From: [email protected] (Kenneth Hsu)
Newsgroups: rec.games.video.arcade
Subject: D&D2 Magic User's Manual v1.5
Date: 20 Aug 1996 02:21:07 GMT

Dungeons and Dragons 2:  Shadow over Mystara

Magic User's Manual version 1.5

Written by:  Kenneth Hsu ([email protected])

Version History
v1.0 - First official release (22st July, 1996)

v1.5 - Updates on spell properties, stage/boss descriptions (mostly
      on Forest of Despair), useful item descriptions, super-charged
      wand of paralyzation, included charts on how to work out
      type-C names and how many spells magic user gets back after
      each level, and other minor corrections/updates.  Lots of new
      type-C names, more magic user combos and much more (18th
      August, 1996)

This guide can be obtained from the following places:
1) via FTP from ftp.netcom.com/pub/vi/vidgames/faqs/dd2mage.txt
2) via WWW from http://www.flex.net/users/cjayc/vgfa/index.html
3) via USENET group rec.games.video.arcade when the guide is updated.

Credits and Acknowledgement
Andy Eddy <[email protected]> - For allowing this guide to be kept
at his ftp video games FAQ archive.
CJayC <[email protected]> - For allowing this guide to be kept at his
WWW Video Games Faq archive.
BlackCat <[email protected]> - help on useful items.
Bradley Jayakody ([email protected]) - this document (format
and information) is based on or taken from his excellent D&D2 FAQ.
Derek (Lanzer) Liu <[email protected]> - For the nice charts of
how to work out type-C names and the chart of when magic user gets
his spells back from his D&D2 guide (originally from Gamest).
Laurent Waelbroeck ([email protected]) - for all the tips on how
to play as a solo mage.
Shinichi Nakada <[email protected]> - information on the new update
of the game and helpful hints on how to deal with shadow elves and
ghouls.
Arie ([email protected]) & Jen ([email protected])
- my D&D2 regular party members when I am not playing solo.  These
two guys got me hooked on the game in the first place :)
Kuen Foo <[email protected]> - guide correction and additions
Ruiner <[email protected]> - this guy discovered final strike, what
else can I say? :)

TSR and Capcom
And all adventurers on r.g.v.a.

=====================================================================
Table of Contents

Introduction
Magic User's Spells
Level 8 Spells - How Can I Get to Cast Them????
Magic User's Spell/Item Circles
Black or Green?
Names for Your Magic User
When do Magic Users get the spells back?
Spell Management
Useful Items for the Magic User
Moves Available for the Magic User
General Fighting Techniques
How to Handle the Different Monsters
Walkthrough Mystara as a Solo Mage!

=====================================================================
Introduction

Magic user is a new character class introduced in this sequel to
D&D1 and instead of fighting prowess, magic user has a variety of
offensive spells at his disposal.  Having no shields and doing only a
minimal amount of damage with his physical attacks, fighting monsters
with a magic users are a lot more trickier than with other characters
in the game.  For the magic user, the hard part of the game is
probably to survive long enough until the bosses so that they can be
annihilated by magic user's powerful spells.  The management of
spells and when to cast them is also important in successfully
playing a magic user, no matter whether you are in a group or playing
along.  This document is prepared to provide hopefully all
information people need to know to successfully  play this character
in the game, especially if they are going to play the game solo :)

=====================================================================
Magic Users' Spells

The main advantage of playing the magic user instead of other
characters is of course his vast variety of spells.  Below is a
detailed description of each spell and and the spell's properties and
usage.  Please note that there is NO Level 2 spells available to the
magic user.

---------------------------------------------------------------------
Spell Name:  Magic Missile
Spell Level: 1
Description: The magic user lifts both hands up, and alternatively
            fires off 3 to 6 bolts of green-coloured homing missles
            to hit the enemies from each hand.
Usage:       This spell is useful for distracting monsters or
            knocking them down.
Properties:  The number of missles released is dependent upon your
            magic user's level, what magic enhancement items
            the magic user has, and the machine's difficulty
            level setting.  The number starts off at 3 and as the
            game progresses, it increases to a maximum of 6 missles
            on easy machines, maximum is 5 on harder machines.

            The missles sent out tend to go for the 'lesser'
            monsters - i.e. if there are normal monsters present
            along with the end-of-stage boss, the missles will go
            for normal monsters instead of the boss.  The boss will
            only be hit if it is closer to you than the lesser
            monsters.  Usually as soon as a boss is hit by one
            missle, the rest will change direction and home to the
            rest of the normal monsters straight away.

            If there are no standing monsters on the screen,
            the missles will hover above a knocked down monster and
            will hit it when it gets up.  The missles will go for
            standing monsters first instead of hovering over knocked
            down monsters.

            If the missles do not hit after a certain time or if
            there are no targets on the screen it can home to, they
            will just go off the screen and disappear.

            To use the spell to its full effect, do NOT cast another
            spell while there are missles on the screen.  Casting
            all other spells which hit the enemy the missles are
            homing to will cause the missles to leave the screen
            immediately (i.e. wasted).  If another Magic Missle is
            cast while there are still missles flying around, some
            of the missles will leave the screen.  I.e. let all your
            missles hit first before casting another one!

            Please also note that the flames (the tall shooting
            ones) and meteors will sometimes absorb one or two
            missles if the botls come into contact with it,
            therefore, avoid casting it when you are standing close
            to the flames or when there are monsters close to them.

---------------------------------------------------------------------
Spell Name:  Fireball
Spell Level: Level 3
Description: The magic user lifts up one hand to generate a flaming
            fireball, and then sends it in the direction the magic
            user is facing.  The fireball travels forward and
            downwards - eventually hitting the ground and explodes.
Usage:       To burn and knock down any monsters touching the
            fireball travelling in its path or the final explosion
            on the ground.
Properties:  Fireball is an impressive looking but impractical spell,
            since the fireball does not travel a full screen length
            like lightning bolts (which has the same spell level).
            It also seems to do less damage than Lightning Bolt.

            If a monster is knocked down on the ground by a fire
            spell (Fireball, Wall of Fire) or by a burning oil/large
            burning oil (i.e. you see them burning as they fall on
            the ground), then while the monster is on the ground,
            your fireball thrown at it will not hit the monster at
            all.  This means that successive casting of this spell
            on a creature will not work.

            Fireball will also have no effect on monsters which has
            invulerable period as they get up.  It does not work
            at all on certain creatures (fire salamanders, hell
            hounds, Lich).

            To hit the dragons with this spell, the magic user need
            to align himself with the shadow of the dragon (or its
            head) and makes sure the fireball touches the dragon as
            it travels forward and downwards.  The final explosion
            on the ground doesn't seem to touch the dragons at all.

            Against the dragons and Ezerhoden, you also cannot
            continously cast Fireball one after the other -
            otherwise the second Fireball, cast straight after the
            first one, will do no damage to these bosses.  You need
            to wait for a bit before casting the next Fireball.

            Try to use fireball as the killing spell when fighting
            bosses, it looks mightily impressive as the screen slows
            down and the flashing effect really shows on the
            screen.

---------------------------------------------------------------------
Spell Name:  Lightning Bolt
Spell Level: 3
Description: The magic user charges up, and then sends a bolt of
            electricity across the screen directly in the direction
            the magic user is facing using both hands.  The magic
            user can then partially direct the bolt slightly by
            moving the joystick up and down to take out other
            targets on the screen not in the same horizontal plane
            as the magic user.
Usage:       To hit all monsters in front of the magic user.
Properties:  This is a much more useful spell than fireball, as
            it hits all monsters - no matter whether the monster
            is standing, jumping (as long as the bolt touches it) or
            lying on the ground.  It also has better range.

            Lightning Bolt has no effect on the Lich.

            It will miss bosses who has invulnerability periods
            when they are getting up after being knocked down
            (Tel'Arin, Dark Warrior I & II, Displacer Beast and
            Nagpa).

            It's also hard to hit the dragons with this spell.
            The magic user needs to be on the same horizontal plane
            (watch your shadow and the dragon's shadow on the
            ground) and the bolt also has to touch the dragon.  This
            applies to both the flying dragons (green and black) and
            also Synn and Red Dragon (need to be on the same level
            as the dragon's head).  If the spell does hit the
            dragon, the magic user needs to wait a bit before
            casting the next one.  The second Lightning Bolts cast
            will do no damage to the dragons if it is cast straight
            away after the first one hits.

            This spell is most effective against Ezerhoden.  You
            need to be careful though when casting this spell on
            Ezerhoden.  If Ezerhoden is currently taking damage
            (e.g. It's hit by another member in your party as you
            cast the spell on it, or it has just been hit by your
            previous Lightning Bolt)  Ezerhoden will NOT take damage
            from the bolt.  Also the lightning bolt will have no
            effect on Ezerhoden if it has just opened its mouth to
            its fullest - you need to wait until it starts moving
            with its mouth opened.  The spell does MASSIVE damage
            when Ezerhoden has its mouth opened (nearly half of one
            lifebar), but does not do as much damage if Ezerhoden is
            in its normal form (i.e. not chasing someone with its
            mouth open).  Like the dragons, you can not continuously
            cast Lightning Bolt on Ezerhoden one after the other,
            you need to wait for a little while in between each one
            or otherwise Ezerhoden will take no damage from the
            second Lightning Bolt onwards.

            If you are at stages where there are multiple
            end-of-stage bosses (i.e. Ogre Master Brothers, or
            playing in a group against two Man-scorpions), use your
            Lightning Bolt spell to hit both bosses will take a lot
            more off the boss lifebar than when one of the boss is
            killed.

---------------------------------------------------------------------
Spell Name:  Ice Storm
Spell Level: 4
Description: The magic user charges up, then he puts both hands up
            and produces snow which fills up the screen for a brief
            period of time.
Usage:       An area-effect spell which does damage to ALL monsters
            on the screen.  It also knocks down all normal monsters
            and most bosses (except the dragons, Ezerhoden and
            Lich).
Properties:  Ice Storm is a very reliable spell most of the time.
            The only time it will fail to hit a boss is when certain
            bosses have completely disappearred off the screen. E.g.
            the Red Dragon and Synn flying off the top of the screen
            to drop rocks/meteors and when Nagpa and Dark Warriors I
            or II have completely teleported (you don't see a trace
            of them on screen) when the spell is cast.

            Icestorm has no effect on the frost salamander.

---------------------------------------------------------------------
Spell Name:  Wall of Fire
Spell Level: 4
Description: The magic user charges up, and then sends out a wall
            of flame directly in front of him.  If monsters are all
            around the magic user, the magic user can waste those
            monsters too by rotating the joystick 360 degrees as the
            magic user charges up.  The magic user will then first
            create a wall of fire around himself before sending out
            the flames in front of him.
Usage:       Monsters touching the flames will be burnt and knocked
            down.
Properties:  Like Fireball, Wall of Fire is a very impressive looking
            spell.  However, being on the same level as Ice Storm,
            it gets the thumbs down since it does not hit everything
            on the screen.  However, it seems to do more damage than
            Ice Storm - at least in the first few stages.

            Like Fireball, Wall of Fire also does not hit monsters
            who are already lying on the ground after being burnt
            by either oil or another fire spell.  I.e. repeatedly
            casting this spell one after the other will NOT work.
            Again, this spell has no effect on hellhounds, fire
            salamander and on the dragons.

            Wall of Fire will MISS all creatures who are not
            currently on the ground.  Therefore it will not hit the
            dragons, Lich and Beholder.  It will however hit
            Ezerhoden.

---------------------------------------------------------------------
Spell Name:  Conjure Elemental
Spell Level: 5
Description: The magic user charges up, and then puts one hand up in
            the air, summoning either a fire or a water elemental to
            do damage to all monsters on the screen.
Usage:       An area-effect spell which does damage to ALL monsters
            on the screen.  It also knocks down all normal monsters
            and most bosses (except the dragons, Ezerhoden and
            Lich).
Properties:  This spell's characteristic is the same as Ice Storm,
            except it is slightly more powerful.

            The type of elemental summoned is dependent on the
            direction the magic user is facing when the spell is
            cast.  If the magic user is facing left, fire elemental
            will be summoned.  If the magic user is facing right,
            water elemental will be summoned.

            Fire Elemental version of the spell has no effect on the
            fire salamander and hellhounds, Water Elemental version
            of the spell has no effect on the frost salamander.

            This spell is available to only the black magic user.

---------------------------------------------------------------------
Spell Name:  Cloudkill
Spell Level: 5
Description: The magic user leaps up into the air, and then releases
            green poisonous clouds in all directions.  The magic
            user drops down and lands after the spell has completed.
Usage:       This spell is an area-effect spell with a twist.  It
            will instantly kill all normal monsters (except
            Gargoyles but will do massive damage to them - with
            Staff of MA/Wizardry and earrings you can instantly kill
            Gargoyles with Cloudkill on easy machines).

            However, it has NO EFFECT on undead creatures like
            skeletons and ghouls.  The spell does damage to most
            bosses (except Green Dragon, Lich, Ezerhoden and fire or
            frost salamanders, who are not effected at all).
Properties:  This spell has the same characteristic as Conjure
            Elemental but it does slightly more damage.

            Cloudkill also has better vertical 'range ' than other
            area-effect spells like Ice Storm or Conjure Elemental
            when it comes to fighting the dragons.  It will do
            damage to the dragons even when they fly off the screen
            to drop meteors/rocks where Ice Storm and Conjure
            Elemental will not.

            The magic user will leap up to the centre of the screen
            if he casts the spell while standing.  However, it is
            possible to slightly alter where the magic user leaps to
            when casting this spell.  If the magic user slides
            toward the right and cast the spell while sliding, he
            will leap to the left side of the screen to cast the
            spell.  The reverse is true (i.e. sliding to the left
            while casting will make the magic user leap to the right
            side of the screen.  This can be useful when you do not
            want to land in the centre of the screen after casting
            the spell (e.g. if Synn is about to bite when the spell
            is cast).  It also provides a way for the magic user to
            quickly change positions on the screen while at the same
            time casting a spell.

            This spell is available to only the green magic user.

---------------------------------------------------------------------
Spell Name:  Flesh to Stone
Spell Level: 6
Description: The magic user charges and then sends out a grey,
            petrifying beam in front of him with both hands.
Usage:       All normal monsters including undead creatures (but not
            including gargoyles who takes damage but are not killed
            straight away) will be petrified and killed instantly.
            The spell also does damage to all bosses excluding Lich
            and Ezerhoden.
Properties:  The width of the beam sent out increases as the magic
            user gains level and as the magic user obtain magic
            power enhancing equipment.

            Unlike Lightning Bolt, this spell does not hit monsters
            who are lying down on the ground.

            To hit the dragons with this spell, you need to make
            sure you are on the same horizontal plane as the dragons
            and also that the wide circular 'aura' around your hands
            when you cast the spell touches the dragon (i.e. you
            need to be very close to the dragons when casting this
            spell for it to hit).

---------------------------------------------------------------------
Spell Name:  Projected Image
Spell Level: 6
Description: The magic user lifts up one hand and cast this spell,
            causing a trail of his own images to follow him wherever
            he goes.
Usage:       Allows the magic user to get out of tricky situations
            where there are simply too many monsters on the screen
            attacking or when the magic user is nearly dead.
Properties:  The magic user is invulnerable to all attacks (not
            including the dragon breath from Red Dragon or Synn) for
            a short period of time, during which the magic user is
            followed by a trail of his own images wherever he goes.

---------------------------------------------------------------------
Spell Name:  Reverse Gravity
Spell Level: 7
Description: The magic user lifts both hands up and produces a pink-
            purplish column around him which lifts all the close by
            monsters up into the air.  Then the magic user lowers
            his hands as the monsters are slammed down on the ground
            for damage.
Usage:       A nice-looking spell at magic user's disposal to knock
            down monsters around him.
Properties:  The spell will lift all monsters/bosses standing or
            lying on the ground.  The spell will also lift monsters
            and bosses if they are in the air - as long as they can
            still be hit normally by a standing persons's weapon.
            The same principle applies to monsters lying on the
            ground and flying monsters (e.g. Gargoyles).

            The monsters do not have to be within the distance of
            the produced column and they do not need to be in the
            same horizontal plane either.  If the magic user is
            standing in the centre of the screen and casts this
            spell, most monsters apart from the ones close to
            the end of the screen will be lifted up.

            This spell will also do damge to most bosses (except Red
            Dragon, Green Dragon, Black Dragon, Lich, Ezerhoden and
            Beholder)  The bosses however have to be on the ground
            for this spell to work.  Bosses with invulnerability
            periods while they are getting up also will not be
            affected by the spell when they get up.

            The success of the spell can be determined by looking at
            the middle of the column as the spell is progressing, if
            it works there will be a yellow glowing light right in
            the centre of the column.

---------------------------------------------------------------------
Spell Name:  Meteor Swarm
Spell Level: 8
Description: The magic user points both hands in the sky, summoning
            a patch of black clouds on the top of the screen, then
            he lowers his hands slightly as flaming meteors drops
            down from the black clouds on the grounds to hit all
            monsters present on the screen.
Usage:       The Meteors kills almost any low level monsters and
            does massive damage to bosses (approximately two thirds
            of a boss's lifebar on easy machines WITHOUT any magical
            power enhancing items).
Properties:  This spell has another quirk when you are using it on
            Synn.  If you cast it when Synn's head is not low enough
            or if Synn is just about to fly off to the top, then the
            meteors will do NO damage to Synn at all.  Therefore,
            make sure you only cast this when Synn has just come
            down after dropping its own meteors or breathing fire to
            make sure it hits.

            This has led me to believe that, if you cast this spell
            (on the new version of the game) when either Dark
            Warrior 2 or Nagpa when they are teleporting, the spell
            might not hit them.  I.e. this spell is not a true
            area-effect spell?

            This spell is available to only the black magic user.

---------------------------------------------------------------------
Spell Name:  Power Word Kill
Spell Level: 8
Description: The magic user charges as yellow aura forms around him,
            then he points both hands in a diagonal down direction
            (like when the magic user directs the Lightning Bolt
            downwards) and utters the words 'Power Word Kill' with
            the yellow aura now around his hands.  Nothing else at
            all appears on the screen other than this to indicate
            that the spell is actually being cast.  This spell gets
            the most unimpressive-looking spell award IMHO :)
Usage:       The monsters on the screen takes massive damage if cast
            under the right conditions (see below).
Properties:  If a boss/monster has less than a certain amount of
            health (a little under one bar for the boss is my best
            guess) otherwise it does no damage.  If it is cast with
            a boss under that one bar, it will do damage to them
            (about two thirds of a boss's lifebar without any
            magical power enhancing items).

            This spell is available to only the green magic user.

---------------------------------------------------------------------
Spell Name:  Final Strike (first confirmed posting by Ruiner)
Spell Level: Not Applicable.
Description: To perform this, all players in the party have to hit
            all their buttons, except for the item-use button
            simultaneously.  The magic user with the Staff of
            Wizardry will then leap to the centre of the screen, and
            breaks the Staff of Wizardry and then summons all the
            elementals (Earth, Water, Fire and Air) plus Djinn
            continously for a brief period of time.
Usage:       Final Strike does about a bar and a half of damage to
            the bosses.
Properties:  For the spell to work, a magic-user needs to have the
            Staff of Wizardry (which he loses after the spell is
            completed).

            The cumulative xp of everyone in your party also must
            be greater than a set amount (2 Million xp?).  If
            this is true the Staff of Sizardry will be glowing.
            Usually this means you require at least 3 people in your
            group.

            Everyone in the party needs to be on full health to
            cast this if the machine's difficulty is set on high.

            The side effect of the spell is that all members in the
            party go down to one hit point after the spell is
            completed.

            Do not perform this spell when Synn is off the screen
            as it will not hit it (even though the magic user leaps
            off the screen like in Cloudkill).  You don't want to
            all go down to 1 hit point and then face Synn :)

=====================================================================
Level 8 Spells - How Can I Get to Cast Them????

The magic user will only learn to cast level 8 spells after he has
reached level 20.  This happens when the magic user gains 2 million
experience points.  For this to happen, you will need to fight every
boss.  That means you need to go and save the people at the Gnome
Village instead of going through the forest safely without fighting
the black dragon, taking on the first red dragon and not choose the
dwarf way and let the good green elf kill Nagpa for you.  This way,
you will definitely learn your level 8 spell right before reaching
Synn (after killing Nagpa).

However, because of a program bug in the game, even though you have
learnt the spell and regained all your spells to fight Synn, you
still cannot cast it when fighting Synn!! :(

So how can you cast level 8 spells?  Well, the easiest way to do this
is to join in as a magic user right when someone is fighting Synn,
or die a horrible death deliberately at Synn and then join in on a
different player (Note:  not continuing as the same magic user,
otherwise you still do not get it) as a magic user if you are
playing along.  Either way this means you will waste one credit :(
But by doing this you will get your full spells and you can make
Synn eat either your Meteor Swarm or Power Word Kill...

A new updated version of the game from Capcom however has apparently
fixed this bug (I haven't played the new version so I cannot confirm
this).  With the new version, if the magic user goes through every
boss up to Ezerhoden, he will learn his level 8 spell right after
killing Ezerhoden.  So pester your local arcade owners to get the
update of the machine!

=====================================================================
Magic User's Spell/Item Circles

When you press the item-select button, the circles for the magic user
appears in this order:  First spell circle, second spell circle, item
circle. (it cycles through in this order)

First Spell Circle:  contains Fireball, Meteor Swarm/Power Word Kill,
Reverse Gravity, Conjure Elemental/Cloudkill, Ice Storm.

Second Spell Circle:  contains Magic Missle, Projected Image, Flesh
to Stone, Wall of Fire, Lightning Bolt

Learn the order of the circles and also what spells are present in
each spell circles well.  This way changing spells and items will
become second nature to you when you play the game and you can do it
very quickly.

=====================================================================
Black or Green?

You can select two different magic users in the game.  The magic
user who wears black robe and has a cool hairdo (with streaks of
white hair) is selected by pressing either attack, jump, item-select
or item-use buttons.  The other mage who wears green, ties his long
hair into a plait and wears a really cool hat can be selected by
pressing the start button.  As described above, the black magic user
gets Conjure Elemental and Meteor Swarm while the green magic user
gets Cloudkill and Power Word Kill.

Apart from personal choices due to their appearances (the hat seems
to be very popular ^_-), you should consider your choice of mage
depending on the spells you have also.  In my humble opinion the
black mage is slightly easier to handle simply because Conjure
Elemental and Meteor Swarm works on all creatures all the time.
Green mage's alternate spells (Cloudkill and Power Word Kill) are
trickier to use - this suits the green mage as his design seems to
be more of a mysterious and reclusive type than the black one who
seems to be the rebel, all offensive type of magic user :)

Anyway, using the green magic user means that at some bosses you have
less area-effect spells at your disposal.  You also need to be
careful at boss stages where there are undead creatures (e.g. Lich,
Dark Warrior I & II, Man-Scorpions).  If you are playing along, it
should be easier if you use the black magic user.  Black magic user
also gets the thumbs up for having the more impressive-looking level
8 spell (Meteor Swarm).

The green magic user gets the thumbs up if you are playing in a group
though - for me the reason is simply because Cloudkill becomes a
spell which you can cast whenever the group is in trouble or whenever
you feel like it.  When playing the black magic user there is always
a 'pressure' either from yourself or the group memebers, to save
Conjure Elementals until the bosses but you can be more liberal with
Cloudkill and waste it whenever you want.  Cloudkill is also better
against the dragons (see spell description).

=====================================================================
Names for Your Magic User

Character Name Types
Types ranging from A to J will be assigned to players after they've
entered their names (maximum of 6 characters).  Each type will grant
the player a different type of item upon the name is entered.  Here
are the player types in detail:

Type    Item given
A      Medal
B      Boots of Speed
C      Helmet, cap, hat, circlet, depending on character
D      Ring of Protection
E      Ring of Fire Resistance
F      Ring of Spell Turning
G      Gauntlets of Ogre Power
H      Anklet (Fighter,Drawf) Brooch (Cleric,Thief)
       Earring (Elf) Rod of Fire (Magic User)
I      Bracelet, Rod of Cold (Magic User)
J      Orb, Necklace (Elf), Rod of Lightning Bolt (Magic User)

The most important name type is type-C - as this gives you a hat.
This is particularly important for magic user as magic user
ordinarily takes more damage when hit compared to other character
classes.  Therefore it's important to have a hat to make sure that
this damage is reduced.

Do not use the default names for the magic users (Syous for black
magic user and D'raven for green magic user).  These names are not
type-C.  To work out your own type-C names use the following chart:

To calculate your name type, use the following equation:

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 <-- Roman Numerals
p q r s t  . &   - !
u v w x y  M F     ? <-- M = Male, F = Female
z

Values owned by each letter/number/symbol is added together, and if
there are two digits, the digits will be added together so the result
will not exceed 10.  (54 means 5+4=9) 5+5=10 is treated as a zero.

In your result, 0 grants you type A, 1 grants type B, etc.
For example:

C A P C O M
2+0+0+2+4+2 = 10 = 1 + 0 = 1 (Type B)

The following is a list of some type-C names for your magic user.  If
you have other cool magic user names which are type-C, please email
me :)

Adept Agnes Alden Amefel Aura Chaos Cyrus Dexter Doomed Draco Efano
Eyedol Genan Gore Kent Kirec Lore Meteor Ogre Portal Ramsek Roman
Slade Sovrag Stormy

=====================================================================
When do Magic Users get the spells back?

The charts below list the stages where the magic user will get his
spells back and how many spells he gets back after defeating the
bosses.

On version 1 of the game:
Level   Situation                            Spells granted
-----------------------------------> Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8
Lv14    Beginning                     5   -   4   4   3   2   -   -
Lv15    Dark Warrior/Man Scorpion     5   -   4   4   3   2   1   -
Lv16    Ogre Brothers/Beholder        5   -   5   4   3   2   2   -
Lv17    Deimos (Lich)                 6   -   5   4   4   3   2   -
Lv18    Red Dragon                    6   -   5   4   4   3   2   -
Lv19    Ezerhorden                    6   -   5   5   4   3   2   -
Lv20    Nagpa                         6   -   5   5   4   4   3   -

On updated version of the game:
Level   Situation                            Spells granted
-----------------------------------> Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8
Lv14    Beginning                     5   -   4   4   3   2   -   -
Lv15    Dark Warrior/Man Scorpion     5   -   4   4   3   2   1   -
Lv16    Ogre Brothers/Beholder        5   -   5   4   3   2   2   -
Lv17    Deimos (Lich)                 6   -   5   4   4   3   2   -
Lv18    Blackwing/Chimera             6   -   5   4   4   3   2   -
Lv19    Red Dragon                    6   -   5   4   4   3   2   -
Lv20    Ezerhorden                    6   -   5   5   4   3   2   1
Lv21    Nagpa                         6   -   5   5   4   4   3   1

=====================================================================
Spell Management

Basically, all the spells should be reserved for the end-of-stage
bosses only and not wasted on any of the normal monsters before hand.
However, you can be a bit more liberal with the green magic user's
Cloudkill if the end-of-stage boss is not going to be affected by
this spell (i.e. use it to get out of tricky situations where there
are too many monsters on the screen etc.)  There are also spells
which will not affect some end-of-stage bosses which you can use on
the normal monsters (see the Magic User's Spell section mentioned
earlier and Walkthrough section described later in this document
for details).  An occassional spell to get you out of tricky
situation is also usually alright if you are really in trouble before
reaching the bosses.  Magic Missles and Reverse Gravity are usually
considered as 'disposable' spells which you can use whenever you want
to, so is Cloudkill to some extent.

You should also use all your spells on the bosses after which you
will get all your spells back (mentioned above).  However, if you
have one particular spells saved up (for example, say you have 9
Lightning Bolts saved up), you might choose not to use these because
you do not get 9 back again so therefore if you can you should save
and only use them if necessary.

=====================================================================
Useful Items for the Magic User

---------------------------------------------------------------------
Magic User's Hat - reduces damage taken when hit.
Thieve's Hood - gives magic user the 'highlander' mode (in version 1
of the game only).
Cleric's Hat - it's rumoured to make the Lightning Bolt spell a lot
more powerful if the magic user wears this hat.
Orb - Improves saving versus petrification and gas.
Earrings - increases damage done by magical attacks/spells.
Bracelet - increases attacking power.
Necklace - decreases damage done by magic
Anklet - increase power of kicks (shoulder charge for the magic user)
Displacer Cloak - invulnerability from ranged projectile attacks such
as arrows daggers, spears and sling stones.
Gauntlets of Power - More damage for your physical attacks.
Boots of Speed - increase the speed of the character when moving.
Boots of Levitation - Chatacter floats up after pressing the jump
button twice.  Spells cannot be cast and the select button does not
work while the character is floating.
Ring of Fire Resistance - If you are wearing this ring, your will be
protected from most fire attacks/traps in the game including meteors
dropping from the sky.  You are not immune to the dragon's breaths
though.
Ring of Protection - Wearing this ring will reduce the damage you
take when hit.
Ring Of Spell Turning - level 1 to 3 spells from your enemies will
not hit you (i.e. magic missle, fireball and lightning bolts).

As a magic user, the most important items from the list above to
carry are the hat or hood (make sure you get a type-C name!),
earrings, and a ring of fire resistance/protection/spell turning if
you do not have a rod of any kind yet.  If you do not have earrings,
carrying an orb, anklet, necklace or bracelet would be nice too.
Always get boots or gauntlets when you see them also.

---------------------------------------------------------------------
Rods
   Rod of Lightning
   Rod of Fire
   Rod of Cold

The rods improves the damage done by different magical spells
associated with that rod.  For example, Conjure Elemental (fire) will
do more damage if the magic user is carrying the Rod of Fire.
Lightning bolt will do more damage if the magic user is carry Rod of
Lightning etc.  The rods will also improves damages done by magical
items - e.g. Rod of Cold improves the damages done by magic user's
wand of ice and rod of fire improves the damages done by the fireball
rings.  It's also rumoured that the rod of fire will make your Large
Burning Oils do EVEN MORE damage - but I am not sure if this is true.

Given the above, in my humble opinion, it is a lot more useful to
carry rod of cold or rod of lightning than rod of fire.  This is
simply because the spells which uses fire are less practical (with
the exception of Conjure Elemental - Fire).  It's not known whether
the rod of cold or rod of lightning also improves the conjure water
elemental but I think one of them does.  Having either the rod of
lightning or rod of cold, together with earrings and the Staff of
Wizardry makes your Lightning Bolt or Ice Storm do A LOT of damage so
it's is also a good choice to carry.  However, you should carry rod
of cold if possible all the way up to after the Lich since you will
need all your spell power necessary for your area effect spells on
the Lich (Ice storm, Conjure Elemental - Water?)  After that you can
choose to carry either rod of cold or rod of lightning.  If you
bought a super-charged wand of lightning bolts, you should carry rod
of lightning as this makes the lightning produced by your wand do A
LOT OF DAMAGE!  With the combination of rod of lightning and
super-charged wand of lightning bolts, you can kill both the Red
Dragon and Fire Salamander very quickly and very easily!

Another thing to keep in mind is that, right before you face the Dark
Warrior II, it might be better not to carry any rod and instead
carries the ring of fire resistance if you already have earrings and
Staff of Wizardry.  This is because if you have a ring of fire
resistance, it will be a lot easier for you when you fight Dark
Warrior II and later on Synn alone, none of Synn's fireballs/meteors
and Dark Warrior II's flames will have any effects on you.  Your
spells will still do a lot of damage since you still have earrings
and Staff of Wizardry.  Carrying a ring of protection might also be
worth your while if you do not have a rod of ice or rod of lightning
already.  When wearing a ring, gauntlet or boots, make sure you don't
get hit as they will break if you are hit.

---------------------------------------------------------------------
Magical Items

Fireball Rings - same effect as Magic User's Fireball but smaller in
size and has slightly less range.
Lightning Rings - same effect as Magic User's Lightning Bolts, but it
can not be directed up and down.
Polymorph Others Rings - same effect as Elf's Polymorph Others
spells.  It turns one low level monster (except undeads) into
harmless creatures like foxes, frogs and insects.  Need to be in
close range and also facing the intended 'victim'.
Magic Missile Rings - this ring, when used, will fire one bolt of
magic missle at the enemy.
Invisibility - when used, will turn the user invisible for a period
of time.  The invisible character will stay invisible until he/she
attacks.
Cure Serious Wounds Rings - restores a portion of the hit points of
the user.  Can also be used on other members in the party.
Continual Light - produces a blink of bright light which stuns all
monsters (except undeads) and most bosses.  It will also revert
Ezerhoden back into normal form if his mouth is open.
Summon Djinn - Summons Djinn to knock all monsters on the ground
(area-effect like Icestorm and Conjure Elemental)
Egg of Wonder - When used, the egg transforms into a white owl bear
that fights for you.

---------------------------------------------------------------------
Wands (Wands can only be used by the magic user and have a limited
number of 20 charges):

   Wand of Fireball
   Wand of Ice
   Wand of Lightning Bolts
   Wand of Paralyzation

To use the wand, you need to be holding the wand by selecting it in
the item circle and press the use-item button to hold it.  Then you
can swing the wand normally by pressing attack button.  If you
perform the dagger attack (forward + attack button), or if you stand
on top of the enemies to hit them on the ground, ice, fireball, or
lightning will not come out from the wand.  However you do not lose
one charge for those attacks either (except for Wand of Paralyzation
- the enemy will be stunned even if you perform the dagger attack or
hit them from above when they lie on the ground).  If you jump in the
air and press the attack button, the ice/fireball/lightning will
still come out.  The fireball will shoot out in mid air, the ice will
still come out along on the ground, and the vertical lightning
produced is still the same.

Wand of Fireball - When this wand is swung, a fireball shoots out and
burns an enemy who touches the fireball.  Wand of Fireball can be
used effectively against the ogre brothers, manticore, displacer
beast or Green/Black Dragons, you can jump vertically up, and then
shoot a fireball in mid air to keep the Dragons back.  If you are
standing, the fireball produced will miss small creatures (Kobolds,
Goblins and also Gargoyles).  You need to crouch down and then swing
the wand so that the fireball is lower to the ground and will hit
those creatures.  The fireballs from the Wand of Fireball does not
hit knocked down monsters at all, even if you are crouching.

Wand of Ice - When this wand is swung, ice shoots along the ground
which freezes enemies if they touch it.  Wand of Ice is very useful
for keeping enemies down on the ground.  You can continuously use the
ice produced by the wand to hit the enemies even if they are knocked
down.

Wand of Lightning Bolts - a vertical column of lightning bolts is
produced in front of the magic user when this wand is swung, zapping
all enemies who touches the lightning.  Wand of Lightning Bolts are
also extremely useful since it takes out all enemies in front of the
magic user (even in the air).  This wand is also useful against all
the dragons.  Against Black and Green Dragons the lightning will push
the dragons back.  Against the Red dragon and Synn, the produced
lightning keeps the Dragon's head 'in-place' and hits multiple times
so that the dragon cannot go away and drop rocks or breath fire on
you and at the same time you do good damage to them.  The lightning
produced by the wand can also hit enemies who are already knocked
down on the ground.  Note that against the Red Dragon and Synn, you
do not have to stand in the same horizontal plane as the dragon's
head for the lightning to hit.  The lightning produced will always
hit as long as it touches the dragon's head.

Wand of Paralyzation - If an enemy is hit with this wand, they will
be stunned for a short period of time during which they cannot move.
Note that after you have hit the enemies with the Wand of
Paralyzation four times (be it normal swipes or dagger stabs), the
enemies cannot be hit again until they have come out of their stun.
Wand of Paralyzation can be useful against certain bosses such as
Lich, Beholder, Ogre Brothers, Manticore and Lich since it will
freeze them in place for you to have a free hit (and hopefully you
can get a critical hit in).  Against the Beholder, it also allows you
to paralyze it, and then run to the back of it so that you can cast a
spell successfully.  Note that wand of paralyzation has no effect at
all on Red Dragon and Synn but they do work on the green and black
dragons.  Avoid using this wand at stages where there are other
creatures along with the bosses - you will swing your wand
unnecessarily and waste the charges very quickly.

Additional Notes

1.  The Wand of Lightning Bolts in the Gnome shop contains 99 charges
- if you have gone that way you should buy it.  Then you need to take
it out before you go in to fight the Red Dragon, it will be blinking,
indicating that it's super-charged.  Go in and fight the Red Dragon
with it to keep it super-charged ^_^.  However, sometimes you do not
get 99 charges for it - it seems to happen if your magic user has
already picked up a Wand of Lightning Bolts earlier during the game.
Also, after dying and continuing, the Wand of Lightning Bolts you
bought at the Gnome shop will become just the normal wand and will
only have 20 charges.

2.  It is also possible to obtain a super-charged Wand of
Paralyzation.  The way to obtain the super-charged wand is still not
known, but the sure way to do it is to make sure that you are not
holding the wand of paralyzation when you finish a stage.  And at the
start of every new stage, take out the wand of paralyzation and see
if it is blinking.  If it is, then use it (by dagger stabbing) on the
next monster you see.  You will know if it is super-charged if the
wand does not break immediately or after you have used it 5 times
(sometimes the wand breaks even if it's blinking - especially at the
Manticore stage).

3.  There are additional quirks with wands in the game which you can
exploit.  If you have nearly used up a wand (i.e. it's blinking and
the screen tells you that only 5 charges are left), put it away and
don't use it for a few stages, then sometimes when you take it out
again it will not be blinking again and you normally will have more
than 5 charges left in the wand (maybe the wands are supposed to
slowly recharge themselves as time goes by?)  Otherwise, use the
wands until it nearly runs out, and sell it at the next shop :)

4.  When there are two magic users in the same party and both are
using the wand of lightning bolts on the same target, only one set of
lightning will be produced.  This might be true also for wand of ice.

---------------------------------------------------------------------
Staves
   Staff of EP (Elemental Power)
   Staff of MA (Magius/Magical Attack)
   Staff of Wizardry

Staff of EP increases the damage done by the magic user's Conjure
Elemental spell, elemental bottle and the Summon Djinn ring.  Staff
of MA and Staff of Wizardry increases magic user's overall damage
done by all spells.  This is particularly true if the magic user is
holding staff of wizardry.  All staves also improve the damage done
by the magic user when he hits the enemies with the staff.  Please
note that these staff are NOT magical weapons themselves - i.e. you
cannot kill a Gargoyle with it.

---------------------------------------------------------------------
Shop items
Dagger - point and shoot.  Silver daggers do more damage than normal
daggers.  Note that daggers will not hit small creatures such as
kobolds, goblins and gargoyles when they are on the ground.
Burning oil - when the oil hits the ground it produces fire on the
ground, monsters walking into the fire will be burnt.
Large Burning Oil - This is the most powerful item in the game.  When
thrown it explodes and sends 3 small explosions across the ground in
the direction thrown.  If a monster is already knocked down on the
ground, the explosions will keep the monsters on the ground while
doing massive damage - continously throwing all large burning oil you
have on a knocked down boss is a good and fast way to kill the boss.

---------------------------------------------------------------------
Potions
Healing - Found in shops and chests.  Comes in two varieties, normal
and super.
Haste/Bless - Little yellow potion.  Haste will drastically increase
the speed of the character who quaffed it for a short period of time.
Bless will improve damage given and reduce damage taken for the
character who quaffed the potion very slightly for a short period of
time.  During the time when haste/bless potion is in effect, the
person will have a yellowish glow about him/her.

=====================================================================
Moves Available for the Magic User

The following are a list of moves available to the magic user:

Crouching Down - This is done by pushing down on the joystick and
pressing the jump button.  The magic user crouches down and stays
crouched unless the jump button is pressed again to stand.  The magic
user can still slide or use items/cast spells when crouched.  Usually
the magic user will go back into crouching after using items or
casting spells but sometimes the magic user will stand up instead.
You can still slide or teleport when crouching also.

Staff Swipe - This is done by pressing the attack button.  Can be
done while standing or crouching.  Standing staff swipe has ok range
but it's fairly slow and it does not hit knocked down monsters.  To
hit knocked down opponent, you either need to crouch down and do the
swipe while crouching, or you need to stand directly on top of the
fallen monster to hit it.  Staff swipes can be interrupted by a
teleport, dagger stabs or shoulder charges.  Normal monsters are
usually knocked down after 3 standing staff swipes connect.  However,
normal monsters will only be knocked down after 6 crouching swipes
connects - making this attack fairly useful since you can do more
damage to a monster before it falls down on the ground.  Also you can
hit a knocked down monster with a crouching staff swipe from the
side.

Shoulder Charge - This can be done in two ways.  The first way is
to HOLD the attack button after you have hit a monster with a
normal standing staff swipe.  The second way is to select nothing in
the item use circle and then press the item-use button.  The magic
user lunges himself forward to hit all normal monster down on the
ground.  Shoulder charge can be interrupted by either the dagger stab
or the teleport.  Note that with the exception of Tel'Arin, all
bosses will NOT be knocked down by the shoulder charge.  This attack
is hazardous against these bosses (with the exception of Displacer
Beast).

Jump attack - Press jump and then press attack button.  You can also
push down on the joystick and then press attack while jumping to get
a different jumping attack.  Not particularly useful attacks.  Note
that if you are jumping vertically, you can jump higher by pushing
the joystick up and then press the jump button.

Dagger Stab - This is done by pushing forward on the joystick while
pressing the attack button.  The magic user produces a black dagger
and stabs the monster with it.  Although it usually only does a pixel
of damgage, it frequently stuns the monsters, and every now and
then a 'Critical Hit' occurs when you do the dagger stab.  When it
occurs the screen flashes red and you take off a large percentage of
the monster's total health points (imagine doing this on the bosses
^_^ - you can often get nearly a whole lifebar of a bosses' health
points!)  Dagger stabs can be interrupted by the teleport or a
shoulder charge done by pressing item-use button.  It's not known
whether 'Critical Hits' are random or can be done predictably.  It's
rumoured that you can get 'Critical Hits' more often by stabbing a
monster at the maximum range of the dagger attack - i.e. with the
dagger just barely touching the enemy.

Teleport - This is done by pressing the jump button twice very
quickly.  The magic user teleports a short distance backwards,
during teleportation he is invulnerable to all attacks.  The teleport
can be interrupted by pressing the item-use button (i.e. doing a
shoulder charge, or casting a spell or using an item) or by running
(double-tap forward).

Slide - This is done by doing qcf+jump button.  Magic user slides
forward.  Keeping the jump button down will make the slide a bit
longer in distance.  A slide can be interrupted by pressing the
item-use button (i.e. doing a shoulder charge, casting spells or
using item) or a teleport.

Slide Attack - By doing the slide and interrupt it with the shoulder
charge.  You can sort of do a slide attack which other characters
have in this game.  Useful to cover long distance and hit the
monsters which are trying to surround you from both sides.

Running - This is done by double-tapping forward and keeping the
joystick in one of the forward positions.  The magic user will run in
the direction of the joystick (forward, forward up, forward down).
If you run into a monster, you will hop back and the monster will be
knocked down on the ground (but not taking any damage).  To stop
running, simply stop pushing forward on the joystick.  Running can be
cancelled by the teleport.

Run-in Attack - This is done by first running and then press attack
button while running.  The magic user does a down-ward hit with the
staff which hits the monster twice and does good damage.  This attack
can be interrupted by the dagger stab or the teleport.  If you do not
interrupt it, the monsters you hit with the run-in attack has a good
chance of hitting you back before you recovers.

Running Jumps - If the magic user run first and then jump, he will
jump a longer distance and floats down slowly.

=====================================================================
General Fighting Techniques

Not having a shield, a magic user should definitely need to be able
to teleport at will to get out of trouble.  Note that at certain
stages, if you try to teleport while you are at the very top or very
bottom of the screen, the teleport distance is shortened.  Some
examples of such places include the bottom of every secret rooms, top
of the air ship etc.  Therefore, avoid fighting monsters at the top
and bottom of the screen so that you do not lose your teleport
distance.

Be careful of items lying around on the ground left by killed
monsters.  If possible slide them first (and then shoulder charge if
needed to knock down monsters after sliding).  When you are picking
up these items, you cannot interrupt it into a teleport, thus you are
very vulnerable to hits by a monster.

To hit a monster knocked down on the ground, you need to either stand
right on top of the monster and press attack, or you need to crouch
down next to it on the same horizontal plane and do the crouching
swipe.  Note that it is not possible for the magic user to hit
several bosses lying on the ground from the top.  These bosses
include Ogre Brothers, Manticore, and Displacer Beast.  You will need
to crouch next to them to hit them when they are knocked down.

If when you are fighting a monster, and then you see another monster
approaching you behind your back, depending on what monster it is you
can do several things.  If it's a monster who can throw things or
breath fire on you, quickly shoulder charge the monster you are
currently fighting and then move away.  If the monster is launching
itself at you (e.g. hellhounds running at you), or if the monster is
already within a distance so that you can teleport to the back of it.
Interrupt your current attack with the teleport and then shoulder
charge as soon as you have cleared the monster behind your back.
This is a very good way to round up monsters and keep them under
control so that they are all on one side of you.

Generally, avoid fighting monsters when you are close to end of the
screen where you cannot see the monster unless you are fighting
Gnoll Axemen, Goblins/Kobolds or Hellhounds or unless you are
currently juggling them in the air (see combo below).  Always do
staff swipe interrupted into dagger stabs often since if your staff
swipe misses, the staff swipe can be shorted and interrupted into a
dagger stab which will hit if the monster move into range.

The running attack hits twice and does good damage compared to the
other mage's attacks and should be used wherever possible to do more
damage to the monsters.  Allow it to hit twice first and then
immediately interrupt it by doing the dagger stab and then interrupt
that using the shoulder charge to set up combos.

Comboing with the magic user is rather limited.  This is because the
monsters will always fall down on the ground after the magic user
has done 3 normal staff swipe's worth of damage to it or more.  There
are ways and combos to lengthen the time between each monster's fall.
Thus keeping the monsters occupied until time out :)  These are
listed below:

(1) run in attack, stab, shoulder charge, teleport back, and then run
in attack again and repeat.

(2) just keep juggling the monsters to the end of the screen by doing
shoulder charge, stab (repeat) and a critical will hopefully occur
sooner or later this way :)  If monster gets too far away after being
hit by your dagger stab, to the magic user's slide attack (slide then
shoulder charge) to cover the distance.

(3) run in attack, stab, shoulder charge, run in to bump the monster
without attacking, repeat.  (By running into the monster at the end
of each iteration, it seems that it's possible to do more hits before
the monster falls down on the ground, I haven't worked out how it
works yet)

(4) run-in attack, stab, repeat.  This works especially well when the
enemies are in the corner.  You can get up to 6 run-in attacks to hit
(i.e. 12 hits all together) before a monster falls down.  But this
one is a bit risky and is not recommended against creatures which are
fast, such as hellhounds since there is a slight delay after the stab
before you can run-in and atttack again.  You can insert a teleport
back after the stab to interrupt it too.

If anyone has any more good, long lasting combos for the magic user
please let me know :)

=====================================================================
How to Handle the Different Monsters

Shadow Elf
These elves have the ability to teleport away, then reappear in the
air on either side of you, trying to hit you as they drop down.  It
is easy to determine from each side they will drop down from.  If the
shadow elf teleports away while it is standing on the left side of
you, it will always reappear and drops down from your left and vice
versa.  Therefore, surround them all to one side of the screen, you
will know that they will only reappear and drop down from that side
and not from the other side.  Fighting a group of shadow elves can be
troublesome, especially if are you surrounded with them dropping down
on both sides.  When you see them reappearing, you need to either
walk/slide under them, teleport back as they drop down, or make sure
you are not in the same horizontal plane as they are as they drop
down (look at the shadows of the elf and your shadow on the ground).
Carefully timed normal swipes and dagger attack will also knock down
a shadow elf who drops down in front of you.  Teleporting is probably
the safest option against shadow elves dropping down when you are
fighting some other monster since the teleport will cancel your
normal attacks (swipes or dagger).  When fighting the shadow elves,
avoid staying at one end of the screen, as you will not be able to
see if a shadow elf is dropping down towards you from the end of the
screen and you will get hit.  There are also shadow elves which come
out from both sides and throw multiple arrows or spears, you will
need to duck under these if you do not have the displacer cloak.  A
good tactic to use when you see shadow elves dropping down behind you
is to teleport back as they drop down, and then cancel the teleport
by running forward and then get the shadow elves as they land with
magic user's running-in attack.  If you are crouched as the shadow
elves drop down, they will almost always miss you as well, then you
can proceed to do the crouching staff swipe to hit them.

Ghoul
They will leap at you when you are in close range and also in the
same horizontal plane as the ghouls.  Ghouls carry scrolls and items
which will appear after you kill them.  Ghouls will tend to carry
scrolls more often if they are killed by non-magical attacks.  Do not
get hit by the ghouls, because you will fall asleep if you do.
Shoulder charges works very well against the Ghouls when they are
leaping at you and it will knock them down also.  So shoulder charge
until you knock them down, and then proceed with the magic user's
combo (stab, shoulder charge, teleport back, run in attack etc).
Also, if you crouch down, it's very hard for the ghouls to hit you ;)

Gnoll Axeman
One of the easier monsters for the magic user to handle since they do
not leap at you or throw things at you.  Their axes have about the
same range as magic user's attacks.  Just make sure that you attack
them first before they swing their axes.  If you get too close,
sometimes they will do a vertical-hop kind of attack to hit you.  You
can also knock them down, and then crouch down very close behind them
and then do your crouching staff swipe repeated as they get up to do
lots of damage before they get knocked down again after 6 of your
crouching swipes connects (this is a quick way to kill them!)

Gnoll Bowman
On various stages Gnoll Bowmans will appear and shoot multiple arrows
at you.  You will need to duck under them or stand at a position so
that you are not in the same horizontal planes as they are so the
arrows will miss you.  Otherwise you need to take them out first so
that they don't have time to shoot the arrows.  If you have displacer
cloak you do not need to worry about getting hit by the arrows.
There are also Gnoll Bowmen which will move around and shoot arrows
if you are in the same plane.  These ones will also kick you if you
get close.  Shoulder charge these bowmen to knock them down and then
combo them.  If they get up shoulder charge again and repeat.

Goblin
These little green creatures can throw stones and oil if you are in
the same horizontal plane as they are and are at a specific distance
away from them.  They will also sometimes leap at you and attack.
They can cause problems for magic user if there are too many on the
screen.  As a magic user you need to round all of them up in a group
and attack them.  Do not let them either surround you or have them at
different distances away from you (e.g. you are hitting one goblin
while the other goblin is a little further away throwing things at
you).  Goblins like to play the 'distance' game with you, i.e. they
will keep away at a certain distance and if you try to move in they
will back away.  In this case, you can either do the magic user's
'slide attack' to get close to hit them, or you can stand there and
wait for the goblin to make the first move (if he throws something at
you or jump at you, you can then move to avoid the attack and then
retaliate after getting close).

Hellhound
Black dog-like creatures.  When they first come on the screen, they
usually run across or jump in, knocking down anyone in its path.
They are unaffected by fire and have can breath fire on you (small
breathes or a long string of fire which travels across the whole
screen). Hellhounds, however, are probably the EASIEST creature for
the magic user to handle.  Make sure you are out of the way when they
breath the fire.  When the hellhounds run/jump at you, while other
characters have to block, you can simply just shoulder charge them
which will knock them down.  The magic user can simply just shoulder
charge, stab, repeat and round all the hellhounds over to one side of
the screen and continue doing this until either time runs out or you
get a critical hit.  You can also add in the run-in attack after
shoulder charging and teleporting back.  If a hellhound is knocked
down or you cannot see it since it's off the end of the screen, you
just need to continue shoulder charging in that direction until it
gets up and you will hit it again.

Insect/Giant Beetle
Fly around at head height and can be hit by magic user's normal swipe
or dagger stab and shoulder charge.  They die straight away after
getting hit.  You can also crouch under them.  Be careful if you get
too close, sometimes they will notice you are there and will dive
down to attack you.  You will know when it is about to do this as the
insect will pause in place for a second before diving towards you -
slide away or teleport if this happens.

Kobolds
Similar to goblins, except that they throw daggers instead of stones
(they also still throw oils at you).  Do not get fooled by their cute
appearance (well, compared to goblins they look a lot cuter ^_^)  See
goblins section for how to handle them.

Owlbear
These creatures have the head of an owl and the body of a bear.  They
will either claw you or jump at you when you are in the same plane as
they are.  Shoulder charge them and then combo them like how you will
handle the hellhounds.

Skeleton
They carry almost nothing and will do a very FAST leap at you if you
stay in the same horizontal plane as they are for too long - but
otherwise they are fairly slow.  The green skeletons will block your
attacks with their shields A LOT.  The shoulder charge will again
take skeletons out of their leap as long as their weapons are not out
already to hit you during their leap (otherwise you trade blows - not
in your favour unfortunately).  Round them out and repeatedly do
swipe cancelled into dagger stab and repeat until they are dead.

Gargoyles
These winged creatures stand on a pedestal until you walk in front of
them, then they come to live and attack you.  Gargoyles can only be
killed by magical attacks.  Therefore for the magic user to kill
them, you need to use either a wand of ice or wand of lightning bolts
to hit them (wand of fireball does not hit them unless you crouch
down, never tried wand of paralyzation), or you can cast a spell to
kill them.  Magic Missle is a good spell for this task.  Green magic
user can consider using Cloudkill on them.  Gargoyles nearly always
carry scrolls or useful magical items and gems (xp items) when
killed.

Giant Scorpions
These creatures tend to drop in from above and then crawl back and
forth on the ground.  Magic user cannot hit them normally if he
stands stationary.  However, magic user can either crouch down and
hit, shoulder charge, run-in, run-in attack or dagger stab to hit
them (dagger stab and shoulder charge do not always hit).  One hit
will kills these creatures.

Troglodytes
Troglodytes are probably the WORST monster for the magic user to
handle.  They can turn invisible, stun you with gas when you get
close, jump on top of you or throw oil bags at you from a distance.
In addition, they can also poke with their weapon or swing it around
(which has longer range then magic user's attacks).  Avoid fighting
these creatures when they are off the screen, as your attacks have
less range than theirs.  Also avoid shoulder charging into them when
they are off the screen.  Get them out into the middle of the screen
and wait for them to either jump, throw oil bags or shoots out gas
and then you move in for hits.  Or you can wait until they jump at
you, move away and then move in to hit.  Again, don't let them
surround you on both sides, magic user die very quickly if surrounded
on both sides by two troglodytes who are both swinging their weapons
:(  When killed, troglodytes often carry useful items or scrolls.

=====================================================================
Walkthrough Mystara as a solo mage!

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1 Opening - Descent from Boss the Broken Land

Stage Description:  Short level, designed to get a feel for the
game.  Slide the coins on the right hand side, pick up the burning
oil and kill a few goblins.  Then open the next two chests and get
the dagger and the books for xp.  Leave the healing potion there
until after you have destroyed the boss.

End-of-stage Boss:  Two carts, pushed by goblins and carrying
tied-up citizens and a chest.  Destroy them and the game continues
to where you can type in your name.  Remember to get the healing
potion after destroying the carts.  Also, if you do not free the
men/women after destroying the two carts, sometimes a third cart will
come out for you to have a free hit on and get a bit more xp :)

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2 Village of Trinta

Stage Description:  Move down first at the start to get 500sp at
the bottom of the screen.  Kill some goblins and open one chest to
get another dagger.  Then proceed forward to the right and kill some
Gnoll Axemen and more goblins.  The move right slowly until you see a
chest, hit it open and you will get a large healing potion, an
elemental bottle and hopefully a key (sometimes you don't get a key,
it seems to depend on how much health you have.  If you have full
health it sometimes give you a magic missle ring or cure serious
wounds ring, but if you have already lost health you nearly always
get a key or sometimes a cure serious wounds ring) - get those but
leave the healing potion there.  Walk back to the left and get in the
secret room which is near the top of screen just after you enter.  In
the secret room there are skeletons.  Hit the wooden chests at the
top and bottom to obtain oil, dagger and one healing.  Open the steel
chest on the very right to get boot of speed, a rod of lightning and
one diamond and kill some skeletons before you leave the room.  Keep
moving right until the two owlbears appear.  Get the money but leave
the healing there and go and kill the two owlbears.  After you kill
one owlbear gnoll bowmen appear.  Once from the left and then once
from the right.  Then a few more goblins until time out and then if
you move right, you proceed to fight the boss.

End-of-stage Boss:  The War Machine.  Before moving right to fight
it, select daggers in item circle and magic missle in the spell
circle.  Then go to the very right hand side of the screen and so
that you are on the same plane as the war machine as it comes out
from the right side.  Then, as it comes out, hit it a couple of times
(best way to do this is hit it once, walk forward a bit, hit again,
walk forward etc.)  Once it gets out of your attack range, throw your
daggers at it to hit it.  After you used all your daggers, change to
your burning oil and stay at bottom of the screen.  Everytime when
the war machine rushes to one end, you face AWAY from it and wait
until it rushes at you, then you throw a burning oil and then
teleport back so that the war machine is stopped by the oil and
at the same time you teleport to the back of it, then you can
immediately throw another oil and hit the war machine and throw
another oil and repeat - basically trapping the war machine on the
spot.  If you see goblins creeping up behind you, get away and start
the process again.  This way, after using all your oils and daggers
you should have nearly finished the war machine off.  And then
depending on what you want to do, you can either 1) use Projected
Image on yourself and then go after the war machine to finish it off,
or 2) Select Magic Missles and let a few of them loose to finish the
war machine off :)  You should NOT use any other spells on this level
and save them for next boss.

Note that you can also stand in a position above the War Machine
(where the post on the War Machine is) and still hit the War Machine
but it cannot touch you.  To save items you can constantly make sure
you are in this position and continously hit the War Machine with
your normal attacks and finish it off.  Be careful of the oils thrown
out by the War Machine and the kobolds though.

After this stage, you have a choice of which routes to take.  If you
go by land, you will continue on to stage 3-a, if you go by the
river, you will continue on to stage 3-b.

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3-a To Ride A Juggernaut

Stage Description:  You start running and gets up on a moving
platform train of some sort.  Then you fight several goblins at the
start.  When the next platform comes, you get 3 goblins throwing
stones at you from the right and moving gnoll bowmen to take care of.
Then two sets of 3 goblins throwing stones from the left, with gnoll
axeman dropping down from the sky between each set and more gobins
throwing oils at you from the left (take the money and the key on
this platform before it disappears).  Hellhounds and goblins (lots of
them) come on the next platform, make sure you pick up the key,
and one large healing potion along the way (note that you need to
take the stuff on the platform before the next platform joins the
current one or otherwise the items will disappear instantly).  If the
hellhounds drop any rods or other useful items pick them up too.  The
next platform has more goblins and hellhounds.  Pick up the key and
the lightning bolt ring before they disappear.  After killing these
creatures, you will reach the boss.  So make sure before you kill the
last hellhound/kobold, select Conjure Elemental in first spell
circle, Lightning Bolt in second spell circle and keep it in first
spell circle.  Then kill the last monster and fight the boss.

End-of-stage Boss:  Dark Warrior I.  As it appears, run and stand
behind it and make sure you hit the Dark Warrior with your
normal staff swipe or dagger stab before it has a chance to summon
the skeletons to help him right after it appears (make sure you stand
very close to him, sometimes you get a critical straight away too).
It doesn't matter if it blocks your attack, as long as it does not
call the skeletons.  If it blocks your staff swipe after appearing,
cast an area-effect spell immediately.  Then, as the Dark Warrior
lies on the ground, move to above it and hit it once or twice, and
then let loose another area-effect spell.  Switch to Ice Storm after
Conjure Elemental/Cloudkill runs out, and then switch to Lightning
Bolt and Magic Missle and cast those on Dark Warrior I (make sure
they all hit!).  If you still haven't killed it by this stage, you
can either use Projected Image and go in for critical hits, or you
can sacrifice Projected Image by using Flesh to Stone to kill it.
Try not to use your elemental bottle you saved from the previous
stage unless really necessary but use your lightning bolt ring on
Dark Warrior if you want (but save this too if you can).  After
killing the boss, stock up on oils and daggers in the shop.

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3-b Battle on the River

Stage Description:  You steer a raft on a river towards right.  First
steer the raft up and forward until you hit and fight some
troglodytes.  You can wait for timeout on these troglodytes by
playing cat-and-mouse with them if you want.  After the troglodytes,
steer up and forward immediately (so that you are at front of the
raft).  You will avoid Black Dragon's breath.  Make sure you get all
the money along the river by steering the raft into them.  Can get
information from avatar, makes no difference to the game.  Next part
of stage, leave the raft in middle until the raft goes pass first
troglodyte, then steer down.  Take the money, and then repeat.  After
you leave the raft, stay at top and run towards the right, avoid the
giant scorpions and break open the first chest (contains a small
healing potion, slide it if you need it).  Then you open top left
chest to get cure serious wounds ring and top right chest (trapped)
for some money (sometimes chest is empty).  Do not stand in one place
too long or spears or rocks will fall.  Select Projected Image and
move to the right.  You will hear two rumbling sounds.  Rocks and
scorpions will start to fall right after the second rumbling sound
(you see shadows of the rocks falling on the ground).  As they are
falling, cast Projected Image.  Then you should select Conjure
Elemental/Cloudkill in first spell circle, Lightning Bolt in second
spell circle and leave it on Conjure Elemental/Cloudkill and move to
the right to fight the boss.

End-of-stage Boss:  Red Man-scorpion.  The boss is accompanied by
groups of two troglodytes or ghouls.  Troglodytes first and then
ghouls after troglodytes are killed and then troglodytes again.  This
is a simple stage, just hit the man-scorpion and if the man-scorpion
jumps up or one of the troglodytes/ghouls are closing in, cast an
area effect spell.  When area-effect spells runs out then move onto
Lightning Bolts and Magic Missles then Flesh to Stone or Projected
Image.  Green mage should be careful here because Cloudkill does not
affect the ghouls, so the green mage should switch between Ice
Storms and Cloudkills depending on whether troglodytes or ghouls are
on the screen.  Make sure you hit the man-scorpion when it's down and
when it gets up for some more damage and only cast spells when in
trouble.  If man-scorpion let lose his weapon, slide away until it
gets the weapon back before going to fight it again.  After killing
the man-scoripion, stock up on oils and daggers.  Again, try not to
use your elemental bottle here if possible.

---------------------------------------------------------------------
4  Skies over Aengmore

Stage Description:  Select Reverse Gravity in first spell circle,
Magic Missle in second circle.  Kill the first wave of shadow elves
and jump the fireballs thrown by a shadow elf flying by on a wyvern.
Then, kill two of the second wave of shadow elves and jump the
fireballs again.  Open the chest on the very right side of the ship
for a small healing potion if you have the key.  Run to the very
top-left corner, face left to wait for the last shadow elf to drop
down behind you, then you move down and to the right a bit to a
position so that the last shadow elf will not move from its position
after dropping down.  You can then wait for timeout (about 4.5
minutes).  During this time, take out your wand of ice and change to
Magic Missle (or the lightning bolt ring if you still have it).
After timeout, the boss appears.

End-of-stage-boss (1):   Harpy.  After the shadow elf disappears, the
harpy will fly in and lands on the ship.  Hit it down with your wand
of ice.  Move forward and position yourself so that you are on top
of the harpy on the ground but slightly to the left so that you can
hit the harpy while it's on the ground but as soon as it is about to
get up, you can attack normally to shoot out ice along the ground
and keep it down.  If harpy does break out of this and flies up,
Magic Missle it down and repeat.  If you run out of Magic Missles,
use Reverse Gravity while it's on the ground.  If wand of ice breaks
and out of Magic Missles, use Projected Image or one area effect
spell to kill the harpy.  This way you should kill it and still have
oils and daggers saved for Tel'Arin.  Use your elemental bottle or
lighting bolt ring (from stage 3a if you haven't used it) here if in
trouble.

Note:  You can select not to wait for time out and go ahead and kill
all the shadow elves.  But then when the harpy appears it will be
accompanied by shadow elves - this means that your Magic Missles will
go astray and hit those shadow elves instead the harpy.  It's your
choice.  Modify strategy if not waiting for time out.  Still use your
wand of ice, but change spell to an area effect spell.  When you are
hitting the harpy after getting it knocked down on the ground with
your wand of ice, if shadow elves drops down from behind, teleport
back and then swing your wand straight away so that you can keep both
the harpy and the shadow elves frozen in one place and then can
continue hammering them on the ground.  Use your elemental bottle
if really in trouble too.  If you decide to not to wait for time out,
you should make sure you finish off Tel'Arin fast enough so that you
do not need to go to Forest of Despair.

End-of-Stage-Boss (2):  Dark Elf Tel'Arin.  He will first summon four
skeletons to fight you.  As the skeletons are appearing, select
Ice Storm in first spell circle if you don't have Reverse Gravity
left, Projected Image in second spell circle.  Put away wand of ice
if it's still not used up, and select nothing in item-circle.
Proceed to fight the skeletons.  When only one skeleton is left, move
away and select daggers and then go and kill the last skeleton.
Tel'Arin will then appear on the top-middle part of the screen.
After he appears, throw all your daggers at him and then knock him
down.  Quickly select oil and throw one on him.  After he's burnt,
throw another one on him and crouch down to hit him.  Repeat this
process until you use up all your oils.  After this, change to
Projected Image.  Tel'Arin will get up and summons 4 more skeletons,
hit him while he is summoning the skeletons, and then cast Projected
Image and hit Tel'Arin some more.  If Tel'Arin still hasn't
disappearred after you have used up all your Projected Image, let
lose one or two Ice Storms and he should go away.  You need to make
sure you get Tel'Arin's lifebar down quickly so that he teleports
away, otherwise you do not get to choose special level (City of
Aensun).

Note: if you are going to the Forest of Despair, do not use
your area effect spell and Projected Image here.  Use your Magic
Missles and Lightning Bolts here instead.

Again you have a choice of routes here - by selecting option A on
screen you will go to stage 5.a (City of Aensun) and selecting option
B you will go to stage 5.b (Forest of Despair).

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5.a City of Aensun (Ogre Brothers)

Stage Description:  This level is only selectable if you complete
the previous level quickly.  You are in a town which looks very
similar to the first stage.  Select nothing in item circle and
shoulder charge your way through the kobolds to the right to get your
earrings before it disappears.  Then move back to the very left, kill
off the kobolds and go in the secret room at the top of the screen.
Kill all the hellhounds/Gnoll Axemen, open trapped chest to get a
key, and go into another secret room at the top of the room (through
the door).  In the second secret room, hit open all wooden chests and
get everything, don't bother with the steel ones - save the key for
later.  You might want to open the steel chest at the very top of the
secret room to get a Wand of Paralyzation (which becomes supercharged
later, see item description on Wand of Paralyzation)  After you come
out of the secret rooms, move towards the right, you will fight two
hellhounds, some gnoll axemen, some kobolds throwing daggers and
oils, and then more hellhounds.  When you encounters the second wave
of hellhounds, you are at the screen where the second secret room is
(located at the top right hand corner, move up to go in).  Kill the
gnoll axemen, kobolds and hellhounds in the secret room, get the
healing potion and open the wooden chest for another heal.  Don't
open the steel chest to save keys.  Exit secret room to finish off
the hellhounds.  Select and take out wand of fireball or
paralyzation.  Select Conjure Elemental/Cloudkill in first spell
circle, Magic Missles (if any left) or Lightning Bolt in second
circle.  Then you move to bottom of screen and then move right
slightly to come to the boss.

End-of-stage-Boss:  Ogre.  Use all your items here (oils, daggers
if you have any) and the wand of fireball to hit the ogre.  You can
also use Magic Missles you have any left.  If everything is used up
(including Wand of Fireballs), stand on the same horizontal plane as
the Ogre and let it charge at you.  You then move down to avoid it
and then move back up and hit it from behind (make sure you are a
little bit down and not exactly in the same plane as the Ogre.)  Then
repeat.  Once you have got the ogre down to about nearly 2/3 of
its lifebar, change to Conjure Elemental/Cloudkill in first spell
circle and Lightning Bolt in second spell circle and switch to first
spell circle.  Then you need to let lose all your spells in this
order as each spell runs out while keeping the ogre on the ground at
all times: Conjure Elemental/Cloudkill, Ice Storm, Lightning Bolt.
This way the ogre will not be able to get up and call a second ogre
to its aid.  You will need to change between spells REALLY quickly to
be able to do this.  If you do not think you are fast enough to do
this, save ALL spells and concentrate on hitting the first ogre down
to low enough hp so that it calls the second one.  Then you let loose
all your spells.

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5.b Forest of Despair (Beholder)

Stage Description:  Move towards the right and go to the next level
by pushing jup and jump.  Shoulder charge one of the giant beetles
and then immediately crouch down to avoid the rest until they all
leave.  Move to the level on the right by pushing right and jump.  Go
into the cave through the top entrance.  Do not fight the ghouls
unless you are really good with the magic user and just exit (but you
NEED to come into this cave).  Then, go back towards the left to the
start of the stage.  Push the joystick down to go down through a
secret path.  Open the top chest for a wand of lightning bolts.  Then
walk right and fight lots of goblins and kobolds.  After you kill
them, crouch down and walk towards the right again and wait until the
giant beetles leave.  Then open all the chests quickly and get the
stuff and exit to the right without fighting the goblins coming on.
If you stay there for too long giant beetles will come and make
things a lot tougher (other items you get here include egg of wonder
keys and medal).  After you exit from the path, walk left, open chest
to get a super heal and and then walk further to the left and open
another chest to get a Djinn ring.  Walk right again, and go into the
cave beside from where you emeged after coming out from the path (you
can obtain a wand of paralyzation and a polymorph others ring in this
cave).  Come out of the cave, push up-forward and jump to jump to
next level, and then go into the cave there.  Walking right, you
fight some gnoll axemen, kobolds and owlbears and you will obtain
more stuff (wand of fireball, boot of speed etc) in the process.  Be
careful of the 3 waves of gnoll bowmen shooting arrows at you after
you kill the owlbears.  After exiting, get the heal slightly to the
right.  Move down again to the very bottom by pushing down-left and
jump button.  Select wand of paralyzation, fireball or lightning bolt
(in that order of preference) and take it out (and then change it to
the elemental bottle or Djinn ring or another wand you have).  Select
a spell in first spell circle (Icestorm or Conjure Elemental are
preferred) and Projected Image in second spell circle.  Keep it on
first spell circle and then walk all the way to the right to fight
the boss.

End-of-stage-boss:  Beholder.  This boss is fairly tricky for the
magic user - mainly because if the beholder is facing you when you
cast your spell, it will open its eye and make your spell useless.
There are however many ways to make sure the spells you cast come
out.  If you have taken out the wand of fireball, first get close and
send a fireball towards the beholder, if the fireball hits the
beholder will burn on the spot for a split second - during this time
you need to quickly get behind the beholder (by either sliding past
it or run/teleport behind it) and cast your spell.  If the beholder
has its back towards you, your spell will always work - even if the
beholder open its eye when you cast.  If your spell succeeds, you can
simply just keep on casting them until you run out of that spell.
You can do the same with the wand of paralyzation, get close and hit
the beholder once with the wand of paralyzation four times, and
immediately run/slide to the back of beholder and start casting
spells as the beholder is stunned.  Wand of lightning bolts are less
useful in this case as it does not burn the beholder to allow you to
get behind it so it's only good for doing damage and keeping the
beholder in place.  The beholder also closes its eye when it's
casting the deathray or the 'sleep bubbles'.  You can also cast your
own spell straight away as soon as Beholder's eye closes as it is
sending out the deathray or 'sleep bubbles' (you need to do this
fairly quickly though).  Or you can slide or run around the beholder
to its back when it is casting its spell as the beholer does not move
when it is casting and then cast your spells again behind its back.
Standing just right above or below Beholder will ensure that you do
not get hit by the death ray.  Use the elemental bottle if in trouble
since it always works and will burn the beholder and give you time to
run behind it again.  Summon Djiin ring will not work if Beholder's
eye is open like the rest of the spells.  Cast Projected Image if in
trouble.  Take out another wand to use it if wand of fireball runs
out and use it.  Another way to get behind the beholder before it has
a chance to turn around is to teleport through it.  The best time to
do this is when your Projected Image is still in effect, stand right
next to the beholder and then teleport through it and then cast a
spell immediately as soon as you have teleported through it (Beholder
will not turn around in time).

Note:  If the beholder drops an big eye during the battle, pick it
up, you can trade it in the next shop for boots of levitation by
clicking on the shop keeper's head.

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6 Battle of Strong Oak (Manticore, lich)

Start-of-Stage-Boss:  Manticore.  Make sure you stock up on daggers
and burning oil again before this stage.  At the start of the stage,
run around so that manticore can't hit you and at the same time
select daggers.  Run to end of screen and throw all your daggers at
the manticore once it gets into the same horizontal plane.  After
finishing the daggers, run to the right and open the chest to get
one more dagger and throw it at the manticore.  Then change to oil
in item circle, Reverse Gravity in first spell circle and Magic
Missle in second spell circle.  Green mage can also use Cloudkill
here if he wants to.  Let one of the above spell loose to get the
manticore on the ground, and change to oil and start oiling the
manticore while it's down.  Crouch down and hit it while oiling
to do more damage.  If manticore flies up in the air, it will
either shoot spikes out of its tail, or drops down from the top
or from the front.  Face away from the manticore as it flies up,
teleport through the spikes if it shoots and then run forward to hit
the manticore as it lands.  If it drops from the front or from the
top, move up or down to avoid it and then move in to hit the
manticore by doing swipe-stab pattern.  You can also stand in place
and wait for Manticore to charge at you - then you move up and down
again and then get in close to try to hit the Manticore as it stops
after charging.  If one of your attack is blocked, move away straight
away because the manticore will charge at you.  Use magic to finish
it off after every item is used and if you are in trouble.  If you
have Wand of Paralyzation, make sure you take it out here and swing
it once to keep it super-charged.  If you do not do this, after
killing the Manticore it will become a normal one again (i.e. 20
charges only).

Stage Description:  Open top chest for a heal, open bottom chest
for earrings and level 4 scroll.  Teleport through the flames and
runs down and stand at this position in the bottom of the screen
where the skeletons cannot get you and wait for time out (you can
try and hit the skeletons if you want).  Then, slide through the
next set of traps which shoots flame up periodically and teleport
back immediately and go back to that same place where you were
standing before and wait for time out again.  Run all the way to
the right after timeout and exit the screen to avoid more skeletons
coming up.  Then you will then come to a few hellhounds, kill them
one by one.  Open both chests (first one has egg of wonder and level
4 scroll, second one has a small healing and a bless/haste potion and
level 7 scroll) and exit the screen.  Then, move to the right
slightly, shadow elves will drop from above.  Fight them until time
out if you are the black magic user.  Select Magic Missle and cast
them on the Gargoyles to kill them and then exit the screen (Note
Green magic user can simply select Cloudkill and run straight to the
right, cast two Cloudkills to finish the gargoyles and four shadow
elves off, and then either stay on and fight the rest of the shadow
elves or just exit ^_^).  On the next screen, use your Magic Missle
or Reverse Gravity to kill the two kobolds for fun.  Open chest to
get key, large burning oil and healing.  Select Lightning Bolts, run
all the way across to the right.  Then cast Lightning Bolts until all
shadow elves and ghouls are dead.  Pick up all the things left by
them and open the top two chests and get everything.  Select Conjure
Elemental (if black mage) or Ice Storm (if Green Mage) in first spell
circle and Projected Image in second spell circle and change to first
spell circle.  Exit the screen to the right to fight the boss.

End-of-Stage-Boss:  Lich.  Open the chest at the bottom left
hand corner and slide to get a bless potion.  Move to top behind the
Lich as it's appearing.  Hit the Lich after it appears using the
pattern swipe-stab-swipe-stab.  As soon as the Lich floats away or
block your attack, move all the way down.  Then you wait there until
the Lich comes down to hit you, then you attack as it moves into
range, and then move up and repeat.  Note that you need to keep
the right distance between you and the Lich, if you are too close
the Lich will produce a wall of fire around itself to burn you,
if you are too far the Lich will cast either fireball or lightning
bolt to hit you.  When the Lich gets down to just under one lifebar,
it will cast earthquake and summon some ghouls.  Then you let lose
all your Conjure Elementals (if playing black magic user) and then
Ice storm (green magic user just let lose all Ice Storms).  The Lich
will cast Meteor Swarm when you get it down to half a lifebar, so
make sure you are at either the very top or bottom at that time so
you don't get hit by it.  Then just continue to waste it with spells
until it dies.  Note that sometimes if you cast your spell fast
enough, you can CANCEL Lich's Meteor Swarm before it comes out! :)
If the Lich is not dead after you let lose all area-effect spells,
go back to the pattern described above and continue or cast Projected
Image and go in and finish the Lich off.  Note that apart from
Conjure Elemental and Ice Storm, no other spells have any effect on
the Lich.

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7 Grove of Destruction

Stage Description:  Select Reverse Gravity in first spell circle,
Lightning Bolt in second spell circle, and nothing in item circle.
Move forward and get the goblins out one by one and kill them that
way.  Gnoll axemen will come out after you have killed all goblins
except for the one at the very top.  Then there will be 4 waves of
goblins appearing on both sides throwing stones and oil.  Open the
chest on the bottom to get the heal and cure serious wounds ring.
Then change to Reverse Gravity, open top chest, kill last goblin
and get the spell from the chest (leave heal if on full/nearly
full health).  The boss will come out after the last goblin is
killed.

Note:  You can avoid having goblins pestering you when fighting the
boss by not killing the last goblin (i.e. do not touch the top chest
and let that goblin on the top just rest there) and wait for timeout
(around 6 minutes).  But in general I find it is not really necessary
since Displacer Beast is not a really hard boss to kill anyway.

End-of-Stage-Boss: Displacer beast.  Displacer beast is a fairly
easy boss to kill.  Use daggers and oils if you have any left.  If
there are goblins coming after you, take care of them FIRST, the
Displacer Beast will not run after you to attack.  Use only Lightning
Bolt and Reverse Gravity here (and maybe one or two Projected Image
or Magic Missle).  When the Displacer Beast drops its skin, pick it
up.  When the Displacer Beast hops away, be careful because it might
try its tail attacks on you.  Just make sure you are standing in
a different plane to the two displacer beast images so you don't get
hit.  Go after the real displacer beast and hit it (the real one has
a shadow on the ground).  Shoulder charging the Displacer Beast is
also not a bad move, it does not knock it down but it will stop it
from flicking its tails or trying to bite you.  At next shop, click
on shopkeeper and you will get displacer cloak.  Stock up on large
burning oil.

After killing the displacer beast, a gnome man will come out and ask
you to help him.  If you select option A to keep pursuing the
sorceress, you will go to stage 8.a (Labyrinth Maze), if you select
option B to help the people at gnome village, you will go to stage
8.b (Rescue at the Gnome Village).

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8-a Labyrinth Maze (only recommended if you are going to take on the
Red Dragon later on, and you still have a few Lightning Bolt spells
left and Projected Image, or if you have the Eye of Displacer Beast -
i.e. you are not fighting Black Dragon)

Stage Description:  When you come to this level you will see some
monsters and a sign.  A kobold rests beside the sign, when you come
in close the kobold will wake, snarls for a bit, then destroys the
sign and runs down one of two paths.  Follow the Kobold.  If you
don't (or don't want to) you come to a penalty stage and fight a
boss.  If you picked up the Eye of the Displacer Beast, you will not
fight the boss and will pass the forest.

End-of-Stage-Boss Description:  Blackwing (Black Dragon).  Basically
just let lose your spells.  Start off with the area-effect ones
(Conjure Elemental/Cloudkill, Icestorm), and then move to Magic
Missle.  When casting Magic Missle, make sure all of the missles
hit before casting another one so that you don't waste it.  As you
are casting Ice Storm, open the chest in the top right corner.  It
has a healing and a level 4 scroll (Ice Storm) in it so you can get
the spell and cast it again when you run out.  After using all these
spells, you can cast Lightning Bolts/Fireball if you have any left,
but it only works if the dragon is very close to the ground.  Try to
save these level 3 spells (and Projected Image) if you can for when
you fight against the Red Dragon.  You can also throw large burning
oil at it when it's close to the ground.  Use Projected Image if you
have any left to buy yourself some time to change the items.  If you
still have wand of fireball, take it out, slide away from the dragon,
and then jump up in the air and shoot a fireball to burn the dragon
and keep it back away from you.

Note:  If Blackwing drop its scale on the ground and you don't have a
Displacer cloak yet, pick it up, you can trade it for a displacer
cloak at the next shop by clicking on the shop keeper's head.

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8-b Rescue at the Gnome Village

Stage Description:  First you fight some goblins and Gnoll Axemen.
After killing them, open the two chests on the top left hand side
of the screen and get everything.  Open the bottom right hand chest
to get heal.  Don't open remaining top chest, it will summon some
more skeletons but usually by this time you will be running out of
time and it's safer not to open it and just continue going to the
right.  Next you fight some more Gnoll Axemen and Bowmen on a bridge.
After that, you come to a chest.  Again, do not open the chest as you
don't need to and it brings on more skeletons.  Go right and fight
some troglodytes.  Open the chest (trapped with petrify) for a level
5 scroll.  Continue going to the right and fight some ghouls.  After
the ghouls, walk right slowly until you see a chest.  Stop, cast
Projected Image, select large burning oil in item circle.  Run right
and break open the chest and fight the boss.

End-of-Stage-Boss:  Chimera.  Stand behind the Chimera as it drops
down from the sky.  Then hit it and knock it down when it lands.
Then after this you just throw all your large burning oil on it
while it's knockded down on the ground.  It should be dead after
you throw all your oils.  If it's not, then just cast a spell or
two to finish it off.

Gnome Village:  After you kill the Chimera, you get to go the village
- you will be asked to buy a potion (even though it doesn't cost you
any MONEY).  Select Yes.  At the village, firstly walk to the house
on the right side of the screen.  This is an inn, but you can't visit
the first shop till you have been here.  Talk to the first person in
the inn near the door (just walk up to them and press the attack
button).  You can talk to the rest of the people for more information
if you want to.  Then walk out and go to the first shop.  Here you
can buy all sorts of goodies.  If you run out of items (i.e. buy too
much gear) close the window and reopen it for more.  Buy a wand of
lightning bolts here and then stock up on cure serious wounds ring.
After this shop you will be able to buy cure potions and Large
Burning Oils so don't waste all your cash.

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9.0 Floating down

Stage Description:  You float down into a cavern.  There is no need
for a solo mage to go into the first platform on the left but you can
go in and fight the hellhounds for fun and xp.  Second platform on
the contains hidden treasure.  Get them all.  Open first chest
(trapped with deadfall usually) to get a key.  Open second chest to
get a level 5 scroll.  Then you will be asked to leave 3 times.  Get
boot of speed and open wooden chest for a heal as you are answering
the questions.  If you answer No, No, Yes, you will fight the boss.
But first you need to make sure you run all the way to the right
without stopping or else you will be killed.  Slide everything once
you have run to the right, get earring for xp but don't get other
items - you want to keep the earrings.  Only open the bottom chest
for a fire elemental bottle and another level 5 spell.  Select
Conjure Elemental/Cloudkill in first spell circle, Magic Missle in
second spell circle.  Take out the wand of lightning bolts if you
have it.  Select fire elemental bottle in item circle and change to
first spell circle and then go in to fight the boss.  If you decide
not to fight the boss, you continue to float down.  Move all the way
to the right to land on the platform.  Teleprot through the fire and
kill the giant scorpions and hellhounds.  Open the trapped chest and
get the Staff of EP.

End-of-Stage-Boss:  Red Dragon.  Move slightly to the right.  When
dragon head comes down, just hit it with your wand of lightning
bolts.  If you do not have the wand of lightning, just do swipe-stab
and repeat.  If you have the wand of lightning, make sure you don't
swing it too quickly.  You want to have constant lightning on the
screen which will keep the dragon head in place so that it can't hit
you.  If you see the dragon raising its claws to hit you, teleport
through it.  If you see the claws producing fireballs, cast a spell
right after the fireball leaves its claws.  If you do not have any
spells left, slide away when the fireball is coming.  When the dragon
flies off the top of the screen, first move all the way up to avoid
the rocks if the dragon drops them.  If no rocks drop, the dragon is
about to breath on you.  To avoid dragon breath.  The breath will
come from the same direction you are being sucked.  If you are being
sucked in towards the middle, RUN towards one of the sides.  If you
are sucked towards one of the sides of the screen, run towards that
same direction.  If the head appears side on in the middle of the
screen, stand in front of either one of the two rocks.  One to the
far left, one to the far right.  Only get the dragon horn if you do
not have the displacer cloak.  Trade the dragon horn at next shop for
the staff of MA by clicking on the shopkeeper.  Stock up on large
burning oil - especially if you don't have the wand of lightning
bolts bought from Gnome shop.

You have a choice of routes here - by selecting option A you proceed
to stage 9.a (Land of Fire), by selecting option B you proceed to
stage 9.b (Land of Ice).

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9-a Land of Fire (not recommended if doesn't have super-charged wand
of lightning bolts bought from gnome shop)

Stage Description: Teleport through the wall of flames and crouch
down to kill the giant scorpion.  Open the chest and get the wand
of ice.  Kill some goblins and hellhounds.  Teleport through the
wall of flames again and kill the giant scorpion.  Open chest to get
rod of cold (don't get this if you have rod of lightning already).
Kill some more hellhounds.  Then select Magic Missle on second spell
circle, Reverse Gravity on first spell circle but keep it on Magic
Missle.  Take either the wand of lightning bolts (bought from Gnome
Village) or wand of ice out and select second spell circle.  Exit to
the right to fight the boss.

End-of-Stage-Boss:  Flame Salamander.  When you go into the room ,
cast Magic Missle straight away since sometimes the hellhound will
run at you from your back straight away.  Then, basically just use
the wand of lightning bolts to hit the salamander into a corner, and
keep hitting attack.  If the hellhound runs at you from your back,
teleport away, get into position and hit the salamander again.  Try
to find time to open the chest for a heal.  Use a spell if in
trouble.  If the wand of lightning bolts runs out (very unlikely),
then select wand of ice and continue to hit it.

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9-b Land of Ice (recommended if you do not have super charged wand of
lightning bolts bought from Gnome Shop)

Stage Description: Teleport through wall of ice flame and kill giant
beetle.  Open chest to get wand of fireball.  Move to the right,
fight lots of shadow elves and troglodytes.  Open chest for a heal
and spell.  Teleport through the wall of ice flame again and kill
the giant beetle.  Open chest to get rod of fire.  Take out wand of
fireball.  Select large burning oil in item circle, Reverse Gravity
in first spell circle, Projected Image in second spell circle.  Go in
the next room to fight the boss.

End-of-Stage-Boss:  Ice Salamander.  Cast Projected Image as soon as
you go in.  Change to large burning oil.  Hit the salamander down,
and then throw your large burning oil to kill it quickly while it's
knocked down (you don't want to deal with those gargoyles ccompanying
the Ice Salamander.....)  Make sure that you only start throwing the
large burning oil AFTER the Ice Salamander is lying on the ground -
not while it's falling.  Otherwise the explosion from the large
burning oil will juggle the ice salamander and will only do minimal
damage - then you will be in TROUBLE!

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10.1 Gateway

Stage Description: Rooms.  Stand on pressure pads to open the doors
into the rooms.  Magic user cannot move statues so he can only go
into the very left and very right rooms.  The room on the left can be
skipped.  There are just a bit of money in a chest with lots of
undead monsters guarding it.  When you go to the right, shadow elves
and hellhounds appear and you will need to fight them.  Go into the
right room and fight more hellhounds and troglodytes.  Open the chest
on the right to get a level 4 scroll and earrings.  Go down and then
left.  Open chest to get a magic user's hat and get out.  If you are
green magic user.  You can let lose some Cloudkills here to get lots
of xp and possibly more spell scrolls.  After getting out of the
room, take out a wand (except paralyzation), select large burning oil
in item circle and Projected Image on the second spell circle.  Then
go in to the right to next stage.

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10.2 Overtures

Stage-Boss:  Dark Elf Tel'Arin.  Cast Projected Image as soon as you
go in and stand in the same horizontal plane as Tel'Arin but outside
his jump reach.  He will then either fireball or lightning bolt you
(which will not hit you since you cast Projected Image).  During this
time, select large burning oil in item circle.  Hit Tel'Arin with
your wand so that he falls down on the ground (make sure you are
standing on his left) and then throw the large burning oils until he
dies.  If he is still alive, use your wand to kill him while he is
still on the ground (if you are using wand of ice or wand of lighting
bolts) or cast one or two spells to finish him off.

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10.3 Arena

Stage Description:  You come to the next part of the castle.  If you
are black mage select Reverse Gravity on first spell circle and Magic
Missle on the second spell circle.  Keep it on Reverse Gravity.  Kill
the hellhound, cast Reverse Gravity on the two waves of Kobolds
coming in to the screen.  Change to Magic Missle and cast it to kill
the two Gargoyles.  If you are the green mage, select Cloudkill and
run to the right to get both gargoyles out.  Then cast Cloudkill 3
times to kill the hellhound, 2 gargoyles and the two waves of
kobolds! :)  Slide through the items slightly to the right and then
come back to the left and go into the room at the top, hit bottom
chest open and get healing potion.  Top chest contain money only and
if you only have one key do not open it.  Run to the right and then
go into the window by pushing up into a secret room.  Teleport
through the wall of flame to the front of the chest, open it and
teleport out straight away to avoid traps.  Get Staff of Wizardry and
take it out.  Select Lightning Bolt in second spell circle, Conjure
Elemental (if black magic user) or Ice Storm (if Green Magic User) in
first spell circle and keep it on first spell circle.  Exit the room.
Walk towards the right, avoiding the mines and shadow elves and enter
the arena to fight the boss.  You can waste your Reverse Gravity or
Cloudkills here on the shadow elves for fun if you want to.

End-of-Stage-Boss:  Ezerhoden.  Just let lose all your spells here -
Lightning Bolt, Magic Missle, Conjure Elemental and Icestorm.  If all
of your 5 Lightning Bolt spells connect, Ezerhoden should be nearly
dead so you might be able to finish it off with some magic missles
without using any level 4 or 5 spells!  If Ezerhoden gets too close,
slide away from it and then resume casting.  Or cast Projected Image
quickly and then slide away just in case you can't get away quick
enough.  If you still have the wand of lightning bolts from the gnome
shop, you can use it too if you run out of spells.  Wand of ice or
Wand of fireball will also work on Ezerhoden and keep it from opening
its mouth to eat you.

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10.4  Battle Royale

Stage Description:  Lots of monsters (Shadow Elves, goblins and hell
hounds) keep attacking you.  Level is finished when you travel a
certain distance to the right.  Just keep the monsters occupied until
timeout - you do not need to kill them.  It will just bring on more
monsters.

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10.5 Arena Revistied

Stage Description:  Go down and slide the money and treasures.  Then
run towards the right.  Use a wand to kill the gargoyles, or use
magic.  If using magic, get more than one gargoyles out first before
using your magic as they are more powerful now (get two gargoyles out
if using Magic Missle, get all gargoyles out if using Reverse
Gravity, or Cloudkill).  After killing them, run all the way to the
right, open the chest and get some healing if low on health, and then
run back to where the gargoyles were again.  Go into the door behind
the ice flames.  Kill the gargoyles in there too.  Open the chests
and get the stuff in them (there is usually a ring of fire resistance
in there which is highly recommended for you to take).  Come out, go
left and go into the room whose entrance is previously blocked by
lightning.  Kill the hellhounds and get fire elemental bottle (get
the bottle quick as it will disappear after a short while).  Run all
the way to the left again and enter the room.  Use wand of lightning
bolts to kill the giant beetle (or teleport through the flames or use
one Magic Missle), open the chest to get Summon Djiin Ring.  Then
run all the way to the right again.  Open chest and get all the
healing.  Select large burning oil in item circle, Reverse Gravity
(if any left) in first spell circle and Projected Image in second
spell circle.  Keep it on the second spell circle and go right to
fight the boss.

End-of-Stage-Boss:  Dark Warrior II.  Cast Projected Image right
after you go in, change to Large Burning Oil.  Hit Dark Warrior down
and throw large burning oils on it.  Then change to Lightning
Bolts/Reverse Gravity and cast it until Dark Warrior II is nearly
dead.  Then change to an area effect spell (Conjure Elemental or
Cloudkill) and cast it to finish it off.  Stock up everything at
the shop.

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10.6 Inner Heart, Dark Heart

First Boss:  Nagpa.  Accompanied by a black dragon and a manticore.
As soon as you come on the screen, try to cast your area effect
spell.  If Nagpa beats you to casting spells you will get wasted by
Black Dragon's breath.  If you find you cannot cast a spell straight
away - move down a bit and then slide forward so that you avoid both
Nagpa's lightning bolt and the Black Dragon's breath.  Only Nagpa
needs to be killed.  If have time you should try opening the chest
for heals.  Otherwise just cast some of your area-effect spells and
Nagpa should be dead.

Second Boss:  Synn - in dragon form.  Similar tactics to kill Synn as
used for first Red Dragon.  Synn drops Meteors instead of rocks which
covers the whole area.  Therefore, you either need to cast a spell to
counter or you need to slide away from it.  Reverse Gravity works on
Synn so you can use that too.  Let lose all your spells and Synn
should be dead if you are carrying all magic enhancing items.

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E N D   O F   G A M E   ! ! ! ! !
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