Dragon Crystal FAQ/Guide (Sega Master System & Sega Game Gear)
August 2, 2006 v1.1
dammit9x at hotmail dot com
Copyright 2006
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TABLE OF CONTENTS
1. How to play
1a. Controls
1b. Subscreen
1c. Passage of time
1d. Food and eating
1e. Dying and continuing
1f. Objective
2. Character parameters
3. Level table
4. Items tables
4a. Swords
4b. Armor
4c. Books/Scrolls
4d. Rods
4e. Potions
4f. Rings
4g. In-game messages
5. Monsters table
6. Floors table
7. Gameplay tips
8. Hacking table
1. How to play
Dragon Crystal is a Rogue-style game: a turn-based crawl through 30 randomly
generated dungeons (floors), each one harder than the last. The hero must find
food and money to survive, and collect and identify equipment in order to fight
the monsters that get in his way. His ultimate goal is to find the crystal ball
on the 30th floor to escape his curse. Along the way he is followed by a
mysterious dragon that hatches from a giant egg.
The differences between the Game Gear (GG) and Sega Master System (SMS)
versions are largely cosmetic. This guide explains the differences in detail.
1a. Controls
Direction pad moves the character or attacks enemies by running into them.
Button 1/A goes to the subscreen where you can change equipment or use items.
Button 2/B picks up items underfoot, and also waits for time to pass.
Start button, when pressed, toggles fast/slow animation in the SMS version.
Start button, while held down, makes slow animation fast in the GG version.
1b. Subscreen
Press Button 1/A to toggle the subscreen. Here you can see the basic character
parameters (floor, rank, HP, PW, AC, money) and use items. See section 2 for
details on parameters.
There is one submenu for each item type: Swords, Armor, Scrolls (SMS) or Books
(GG), Rods, Potions and Rings. Press button 2 to choose items and commands.
Swords, Armor, and Rings are worn with the Equip command and change the
character parameters. Sometimes equipment is cursed, and is impossible to take
off without a Bless scoll/book. Cursed weapons and armor give no bonus to PW or
AC, and cursed rings have other nasty effects. There is no way to tell a cursed
weapon or armor without first equipping it.
Scrolls/Books, Rods and Potions are consumed by the Use command. These are
support items and perform such functions as healing and upgrading equipment.
Some items have undesirable effects though. See section 4 for details.
All items can also be dropped (provided there's room at the feet) or thrown.
Throwing things at monsters either does a small amount of damage or has some
other effect, such as "boggling" them. Thrown items sometimes miss the target.
In any case, thrown items are always lost, and dropped items are always
preserved.
All items other than weapons and armor start out unidentified. They will have
unhelpful descriptions such as "Mauve Potion." These labels will be different
every game. There are two ways to find out what they are. The riskier way is to
use them. The less risky way is to throw them. The thrown item doesn't actually
have to hit anything. In any case, any item of the same type that is
encountered again will be identified.
1c. Time
Time is divided into increments known as ticks. Moving, attacking, picking
up items and using items all take one tick. During this time, monsters move and
attack, food is consumed and natural healing occurs. Status ailments other than
Sluggishness wear off over time. Changing equipment and dropping items takes no
time, however.
You can choose to do nothing and let time pass by pressing button 2/B. There
are several reasons to do this: You can try to get monsters to move into a
position where you can shoot them with rods or throw things at them; you can
wait repeatedly in front of a wall to search for a hidden passage; Or you can
wait for a dangerous ailment to wear off before proceeding.
1d. Food and eating
You need food to survive. Pick up bread for about 20 food units and meat for
about 40. The maximum that can be carried is 99. Once every 10 ticks a unit of
food is consumed, and once every 8 ticks HP is restored by an amount equal to
the current level. These values can be changed by equipping certain rings. If
you run out of food, healing stops and HP is consumed instead of food,
eventually resulting in starvation.
1e. Dying and continuing
If you get killed, you will be shown a summary of your performance and may
have the opportunity to continue, provided you have enough money. When you
continue you lose all items except the equipped weapon and armor. The
character's level and other parameters are unchanged, except for the gold paid
to continue. Identified items stay identified. You may continue up to three
times, for a total of four lives.
1f. Objective
Your goal on floors 1-29 is to find the exit to the next floor. This is
always located in the vertical wall of a room, often at a corner. It's never on
the edge of the map though.
On floor 30 there is no exit. Instead you need to find and pick up the
crystal ball. Picking it up ends the game. Your final goal will be easier if
you prepare by clearing out each floor fully, getting all the treasure and
slaying all the monsters for experience.
2. Character parameters
FL: The current Floor, besides indicating how far along the game you are,
determines the monsters present, the items available, and the cost of
continuing at death. At floors 11 and 21, the background music changes. See
section 6 for details.
Exp: This is the total experience points earned from killing monsters. Kill
monsters to gain exp and level-up. Note that Exp cannot be normally be seen
during gameplay.
Level and Rank: The character increases in level as he gains exp. The level
determines his rank, the healing rate, the damage done by rods, and the
development of the dragon companion. Each level-up gives a bonus to base PW and
max HP. It's also possible to lose levels from certain items and monsters. In
this case max HP is lost but there is no PW loss. You can't see the level
directly but you can figure it out from the Rank. See section 3 for more info.
HP: The character's health. The right number is the maximum and the left is the
current amount. It goes down as monsters hit you; when it's 0 you die. The
character normally heals damage over time. You can also drink healing potions.
The max HP is increased by leveling up. It can also be decreased by leveling
down or getting hit by the tree enemies. The formulas for max HP gain and loss
are as follows:
Max HP gained at level up = (New level + Floor) x 2
Max HP lost at level down = Old level + Floor
PW: The power of your attack. A higher number will result in more damage. This
is primarily determined by your weapon. Certain items can increase this
temporarily or permanently. Leveling up also gives a bonus to your PW. Likewise
it can be decreased by the Wither potion, and certain Snail enemies.
AC: This is the measure of your defense. A higher number will result in less
damage taken. It is determined by your armor and like PW can be raised by items.
Unlike PW, however, it does not increase with level-ups, and the base AC can
never go down.
Hit: Determines the hit rate of your attack. A higher number results in fewer
misses, though it is not a percentage. This parameter is not directly
observable in the game, and is solely dependent on the weapon.
Evd: Determines how often you dodge enemy attacks. A higher number results in
more dodging, but it's not a percentage. Like Hit, this can't be observed
directly and depends only on the armor.
F: This is the current food supply. Maximum is 99.
G: This is the amount of money carried. It's used to buy continues after death.
Window color: The color of the windows and text indicates the character's basic
condition.
White: normal
Blue: poisoned
Yellow: out of food
Throbbing red: HP is at <25%
Status ailments: Status problems can be caused by certain potions or by the
attack of certain enemies. All status ailments can be cured by advancing to the
next floor.
Paralyzed: The character can't do anything. Time automatically advances until
it wears off. Caused only by a Freeze potion.
Sluggish: The character takes twice as long to do anything. The only way to
inflict is with a Slow potion. Can be cured with a rare Slowfix potion.
Drinking a Slow potion typically proves to be a fatal mistake.
Poisoned: Healing stops, but it doesn't hurt you. Caused by frog enemies. It
wears off with time, or use a Cure potion.
Fog: Vision is restricted to the adjacent tiles and fog persists outside this
area. The explored areas become forgotten. Caused by a Fog potion or the Mad
Witch/Sorcerer monster. It wears off with time, or use a Cure potion.
Dizzy: The character moves in random directions. The ability to use and throw
items is unaffected though. Caused by a Daze potion, and by many enemies. It
wears off with time, or use a Cure potion.
4. Items Tables
The ID numbers are used for codes. See section 8 for more info.
4a. Swords
ID# GG name SMS name PW Hit Note
Green
01 Dagger Dagger 2 0 Initial equipment; rusted weapon
02 Short sword Short sword 4 4
03 Long Sword Long Sword 8 8
04 Broadsword Broadsword 14 16
Red
05 Great Sword Gladius 19 20
06 Gladius Flamberge 25 24
07 Flamberge Rune Blade 32 30
08 Laser Blade Laser Blade 40 40
Blue
09 Magi Masher Magi Masher 12 10 Strong vs. Magicians/Witches
0A Hardbreaker Bushido Blade 13 40 Strong vs. Orbs/Mysts
0B Ninjakiller Ghost Killer 13 30 Strong vs. Ninjas/Ghosts
0C Dragonblade Dragonslayer 23 40 Strong vs. Dragons
Purple
0D Blood Blade Blood Blade 14 20 Gain HP: ½ damage, rounded down
0E Masamune Great Sword 18 0 Doesn't work on oozes
0F Death Blade Death Blade 30 40 Lose HP: ½ damage, rounded down
4b. Armor
ID# GG name SMS name AC Evd Note
Light
10 Robe Robe 0 0 Initial equipment; rusted armor
11 Leathersuit Leathersuit 2 8
12 Cuirass Lamellar 5 12
Medium
13 Chainmail Cuirass 9 16
14 Scale Armor Chain Mail 15 20
15 Plate Armor Scale Armor 20 24
Heavy
16 Battle Suit Plate Armor 28 29
17 Cyber Suit Battle Suit 36 35
18 Dragon Suit Dragon Suit 44 40
19 Mystic Suit Mystic Suit 16 40 Never rusts
1A Power Suit Power Suit 50 50
4c. Books/Scrolls
They are called Books in the GG version and Scrolls in the SMS version. The
Daze, Cyber and Ninja Books in the GG are Mad, Gas and Ghost scrolls in SMS.
ID# Name Effect
20 Blade +1 PW until weapon change
21 Shield +1 AC until armor change
22 Norust Prevents armor (not weapons) fr. rusting until floor change
23 Bless Uncurses cursed arms and destroys cursed rings
24 Map Maps the whole floor
25 Shift Teleport to a random room
26 Daze/Mad Dizzies monsters on the floor until you get close
27 Magi Turns equipped weapon into Magi Masher
28 Cyber/Gas Turns equipped weapon into Hardbreaker/Bushido Blade
29 Ninja/Ghost Turns equipped weapon into Ninjakiller/Ghostkiller
2A Dragon Turns equipped weapon into Dragonblade
2B Summon Monster appears in front of you
2C Blank Nothing
2D Potion Turns all carried potions into Midheal Potions
4d. Rods
ID# Name Effect
30 Flame Damage = 4x level
31 Flash Damage = 6x level
32 Thunder Damage = 8x level
33 Travel Advance one floor; does nothing on FL 30
34 Wind Monster disappears; no Exp earned
35 Berserk Damage = 2x current HP, but you lose ½ current HP
36 Reshape Turns the monster into a different monster
37 Silent Prevents added effects of the monster's attack
38 Drain Exchanges HP with monster
39 Spirit Monster appears in front of you
3A Wood Nothing
3B Wither Lose a level
4e. Potions
ID# Name Effect
40 Minheal Restores ¼ of max HP
41 Midheal Restores ½ of max HP
42 Slow Causes sluggishness
43 Slowfix Cures sluggishness
44 Fog Causes fog
45 Daze Causes dizziness
46 Cure Cures poison, dizziness and blindness
47 Freeze Causes paralysis
48 Power +1 PW permanently
49 Reflex +1 AC permanently
4A Maxheal Restores all HP
4B Water Nothing
4C Wither Resets base PW to 0
4f. Rings
ID# Name Effect
50 Heal 6 ticks to eat, 2 ticks to heal
51 Magic Doubles damage from rods, including Berserk rod
52 Food 18 ticks to eat, 4 ticks to heal
53 Sight Searching reveals hidden passages in only 1 turn
54 Shield +4 AC
55 Ogre +4 PW
56 Cursed 6 ticks to eat, never heals; always cursed
57 Hunger 4 ticks to eat, 4 ticks to heal; always cursed
58 Toy Nothing
59 Shift Uncontrollably teleport to random rooms; always cursed
4g. In-game messages
A message in the game is given whenever you use an item. The message can be
useful for figuring out what the item was that you just used, if it wasn't
identified. If the item is used under circumstances that cause it to do
nothing, such as pointing a rod at a wall, the message will instead report that
nothing happened. Remember that the item type is identified for future
reference in any case. The message is different for the GG and SMS versions.
Books/Scrolls
Name GG Description SMS Description
Blade My weapon became sharper. My weapon became
Shield My armor got stronger. My armor got stronger.
Norust My armor won't rust. My armor won't rust.
Bless I awoke from the spell. I awoke from the spell.
Map I found the map. I found the map.
Shift I feel lighter. I feel lighter.
Daze/Mad The enemy is confused. You've confused the monster!
Magi My sword transformed. My sword changed!
Cyber/Gas My sword transformed. My sword changed!
Ninja/Ghost My sword transformed. My sword changed!
Dragon My sword transformed. My sword changed!
Summon Enemy! Enemy!
Blank It's blank! It's blank!
Potion The potions changed. The potions changed.
Rods
Name GG Description SMS Description
Flame (Red flash) (Red flash)
Flash (White flash) (White flash)
Thunder (Yellow flash) (Yellow flash)
Travel Time travel! You're slipping through time!
Wind I blew the enemy away! The monster is blown away!
Berserk Oh! Berserk!! You go berserk!
Reshape The enemy transformed! The enemy mutates!
Silent I warded off the enemy's magic! The enemy spell is deflected!
Drain We've swapped our hit points! You've swapped hit points!
Spirit Enemy! A monster is summoned!
Wood Nothing happened. Nothing happened.
Wither Oh! Backfire! My level went down. You've dropped a level!
Potions
Name GG Description SMS Description
Minheal I feel better! Your health improves.
Midheal I feel better! Your health improves.
Slow I feel sluggish. You feel sluggish!
Slowfix I can move faster! Your speed improves!
Fog Oh, the fog... I can't see! You're blinded by dense fog!
Daze I'm dizzy... Your head spins in confusion!
Cure I'm cured. You recover from the poison!
Freeze I'm paralyzed. You're paralyzed!
Power I gained strength. You feel a surge of energy!
Reflex It got stronger. Your reactions are sharpened!
Maxheal I feel better! Your health improves.
Water Nothing happened. Your thirst is quenched.
Wither I lost energy. You're strength decreases!
Rings
Name GG Description SMS Description
Heal I feel better! Your health improves.
Magic I feel energized! You feel a surge of energy!
Food I feel better! Your health improves.
Sight I can see better. Your senses are enhanced!
Shield Oh- A magic barrier. You conjure a magic wall!
Ogre I gained strength. Your strength improves!
Cursed Oh, no! It's a cursed ring. You've been cursed!
Hunger Oh, no! It's a cursed ring. You've been cursed!
Toy It's just a plain ring. No effect.
Shift I feel lighter. I feel lighter.
5. Monsters table
The following table gives the names of all monsters (both versions), the exp
given, the monster's HP, the floors you'll encounter them on, color, movement
type, attack type, and added effect. The added effect occurs when the monster
attacks the character and can be prevented with a Silent rod. Monsters are
grouped by sprite family.
Movement types:
slow: monster moves slowly and can move or attack only on every other tick
norm: monster moves at normal speed, the same as the character
fast: monster moves twice per tick but can only attack once per tick
tele: monster teleports a random number of spaces (but not through walls)
immo: monster is immobile and gives a 1 tick grace period before attacking
Attack type:
short: monster must be adjacent to the character to attack
long: monster can attack the character at range if it's on the same rank or file
GG name SMS name Exp HP Color Move Attack Added effect
Oozes: Blue and red species sometimes divide themselves
Green ooze Ooze 1 2 Green slow short
Blue Slime Blue ooze 3 6 Blue slow short
Red Jelly Red ooze 5 38 Red slow short
Blob Blob 30 160 Gold fast short
Toads
Green frog Slimetoad 2 6 Green norm long Poison
Blue toad Lochtoad 6 24 Blue norm long Poison
Giant toad Bloodtoad 10 52 Red norm long Poison
Scorpions
Scorpiox Scorpion 6 10 Red norm long
Scorpila Scorpius 20 96 Blue norm long
Stones
Flame bar Krag 10 9 Red fast long Dizzy
Ice bar King Krag 22 50 Blue fast long Dizzy
Ninjas/Ghosts
Ninja Phantom 1 30 Gray tele long
Asassinja Spectre 72 80 Blue tele long
Sasuke Wraith 110 108 Red tele long
Eyeballs
Siro me Orb 8 40 Gray slow short
Medama Blood orb 52 80 Blue slow short Rust armor
Medaoyaji Death orb 96 230 Red slow short Rust weapon
Wizards
Magician Witch 25 60 Gray tele long Dizzy
Sorcerer Mad witch 60 160 Dark gray tele long Fog
Orbs: Passive until attacked
Metal orb Myst 48 90 Gray norm short
Death orb Death myst 150 220 Dark gray norm short
Trees
Drayad Root 44 90 Red immo long
Hamadrayad Blood root 78 95 Blue immo long Lose max HP
Treant Death root 140 100 Gold immo long Lose max HP
Snails
Red shail Red snail 62 64 Red norm short PW -1
Blue snail Blue snail 110 78 Blue norm short PW -2
King snail King snail 300 120 Gold norm short Lose a level
Mimics: Passive until approached
Mimic Kameleon 120 130 (rod) norm short
Mimic Kameleon 120 180 (sword) norm short
Dragons
Dragon Dragon 250 480 Green norm long
6. Floors table
The following tables give the monsters present on each floor, in both
versions, and give the gold cost for continuing after death for each floor.
Floor Monsters (GG version)
1 Green ooze, Green frog, Scorpiox
2 Green ooze, Green frog, Scorpiox, Flame bar
3 Scorpiox, Flame bar, Blue slime, Blue toad
4 Scorpiox, Flame bar, Blue slime, Blue toad
5 Blue slime, Blue toad, Ninja, Siro me
6 Blue slime, Blue toad, Ninja, Siro me
7 Ninja, Siro me, Red jelly, Giant toad
8 Ninja, Siro me, Red jelly, Giant toad
9 Red jelly, Giant toad, Magician
10 Red jelly, Giant toad, Metal orb
11 Magician, Metal orb, Killer Bat, Sand shark
12 Magician, Metal orb, Killer Bat, Sand shark
13 Killer Bat, Sand shark, Scorpila, Ice bar
14 Killer Bat, Sand shark, Scorpila, Ice bar
15 Scorpila, Ice bar, Drayad, Red shail
16 Scorpila, Ice bar, Drayad, Red shail
17 Drayad, Red shail, Asassinja, Medama
18 Drayad, Red shail, Asassinja, Medama
19 Asassinja, Medama, Hamadryad, Blue snail
20 Asassinja, Medama, Hamadryad, Blue snail
21 Hamadryad, Blue snail, Sorcerer, Death orb
22 Hamadryad, Blue snail, Sorcerer, Death orb
23 Sorcerer, Death orb, Treant, King snail
24 Sorcerer, Death orb, Treant, King snail
25 Treant, King snail, Sasuke, Medaoyaji
26 Treant, King snail, Sasuke, Medaoyaji
27 Sasuke, Medaoyaji, Blob, Sand jaws
28 Sasuke, Medaoyaji, Blob, Sand jaws
29 Blob, Sand jaws, Mimic, Dragon
30 Dragon
Floor Monsters (SMS version)
1 Ooze, Slimetoad, Scorpion
2 Ooze, Slimetoad, Scorpion, Krag
3 Scorpion, Krag, Blue ooze, Lochtoad
4 Scorpion, Krag, Blue ooze, Lochtoad
5 Blue ooze, Lochtoad, Phantom, Orb
6 Blue ooze, Lochtoad, Phantom, Orb
7 Phantom, Orb, Red ooze, Bloodtoad
8 Phantom, Orb, Red ooze, Bloodtoad
9 Red ooze, Bloodtoad, Witch
10 Red ooze, Bloodtoad, Myst
11 Witch, Myst, Demijaw, Kraken
12 Witch, Myst, Demijaw, Kraken
13 Demijaw, Kraken, Scorpius, King krag
14 Demijaw, Kraken, Scorpius, King krag
15 Scorpius, King krag, Root, Red snail
16 Scorpius, King krag, Root, Red snail
17 Root, Red snail, Spectre, Blood orb
18 Root, Red snail, Spectre, Blood orb
19 Spectre, Blood orb, Blood root, Blue snail
20 Spectre, Blood orb, Blood root, Blue snail
21 Blood root, Blue snail, Mad witch, Death myst
22 Blood root, Blue snail, Mad witch, Death myst
23 Mad witch, Death myst, Death root, King snail
24 Mad witch, Death myst, Death root, King snail
25 Death root, King snail, Wraith, Death orb
26 Death root, King snail, Wraith, Death orb
27 Wraith, Death orb, Blob, Krakos
28 Wraith, Death orb, Blob, Krakos
29 Blob, Krakos, Kameleon, Dragon
30 Dragon
Add 100 to continue the second time and another 100 for the third time.
7. Gameplay tips
On the early floors, use or throw everything you find in order to identify
as much as possible. You have little to lose if something goes wrong.
The game gets harder as you go down floors. For this reason, you should play
safer on the later floors: don't use strange items on yourself (especially
potions) and don't wear new equipment unless a Bless scroll is handy. Drinking
a Wither potion on the later floors will ruin your character.
Try to clear every floor. If you skip floors the end of the game will be much
harder. If you fight every battle you won't have to worry about running from
strong monsters, and you should reach level 16 by the end of the game.
Throw useless or harmful items at monsters. For example, the Freeze potion
paralyzes the target. Monsters will try to avoid letting you set up a throw,
however.
Obviously, you should collect items that will help in difficult situations.
When your hands are full you can drop something and pick it up again if you
change your mind.
Most of the rings are useful, but the best rings are the Ogre ring for
fighting and the Food ring for exploring.
Focus on offense. In other words, try to kill the enemy in as few ticks as
possible. Most monsters either have crippling added effects or strong attacks
which you really can't defend against.
The dragon doesn't actually do anything for you, other than occupy the space
behind you. This helps to avoid being attacked from behind.
Try to collect each of the blue swords if you can. If you have the correct
blue sword for a monster, always use it. It's better than any other weapon.
Don't even try attacking orbs/mysts without the right blue sword.
The Death blade and the Blood sword complement one another well.
Figure out where the hidden passages are. They are always revealed by
searching horizonally, never vertically. On later floors you may be forced to
find passages to proceed. You will learn the layouts eventually.
The eyeball enemies can ruin your equipment. While Norust scrolls and Mystic
armor will help against the blue eyeball, there is no defense against the
weapon rust of the red eyeball. However, since eyes move slow, it shouldn't be
a problem. Remember: Never let the red eyeball get an attack on you.
The blue and red ooze-type monsters sometimes divide instead of attacking.
Since they are very weak, you can exploit this for easy exp by waiting for them
to split and then harvesting them. The total amount of exp you can get from
this is not high, but it's enough to make a difference on the early floors.
It's possible to lose levels by using a Wither Rod or getting hit by a King
snail. Since the amount of MHP lost at level down is less than MHP gained at
level-up, and no PW is lost, you'll come out stronger by completing the round
trip.
When leveling down, exp is reduced to the minimum amount needed to reach the
previous level. So if a level 7 character is brought down a level, his exp is
set to 340. Since the exp required is much bigger at high levels, it's better
to try this at low levels.
8. Hacking table
The following table lists the addresses in RAM where key variables are stored.
Edit the contents of these addresses directly to manipulate the game. Or, use
this information to make Game Genie or PAR codes. Use the ID numbers given in
section 4 to place specific items for C900-C92F.
Unless otherwise specified, enter all values in hexadecimal. Multi-byte
quantities such as money need to be entered in reverse order (smaller digits
first). If you don't understand, search for a guide on basic hexadecimal
concepts.
If you try to put the game in an impossible state, such as placing a rod in
your potion list, the game is very likely to freeze up. Use common sense.
Address Function
C01A Floor (GG version)
C01C Floor (SMS version)
C617 Hit of equipped weapon
C618 PW of equipped weapon
C619 Evd of equipped armor
C61A AC of equipped armor
C620 Food, in decimal
C621-C622 Current HP, reverse order
C623-C624 Max HP, reverse order
C625-C626 Exp., reverse order
C62B-C62D Money, reverse order, in decimal
C62F Base PW
C630 Base AC
C632 Paralysis ticks left
C633 Sluggishness status
C634 Poison ticks left
C635 Blindness ticks left
C636 Dizziness ticks left
C63C Food timer
C63D Healing timer
C63E Continues spent
C900-C907 Swords
C908-C90F Armor
C910-C917 Books/Scrolls
C918-C91F Rods
C920-C927 Potions
C928-C92F Rings
Example: 00C901:0D would put a Blood sword in your second weapon slot.
CLOSING
This document is all my own work. Any questions, comments, corrections or
complaints should be addressed to the address below, with clear indication in
the subject line that the email is concerning this FAQ.
Given that I prefer to write for obscure titles, I enjoy hearing from people
who read my guides. If you've played the game and used the FAQ, feel free to
drop me a line and tell me what you think.