Golden Axe II FAQ/Walkthrough v1.1
by glacialbear ([email protected])
Platform: Genesis
Last Updated: 4/05/2001

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Table of Contents

I    Introduction/Game Information
     Differences Between GA and GA2
     Story
     Modes of Play
     The Options Menu
     Codes and Oddities
     Hints/Tips
     Characters
     Character Attacks/Move List
     Character Magic
     Damage Explained
     Scoring Information
     Items
     Bizarrians
     Enemies

II   Walkthrough
     Ravaged Village
     Ruins
     Tower
     Dragon's Throat Cave
     Castle Gates
     Castle
     Dark Guld's Chamber

III  Frequently Asked Questions

IV   Credits

V    Version History
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I: Introduction/Game Information

Differences Between GA and GA2

Note: These are just some notable differences - it would take too long
to list all of them.

- Tyris and Ax Battler no longer share the same back attack in GA2.

- The way the game determines charge priority in GA is random.

- Many of the glitches in GA2 don't exist in GA.

- GA2's control is much, much, much more refined than GA's. In GA,
whenever you fight around four enemies at once, you'll be hard pressed
to kill them all without taking a hit since the characters move (and
respond) so slowly. It's not that way in GA2 at all. Your character
does as well as you control them.

- In GA2, enemies can't do over 4 damage in one attack (except
skeletons and neo-skeletons), so it's somewhat easier to stay alive.

- In GA2, you don't lose hit points if hit while riding a Bizarrian,
making them a lot more useful.

- In GA2, you can choose which direction to throw an opponent. An
opponent can also be thrown at another.

- In GA2, the downward thrust works a little differently than in GA.
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Story

This is the story of the game, and all of the other dialogue snippets
that can be found at various points.

(game)

A few years after the last battle... in this land, the peace is
threatened again by an evil power.

The lord of darkness, `Dark Guld', who should have been imprisoned in
ancient times, arose again.

He destroyed entire countries with his evil clan to bring this world
into chaos.

Once again, the three warriors have thrown themselves into a mighty
battle.

(manual)

The evil lord Dark Guld should have been put away for good the last
time he was defeated in battle. But now he has recouped and is back in
full force. And he's accompanied by his clan of evil followers who are
creepier, slimier and more disgusting than ever.

Dark Guld has come for revenge and he is driven by the desire to see
this world revert to chaos. He has taken the powerful Golden Axe, which
is a symbol of peace and prosperity, to use for his own evil purposes.
His creatures terrorize every town they descend upon. Someone must put
a stop to this horror!

Once again, three warriors stand up to face the oppressors. One is Ax-
Battler, the fierce barbarian; the second is Tyris-Flare, the ferocious
Amazon; and the third is Gilius Thunderhead, the fearless dwarf. They
are willing to risk their lives to put a stop to the terror. They won't
rest easy until the Golden Axe is returned to its rightful place.

It's time to start the long journey through enemy-infested territory.
Don't let the strange reptilian enemy creatures frighten you, because
you'll need every ounce of courage you can muster. Fight onward until
you reach the final showdown, a battle with Dark Guld himself!

(end of Ravaged Village)

After the battle in the ravaged village, we decided to start for the
ancient ruins.

(end of Ruins)

We found the enemy was using the ancient ruins as a base. We have
destroyed it, and now we leave for the enemy's headquarters.

(end of Tower)

To reach the enemy's castle which is blocked by high mountains, we
reluctantly decide to march through the cave called `Dragon's Throat.'

(end of Dragon's Throat Cave)

We have passed through the long, red hot cave, and found the castle
gate standing in front of us.

(end of easy)

Congratulations!

.. But true peace will not come until you play and defeat the harder
modes.

(end of Castle Gates)

Our enemy, Dark Guld, must be in this castle.

Now take courage! The real battle has just started!

(end of normal/hard)

After the long, hard battle you finally defeat the evil emperor. Now
the world will be at peace again.

You are a true hero!

(the duel 1P/2P win)

Player (1/2) won this duel

Practice your techniques by fighting each other again.

(end of the duel)

Congratulations!

Bravely you fought against all of enemies, and achieved total victory!

Now, let's try another mode.
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Modes of Play

Normal Game - The main quest of the game. Two players can play
cooperatively, but your attacks can damage each other if you aren't
careful. Also, you'll share continues. The normal game can be played on
three different levels of difficulty.

Easy - Enemies are much less plentiful than on other difficulties, and
have fewer hit points. You also can't go past stage five, unless you
use the level select code.

Normal - Enemies have more hit points and appear in greater numbers.
You can play through the entire game on normal.

Hard - Enemies appear in even greater numbers than in normal. Other
than that, it's the same game.

The Duel - A series of fights. To move on to the next fight, all you
have to do is defeat the enemies that come out of the gates. There are
fifteen battles in all. In this mode, you can't use magic, start with a
set amount of hit points (80) that can't be changed, and there are no
bonus stages. If you lose, you'll have to start over, but this mode's
actually much easier than it sounds. Two players can't play
cooperatively in this mode; you'll fight each other instead.

The battle order for this mode:

1 - Brown Longmoan
2 - Blue Heninger with a Chicken Leg
3 - Green Lizard
4 - Blue Heninger x2
5 - Fuschia Longmoan x2 with a Green Dragon
6 - White Skeleton x2
7 - Silver Longmoan x2 with a Chicken Leg/Fire Dragon
8 - Bronze Armor
9 - Red Lizard x2
10 - Minotaur x2
11 - Gold Longmoan x2 and Gold Heninger
12 - Purple Lizard x2
13 - Blue Minotaur x2
14 - White Neo-Skeleton x3
15 - Pink Armor x2
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The Options Menu

Difficulty - Choose between easy, normal, and hard. On easy, only the
first five stages of the game are available. The default is normal.

Life Meter - Lets you choose your maximum number of hit points. You can
have 40 (five bars), 32 (four bars), or 24 (three bars). The default is
24 hp. You'll never be able to go above your maximum.

Magic - Lets you choose the way magic works. Special lets you use
however many points of your magic that you want by holding down the
magic button as the points light up one by one, and then releasing it
at the desired point. However, that takes time. On normal, all of your
magic is immediately used when you press the magic button. The default
is special.

Control (1-6) - Lets you choose the way you want the buttons
configured. There are six different combinations, which are all of the
possible ones for three buttons. The default is the first setup.

Number  Magic  Attack  Jump

1        A       B      C
2        A       C      B
3        B       A      C
4        C       A      B
5        B       C      A
6        C       B      A


BGM - Lets you listen to the game's background music. Press A or C to
start, and B to stop.

Number  Music

1       Ravaged Village
2       Intro Theme
3       Boss Theme (stages 1-3)
4       Castle
5       Boss Theme 2 (stages 4-6)
6       Ruins
7       Tower
8       Credits
9       Dragon's Throat Cave
10      Castle Gates
11      Dark Guld's Theme
12      Ending
13      Final Rating Screen
14      Game Over
15      Intermission Screen
16      Bonus Stage

SE - Lets you listen to all of the game's sound effects, from swings to
the magic attacks. There are 35 sounds in all. Press A or C to start,
and B to stop.
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Codes and Oddities

Magic Glitch - You need to be playing with the magic option set to
special to be able to do this. When you reach the minotaur at the end
of the first stage, hold down the magic button (A by default) and then
kill him without letting go of it. Just before the screen changes to
the bonus stage, release the magic button. While in the bonus stage,
don't do anything. If you did this right, when the second stage begins
your character will automatically use their magic and you'll suddenly
have 255 points of it, but be careful not to use too much of it at once
(i.e. more than your character could normally), because you can easily
crash the game.

Level Select - There are a few different ways to perform this code, but
here's one. First, go to the options screen and set the options to
whatever you like, and then exit it. Now, go back into options by
pressing and holding down A, B, and C all at the same time. When you
enter the options screen again, let go of B and C, but continue to hold
A down. Exit the options screen by pressing B and C at the same time
while still holding A down. Don't change anything this time - just go
straight down to exit. Now choose one or two players and the normal
game by pressing B and C at the same time. After choosing your
character, you should arrive at a black screen with the number 1 on it.
Press A, B, or C to increase the number corresponding to the stage you
want to start at, and then press start to make your choice. You can
start past stage five on the easy difficulty level this way, which
normally isn't possible.

Eight Continues - When the game is at the introduction, hold down A, B,
and C, and press start to make all of your selections, but first go to
the options screen. While in options, release A, but keep B and C held
down. Exit options after setting them to whatever you want, then select
one or two players, and the normal game with the start button. Look
down at the southeast corner of the screen to see if you have eight
continues.

Keep A Friend Alive - Simply use your magic when whoever you're playing
with is reduced to 0 hit points (i.e. all their bars are gone), and
they won't die. The catch is they'll still have 0 hit points, so a
knockdown (or a few slashes) will kill them regardless of damage,
unless you do this again.

Kill An Enemy Twice - Simply use your magic while your character's dead
opponent is on the ground flashing, but before they disappear. This
glitch is useless besides using it to cheat for a higher score,
however, it can be repeated for as many times as you have the magic.

Gilius Damage Glitch - Every long range slash done as Gilius against
another character actually counts as two, and therefore does double
damage. Don't know how Sega missed this one.

The Mysterious Glitched Purple Heninger - Just after fighting the four
grey neo-skeletons in stage four, you'll see a purple heninger in the
next enemy group. This heninger is no ordinary one, however, as you'll
find out when you damage him (he just turns a strange color). Note: He
only appears on hard.

Game Genie Codes

AEBT-AADN Player 1 starts with 1 life
AJBT-AADN Player 1 starts with 2 lives
AYBT-AADN Player 1 starts with 5 lives
A6BT-AADN Player 1 starts with 7 lives
BEBT-AADN Player 1 starts with 9 lives
AEBT-AAE2 Player 2 starts with 1 life
AJBT-AAE2 Player 2 starts with 2 lives
AYBT-AAE2 Player 2 starts with 5 lives
A6BT-AAE2 Player 2 starts with 7 lives
BEBT-AAE2 Player 2 starts with 9 lives
AGXA-AADR Both players continue with 1 life
ALXA-AADR Both players continue with 2 lives
A0XA-AADR Both players continue with 5 lives
A8XA-AADR Both players continue with 7 lives
BGXA-AADR Both players continue with 9 lives
BTJA-AA48 Infinite lives (both players)
FEPA-BJYA Each magic book is worth 2
FEPA-BNYA Each magic book is worth 3
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Hints/Tips

- The downward thrust might seem like a useless move, and it definitely
isn't the safest way to fight, but there's one time that you can do it
without much risk; unless you really know what you're doing, the best
time to do this is while your character's opponent is on the ground.
Time it so that, just as they're getting up, your character falls on
them and hits them. It's easy with a little practice. The downward
thrust is also a nice defensive move if an enemy is charging at you and
you're too close to them to move out of the way; high jump over them.

- Always keep a Bizarrian when you get one until you either lose it or
finish the stage. In something exclusive to GA2, you don't lose hit
points if hit while riding one, so there's no reason not to keep one.

- The throw is (usually) a decent move. While throwing an opponent,
your character is invulnerable. It also does good damage. Another thing
not in the original, you can choose which direction to throw your
opponent before doing it. You can actually use this to create a chain
of throws by throwing them in one direction, comboing them as soon as
they get up, then throwing them in the other direction, always
alternating. This is a very good way to kill armor, and Dark Guld.

- Don't leave yourself vulnerable. Enemies (especially some varieties)
always charge whenever you're a certain distance away from them. GA2's
control is very good (the best of the series), so it shouldn't be hard
to avoid enemies.

- Don't rely on the back attack much. It sounds like a good way to get
out of being surrounded, but it takes so long for the move to finish
that you'll be hit. If the enemies are a certain distance away from you
when you do it, the move can work, but this still isn't the best way to
deal with being surrounded.

- Don't underestimate knockdown moves. While they don't deal as much
damage as combos, they put your character's opponent out of commission
for a few seconds. That gives you valuable time to deal with other
enemies if facing many at once.

- As Ax Battler, you'll usually want to use combos over knockdowns
(since his charge is unreliable), unless either there's more than one
enemy on the screen, or the particular enemy he's fighting has a longer
range than him. If you use mostly knockdowns to fight, then you should
place more emphasis on downward slashes and less on charges than if you
were playing as Tyris or Gilius. It's okay to charge as long as an
enemy is close enough to you that he won't charge as well, though
(because if he does, Ax Battler will probably lose).

- As Gilius, you should almost always use combos when fighting only one
enemy, or when you don't need to worry about getting charged. Gilius'
range is better than that of most enemies, so he doesn't have to use
knockdowns as often as the other characters.

- As Tyris, never go up to enemies and combo them (unless you're
fighting armor/Dark Guld) in except perhaps the first stage - her range
is too short. It gets increasingly harder to swing before them as the
game progresses, and if you're not fast enough with the attack button
or don't time it just right, you'll usually be the one that ends up
getting comboed, not them. Instead, rely on knockdown moves, especially
charges; her's is unstoppable. Take advantage of it.
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Characters

Ax Battler (blue) - Average range, weak magic. His charge has very low
priority.

Gilius Thunderhead (green) - Long range, weakest magic. The favorite of
most players, and recommended for beginners. His charge has slightly
higher priority than Ax Battler's.

Tyris Flare (red) - Short range, best magic. Her charge has priority
over anyone, even Bizarrians. Not recommended for beginners.
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Character Attacks/Move List

Walk - Hold down the directional pad in the direction you want to move.

Slash - Press the attack button. Can go into one of three things
depending on the proximity of your character's opponent: a long range
combo, short range combo, or throw. Damage: 1

Long Range Combo - Press the attack button repeatedly from a distance
just close enough to hit your character's opponent.

Damage Notes: Each slash does 1 damage, except for when the last hit
looks different, then that hit does 2 damage. However, this doesn't
apply to Ax Battler for some reason, so he'll always only do 1 damage.
Also, when Gilius does this combo against another character, every
swing is counted as two, and they do double damage as a result.

Short Range Combo - Press the attack button repeatedly at close range.

Damage Notes: All hits do 1 damage, except for the kick, which does 2.

Throw - Slash an opponent, and before they can recover, get right up to
them and then press the attack button. To choose which direction you
want to throw the opponent, tap it (left or right) before your
character does the throw.

Damage Notes: The throw does 2 damage. An opponent can be thrown at
another, and the victim would incur 4 damage.

Run - Tap forward or away twice, holding it down on the second tap. To
stop running, just let go of the directional pad. Can go into either a
charge or high jump into a downward thrust.

Charge - Press the attack button while running. Tyris does a flying
kick, Ax Battler does a body slam, and Gilius does a head butt. Damage:
2

Jump - Press the jump button. Can go into a downward slash.

High Jump - Press the jump button while running. Can go into a downward
thrust.

Downward Slash - Jump and then the attack button before hitting the
ground. Your character can slash multiple times, but it won't combo,
because the slash will knock down an opponent. Damage: 3

Back Attack - Press the attack and jump buttons at the same time. Tyris
does a backflip kick attack, Ax Battler does an upper swing followed by
a downward slash in the opposite direction, and Gilius uses his axe to
do a spinning kick. Damage: 3

Downward Thrust - High jump and then press the attack button while in
the air. Damage: 6

Damage Notes: If you hit something before your character is in their
last frame of the attack, then the opponent will only take 3 damage, as
if it was a downward slash.
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Character Magic

Ax Battler

Level 1
Magic Pots: 1-2
Damage: 2/3
Description: Several small tornados fly about the screen. An additional
point in this level's magic adds an extra 1 damage.

Level 2
Magic Pots: 3
Damage: 4
Description: Several small tornados combine to create a large one. All
opponents on-screen are then caught in the tornado, and thrown into Ax
Battler's grasp. Ax then tosses all of them to the ground.

Level 3
Magic Pots: 4
Damage: 8
Description: A large tornado continually releases several smaller ones.

Level 4
Magic Pots: 5
Damage: 12
Description: A pair of large tornados catch all opponents on-screen,
who are then thrown to the ground and knocked back.

Gilius Thunderhead

Level 1
Magic Pots: 1
Damage: 2
Description: A large number of giant rocks fall from the sky.

Level 2
Magic Pots: 2-3
Damage: 4/6
Description: A large number of boulders fall from the sky. An
additional point in this level's magic adds an extra 2 damage.

Level 3
Magic Pots: 4
Damage: 10
Description: A large number of boulders rush across the screen.

Tyris Flare

Level 1
Magic Pots: 1-3
Damage: 2-4
Description: A ball of fire becomes a large number of phoenix-shaped
flames that circle around. Additional points in this level's magic add
an extra 1 damage per point of magic, up to a maximum of 4 damage.

Level 2
Magic Pots: 4
Damage: 6
Description: Several columns of fire rise from the ground.

Level 3
Magic Pots: 5
Damage: 10
Description: A large number of phoenix-shaped flames dive into the
ground, as a large number of balls of fire emerge.

Level 4
Magic Pots: 6
Damage: 14
Description: A large column of fire rises from the ground, releasing a
large number of balls of fire that fall to the ground.

Level 5
Magic Pots: 7
Damage: 18
Description: A large number of phoenix-shaped flames rush onto the
screen and become a phoenix.

Level 6
Magic Pots: 8
Damage: 24
Description: A fire-breathing dragon appears and engulfs half of the
screen in flames.
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Damage Explained

Every time you successfully hit an enemy or one hits you, hit points
are lost. The exact number depends on the attack, as they all have
varying degrees of strength. You can't see your hit points, but they're
there. The only thing you see are the blue bars. A bar is eight hit
points, so if an attack takes off almost a bar, that's indicating that
it's pretty powerful. The repeated mentioning of enemy hp is to give
you an idea of how much damage an enemy can take. Note: You can see
enemy hp, but only in The Duel. For them, each bar is 4 hp, not 8.
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Scoring Information

At the end of each stage, you can see your current score (or strength)
and use it as a way to judge your progress. What transpires during your
game can affect your score in a positive or negative way. When the
game's over (either by losing all of your lives and continues or
completing the game), you can see your final rating, and what grade you
got. BTW, getting the highest rating in GA2 is pathetically easy, so
don't be depressed if you didn't get it the very first time you played.

Classes:

SA 100~
AA 90~
A  80~
B  70~
C  60~
D  50~
E  40~
F ~40

The following increases your score:

- Killing an enemy. Knocking them to their death counts (in fact, it
raises your score a little higher). Using magic to kill an enemy
increases your score higher than if you used a physical attack. The
power of the magic used doesn't matter.

The following don't affect your score:

- Losing hit points.
- Damaging enemies.

The following decreases your score:

- Dying.
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Items

Note: To use an item, just walk over it.

Magic Book
Location: These are found after battling wizards, and sometimes just on
the ground.
Effect: Adds one unit (or point) to your magic meter. The point is lost
after using your magic, and you'll have to get more books to fill up
your meter again.

Bread
Location: These are only found in bonus stages. The green wizards leave
them behind when struck.
Effect: Replenishes eight hit points (one bar).

Meat
Location: These are only found in bonus stages. The green wizards leave
them behind when struck.
Effect: Replenishes eight hit points (one bar).
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Bizarrians

Note: All Bizarrian attacks do 4 damage. While on a Bizarrian, you can
only walk, run, jump, high jump, use their primary attack, and charge.
Feel free to charge while riding a Bizarrian - their charge has
priority over anyone, except for Tyris, but she isn't an enemy.

Green Dragon
Stage: Ravaged Village
Description: The Green Dragon attacks with its hind legs. While the
range of its hind legs is somewhat short, the attack is powerful.

Chicken Leg
Stage: Ruins, Castle Gates
Description: The Chicken Leg attacks with its tail. It has a farther
range than the Green Dragon.

Fire Dragon
Stage: Dragon's Throat Cave, Castle Gates
Description: The Fire Dragon, well, breathes fire. The fire attack can
hit any number of enemies at the same time, and also has the largest
range of anything in the game.
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Enemies

Note: I've arbitrarily decided to borrow a couple of names from the
original GA for the club/claw wielding enemies. The majority of the
other names are tentative, as well.

Longmoan
Appearance: Shady character wielding a club.
Varieties: Brown, Blue, Fuschia, Silver, Purple, Pink, Gold
Description: Longmoans can swing their clubs and charge. You'll be
seeing a lot of them, as these guys are in every stage in one form (or
should I say, color) or another.

Heninger
Appearance: Shady character wielding claws, and wearing a helmet.
Varieties: Brown, Blue, Fuschia, Silver, Purple, Pink, Gold
Description: Heningers swipe at you with their claws, and can also
charge. As with Longmoans, you'll see them in every stage.

Wizard
Appearance: Robed figure with a staff that has a skull on its top.
Varieties: Green, Red, Grey, Purple
Description: Wizards have replaced the role that the little elven
thieves had in the original Golden Axe. Instead of magic pots, they
give magic books when damaged, although you'll have to fight them for
the books. They can swing their staff at you, or use their staff to
fire a ball of magic. Neither do any real damage.

Skeleton
Appearance: Animated skeleton body wielding a sickle and carrying a
small, round shield.
Varieties: White, Grey, Pink
Description: Skeletons are very versatile foes, and even have some of
the attacks the characters use. They can swing at you with their
sickles, charge, kick at you, do a downward slash, or even a downward
thrust, which is just as damaging as the version available to the
chracters.

Neo-Skeleton
Appearance: Animated skeleton body wielding a sickle and carrying a
small, round shield.
Varieties: White, Grey, Pink
Description: As if skeletons weren't deadly enough, these look exactly
alike their brethren, but have much higher hit points and move
extremely fast.

Lizard
Appearance: Lizardman warrior wearing some armor, wielding a sword and
carrying a round shield.
Varieties: Purple, Red, Green
Description: Lizards are a step up from the standard enemies, as they
have more hit points, more attacks, and do more damage. They can swing
their swords, charge, or hit you with their tails at close range.
They're frequently grouped with bosses in the later stages.

Minotaur
Appearance: Tall, horned animal wielding a large, spiked mace.
Varieties: Tan, Red, Blue
Description: Minotaurs act as bosses and mini-bosses very frequently in
the game. They can swing their mace down at the ground, charge, or
throw you at close range.

Armor
Appearance: Towering animated suit of armor wielding a very long sword,
and carrying a large shield.
Varieties: Bronze, Pink, Silver, Gold
Description: The suits of armor have quite a long range with their
swords, and can also attack with their shields at close range, but
can't run or charge. They usually try to evade your charges, making
them better defensive fighters than most enemies.

Dark Guld
Appearance: Muscled figure in gold armor, wielding a large axe (the
Golden Axe?), and wearing a red cape.
Description: Well, this is the villian of the game. Dark Guld has the
highest hit points of any enemy in the game, by far, as well as a large
range with his axe. He can also summon skeletons to help him fight you,
and use your character's highest level magic, although the damage is
severely reduced.
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II: Walkthrough

Note: At a few points in the game, you may fight a slightly different
number of enemies than the number mentioned in these lists.

Ravaged Village
Magic Books: 4
Bizarrians: Green Dragon
Enemies (Easy): Brown Heninger x2, Brown Longmoan x3, Green Wizard x2,
Blue Longmoan x5, Blue Heninger x4, Tan Minotaur
Enemies (Normal): Brown Heninger x2, Brown Longmoan x4, Green Wizard
x2, Blue Longmoan x8, Blue Heninger x4, Tan Minotaur
Enemies (Hard): Brown Heninger x4, Brown Longmoan x5, Green Wizard x2,
Blue Longmoan x8, Blue Heninger x4, Tan Minotaur
Bonus Stage: Magic Book x2

Nothing special here. The enemies are slow. When you get to the boss, a
tan minotaur, just charge him until he's dead. He only has 16 hp (20 on
normal/hard). Use your magic, if you want, because your meter will fill
up again soon.

Ruins
Magic Books: 8
Bizzarians: Chicken Leg
Enemies (Easy): Fuschia Longmoan x2, Red Wizard, Skeleton x2, Grey
Wizard x2, Grey Skeleton x4, Pink Skeleton x2, White Neo-Skeleton x2,
Bronze Armor
Enemies (Normal): Fuschia Longmoan x2, Fuschia Heninger, Red Wizard,
Skeleton x3, Grey Wizard x2, Grey Skeleton x5, Pink Skeleton x3, White
Neo-Skeleton x2, Bronze Armor
Enemies (Hard): Fuschia Heninger x4, Fuschia Longmoan x2, Red Wizard,
Skeleton x4, Grey Wizard x2, Grey Skeleton x7, Pink Skeleton x3, White
Neo-Skeleton x3, Bronze Armor
Bonus Stage: Magic Book x3, Meat

You'll be introduced to skeletons in this stage, but other than that,
there's nothing special here either. The boss is a suit of bronze armor
accompanied by two white neo-skeletons (three on hard). It has 24 hp
(28 on normal/hard), and a long range with its sword, but moves pretty
slowly, and can't charge. When you're walking up to it, just make sure
that you swing fast so that you'll hit first. Use your magic, too.

Tower
Magic Books: 4
Bizarrians: N/A
Enemies (Easy): Blue Longmoan x2, Silver Longmoan, Silver Heninger,
Green Wizard x2, Tan Minotaur x2, Purple Longmoan x4, Purple Heninger
x2, Purple Lizard x3
Enemies (Normal): Blue Longmoan x3, Blue Heninger, Silver Longmoan,
Silver Heninger, Green Wizard x2, Tan Minotaur x2, Purple Longmoan x4,
Purple Heninger x3, Purple Lizard x4
Enemies (Hard): Blue Longmoan x3, Blue Heninger, Silver Longmoan,
Silver Heninger x2, Green Wizard x2, Tan Minotaur x2, Purple Longmoan
x5, Purple Heninger x3, Purple Lizard x4
Bonus Stage: Magic Book x2, Bread, Meat

This stage is pretty similar to the first stage, except that this one
has somewhat of a mini-boss; two tan minotaurs. When you fight them,
you'll be able to knock them into the nearby pits and kill them if you
want, so it's pretty easy. Just don't slip up and fall off yourself,
because you'll lose a life.

The boss is three purple lizards (four on normal/hard). Go ahead and
use your magic, because you'll have a full meter again by the time you
reach the boss of the next stage.

Dragon's Throat Cave
Magic Books: 6
Bizarrians: Fire Dragon
Enemies (Easy): Grey Neo-Skeleton x7, Purple Lizard x3, Purple Longmoan
x2, Purple Wizard, Red Lizard x6, Red Minotaur x2
Enemies (Normal): Grey Neo-Skeleton x7, Purple Lizard x3, Purple
Longmoan x2, Purple Wizard, Red Lizard x6, Minotaur x2
Enemies (Hard): Grey Neo-Skeleton x7, Purple Lizard x5, Purple Longmoan
x3, Purple Heninger x2, Purple Wizard, Red Lizard x6, Red Minotaur x2
Bonus Stage: Magic Book x2, Bread x2, Meat

You'll fight mostly grey neo-skeletons until near the end of the stage.
When you're getting close to the boss, you'll start seeing red lizards.
You want to be careful around them, because they'll try to charge you
from the shortest distances, and are very fast. When you get the Fire
Dragon in this stage, try to keep it, because it's the best Bizarrian,
and is pretty good at killing just about anything, red lizards
included.

The boss of this level is a pair of red minotaurs accompanied by two
red lizards. Start by using your magic. Depending on who you are, the
magic will either damage or kill the lizards. If it doesn't kill them,
concentrate on eliminating them first, and then turn your attention to
the red minotaurs.

Castle Gates
Magic Books: 8
Bizarrians: Fire Dragon, Chicken Leg x2
Enemies (Easy): Purple Lizard x2, Silver Longmoan x3, Silver Heninger
x3, Red Wizard x3, Pink Longmoan x4, Red Minotaur x2, Pink Heninger x2,
Pink Armor
Enemies (Normal): Purple Lizard x2, Silver Longmoan x3, Silver Heninger
x5, Red Wizard x3, Pink Longmoan x4, Pink Heninger, Red Minotaur x2,
Gold Longmoan, Gold Heninger x2, Silver Armor x2
Enemies (Hard): Purple Lizard x3, Silver Longmoan x3, Silver Heninger
x5, Red Wizard x3, Pink Longmoan x4, Pink Heninger, Red Minotaur x2,
Gold Longmoan, Gold Heninger x3, Silver Armor x2
Bonus Stage: N/A

The standard enemies come in a couple of new colors here, but aren't
very different from the ones you've fought already. You'll get a Fire
Dragon early on, and, as in the previous stage, try to keep it until
the end of the stage, because it'll really help. A while later you'll
fight another pair of red minotaurs. They shouldn't pose any problems,
especially if you have the Fire Dragon. The boss is shortly after this.
If you're playing on easy, the boss will be a suit of pink armor with
36 hp, otherwise you'll fight two suits of silver with 40 hp each.

If you still have the Fire Dragon, this should be simple. The dragon's
range is farther than their sword range, so just let them come up to
you, and breathe fire on them until they die. Finish them with your
magic for a higher score, if you want. You don't need it if you have
the Fire Dragon, but there won't be any opportunity to use it in the
next stage, because the first thing you'll fight will be wizards -
you'll need them to replenish your meter for what's ahead.

Castle
Magic Books: 12
Bizarrians: N/A
Enemies (Normal): Grey Wizard x3, Silver Longmoan, Silver Heninger,
Green Lizard, Blue Minotaur x3, Purple Heninger x2, Purple Lizard x2,
Grey Neo-Skeleton x3, Purple Wizard x3, Pink Neo-Skeleton x3, Gold
Longmoan x2, Gold Heninger x2, Red Lizard x3, Gold Armor
Enemies (Hard): Grey Wizard x3, Silver Longmoan x2, Silver Heninger,
Green Lizard, Blue Minotaur x4, Purple Heninger x2, Purple Longmoan,
Purple Lizard x2, Grey Neo-Skeleton x4, Purple Wizard x3, Pink Neo-
Skeleton x3, Gold Longmoan x2, Gold Heninger x3, Red Lizard x4, Gold
Armor
Bonus Stage: N/A

The standard enemies in this stage are mostly of the slower colors, but
play smart nevertheless, since this stage is long and doesn't have a
Bizarrian or bonus stage. Early on you'll fight a blue minotaur (two on
hard), and then two at once. They aren't really any different from the
red ones, however.

The boss is a suit of gold armor with 40 hp. It also moves faster than
previous armor. Concentrate on eliminating the three red lizards that
are with it first, and then fight the armor. Use the same tactics you
did against the bronze one in the Ruins, although you might not want to
use magic. The reason why is Dark Guld's next.

Dark Guld's Chamber
Magic Books: N/A
Bizarrians: N/A
Enemies: Dark Guld
Bonus Stage: N/A

As you enter the room, you'll see the Golden Axe fly into the ground,
and Dark Guld appears. Dark Guld's main attack is an axe swing. He has
a long range with it, and swings it upward, so don't try any downward
attacks against him. You want to walk around above or below him, slowly
getting closer to him, and then, when you're close enough, suddenly
walk into and combo him. You need to be fast with the attack button
when you do this, or he'll swing first. Also, try not to walk too far
away from him, or he'll use your character's highest level magic on you
(although it always does only 4 damage).

When you combo him, you should almost always finish it with a throw -
just don't throw him into a corner if you do, because you won't be able
to throw him again until you get him out of it. As he's getting up,
time your first swing to hit him just before he swings his axe, and
then throw him away from whichever corner you're closest to. Use your
magic if you have it, obviously.

Dark Guld can do one other thing, given the chance - summon skeletons.
He can only summon white ones, however, and only one at a time, up to a
maximum of three. You'll probably want to throw the skeletons at Dark
Guld, but try not to let him summon any. If you're close enough to him
when he tries this, you can step in and hit him, which will interrupt
him, but you have to be fast. As soon as you deal 64 damage to Dark
Guld, he's history.
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III: Frequently Asked Questions

Q: How exactly do you determine an enemy's hit points?
A: It just took a little experimenting.

Q: What are hit points, anyway?
A: Just a numeric representation of a character's health. They're very
popular and used in a lot of games, especially RPGs, like Final
Fantasy.

Q: Isn't Dark Guld really Death Adder in disguise?
A: Sorry, I don't know.

Q: What other Golden Axe games are there?
A: I think the complete list is (in no particular order):

Golden Axe - The first game, released in the arcades, and later for the
Genesis and countless other platforms.

Golden Axe II - This game, a sequel to the original, for the Genesis.
Not to be confused with Golden Axe: The Revenge of Death Adder, which
is the second Golden Axe in the arcades.

Golden Axe III - For the Mega Drive. Never made it to the US. Not to be
confused with Golden Axe: The Duel, which is the third Golden Axe in
the arcades.

Ax Battler: A Legend of Golden Axe - Ax's own RPG for the Game Gear.

Golden Axe Warrior - An RPG (of sorts) for the Master System.

Golden Axe: The Revenge of Death Adder - Sequel to the original Golden
Axe in the arcades. Not to be confused with the home version of GA2.

Golden Axe: The Duel - A fighting game (ala Street Fighter) for the
arcade and Saturn. Not to be confused with Golden Axe III on the Mega
Drive, which is the third home version of Golden Axe.
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IV: Credits
-----------------------------------------------------------------------
V: Version History

v1.1 - Improved the look of the "Character Magic" section, removed the
"Lists" section, and changed or added to a few other things slightly.

v1.0 - The first version.

Copyright Notice:
This document Copyright 2001 glacialbear. It may not be distributed or
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specifically mentioned are acknowledged and respected.