Unauthorized Dungeons And Dragons 2: Shadow Over Mystara FAQ v.0.6
written by Michael Lee ([email protected])

Dungeons And Dragons is a registered trademark of TSR.
Shadow Over Mystara is a registered trademark of Capcom.
This FAQ is copyrighted by me, with the following disclaimers. I'm not
responsible for inaccuracies that may pop up in this FAQ. Everything I
write is true to the best of my knowledge. Unless I'm lying through my
teeth. The reader should be aware that different versions of this game
exist, so not everything may be exactly the same as the game I play at
the Underground in Berkeley. Deal with it. Feel free to distribute this
FAQ but under no circumstances is this FAQ ever to be sold in any way,
shape or form. This includes but is not exclusive to publication in
books and magazines. Email it around, post it on your web page, cut and
paste to your own FAQ (give me credit though :)) or whatever but if I
ever find out someone made money off this FAQ, heads will roll.

Table Of Contents
I.    Getting Started
     A.        The Player Characters
     B.    Basic Controls
     C.    Command Moves
     D.    The Naming Game
II.   Stuff to Use/Stuff to Get
     A.    Equipment
     B.    Items
           1.    Weapon Items
           2.    Magic Items
           3.    Miscellaneous Items
4.    Weapons
5.    Treasures
     C.    Magic
           1.    Cleric
           2.    Elf
           3.    Magic-User
III.  Stuff to Kill
     A.    Non-bosses
     B.    Bosses
IV.   Places to Go
V.    Miscellaneous

I.    Getting Started
     A.    The first thing you need to do is pick the character you
           wish to play.
           1.    The Fighter is a strong warrior and a good, basic
                 beginning character. He receives high hit points and
                 can wield almost every weapon. He is the only PC who
                 can double-wield with a short sword, and is the only
                 PC who can use the two-handed sword. He has no magic
                 and depends on his skills with weapons and items to
                 survive. The Fighter can use the following weapons:
                 Normal Sword*, Short Sword (double-wield), Hand Axe,
                 Mace, Bastard Sword, War Hammer, Two-Handed Sword,
                 Morning Star, Battle Axe, Holy Avenger, Sword of
                 Fire, Storm Blade, Sword of Frost, Sword of Legends,
                 Dragon Slayer.
                 Silver - Jarred                        Gold - Crassus
           2.    The Cleric is a holy fighter and healer. He may use
                 only blunt weapons. The cleric's magic focuses on
                 healing and enhancing the effectiveness of the party
                 as a whole. He has the unique ability to Turn Undead
                 and instantly defeat low-level undead creatures. At
                 higher levels he gains some direct damage spells, but
                 getting these to actually hit can be problematic. The
                 Cleric can use the following weapons: Mace*, War
                 Hammer, Staff of Snakes, Morning Star.
                 Blue - Miles                          Brown - Greldon
           3.    The Magic User is a powerful spellcaster but weak in
                 melee combat. He receives very few hit points and can
                 use only basic weapons. However, his spells are quite
                 potent and can be used to devastating effect. He does
                 not have a shield. The Magic-User can use the
                 following weapons: Staff of Striking*, Wand of
                 Fireballs, Wand of Cold, Wand of Lightning, Wand of
                 Paralysis, Staff of Elemental Power, Staff of Magic
                 Attack, Staff of Wizardry.
                 Black - Syous                         Green - D'Raven
           4.    The Thief is a multi-faceted character that takes
                 practice to master. Although average in attacking
                 power, and below average in hit points, she has some
                 unique abilities. She can double-jump and triangle
                 jump. She can steal items from monsters. She can
                 backstab monsters for incredible amounts of damage.
                 She can open chests without using a key. She does not
                 have a shield. The Thief can use the following
                 weapons: Normal Sword*, Short Sword, Hand Axe, Mace,
                 Bastard Sword, War Hammer, Morning Star, Holy
                 Avenger, Sword of Fire, Storm Blade, Sword of Frost,
                 Sword of Legends, Dragon Slayer.
                 Red - Moriah                          White - Shannon
           5.    The Dwarf is the powerhouse of the game. He receives
                 the most hit points and is the strongest fighter by
                 far. He may use almost any weapon. He gets bonuses
                 against enemy spells. If the Dwarf opens a chest, it
                 will remain open for a while. The Dwarf can hit the
                 chest again for an extra item (usually money). His
                 main drawback is his lack of speed. He has long
                 recovery time using most items and stops gaining
                 levels after 12. The Dwarf can use the following
                 weapons: Hand Axe*, Normal Sword, Short Sword, Mace,
                 Bastard Sword, War Hammer, Morning Star, Battle Axe,
                 Holy Avenger, Sword of Fire, Storm Blade, Sword of
                 Frost, Sword of Legends, Dragon Slayer.
                 Red - Dimsdale                        Silver - Hendel
           6.    The Elf is a mix of fighter and mage. She is an
                 average fighter and receives below average hit
                 points. She may use most weapons and has some spells
                 unavailable to the Magic-User. She stops gaining
                 levels after 10. The Elf can use the following
                 weapons: Short Sword*, Normal Sword, Hand Axe, Mace,
                 Bastard Sword, War Hammer, Morning Star, Holy
                 Avenger, Sword of Fire, Storm Blade, Sword of Frost,
                 Sword of Legends, Dragon Slayer.
                 Green - Lucia                            Blue - Kayla
           *designates the character's primary weapon
     B.    Basic Controls
           Throughout this FAQ the buttons will be referred to as

           A (Attack), J (Jump), S (Select), U (Use Item/Magic).

           The following are some basic things to know.
           1.    Press A to begin the game as the default color for
                 your character. To select the alternate color from
                 the current character portrait, press Start instead.
                 During the course of the game, pressing Start will
                 bring up your Equipment screen and show you what your
                 character is equipped with.
           2.    Press A and you swing your weapon. If you connect,
                 you can start a string of attacks that ends in a
                 knockdown blow after three or four hits (I call this
                 a Basic Combo). The mage has no Basic combo, and
                 knocks down an enemy after only two hits; he tends to
                 do the least damage in melee. Pressing A also picks
                 up nearby items. This takes precedence over attacking
                 so be careful when fighting around items. When close
                 to a fallen opponent, press A to hit him while he's
                 down. The Magic-User MUST be above the opponent while
                 following up, as must the Fighter when using the Two
                 Handed Sword, and the Dwarf or Fighter when using the
                 Battle Axe. The other classes may be below or to the
                 side of the body. The Dwarf can press A repeatedly
                 for a multi-hit attack.
           3.    Press J and you jump. Press a direction and J to jump
                 in that direction. You can change the direction of
                 your jump even in midair. Press A while jumping to do
                 a Jump attack. Press Down and A while jumping to do a
                 Downstrike. The Elf bounces up after a Downstrike, so
                 she could Downstrike a second target. The Thief can
                 jump again while in midair. The Thief can also jump
                 off the side of the screen.
           4.    Press S to bring up the Item Select circle. Pressing
                 S again will cycle through the Item circle. Pressing
                 J while the Item circle is open will switch to
                 another Item circle (Elf, Mage, Cleric only). Press
                 A or U to close the Item circle. When in a shop,
                 press this button when hands overlap to transfer
                 silver at 10 sp/press.
           5.    Press U to use whatever Item or Magic spell you have
                 selected in your Item box. If Nothing is selected,
                 pressing U will execute the character's Kick attack.
                 When in a shop, press this button when hands overlap
                 to transfer silver at 100 sp/press.
     C.    Command moves
           1.    Probably the most important move you will use is the
                 Slide. This is done with the classic Capcom fireball
                 motion (push the joystick Down, Down-Forward,
                 Forward) and press the J button. Your character will
                 slide along the ground (under most projectiles) and
                 will also pick up stuff on the ground (money, gems,
                 scrolls). Items that will NOT be picked up in a slide
                 include Equipment and Weapon Items. Use the Slide to
                 pick up booty and to dodge nasty things like deadfall
                 traps and Dragon bites. Try not to slide into Burning
                 Oils and the like.
           2.    The Sliding Attack is executed in the same way but
                 uses the A button. Your character will slide and
                 swing his weapon at the same time. The Sliding Attack
                 is slightly stronger than a regular hit. You will NOT
                 pick up items while in a Sliding Attack. You can
                 interrupt a Basic Combo with a Sliding Attack (ie you
                 can be doing a Basic Combo and then Slide Attack to
                 add an extra, powerful hit).
           3.    The Aerial Attack is executed by pushing Down, then
                 Up and A. The Fighter attacks upwards while jumping
                 up and slightly forward. Repeat the motion for a
                 second upswing. The Cleric attacks upward and then
                 downward while jumping almost straight up and down.
                 The Thief attacks upward while jumping up and
                 forward; on the way down she will throw a Large
                 Burning Oil (this does not do the same amount of
                 damage as the Item Large Burning Oil, and is actually
                 dependent on the melee weapon she currently has). The
                 Dwarf will roll forward before spinning up and
                 striking multiple times on either side of himself in
                 the air. The Elf will Slide Attack forward before
                 jumping up and back while spinning and striking on
                 either side of herself in the air. The Magic-User has
                 no Aerial Attack. You can interrupt a Basic Combo OR
                 a Sliding Attack with the Aerial Attack (ie you can
                 be doing a Basic Combo and then Aerial Attack to add
                 some extra hits. OR you could do a Basic Combo,
                 interrupt into a Sliding Attack interrupted into an
                 Aerial Attack; sometimes you can juggle after the
                 Aerial Attack with a well-timed Sliding Attack). If
                 the Cleric is armed with a Morning Star, his Aerial
                 attack changes. The Cleric spins around in place with
                 the Morning Star striking on all sides. There is a
                 long lag after this move.
           4.    The Heavy Attack is executed by pushing Forward on
                 the joystick and A. Your character will rear back and
                 then swing forward, knocking the victim across the
                 screen. The Heavy Attack is slightly stronger than a
                 regular hit and has a higher chance to dizzy. There
                 is a startup lag to this move during which time you
                 are vulnerable. EXCEPTION - the Magic-User's Heavy
                 Attack is very quick: a sudden dagger strike. It has
                 almost no startup lag and actually does MUCH LESS
                 damage than a normal staff hit. However, the Magic-
                 User's Heavy Attack almost always dizzies the target
                 and also has a small chance to Critical Hit. The
                 screen flashes briefly when this occurs. A Critical
                 Hit damages a percentage of a monster's lifebar. This
                 can be devastating to bosses (provided the Magic-User
                 lives long enough to actually get that Critical Hit).
                 If the Cleric is armed with a Morning Star, the Heavy
                 Attack is different. The Cleric steps forward and the
                 head of the Morning Star shoots out straight almost a
                 full screen length. The Cleric is vulnerable during
                 the entire time the head shoots out and retracts.
                 There is a lag after this move.
           5.    The Doublejump or Backstep is executed by tapping J
                 twice quickly. The Fighter, Cleric, and Elf will hop
                 backwards. The Dwarf will roll backwards. The Thief
                 will backflip and is invincible during this time.
                 The Magic-User will teleport backwards and is also
                 invincible during this time. Both the Thief and the
                 Magic-User can extend their Backsteps by a little bit
                 by holding the J button the second time. The distance
                 traveled by Backstep is shortened significantly at
                 the very top and the very bottom of the screen.
           6.    To Charge, push Forward on the joystick twice and
                 hold the direction you want to go. A Thief can steal
                 items from creatures by Charging into them. Charging
                 characters knock down most creatures they run into;
                 this does no damage to them.
           7.    To Kick Attack you supposedly tap A twice quickly. I
                 can never get that to work unless a Haste spell is in
                 effect. Just select Nothing in the Item circle and
                 press U. The Fighter, Cleric, and Thief kick the
                 enemy. The Dwarf headbutts the enemy and slides
                 forward as a result. The Magic-User body-checks the
                 enemy and slides forward as a result. The Elf flip
                 kicks the enemy and flips backward and can hit
                 multiple times. The Kick Attack knocks down creatures
                 but does very little damage, even with the Kick-
                 enhancing Anklet.
           8.    If your character has a shield, hold Back on the
                 joystick and press A once. The Fighter and Dwarf can
                 also select Guard in the Item circle and hold U.
           9.    To Crouch, hold Down on the joystick and press J.
                 Use this to duck under arrows and Giant Beetles. To
                 stand up again, press J once. You cannot execute a
                 Simple Combo while Crouching. Sliding will not make
                 you stand up again; Jumping will.
           10.   The Suicide Attack is executed by pressing A and J
                 simultaneously. This move drains the PC's hit points
                 if it hits an enemy and cannot be used if the PC's
                 hit points are below a certain level. While
                 executing this move, the PC is invulnerable. The
                 Fighter will spin in place while whirling his
                 weapons around him. The Thief will jump up and back
                 while throwing a pattern of Large Burning Oils
                 around herself. The Elf stands in place and summons
                 a whirlwind of leaves around herself; this Suicide
                 Attack lasts a particularly long time. The Dwarf
                 jumps straight up and swings his axe to strike behind
                 him. Neither the Cleric nor the Magic-User has a
                 Suicide Attack.
           11.   Instead of a Suicide Attack, the Cleric presses A and
                 J simultaneously to Turn Undead. This will destroy
                 non-boss undead monsters (eg Skeletons and Ghouls).
     D.    The Naming Game
           Depending on what name you type in for your character, you
           receive an item. To work out what kind of item you will
           get, use the following chart.

                 0 1 2 3 4 5 6 7 8 9   (values)
                 -------------------
                 a b c d e 0 1 2 3 4
                 f g h i j 5 6 7 8 9
                 k l m n o 1 2 3 4 5   <--- these are Roman Numerals
                 p q r s t . &   - !   <--- [space] is value 7
                 u v q x y M F     ?   <--- Male and Female
                 z

           The values of each letter is added together, and if the sum
           is two digits these numbers are added together. i.e. total
           54 -> 5 + 4 = 9.

           0 gives you type A, 1 B, 2 C and so on.

           Type Item
           A    Medal
           B    Boots of Speed
           C    Headgear suited to class - Helmet (Fighter, Dwarf),
                Cleric's Hat (Cleric), Hood (Thief), Circlet (Elf),
                Mage's Hat (Magic-User)
           D    Ring of Protection
           E    Ring of Fire Resistance
           F    Ring of Spell Turning
           G    Gauntlets of Ogre Power
           H    Anklet (Fighter, Dwarf), Brooch (Cleric, Thief),
                Earrings (Elf), Rod of Fire (Magic-User)
           I    Rod of Cold (Magic-User), Bracelet (other)
           J    Necklace (Elf), Rod of Lightning (Mage), Orb (other)

II.   Stuff To Use/Stuff to Get
     A.    Equipment
           1.    Headgear reduces damage you take from physical
                 attacks slightly, as long as the Headgear matches
                 the proper class. If a PC wears some other class'
                 Headgear, it does nothing.
           2.    Armor is just for show; you can never improve on the
                 Armor you begin with.
           3.    Gauntlets of Power increase the damage you do with
                 your physical attacks.
           4.    Boots
                 a.    Boots of Speed make you move and run faster.
                 b.    Boots of Levitation allow you to fly. Tap J
                       twice rapidly to activate. Normal
                       Doublejump/Backstep is disabled.
                 c.    Boots of Striding and Springing allow the Thief
                       to double jump and triangle jump. The Thief
                       never loses them and no other PC can gain them.
                       The Thief is still considered to be wearing
                       these even if she picks up the other boots.
           5.    Shields
                 a.    Flame Shield lets you block fire attacks.
                 b.    Ice Shield lets you block ice attacks.
                 c.    Dragon Shield lets you block dragon breath.
                       This is a very cagey proposition. Evidently, it
                       merely reduces the damage taken from dragon
                       breath (it's still a lot).
                 d.    Shield of Protection from Evil lets you block
                       Dark Warrior fire and stops Ezerhorden from
                       draining your spells. Supposedly.
           6.    Enhancements (breakable items are marked with *)
                 a.    Ring of Fire Resistance* lets you walk through
                       fire jets, fire mines, Hellhound breath, Lich's
                       Fireball and Wall of Fire, Red Dragon's Fire
                       Columns and Fireball, Dark Warrior 2's Fire
                       Columns, Synn's Fireball and flaming rocks.
                 b.    Ring of Spell Turning* lets you walk through
                       Lich's magic spells, Dark Warrior 2's Fire
                       Columns, Nagpa's Lightning.
                 c.    Ring of Protection from Evil* ensures 100%
                       success at Turn Undead. Supposedly.
                 d.    Rod of Fire improves damage done by fire based
                       spells (Fireball, Wall of Fire, Conjure
                       Elemental (Fire), Bottle Efreet) and the Wand
                       of Fire.
                 e.    Rod of Cold improves damage done by cold based
                       spells (Ice Storm, Conjure Elemental (Water))
                       and the Wand of Cold.
                 f.    Rod of Lightning improves damage done by
                       electric based spells (Lightning Bolt) and the
                       Wand of Lightning.
           7.    Accessories
                 a.    Anklet increases damage of Kick Attacks.
                 b.    Bracelet increases damage of normal attacks.
                 c.    Brooch does absolutely nothing.
                 d.    Earrings increase damage done by spells.
                 e.    Necklace decreases damage taken from spells.
                 f.    Orb makes you immune to petrification and gas.
           8.    Special
                 a.    Displacer Cloak makes you invulnerable to all
                       ranged attacks (i.e. Daggers and Arrows).
                 b.    Egg of Owlbear can be traded in at the first
                       shop for Egg of Wonder.
                 c.    Eye of the Beholder can be traded in at the
                       first Gnome shop for Boots of Levitation.
                 d.    Eye of the Displacer Beast is used to navigate
                       through the Labyrinth Maze.
                 e.    Horn of the Dragon can be traded in at the shop
                       after the Red Dragon for Staff of Magic Attack
                       (Magic-User), Staff of Snakes (Cleric), or
                       Dragon Slayer (all other classes).
                 f.    Medal is traded in for the next item at a shop
                       (i.e. the next item you buy is free).
                 g.    Scale of Dragon can be traded in at the second
                       Gnome shop for Displacer Cloak (Mage, Thief),
                       or Dragon Shield (all other classes).
                 h.    Skin of the Displacer Beast can be traded in at
                       the first Gnome shop for a Displacer Cloak.
                 i.    Skin of the Manticore can be traded in for
                       information at the first Gnome shop. Since you
                       can just talk to the Gnome anyway, there is no
                       point to this item.
     B.    Items
           1.    Weapon Items
                 a.    Arrows are fast (Dwarf, Elf) to midspeed (all
                       others) missile weapons for straight line
                       attack. The Cleric cannot use Arrows.
                       i.    Standard
                       ii.   Burning does more damage.
                       iii.  Silver does more damage and can harm
                             Gargoyles, the Lich, and Ezerhorden.
                 b.    Burning Oils can set a groundbound enemy on
                       fire for damage and knockdown.
                 c.    Daggers are fast (for most classes) to slow
                       (Dwarf) missile weapons for straight line
                       attack. The Cleric cannot use Daggers.
                       i.    Standard
                       ii.   Silver does more damage and can harm
                             Gargoyles, the Lich, and Ezerhorden.
                 d.    Hammers are a fast (for most classes) to
                       midspeed (Dwarf) missile weapon for a high
                       arc forward attack. High chance to stun.
                 e.    Large Burning Oils can set an enemy on fire for
                       damage and knockdown. Can also be used on prone
                       opponent. Each explosion column counts for
                       separate damage.
           2.    Magic Items
                 a.    Bottled Efreet is a one use area-effect fire
                       elemental attack.
                 b.    Djinn Summoning is a one use area-effect wind
                       elemental attack.
                 c.    Egg of Wonder is a one use Item that summons a
                       White Owl Bear to fight for you. Disappears
                       after a time.
                 d.    Rings
                       i.    Continual Light as the Cleric spell
                       ii.   Cure Serious Wounds as the Cleric spell
                       iii.  Fireball as the Magic-User/Elf spell
                       iv.   Invisibility as the Elf spell
                       v.    Lightning Bolt as the Magic-User/Elf
                             spell but cannot be redirected
                       vi.   Magic Missile as the Magic-User/Elf spell
                             but fires only one missile
                       vii.  Polymorph Other as the Elf spell
           3.    Miscellaneous Items
                 a.    Bless Potion as the Cleric spell (small orange)
                 b.    Haste Potion as the Elf spell (small yellow)
                 c.    Healing Potion restores some hit points
                 d.    Scrolls add one spell to appropriate level in
                       spell caster's current stock. Spells can be
                       stored above normal spell limits.
                 e.    Super Healing Potion restores many hit points
           4.    Weapons
                 a.    Bastard Sword. Long reach, equivalent to Level
                       4 Normal Sword. Good damage. Excellent for Elf.
                 b.    Battle Axe. Long reach, great damage. Dwarf
                       loses Shield ability. Excellent for Dwarf.
                 c.    Cursed Sword 1 (1 sp). Long reach, equivalent
                       to Sword of Legend. Excellent damage. Curse
                       will damage PC at random upon swing.
                 d.    Cursed Sword 2 (1 sp). Long reach, equivalent
                       to Holy Avenger. Curse will paralyze PC at
                       random upon swing.
                 e.    Dragon Slayer (1500 sp). Long reach, weak
                       damage. Against Synn, excellent damage.
                 f.    Hand Axe (170 sp). Long reach, good damage.
                 g.    Holy Avenger. Long reach, decent damage. Kills
                       undead non-bosses in one hit.
                 h.    Normal Sword. Long reach, good damage.
                 i.    Mace. Mid reach, decent damage.
                 j.    Morning Star. Long to excellent reach, a bit
                       slow, but great damage. Excellent for Cleric,
                       Elf, Thief.
                 k.    Short Sword (170 sp). Short reach, good damage.
                 l.    Staff of Elemental Power. Long reach, good
                       damage. Increases damage of Conjure Elemental
                       spell, Bottled Efreet, Djinn Summoning.
                 m.    Staff of Magic Attack. Long reach, decent
                       damage. Increases damage of all spells.
                 n.    Staff of Snakes (1200 sp). Long reach, good
                       damage. Snakes bite target for extra damage.
                 o.    Staff of Striking. Long reach, good damage.
                 p.    Staff of Wizardry. Long reach, decent damage.
                       Increases damage of all spells.
                 q.    Storm Blade (500 sp). Long reach, good damage.
                       Magic - Elemental (Electricity). Knocks down.
                 r.    Sword of Fire (500 sp). Long reach, decent
                       damage. Magic - Elemental (Fire). Knocks down.
                 s.    Sword of Frost (500 sp). Long reach, good
                       damage. Magic - Elemental (Ice). Knocks down.
                 t.    Sword of Legends. Long reach, excellent damage.
                       Magic. Excellent for all but Mage and Cleric.
                 u.    Two-Handed Sword. Long reach, great damage.
                       Fighter loses Shield ability.
                 v.    Wand of Cold. Short reach, weak damage. Magic.
                       Shoots mid-range icicles along ground to freeze
                       enemy. Can strike enemies on ground.
                 w.    Wand of Fireballs. Short reach, weak damage.
                       Magic. Shoots mid-range fireball to burn enemy.
                       Can NOT strike enemies on ground (even if the
                       Magic-User crouches).
                 x.    Wand of Lightning. Short reach, weak damage.
                       Magic. Shoots a short-range wall of lightning
                       to electrify enemy. Can strike enemies on
                       ground. Can "freeze" some bosses in place.
                 y.    War Hammer. Long reach, good damage. Excellent
                       for Cleric. A bit slow.
           5.    Treasures
                 a. Silver Coin                  - worth 1 sp
                 b. Gold Coin                    - worth 5 sp
                 c. Small Bag of Silver          - worth 10 sp
                 d. Small Bag of Gold            - worth 50 sp
                 e. Large Bag of Silver          - worth 100 sp
                 f. Large Bag of Gold            - worth 500 sp
                 g. Agate (small yellow gem)     - worth 10 xp
                 h. Onyx (small black gem)       - worth 50 xp
                 i. Amber (small yellow gem)     - worth 100 xp
                 j. Garnet (small red gem)       - worth 100 xp
                 k. Book (closed)                - worth 1000 xp
                 l. Aquamarine (large blue gem)  - worth 1000 xp
                 m. Opal (spherical yellow gem)  - worth 1000 xp
                 n. Book (closed, tilted)        - worth 2000 xp
                 o. Sculpture (orange thing)     - worth 2500 xp
                 p. Book (open)                  - worth 4000 xp
                 q. Perfume (green bottle)       - worth 5000 xp
                 r. Ruby (large red gem)         - worth 5000 xp
                 s. Emerald (large green gem)    - worth 5000 xp
                 t. Diamond (teardrop clear gem) - worth 10000 xp
     C.    Magic
           1.    Cleric
                 a.    Level 2 Spells
                       i.    Bless improves damage of attacks (x1.25)
                             and affects entire party
                       ii.   Hold Person paralyzes up to 3 humanoids
                             for a time
                 b.    Level 3 Spells
                       i.    Continual Light can blind (dizzy) nearby
                             enemies that face the Cleric
                       ii.   Striking improves damage of weapon (x1.5)
                 c.    Level 4 Spells
                       i.    Cure Serious Wounds restores hit points
                       ii.   Sticks to Snakes (Miles only) summons
                             snakes that leap to attack enemies. They
                             disappear after a while.
                 d.    Level 5 Spells
                       i.    Cure Critical Wounds restores hit points
                       ii.   Insect Plague (Greldon only) summons a
                             swarm of Giant Beetles to strike enemies.
                 e.    Level 7 Spells
                       i.    Earthquake (Greldon only) creates a
                             tremor that damages all landbound enemies
                       ii.   Holy Word (Miles only) strikes up to 3
                             landbound enemies with holy power.
                             Strikes low level creatures first
                 f.    Clerics regain spells after War Machine, Dark
                       Warrior I, Man Scorpions, Tel'Arin, Manticore,
                       Displacer Beast, Red Dragon, Fire Salamander,
                       Frost Salamander, Ezerhorden, Dark Warrior II,
                       and Nagpa
           2.    Elf
                 a.    Level 1 Spells
                       i.    Magic Missile sends two or three bolts of
                             energy that seek out a target. Tends to
                             hit low level creatures first
                 b.    Level 2 Spells
                       i.    Invisibility makes enemies ignore you.
                             It is cancelled by any offensive action
                             and wears off after a time
                 c.    Level 3 Spells
                       i.    Fireball sends a fireball forward and
                             down to explode on the ground
                       ii.   Haste increases speed of movement and
                             attack. Affects entire party
                       iii.  Lightning Bolt fires a straight-line
                             electrical attack that stretches across
                             the screen. Can be redirected up and down
                             to a limited 90 degree arc
                 d.    Level 4 Spells
                       i.    Ice Storm is an area-effect ice elemental
                             attack
                       ii.   Polymorph Other transforms a single close
                             range non-boss target into a harmless
                             animal. This spell instantly kills
                             Gargoyles. Note that you do NOT receive
                             any items for enemies so defeated.
                 e.    Level 5 Spells
                       i.    Conjure Elemental is an area-effect wind
                             elemental spell when facing left and a
                             ground-effect earth elemental spell when
                             facing right
                       f.    Elves get their spells back after Dark
                             Warrior I, Man Scorpions, Ogre Master
                             Brothers, Beholder, Green Dragon,
                             Displacer Beast, Red Dragon, Ezerhorden,
                             and Nagpa
           3.    Magic-User
                 a.    Level 1 Spells
                       i.    Magic Missile sends three to five bolts
                             of energy that seek out a target. Tends
                             to hit low level creatures first
                 b.    Level 3 Spells
                       i.    Fireball sends a fireball forward and
                             down to explode on the ground
                       ii.   Lightning Bolt fires a straight-line
                             electrical attack that stretches across
                             the screen. Can be redirected up and down
                             to a limited 90 degree arc
                 c.    Level 4 Spells
                       i.    Ice Storm is an area-effect ice elemental
                             attack
                       ii.   Wall of Fire fires a straight-line fire
                             attack that stretches across the screen.
                             Can be spread around caster in 360 degree
                             arc before launching forwards
                 d.    Level 5 Spells
                       i.    Cloudkill (D'Raven only) is an area-
                             effect poison gas spell. Instantly kills
                             non-undead, non-boss creatures
                       ii.   Conjure elemental (Syous only) is an
                             area-effect fire elemental spell when
                             facing left and an area-effect water
                             elemental spell when facing right
                 e.    Level 6 Spells
                       i.    Flesh to Stone fires a straight-line beam
                             that stretches across the screen. Any
                             non-boss struck by the beam will be
                             turned to stone, and bosses suffer damage
                       ii.   Protected Image creates many images of
                             the caster, making the Magic-User
                             completely invulnerable for a short time
                 f.    Level 7 Spells
                       i.    Reverse Gravity is a close to midrange
                             spell for use against groundbound or low
                             altitude enemies. It lifts monsters into
                             the air and then slams them down
                 g.    Level 8 Spells
                       i.    Meteor Swarm (Syous only) is a spell that
                             strikes groundbound or low altitude
                             enemies with fiery meteors. Very powerful
                       ii.   Power Word Kill (D'Raven only) will
                             instantly kill all creatures with less
                             than a full bar of health. If a boss has
                             over a bar of health, PWK will do about
                             1/3 of a bar of damage to the boss
                 h.    Mages get their spells back after Dark Warrior
                       I, Man Scorpions, Ogre Master Brothers,
                       Beholder, Green Dragon, Displacer Beast, Red
                       Dragon, Ezerhorden, and Nagpa
                 i.    The Ultimate Magic - Final Strike can only be
                       performed if the following conditions are met.
                       There are at least three players. There is at
                       least one Magic-User. A Magic-User has the
                       Staff of Wizardry equipped. The total
                       experience of the party totals at least 2
                       million xp. If these conditions are met, the
                       Staff of Wizardry will be glowing red. To
                       activate Final Strike, EVERY BUTTON of EVERY
                       ACTIVE PLAYER must be pressed AT THE SAME TIME.
                       This includes the Start Button. If successful,
                       the Magic-User will jump up to the middle of
                       the screen a la Cloudkill and break the Staff.
                       Then every elemental will be summoned multiple
                       times in succession and inflict massive amounts
                       of damage to all enemies. WARNING: Should you
                       still be in a combat situation after using
                       Final Strike, be warned that the Staff of
                       Wizardry is gone forever; it's been broken.
                       Also be warned that EVERYONE now has ONLY 1 hit
                       point! But it still is a damn cool spell :)

III.  Stuff to Kill
     A.    Non-bosses [xp value] (Items to be stolen)
           1.    Goblin - Little green humanoid. Weak. Throws sling
                 stones and oils if given the chance. [300 xp] (Agate,
                 Onyx, Opal, Sapphire)
           2.    Kobold - Little brown humanoid. Weaker than weak.
                 Throws Daggers and Oils. [200 xp] (Dagger, S. Dagger)
           3.    Skeleton - Undead. Jumps around. [600 xp] (none)
           4.    Axe Gnoll - Orangish humanoid with a dog's head. Slow
                 but has a long reach with that axe. [600 xp] (Burning
                 Oil, Battle Axe)
           5.    Owlbear - Owl's head on a bear's body. Slow, has a
                 tendency to jump on you. [800 xp] (Egg of Owl Bear)
           6.    Bow Gnoll - Orangish humanoid. Usually comes onto
                 screen, fires arrows a few times and leaves. Dies
                 with one hit. [500 xp] (Arrow, S. Arrow)
           7.    Hellhound - Black canine that likes to rush and knock
                 you down. Bites. Breathes three types of fire. [1200
                 xp] (Burning Oil, Flame Shield, Large Burning Oil)
           8.    Troglodyte - Blue fishy-looking humanoid. Likes to
                 throw burning oils and jump attack with a trident.
                 Also likes swinging trident over its head. Can turn
                 invisible and can paralyze PCs with gas. Often
                 carries scrolls. [1200 xp] (Orb, Garnet)
           9.    Giant Scorpion - Crawling bug that usually runs back
                 and forth over a predetermined area. Will stop for a
                 second before charging a PC. Dies with one hit (even
                 a body check). [100 xp] (none)
           10.   Ghoul - Undead. Attack can paralyze (Elf is immune
                 to this paralysis). Often carries scrolls and
                 hammers. [10 xp] (10 sp)
           11.   Shadow Elf - Purple-skinned humanoid. Disappears and
                 reappears jumping down at you, swinging a sword.
                 [1000 xp] (Circlet, 5 sp)
           12.   Giant Beetle - Flying bug that hits at chest level.
                 Duck to avoid them; usually they will just leave
                 after a while. Sometimes they will attack, even if
                 you crouch. Dies with one hit (even a body check).
                 [100 xp] (none)
           13.   Gargoyle - Winged stone demon. Animates to attack
                 PCs if nearby. Can only be harmed by magic, Magic
                 weapons, or silver weapons. Often carries scrolls,
                 silver weapons, magic rings, and gems. [2000 xp]
     B.    Bosses [xp value] (Items to be stolen)
           1.    War Machine [10k] (try it) does most of its damage
                 by ramming into you. Also stops to activate a flame
                 thrower, or launch rocks at you, or attack with
                 chainspears. The Chief Goblin on top of the Machine
                 throws Burning Oils at random. The War Machine is
                 powered by four Goblins who push it from behind. If
                 you kill these Goblins, the War Machine is stuck
                 (until more come to push the War Machine again).
                 a.    If you must, use spells to keep the War Machine
                       in the middle of the screen so the others can
                       hack at it.
                 b.    Burning Oil stops the War Machine and does
                       decent amounts of damage as it tries to run
                       forward through the fire.
                 c.    The Thief has a two-hit slide attack. If done
                       continuously while the War Machine is just off
                       the screen, she can kill it all by herself.
                       This takes timing, skill, and LOTS of practice
                       to pull off.
           2.    Dark Warrior I [15k] (Bracelet, Gauntlets of Ogre
                 Power) gets faster the closer he comes to death. Try
                 to get in as many Full Combos as you can. If things
                 get out of hand cast a spell to knock him down. Try
                 to avoid the lightning he shoots at you and beware
                 the Wall of Lightning.
           3.    Man Scorpions [15k (single)] can be difficult. Combo
                 as much as you can and watch out when they throw
                 their scythes. Let them catch the blade again before
                 you continue. Watch out when they jump straight up.
                 When they come down, there will be an explosion
                 around them. Time your Backstep to avoid the flames
                 and continue. Just jump with the Dwarf; his roll may
                 still be hit. The Man Scorpions can grab a character
                 and stab them for Bite damage. They can cast Flesh
                 to Stone and Lightning Bolt. When you're casting
                 spells like Lightning Bolt, try to hit both
                 Scorpions. You'll do twice the damage.
           4.    Harpy [10k] (?) can be a real bitch when she gets
                 airborne. Harpy attacks on the ground with a fast
                 club swing (sometimes sliding forward at the same
                 time). She can also blow the PCs to the far side of
                 the screen with her wings. She does a diving attack
                 from the air, and can also grab a PC and drop them
                 for Bite damage. She sometimes fires a series of
                 three feathers in a downward strike.
                 a.    The Harpy takes to the air after about two
                       knockdowns so you want to do most of your
                       damage while she's still on the ground and you
                       can finish with a combo.
                 b.    Start off with daggers and arrows. These won't
                       knock the Harpy down but will still do damage.
                       If you connect with 9 arrows and 9 daggers and
                       follow that with a Full Combo, the Harpy should
                       be down somewhere around half a bar. With luck,
                       she'll stay on the ground and you can finish
                       her with another Full Combo. If she takes to
                       the air, jump attack or Aerial Attack and hit
                       her when she's down.
           5.    Tel'Arin [15k] (Level 2 Normal Sword) summons
                 Skeletons, has quick recovery, fast attacks, can cast
                 Lightning Bolt, Fireball, and Haste (only Tel'Arin).
                 a.    Tel'Arin is a bitch to kill when he's fast. He
                       Hastes himself after about three knockdowns so
                       you want to beat him before then.
                 b.    Start off with a Full Combo. Hit him while he's
                       down to make him stand up. Do another Full
                       Combo. Hit him while he's down to make him
                       stand up. Do another Full Combo. Throw a
                       Burning Oil directly on him. Hit him to make
                       him stand up into the flame and get knocked
                       down again. Repeat the Burning Oil/hit until
                       you run out of Oil. By now he should be pretty
                       dead. Hit him while he's down to make him stand
                       up. He should roll out and summon Skeletons.
                       Keep knocking him down until he runs away.
                 c.    If he gets Hasted, a Cleric comes in handy as
                       Continual Light and Hold Person will both stop
                       Tel'Arin in his tracks.
           6.    Ogre Master Brothers [15k (single)/20k (both)]
                 (Yellow - Gauntlets of Ogre Power, Tiara; Green -
                 Helmet) are fairly easy to beat. They like to charge
                 at you so Block the rush, turn around and Full Combo
                 them. Block or dodge the rocks the green one throws
                 at you. They have a fast club attack and quick
                 recovery. Just be patient and you'll kill them.
                 Cleric can use Hold Person or Continual Light. When
                 casting spells like Lightning Bolt, try to hit both
                 Ogres. You'll do twice the damage.
           7.    Beholder can be tricky [25k]. It starts with a Flesh
                 to Stone spell that can kill the unwary. It casts
                 Cause Serious Wounds as a long range attack and Sleep
                 and Telekinesis as short range attacks. It can also
                 ram you and Bite you. All magics are negated by the
                 Beholder's central eye with the exception of Bottled
                 Efreet.
                 a.    To use spells, the Beholder must be facing away
                       from the spell caster. It is easier if there
                       are two spellcasters, one on either side of the
                       Beholder. Then there is always someone who can
                       cast a spell if need be.
                 b.    If you are armed with the Storm Blade or Sword
                       of Flames, you can pin the Beholder against the
                       side of the screen. You need to hit the
                       Beholder to one side of the screen. On about
                       the third hit of the combo, the Beholder should
                       fly back and up against the screen. When it
                       lands again, it lands right into the combo and
                       gets juggled again. This works indefinitely but
                       takes practice to set up properly.
           8.    Green Dragon flies at head height and attacks with
                 fast claw attacks, a strong tail attack, and a
                 vicious poison gas breath weapon.
                 a.    Cast a spell, any spell, to cancel the dragon
                       breath. Remember that all dragons breathe up to
                       a maximum of three times.
                 b.    Hammers are good to use as they can hit
                       multiple times on such a large target.
                 c.    An Egg of Wonder can truly work wonders here.
                 d.    There is no real strategy or pattern fighting
                       here; Aerial Attacks are good, but remember
                       that most PCs are vulnerable on the way down.
                       Try to cover for each other. As a player comes
                       down from his Aerial Attack another goes up to
                       forestall any counterattack from the dragon.
           9.    Manticore [25k] (Egg of Wonder) is easy to beat if
                 you know his patterns. If you attack his head and
                 yellow sparks appear, he is about to charge at you.
                 Block the rush with your shield (or time your
                 Backstep/teleport precisely). If the Manticore hovers
                 in midair, he will shoot poison barbs at you from his
                 tail. Block with your shield or backflip to dodge. If
                 the Manticore flies up off the screen, he will dive
                 and try to crush you. You can block this with your
                 shield too. If you don't have a shield, you can walk
                 back and forth in an up/down pattern to dodge. At
                 every oppurtunity, just walk in and Combo.
           10.   Lich [50k] (?) is extremely easy to beat due to an AI
                 problem. The Lich can cast Lightning Bolt, Fireball,
                 Wall of Fire, Earthquake, Teleport and Meteor Swarm.
                 His cloak sometimes blocks your attack. His touch can
                 leave you paralyzed. His staff has a long range.
                 a.    The Lich flies in a circular/figure 8 pattern.
                       It is easy to lure the Lich into a corner where
                       you can continually beat on it. It works best
                       if everyone crouches and heads to the bottom
                       left, leaving room for the Lich to fly into the
                       corner. When the Lich circles around into the
                       corner, simply keep hitting A to keep it
                       trapped. If a Fighter is double-wielding, it is
                       almost a sure thing the Lich will never get
                       out. Occasionally the Lich can Teleport out of
                       the corner but it is easy to lure it to back.
                       i.    The reason everyone should duck is that
                             when the Lich's hit points are down to a
                             little over one bar, he will cast his
                             version of Earthquake. This does no
                             damage and knocks down standing PCs.
                       ii.   Another reason you should crouch is that
                             crouching negates Simple Combos. Four
                             single hits are more powerful than four
                             Combo hits. Also, Simple Combos have a
                             bit of lag at the end that the fast
                             recovering Lich can use to get out of the
                             corner trap.
                       iii.  The reason you should trap the Lich in a
                             bottom corner is that when the Lich
                             reaches a little over half a bar, he will
                             cast his version of Meteor Swarm. This
                             completely misses players standing at the
                             bottom of the screen.
                 b.    If you are a Cleric or an Elf, this strategy
                       doesn't work very well. The short reach of the
                       Mace and Short Sword put you at a distinct
                       disadvantage. Try casting Haste; rush in and
                       slash like mad. With a Level 3 Short Sword, the
                       Lich can go down very fast.
                 c.    Be careful when casting spells. The only spells
                       you'll have at this point that affect the Lich
                       are Ice Storm and Conjure Elemental. When hit
                       by spells, the Lich will be knocked back. This
                       can truly suck as the Lich paralyzes everyone
                       he touches, and a careless Magic-User can end
                       up knocking the Lich into the other PCs and
                       kill the entire party.
           11.   Displacer Beast [40k] (Skin of the Displacer Beast,
                 Haste potion) would be the easiest boss to kill if it
                 weren't for those annoying Goblins that infest this
                 level. The Displacer Beast casts a ghost image of
                 himself to confuse players. The real Beast is the one
                 with the shadow. It has a Bite attack and a tail-whip
                 attack.
                 a.    The Displacer Beast jumps back and forth across
                       the screen in a simple pattern. Full Combo it
                       until it dies. Avoid or knock down the Goblins
                       so they can't interfere when you Combo.
                 b.    If you hurt the Displacer Beast enough, it will
                       drop a Skin. It can be made into a Displacer
                       Cloak which grants immunity to missile attacks.
           12.   Deathwing the Black Dragon is functionally the same
                 as the Green Dragon mentioned earlier. His breath
                 attack is a flow of acid, not poison gas. Otherwise
                 they are the same.
                 a.    Strategies are the same as for the green one.
                 b.    Got that Egg of Wonder? :)
                 c.    If you hurt Deathwing enough, he will drop a
                       Scale of Dragon that can be made into a Dragon
                       Shield or a Displacer Cloak.
           13.   Chimera [55k] (Staff of Snakes) is the first victim
                 in the LBO Campaign. The Chimera acts much like the
                 Manticore. When the Chimera hovers in midair, it
                 breathes fire from its dragon head.
                 a.    Knock down the Chimera, preferably with a Full
                       Combo. While the Chimera is down, throw all of
                       your Large Burning Oils onto him. Try to space
                       it so all the explosions are on the body. If
                       all the players do this, the Chimera doesn't
                       stand a chance.
                 b.    If the Chimera survives somehow, just try to
                       Combo or just Aerial Attack it down. If it
                       breathes fire, cast any spell to negate it.
           14.   Red Dragon [700k] has a sweeping claw attack, a bite,
                 an advancing Wall of Fire (column-type), an exploding
                 Fireball attack, drops rocks from the ceiling and to
                 top it off, his dragon breath kills instantly.
                 a.    Full combos may be a bad idea. If the Dragon
                       decides to bite and you're in the air from an
                       Aerial Attack, you're pretty helpless as he
                       decides to munch on you. On the other hand,
                       being in the air does let you dodge his claws
                       and the Fireball he casts.
                 b.    To dodge the rocks he drops from the ceiling,
                       move all the way to the top of the screen. The
                       rocks will miss you there.
                 c.    To dodge the exploding columns of fire, slide
                       to the opposite side of the screen. Thief and
                       Mage can continuously Backstep. Fighter, Thief,
                       Elf and Dwarf can try continuous Suicide
                       Attacks. Alternatively, you could cast a long
                       spell like Ice Storm or Conjure Elemental.
                 d.    Walk up or down to avoid the sweeping claw.
                       Sliding repeatedly usually works to dodge that
                       nasty bite attack.
                 e.    Dragon breath kills you instantly. I've been
                       messing around with the Dragon Shield but I
                       have yet to see it block Red Dragon breath. Oh
                       well. Just remember that there are three types
                       of Red Dragon breath and you need to act
                       differently for each.
                       i.    Far breath - the Dragon leaves you alone
                             for a while and his head reappears in the
                             far background and his fiery breath fills
                             the entire screen. The only way to live
                             is to be standing behind one of the rock
                             formations on either side of the stage.
                             Be warned that these formations are NOT
                             in the corner so running all the way to
                             one side will get you killed.
                       ii.   Side breath - the Dragon leaves you alone
                             for a while and his head reappears from
                             the side of the screen and his breath
                             covers nearly 4/5 the screen. The only
                             way to live is to be standing just under
                             his head, all the way to the side. Before
                             he breathes, there will be a vacuum to
                             one side of the screen as the dragon
                             inhales. Run WITH the pull to survive.
                       iii.  Near breath - the Dragon doesn't leave.
                             He simply starts to inhale, the vacuum
                             pulling all characters towards the
                             center. Run AWAY from the vacuum. As in
                             double push Forward on the joystick AWAY
                             from the Dragon. Sliding continuously
                             also works, and a very well-timed jump
                             can save you too.
                       iv.   You know when this Dragon is going to
                             breathe when your U button stops working.
                       v.    This is a cheap tactic that works very
                             well. While the Dragon is breathing, have
                             the Cleric Turn Undead. After the Turn
                             takes effect, all characters can use the
                             U button again. Area-effect spells like
                             Ice Storm and Conjure Elemental will
                             damage the Dragon, and you can even kill
                             him while he is still breathing fire. Try
                             not to use Cloudkill as you'll likely
                             jump straight into the Dragon breath
                             after the spell is cast.
                 f.    Large Burning Oils can work very well if you
                       can get multiple explosions to hit the head.
                       Many LBOs in succession can even "freeze" the
                       Dragon's head in place, allowing for other
                       players to combo.
                 g.    Hammers can work extremely well as you can get
                       multiple hits on the Dragon from a single
                       throw. Stand just by the head and throw. This
                       also "freezes" the Dragon's head in place,
                       allowing other players to combo.
                 h.    The Wand of Lightning works well as the Dragon
                       is "frozen" in place, allowing other players to
                       combo. If the Magic-User also has a Rod of
                       Lightning, the Wand will do extra damage.
                 i.    If you hurt the Red Dragon enough, it will
                       drop a Horn of the Dragon. It can be made into
                       a Staff of Magic Attack (Magic-User), a Staff
                       of Snakes (Cleric), or the Dragon Slayer sword
                       (all other classes). The Dragon Slayer works
                       extremely well against Synn (but oddly not that
                       well on the Black Dragon).
           15.   Flame Salamander is immune to Fire spells, fights
                 with a large trident with a huge range, attacks with
                 its flaming tail, summons a set of aerial Fireballs,
                 and can shoot off a bounding fire wall on either
                 side of himself.
                 a.    The easiest way to defeat it is to use a magic
                       Elemental Sword (Frost, Storm Blade). After
                       knocking down the beast, simply attack it on
                       the ground. If at one side of the screen, the
                       third or fourth hit will juggle the Salamander
                       up and back down. This can be repeated
                       indefinitely.
                 b.    Another way to beat the Salamander is to use
                       the Wand of Frost. It does nowhere near the
                       same damage as the Sword, but the juggling
                       effect is similar, keeping the Salamander
                       helpless. The Wand of Lightning juggles the
                       Salamander so well, it launches the beast up
                       and off the screen. If this happens, continued
                       juggles will keep it off the screen BUT the
                       salamander won't take damage while offscreen.
                       Let the Salamander fall back onscreen before
                       continuing.
                 c.    There are Hellhounds protecting the Salamander
                       so the other players should keep these guys
                       busy while the juggle continues.
           16.   Frost Salamander [70k] is similar to its fiery
                 counterpart, but is immune to Ice and Cold spells. It
                 fights with a large trident with a huge range,
                 attacks with its icy tail, and can summon a ring of
                 icicles to fall and strike nearby players.
                 a.    The easiest way to defeat it is to use a magic
                       Elemental Sword (Flame, Storm Blade). After
                       knocking down the beast, simply attack it on
                       the ground. If at one side of the screen, the
                       third or fourth hit will juggle the Salamander
                       up and back down. This can be repeated
                       indefinitely.
                 b.    Another way to beat the Salamander is to use
                       the Wand of Lightning. This Wand juggles the
                       Salamander so well, it launches the beast up
                       and off the screen. If this happens, continued
                       juggles will keep it off the screen BUT the
                       salamander won't take damage while offscreen.
                       Let the Salamander fall back onscreen before
                       continuing.
                 c.    There are Gargoyles protecting the Salamander.
                       Remember that only magic or magical/silver
                       weapons will harm them. Casting long spells can
                       interrupt the juggle combo so use magic with
                       care.
                 d.    If a PC is armed with the Sword of Legends,
                       that PC should NOT be on juggle duty (unless
                       there is no one else). That PC should run
                       around killing Gargoyles. Mages/Clerics/Elves
                       can really stock up on spells here.
           17.   Tel'Arin and Tel'Erond [50k (single)/] (Tel'Arin -
                 Level 3 Normal Sword) fight exactly the same way as
                 Tel'Arin did before, but with a penchant for casting
                 Haste earlier in the fight. The easiest way to kill
                 these Elves is to use Large Burning Oils on them
                 after they are knocked down.
                 a.    If you kill Tel'Arin and leave Tel'Erond alive,
                       Tel'Erond will be free from the spell he's
                       under and will defeat Nagpa for you later.
                 b.    If you want to fight Nagpa, kill Tel'Erond.
                 c.    Tel'Arin is the purple-skinned Elf, Tel'Erond
                       is the red-skinned Elf.
           18.   Tel'Arin [50k] (Normal Sword) fights exactly the same
                 way he did before, but casts Haste earlier in the
                 fight. The easiest way to kill him is to use Large
                 Burning Oils on him after he is knocked down.
           19.   Ezerhorden [80k] is a bit tricky. He fires a ghostly
                 fist as a projectile weapon but his main attack is
                 his Bite. Unlike all other monsters, Ezerhorden does
                 not let go of its target if struck by a physical
                 attack. It lets go of the target if struck by spells.
                 a.    If Ezerhorden is biting someone, any physical
                       attacks will damage the player being bitten.
                 b.    Ezerhorden's bite has a chance of draining
                       spells from players (Cleric, Magic-User, Elf).
                 c.    Silver Weapon Items will hit Ezerhorden for
                       extra damage. Normal, non-melee Weapon Items
                       have no effect. Burning Arrows have no effect.
                 d.    Ezerhorden is extremely vulnerable to Lightning
                       attacks, especially when moving about with its
                       mouth open to bite.
           20.   Dark Warrior 2 [90k] has a gas projectile attack,
                 summons columns of fire to erupt under players, casts
                 a protective Wall of Fire (columns) around himself,
                 Teleports like mad, can Haste himself, and wields
                 the biggest sword this side of Berserk.
                 a.    The easiest way to kill him is to knock him
                       down and then throw Large Burning Oils on him.
                 b.    Failing that, Hammers can strike him multiple
                       times for big damage.
                 c.    Try to finish him off while some PC has some
                       sort of magic spell in their Item Use window.
                       This will help against the next boss.
           21.   Nagpa [10k] attacks with a Wand of Lightning Bolt but
                 leaves most of the fighting to his companion Black
                 Dragon and Manticore. Nagpa teleports at will, but
                 appears at certain "hot spots" in the room so you can
                 learn to predict where he will appear.
                 a.    When you first enter, the Black Dragon will
                       usually start with its acid breath attack. Cast
                       any spell to negate it.
                 b.    The Black Dragon and Manticore can be slain,
                       just as before. Steal an Egg of Wonder from the
                       Manticore and use it on the Black Dragon :D
                 c.    If you let Tel'Erond live, he appears in a
                       cinema scene here and slays Nagpa and his pets
                       with ease. The intro with Synn also changes.
           22.   Synn [500k] attacks in the same manner as the Red
                 Dragon, but the rocks she drops from the ceiling are
                 flaming meteors. These can NOT be dodged by moving to
                 the top of the screen.
                 a.    To dodge the flaming meteors, cast a long spell
                       like Ice Storm. Most characters can also try
                       using their Suicide Attack. It makes you
                       invulnerable and if you don't hit Synn with it,
                       you lose no life. Mistiming the Suicide Attack
                       can hurt though, as those meteors tend to drop
                       on you just as you come out of your invincible
                       frames of animation. You can also run from one
                       side of the level to the other. The boulders
                       usually miss.
                 b.    Almost all area-effect spells will not affect
                       Synn if she is off the screen. Cloudkill is the
                       only exception to this rule. Cloudkill will hit
                       no matter where she is.
                 c.    Ground-effect spells like Earthquake and the
                       Elf's Conjure Elemental (Earth) have no effect.
                 d.    Meteor Swarm will only affect Synn if her head
                       is near the bottom of the screen.
                 e.    All strategies for the first Red Dragon apply
                       to Synn as well.
                 f.    Dragon Slayer works very well.
                 g.    Final Strike is a great way to end the game.
                 h.    Kick Attack is a better way to end the game ^_^
                 i.    Weird Stuff we've killed Synn with: Dagger,
                               Arrow, Kick Attack (i was first!), Insect
                               Plague (Ryan you da man with that bald cleric),
                               Conjure Elemental - Wind (Luis the Master).

IV.   Level Walkthrough
     A.    Descent from the Broken Lands
           1.    This is the very first part of the game, designed to
                 let you get a feel for the game's controls etc. The
                 only enemies are Goblins (which are fairly easy to
                 predict in terms of attack and defense).
           2.    Three or four wagons will rush by, carrying kidnapped
                 townsfolk away. To rescue them, kill the Goblins
                 pulling the carts and then break the wagon. Step near
                 the tied-up people and press A to free them.
           3.    After a while, one of the townsfolk will run up to
                 you and thank you for freeing them. At this point,
                 you will get to name your character. See Part I
                 Section D.
     B.    The Village of Trintan
           1.    There is a bag of gold worth 500 sp directly down
                 from the bridge where you start. There is a secret
                 room at the top of the screen between the roofs of
                 two houses.
                 a.    The room contains two wooden chests that
                       contain weapons for most classes.
                 b.    The room contains two metal chests that require
                       keys to open. The metal chest on the far right
                       contains at least Boots of Speed and a Ring of
                       Protection. The other metal chest contains 1 sp
                       and is trapped. If a Thief opens this chest,
                       there will be an extra bag of silver. There is
                       also a small chance for a third bag of silver
                       as well.
                 c.    Skeletons and Axe Gnolls defend this room.
           2.    Goblins populate this level and guard a chest that
                 contains a Bottled Efreet and a Super Healing Potion.
                 Also in this chest is either a Key, Magic Missile
                 Ring, Cure Serious Wounds Ring, or a Fireball Ring.
           3.    Owlbears attack you about midway through the level.
                 If defeated, they sometimes leave a Short Sword. This
                 is one of the few chances for a Fighter to pick up
                 this weapon.
           4.    Bow Gnolls appear to shoot a few arrows at you and
                 then run away.
           5.    The War Machine (III.B.1.) is the level boss.
     C.    To Ride A Juggernaut!
           1.    Goblins appear all throughout this level. There are
                 multiple keys and a few Lightning Bolt Rings lying
                 around.
           2.    This is one of the few places in the game where Bow
                 Gnolls actually stay on the screen to fight (and
                 where they take more than one hit to kill).
           3.    Axe Gnolls will drop in to fight you.
           4.    Hellhounds appear near the end of the Juggernaut.
           5.    Dark Warrior I (III.B.2.) is the level boss.
     D.    Battle On the Vesuvia
           1.    The party will move through this level on a raft. The
                 raft can be controlled by EVERY party member so
                 teamwork is the key here.
           2.    There are bags of silver and gold along the top and
                 the bottom channels of the River.
           3.    If the raft intersects with a monster, the scene
                 shifts to a battle on the raft. Possible encounters
                 include Axe Gnolls, Kobolds, Bow Gnolls and Owlbears,
                 and Troglodytes.
                 a.    Fighting Troglodytes can be well worth it as
                       they usually carry scrolls of magic.
           4.    If you take too long to reach the checkpoints, a
                 Black Dragon appears to harass you and breathe acid
                 on you. You cannot fight the dragon. You can usually
                 avoid the acid by moving to the front of the raft.
           5.    Finishing the river portions quickly earns you bonus
                 experience.
           6.    After the river portion, the party disembarks onto
                 some stretch of Scorpion-infested land. There are a
                 total of four chests here. If you take too long to
                 advance to the right, various traps will spring
                 (Deadfall, spears thrown from offscreen).
           7.    Man Scorpions (III.B.3.) are the level bosses.
The Skies Over Aengmore
The Riddle of Aensun
The Forest of Despair
The Forest Bridge
Battle of Strong Oak
The Grove of Destruction
Labyrinth
Rescue at the Gnome Village
The Cave of Rafael, The Immortal
Hidden Treasures
Land of Fire
Frozen World
Underground Passageway
Battle Royal
Arena Revisited
Inner Heart, Dark Heart

V.    Miscellaneous
     A.    The Glitch is a way for certain characters to become nigh-
           invulnerable. The only way for these characters to take
           damage is by a creature's Bite attack. They can also die
           to Petrification and Red Dragon breath.
           1.    An added benefit to the glitch is the temporary use
                 of unlimited magic missiles or fireballs.
           2.    Another benefit to the glitch is 6 digits of sp.
           3.    There is also a way to temporariliy add Invisibility,
                 Haste, Bless, and/or Protected Image.
           4.    The Glitch only works for Jarred, Moriah and Hendel.
           5.    During certain times, if a Glitched player presses
                 the S key, the game will crash.
           6.    If the Glitch is done improperly, a Glitched player
                 picking up a Special will also crash the game.
           7.    Sometimes the game will crash even if the Glitch is
                 done correctly.
           8.    A variation on the Glitch gives you Staffs of Snakes.
           9.    Version 2 of the game fixes the Glitch anyway.
     B.    Highlander mode is a way for Moriah, Shannon, Syous and
           D'Raven to be "immortal". Damage is taken as normal, but
           the character cannot die; they will stay at one hit point.
           The only way for these characters to die is to take that
           final damage from a Bite attack, or by Petrification, or
           Red Dragon breath.
           1.    There are no known drawbacks to this bug.
           2.    For the Thief, she must wear a Mage's Hat.
           3.    For the Magic-User, he must wear a Hood.
           4.    It is unknown if Version 2 fixes this bug.
     C.    The Owl Bear Trick is a way to summon many Owl Bears from
           a single Egg of Wonder. As a player throws the Egg, have
           another player cast a person-effect spell on him (eg
           Striking, Invisibility, Cure Serious Wounds). If done
           correctly, the Egg of Wonder will still be in the first
           player's inventory and can be thrown again. It is unknown
           if Version 2 fixes this bug.
     D.    To uncurse the Cursed Sword 1, the player wielding it must
           swing the Sword approximately 30 times or more. The curse
           will be lifted and the Sword of Legend appears.
           1.    One way to negate the damage from the curse is to
                 cast a person-effect spell on the player just as he
                 reels back from the curse. The spell will take
                 effect and the curse damage will not register.
           2.    Another way to negate the damage from the curse is
                 for the player to jump and swing the Cursed Sword
                 just before landing. The landing animation takes
                 precedence over the curse hit animation and can
                 negate the damage. The swing still registers towards
                 breaking the curse. This takes timing and practice
                 to do effectively. This timing is different for each
                 of the classes (Fighter, Thief, Dwarf, Elf).
     E.    To uncurse the Cursed Sword 2, have a Cleric attempt to
           pick up the sword eight times. The Curse will be lifted
           and the Holy Avenger appears.
     F.    If you join in the game (after the initial character select
           screen) you begin with 200 sp instead of 50 sp.
     G.    If you continue, you get +1 xp ^_^

Credits
Bradley Jayakody ([email protected]) the original FAQ guy
Ruiner ([email protected]) for the specifics about Names
Luis DelaFuente the other addict at the Underground
King Bond Lee the local Elf master
Jyh-I Lu for getting me back into the game after lo so many months
The staff at the Underground Arcade at UC Berkeley
TSR for making Dungeons and Dragons in the first place
Capcom for making yet another wonderful Final Fight type game

v0.1 First Draft Completed August 17th 1997
v0.2 Revised August 30th 1997
v0.3 Revised September 24th 1997
v0.4 Revised September 30th 1997
v0.5 Revised December 13th 1997
v0.6 Revised July 15, 1999 (wow. I haven't touched this thing in ages. Well, I
guess I should start working on it again, since the Sega Saturn version is
coming out. hopefully they haven't changed too much and this FAQ will still be
useful)