draw a lot
of the enemy magic to drain their MP if you're ok with losing that unit. Keep
in mind, an enemy unit will almost always use a magic spell to attack you if
you are within range and they have the MP for it, rather than engage in
physical combat.
You can also make use of your magic to keep your units out of physical
battles, but the computer is pretty good at avoiding magic spells. One spell
that it has trouble with is the wind imp summon spell that the Wind Soldiers
have (see the "Battle Strategies" section of this guide for an overview of
using this spell effectively). I would always use this on an enemy Water
Soldier if I have the chance to hopefully kill them in one turn.
If this is your first time playing, you can expect to lose several troops
during the battle. It's not a big deal to lose 6 or so, but keep in mind that
any units that survive will remain in your army, with the experience they
gained during the previous battles. It may be a good idea to restart the game
and play this first battle over again after you have some practice with the
battles and keep your losses down to 2 units or so. But the game is pretty
easy with a little practice, so a replay is probably unnecessary since you
can do better next battle to make up for your inexperience.
Battle victory:
The defeated enemy leader says that there is a priests' village to the East
that is being attacked right about this time, then he dies. One of your
soldiers remarks that priests would be good to add to your army since they
can cure injuries and sickness. The Prince says, "Let's hurry" and your army
heads East to the priests' village.
--------
Battle 2
--------
Max turns: 30
Map:
wwwwwwwwwwwwwwwwwwwMMMMMMMMMMMMM o - Plains
wwwwwwooooowwwwwwooowwwMMMMMMMMM w - Woods
wwwwwoo~o~oowwoooowoww~~MMMMMooo ~ - Water
wAAAwo~wow~oowTowwowo~~EEEMoMoMM M - Mountains
wAAAooooHooooooowwXoo~oEEEooooMM A - Your castle
wAAAoo~wow~oowTowooww~~EEEMMMMMM E - Enemy castle
wwowwoo~o~oowwoooHwowo~~MMMMMMMM T - Town
woowwwooooowwwwwwoooooooMMMMMMMM H - Church
wowwwwwwwwwwwwwwwwwwwwMMMMMMMMMM X - Magic square tile
Battle introduction:
You arrive at the priests' village just as it's about to be attacked. The
priests say that they will lend their power to your army, and you set out to
meet the enemy.
Strategy:
During your first turn, you can send the units into battle which were
remaining from the previous battle. It would be difficult to win this battle
by conquering the enemy castle since it is far away from your starting point,
and the map is narrow, so the enemy will be able to block access to the
castle. This means, prepare for a longer campaign in which you will have to
kill most or all of the enemy units.
During longer campaigns, you will want to make use of churches and towns to
rest your units as they lose HP during battle. During this battle, you have
easy access to a church just to the right of your castle, so make this your
rallying point and wait for the enemy to come to you and meet you around that
location.
You have a new unit available to your, the Priest. Priests are best used to
heal units (see the "Priest" subsection of the "Units" section of this guide
for details). Buy two or three and make use of them to heal your units when
necessary.
Once again, the worst thing you can do is let one of your units end its turn
within magic range of several enemy units. If you wait for the enemy to come
to you, you might be able to kill some of the enemy units before they have a
chance to use their magic, reducing the chances of this happening, but you
can expect to lose a couple units to the enemy spells, unless you're already
getting good at handling the battles against them. If any of your units have
low HP after the enemy's turn, immediately remove them from the frontlines
and get them healed.
There isn't much else to say. It is up to you to handle the action scenes to
the best of your ability and hopefully defeat the enemy army with minimal
losses on your part.
When you are finally able to get some units near the enemy castle, you will
have to cross some water. The Priests have an ice spell that will freeze
water, allowing you to cross and assault the castle. Likely, the enemy will
have casted an ice spell to start the battle, saving you the hastle.
Battle victory:
After winning this battle, the enemy Priest leader says that the Magicians
will defeat you, then he dies. The Prince asks one of his Priests where the
Magicians are. He replies that they live quietly in a basin to the North. You
decide to head in that direction.
--------
Battle 3
--------
Max turns: 30
Map:
MMMMMMMMMMMMMMMM o - Plains
MMMMwwXooowwwMMM w - Woods
MAAAooo~~oowwwMM ~ - Water
MAAAosss~~oowoMM M - Mountains
MAAAoooos~~oTowM s - Sand
ooowsssos~~~oowM A - Your castle
MMow~~sos~~~ooMM E - Enemy castle
MMow~~sos~~~oMMM T - Town
MMow~~sos~~~ooMM H - Church
Mwow~~sos~~~~owM X - Magic square tile
Mwow~~sos~~~~owM
Mwow~~sos~~~~ooM
Moow~~wXww~~~ooM
Moow~wooTow~~ooM
MHo~~wo~~ooooooM
Moo~~w~~~~w~~woM
Mwo~~wo~~ow~~~HM
MwooooTooow~~~oM
MMo~~~wwXw~~~~oM
Mo~~~~~sos~~~woM
Mo~~~~~sos~~~woM
Mwo~~~~sHs~~~woM
Mwo~~~~sos~~~ooM
Mwo~~~~sossssowM
MToo~~~soooooowM
Mwwo~~~~sssowoMM
MMwoo~~~~~ooEEEM
MMMwoooXooooEEEM
MMMMMwwowwwMEEEM
MMMMMMMMMMMMMMMM
Battle introduction:
When your army shows up to the Magicians' village, they are about to be
attacked by the enemy army. You join the Magicians to take on the enemy army.
Strategy:
You (and the enemy, of course) now have access to a new unit, the Magician.
Magicians are extremely weak during physical battles, but they can summon
Golems, which can be added to your army without spending recruitment points.
Therefore, you also have access to the new Golem unit. Magicians can also
cast spells to damage the enemy without having to engage in an action
sequence, causing guaranteed damage. A few Magicians in your army is a good
addition so you can get some easy damage to the enemies, but I would still
consider the wind, fire, and water soldiers to be the units you want most of
your army to be composed of at this point.
This map has three paths you can send your army down to make your way toward
the enemy castle. Likely, you will encounter the enemy at the middle of the
map for the majority of the battle. The enemy will then focus its efforts on
padding the center of the map, and there is a good chance it will ignore any
troops you send down the right side of the map. This makes it so that you can
send a small troop down the right side of the screen and engage the enemy
castle fairly early in the battle for an easy victory. You may even find the
castle unguarded, since the enemy leader tends to wander from the castle a
lot during this battle. You will want to try to end the battle early since
there is a ridiculously large number of enemy units during this battle, and
all future battles for that matter, so you will want to end these battles
early whenever you have the chance.
Battle victory:
After winning the battle, you are told that to reach the enemy kingdom to the
East, you will have to cross some precipitous mountains. In that direction is
a village of martial artists and monsters. Your army heads East to the
martial artist village.
--------
Battle 4
--------
Max turns: 35
Map:
MMMMMMMMMMMMMMMM o - Plains
MM~MMMMMwwMMMMMM w - Woods
MM~MTowwwwwwMMMM ~ - Water
Mw~~~wwwEEEwwMMM M - Mountains
wooo~oooEEEwwwMM a - Swamp
wo++~+wwEEEwwwMM + - Cliff
woa~~~++woooowXM A - Your castle
woa~~~~~++++ooow E - Enemy castle
woaa~~~~~~~~++oo T - Town
Mowa~~~~~w~~~~wo H - Church
Mowaa~~~wow~~~wo X - Magic square tile
MTowaa~~wHw~~~wo
Mwowwa~~wow~~~wo
MwHoooo~~~~~~woo
MMooMMoo~~~~~ToM
MMoMaaMooooo~oMM
MMoMaaMowwww~wMM
MMooMMXo~~~~~wMM
MMMoMMoM~wwwwwMM
MMMooooM~wMMMMMM
MMMMoMMM~MMMMMMM
MMMMoMMM~~~~~~MM
MooooooMMMMMM~MM
MHo+++ooo++++~++
MMooooowooooo~~M
++++++++++++oM~M
MAAAwwwwwoooow~M
MAAAooTooX~~~~~M
MAAA~~~~~~~MMMMM
MMMM~MMMMMMMMMMM
Battle introduction:
When you arrive at the martial artist village, you will see a martial artist
giving orders to a giant and a birdman to prepare to meet the enemy invasion.
You offer to help, and these units are now a part of your army.
Strategy:
This map is pretty annoying because the path is narrow and you can't fit very
many units through it. For now, don't even bother summoning very many units.
Just have a few, 5 or 6 maybe, move forward and try to claim the magic symbol
tile that is to the North. After claiming that territory, you will be able to
summon units from that point so you don't have to waste a lot of time moving
units through the narrow pass.
The Martial Artist is a great unit, although they aren't very strong in
defense at first, so you will have to be careful preventing them from getting
killed while you level them up. They are super fast and can jump very high,
so they have a huge advantage in attacking enemies during battle. You will
want to get a few into your army when you have the chance.
The Giant is also a good unit. He can jump higher than most units, can do a
lot of damage, and has good defense. He's pretty slow, though, and moves
slowly on the map. A few in your army may be good, but you may not have much
room for new units if you're getting good at the battles, so I'd focus on
getting a couple Martial Artists instead.
The Birdman is an interesting unit. It can fly, so you can cover a lot of
area on the map. But they are unable to claim territories, so it doesn't do a
lot of good to send them ahead. They can jump very high during battles, which
gives them a bit of an advantage, but their attack is very weak, so they
won't be able to handle the battles all that well until you level them up a
bit. However, they can attack twice in the air, so when they get stronger,
they can be pretty effective in battle. I'd recommend maybe one in your army,
but not many, mostly just because they can cover a lot of ground when moving
on the map.
You are probably getting the hang of these battles pretty well. During this
battle, you are likely to get into some fights on unfamiliar terrain, namely
the mountain and swamp tiles. It would be good to avoid these terrains if you
find you are getting damaged a lot more than usual.
It will be hard to reach the enemy castle without taking out a large portion
of the enemy army. It is likely that the church on the small island in the
middle of the map will be a place that your armies come together at. Priests
can bridge this island to the larger land masses by casting the ice spell to
freeze the water. When the enemy is massed around this area, you might find
it possible to send a small troop around the left side of the screen to reach
the enemy castle with little resistance.
Battle victory:
When you win the battle, the enemy martial artist leader says there's a
merman village between the continents separating the two kingdoms and that
the evil wizard wants to control it. The Prince decides to head there.
--------
Battle 5
--------
Max turns: 40
Map:
MMMMMMM~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ o - Plains
MMMMwwwMMMMM~~~~~~~~sss~~~~~~~~~~~~~~~~~~~~~~~~w w - Woods
MMMwwwowwwwoMMMMw~~~sMos~~~~~sss~~~~~~ssswww~~ww ~ - Water
MMMMwoXooooHoooooo~~~oHMs~~ssows~~~~sswwwooww~ww M - Mountains
MMMwwwowowwwo~~~~~~~~~oos~~swHs~~~~soooowooowwww s - Sand
MMwwwoDDo~~~~~~~~~~~~~~~~~~~sos~~~sowwwEEEwwwwww a - Swamp
MMwwoobb~~~~~~~sssoDo~~~ss~~~~~~~~~~~~~EEEwowwww + - Cliff
MMAAAo~~~~~~sssMMoo~b~~soow~~~~~~~oowwwEEEoHooow b - Boat
ooAAAoo~~~~soXoooHow~~~owwws~~~~~so+++ooo+++++oo D - Dock
MMAAA~~~~~~~ssssssswww~owoDos~~~~ss~~~oDoooaaaoo A - Your castle
MMMwooo~~~~~~~~~~~~sswwwob~oos~~~~~~~~~b~soooToo E - Enemy castle
MMMwwwoo~~~~~~~~~~~~~sss~~~oHossss~~~~~~~~Dowoow T - Town
MMMMwwwooooo~~~~~~~~~~~~~~~~oooooXs~~~~~~~bwXwow H - Church
MMMMMwwXwooHoooo~~ww~~~~~~~~~~~sss~~~~~~sooowoHo X - Magic square tile
MMMMMMMwwwwoo~~~~wwoww~~~~~~~~~~~~~~~sssoowwoooo
Battle introduction:
When you arrive at the merman village, a merman says that the enemy is
arriving by ship. You go out to engage the enemy.
Strategy:
This battle introduces you to boats, which will be available in the remaining
battles of the game. See the "Boats" subsection of the "Units" section of
this guide for details of how to use them. You are also able to recruit the
Merman unit, which is a pretty strong fighting unit that can cross water as
if it were dry land. If you have room in your army, the Merman will be a very
useful unit to recruit.
Your main goal during this battle is to capture the enemy ships. If you do
this, the enemy will have a very hard time moving its troops on the map. You
can use the Birdman, if you have any, to fly across the map quickly and jump
into the empty ships toward the middle of the screen. This is mostly to
prevent the enemy from getting them, but you can use them to move your troops
as well.
Use the ships you have near you to move troops to the middle island and
capture the magic symbol tile so you can start summoning units onto the
middle island. This will draw most of the enemy's attention toward this
island. The enemy ships will have to go by this island, so you can use your
spells to try to kill the units onboard, and use physical attacks if the ship
is adjacent to land. Also, some of the enemy units will be able to reach this
island when their Priests cast ice spells to bridge it with their main land.
Move some troops toward the lower-right end of this island to engage any
enemies that are able to cross over to the island, but also to keep the enemy
attention in that area.
Use units on your boats or from the island to kill all the units on the enemy
boats, which will clear a path on the water to the enemy castle. Then, move a
boat or two and have them land on the coast North of the enemy castle. You
can then move a few units to attack the enemy castle with little resistance,
making for an easy victory.
Battle victory:
After winning, you are told by your advisor that you are about to enter the
enemy kingdom. The final showdown is about to begin!
--------
Battle 6
--------
Max turns: 40
Map:
YYYYYYYYYYYYYYYY o - Plains
YYYYfffffffYYYYY w - Woods
YYffMMMMMMMffYYY ~ - Water
ffMMMaaaaaMMMffY M - Mountains
fMMMMaEEEaMMMMfY s - Sand
MMMaaaEEEaaaMMMY a - Swamp
MMaww~EEE~wwaMMM f - Snowy woods
MMww~~~o~~~wwMMM Y - Snowy mountains
Mww~~~~o~~~~wwMM b - Boat
Mwww~~~o~~~wwwMM D - Dock
MoXw~~~o~~~wXoMM A - Your castle
MHoD~~~o~~~DoHMM E - Enemy castle
Mo~b~~wXw~~b~oMM T - Town
Mo~~~wwoww~~~oMM H - Church
Mo~~~woHow~~~oMM X - Magic square tile
Mo~~~swows~~~oMM
Mo~~~~sss~~~~oMM
MoM~~~~~~~~~~oMM
MHM~~~~~~~~~~oMM
wM~~~~~~~~~~MoMM
wo~~~~~~~~~~MoMM
wo~~~~~~~~~MMHMM
wTo~~~~~~DoooMMM
wwoo~~~~~boTowMM
wwoo~oooooooawMM
ww~~~oAAAoaaawMM
~~~wooAAAooawMMM
~oooooAAAwwwMMMM
wowwwwwwwwMMMMMM
oowwMMMMMMMMMMMM
Battle introduction:
After entering the enemy territory, a bat greets you. It praises you for
getting this far, but says that the princess is his and to try and stop him.
So obviously the bat is actually the evil wizard. The battle begins.
Strategy:
The layout of this battle is perfect for a quick victory. The enemy will
spend all of its efforts sending troops down the left or right sides of the
screen to try to take your castle, so send troops on either side to meet
them.
In the meantime, your main goal is first to take the enemy ships, then
capture the center land mass with the church and magic symbol tile. If you
are able to claim the magic symbol tile, you will have easy access to summon
troops to send to attack the castle.
When your troops reach the center landmass, the enemy might start summoning
troops directly from its castle to clog your access to the castle via the
single tile wide land bridge. If that happens, you can use Priests to freeze
water on the sides of the land bridge to make it two or three tiles wide, so
you can go around any enemies. The wizard is a very powerful unit, so you may
want to have multiple units attack him in one turn to make sure he doesn't
regenerate his HP (since he is on the castle, afterall). Basically, to play
it safe, avoid an engagement with the wizard if only one troop can reach him
during that turn, or else you will just waste that unit's HP doing damage to
the wizard who will regenerate it at the end of the turn. Though, to be fair,
I should mention that I attacked him with a level 9 or 10 (I forget) Wind
Soldier and was able to kill him in one battle by juggling him against the
screen, but I felt that I was pretty lucky, so don't count on that working
for you. Actually, you can always save your game before engaging him and
reload if things don't go well, so go crazy.
Fighting the Wizard - The wizard shoots fireballs across the screen, similar
to the Wind Imp's attack, so you need to be ready to jump over those often.
They do a lot of damage, so there's a good chance he will kill an attacking
unit if you don't get the timing down on your jumps rather soon. When you get
close to the wizard, he will jump attack frequently, which also makes getting
your hits on him difficult. It may take a few tries to fell him.
Battle victory:
After you defeat the wizard, he dies. The princess comes out to greet you,
but is soon repelled backwards. The bat appears again and says that you
defeated his "other self" (whatever that means). You have one final battle to
win to truly defeat the wizard and save the princess, so you follow him to
his fortress.
--------
Battle 7
--------
Max turns: 45
Map:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ o - Plains
iiiiiiiiiiiiii~~~~~~~~~~~~~~~~~~ w - Woods
YYYYYYYYYYYYYiiiii~~~~~~~~~~~~~~ ~ - Water
YYfffffYYYYYYYYYYiiii~~~~~~~~~~~ M - Mountains
YffaaaffnnnnnnnYYYYYiii~~~~~~~~~ s - Sand
YfaEEEafYYYYYnnnnYYYYYii~~~~~~~~ a - Swamp
YfaEEEaffffYYYYnnnYYYYYii~~~~~~~ f - Snowy woods
YfaEEEafiifffYYYnnnYYYYYii~~~~~~ Y - Snowy mountains
YffaiaffiiiiffYYYnnnYYYYYi~~~~~~ i - Ice
YYffiffffiiiifYYYYnnnYYYYii~~~~~ n - Snow
YYfniiffffiiiifYYYnnnnYYYYi~~~~~ b - Boat
YYfnniiiffffiifYYYYnnoYYYYi~~~~~ D - Dock
YYffniiiiifffiifYYYnnHXYYYi~~~~~ A - Your castle
YYffnniiiiiiifffYYYYnnnDYYi~~~~~ E - Enemy castle
YYffnniiiiiXiiDfYYYYn~~b~Yi~~~~~ T - Town
YYfffnniiiiiibb~~YYY~~~~~Yi~~~~~ H - Church
YYnffnniiiii~~~~~~YY~~~~~~~~~~~~ X - Magic square tile
aYnfffniiii~~~~~~~YY~~~~~~~~~~~~
aYYnffnnii~~~~~~~~~Y~~~~~~~~~sss
aaYnfffnii~~~~~~~~~Y~~~~~~~ssoww
aaaYnfXfi~~~~~~~~~~~~~~~~ssowwoo
MaaaYffoo~~~~~~~~~~~~~~~sowHwTow
MMaaafoHo~~~~~~~~~~~~~~Dowwoooow
MMMaawwooo~~~~~~~~~~~~~booooowww
MMMMaawooo~~~~~~~~ssssooXoowwwwM
MMMMMwwaaooD~~~~~soAAAooowwwwwwM
MMMMMMwwwTob~~sssooAAAwwwwwwwwMM
MMMMMMMMwwoooooooooAAAoooowwwwMM
MMMMMMMMMMMwHoooooowwwwwwowwwMMM
MMMMMMMMMMMMMMMMwwwwMMMMwowMMMMM
Battle introduction:
Here it is, the final battle with the wizard!
Strategy:
This battle should be no problem for you to handle at this point. The enemy
will try to assault your castle by sending troops to the left side of the
screen, so send a decent amount of soldiers to that area to hold them back.
However, keep a good amount of soldiers unsummoned so that you can summon
them later when you claim the magic symbol tile South of the enemy castle.
You should also devote units toward taking the enemy ships. You can do this
by sending ships of your own, of course, but also by sending some Mermen over
the water. If you are able to clear the waters of the enemy, you will have
easy passage to the magic symbol tile South of the enemy castle. You can
ignore the magic symbol tile on the East side of the Northern landmass
because it takes too long to travel from there to the enemy castle over the
snow.
When you've claimed the magic symbol tile South of the enemy castle, summon
as many strong fighters as you can to travel from there to the enemy castle,
but don't engage the wizard in battle until you can attack him with several
units in one turn. He is even stronger than the last battle, so it's almost
impossible to defeat him with just one or two units. Units that have low
levels will do almost no damage to him, so try to bring as many high level
fighters as you can.
The battle with the wizard is the same as the last time you fought him, only
he is stronger. So you know what to expect. Good luck!
Battle victory (Game ending):
After you win, the wizard says that this is his reward for his lust for
power. He says he truly loved the princess and wants her to be happy, then
he passes away. The Prince says the wizard wasn't truly a bad person, but
greed transformed his heart. He says everyone is waiting for the safe return
of the princess and returns with her to his castle.
The long war is finally over. The two warring countries have now become one.
Everyone lived happily ever after.
- - - = = = ================== = = = - - -
- - - = = = === Conclusion === = = = - - -
- - - = = = ================== = = = - - -
I hope you found this guide useful. If you have information that you'd
like to contribute or other suggestions for how the guide can be made better
or if you find any mistakes, please send it to
[email protected]. I
will give you the proper credit for your help.
Thanks to the NES FAQ Completion Project regulars for providing a fun
environment for exploring old, obscure games!