ARCANA
                              for the SNES
                     FAQ & Walkthrough v1.05b 9/28/02
                            by Peter Karsanow

What's new in this version:
  Changed the filename so it matches what's used on GameFAQs.
  Changed copyright.


New in 1.05a 5/14/02
  Changed how email addresses are written to make it tougher on
     harvester and spam-bots. Changed website URL.
New in 1.05 2/19/02
  Tony Green provided lots of element-related, chapter skip code,
     and Cursed item info
  Ken Lawler is back! The Ice Blade and other items apparently
     have elemental attributes. Call Amulet may go boom!
  Japanese version called "Card Master"
  More codes by Tony Hedstrom (link provided)
  Link to scans of the Nintendo Power stuff (includes maps)
  The Arcana message board on www.gamefaqs.com had a guy promising to
     work on a more detailed FAQ. Well, good luck to him. I won't be
     going back and playing Arcana again, just maybe adding more info
     like what's been in the past few revisions. I wish Brian012 all
     the best.
New in 1.04 1/07/02
  possibly helpful tip for first two bosses from Mira
  fixed a few typos, rewrote about being surprised
  more long line rewrapping
  fixed link to transcribed manual
  added warning about any character dying
  mention several items in manual not in game
New in v1.03a 3/17/01
  different email address & website
New in v1.03 4/02/00
  more re-wrapping
  maximum level is 60 (thanks to Dave Sands)
  better explanation of colored borders on cards (thanks to
     Ken Lawler)
New in v1.02 2/12/00
  fixed a few typos
  re-wrapped text for Notepad
  "over 60,000 gold" GG code from vgstrategies.about.com
  and Pro Action Replay codes from same site
  link for transcribed manual
New in v1.01 4/10/98
  Game Genie codes
  technical data
  Nintendo Power mention
  emulators
v1.00 (unknown date)
  initial release

This is an FAQ for the Super Nintendo Entertainment System (SNES) RPG
game Arcana, from HAL Inc.  Author is Peter Karsanow,
karsanow[AT}dellepro{DOT)com.  This document Copyright 2002 Peter
Karsanow.
The latest version of this file can be found on:
http://www.geocities.com/hentaihelper/p_rpgame.htm
as the file arcana.txt

Arcana is a non-real-time RPG. Movement occurs in steps or turns, and
combat also occurs in phases. No arcade action, or running and jumping
here. The graphics are reasonable, but minimally animated. Sound is
good. Story suffers the old translation blues, and there are annoying
jumps, but almost no spelling errors. This is the only RPG I've ever
seen with a first-person point of view that generates graphics for 45
degrees in each 90 degree turn, so it doesn't look so abrupt!

Technical data: 8 Mbits ROM, battery-backup 64 Kbits SRAM

Game released 5/92 by HAL Inc., covered in Nintendo Power volume 37.
Scans of the relevant pages are posted at:
http://www.desfunk.ca/pictures/scan/arcana/scan_arcana.html

The Japanese version of this game was named "Card Master".

No serious problems apparent using ZSNES or SNES9x emulator. :)

If you don't happen to have the manual with your cartridge, try:
http://www.world-of-nintendo.com/manuals/super_nes/arcana.shtml

Controls are:
direction control pad -
  in town, left and right will turn you and up enters a building or
     goes to the dungeon
  in a dungeon, up and down move you forward and backward, left and
     right turn you 90 degrees
  in menus, move the cursor
  in combat, choose a monster or character to affect
Start button - no function
Select button - move cursor on title New/Continue screen, otherwise no
  function
X, Y, L, R buttons - no function
A button - execute a selected option, bring up menu screen
B button - cancel option, exit menu screen, exit building in town

Rooks is the main character in the game. Others (Darwin, Axs, Selah,
Teefa) will come and go. Rooks also can call Spirits, but at the start
of the game can only call a Sylph (the weakest type). The Spirit takes
one spot in the party, Rooks takes another, and up to 2 other
characters fill out the total of 4 spots. At the start of the game,
you get Teefa. I'll warn you now that later on she will betray you, so
don't get too attached to her.

Start the game with 500 GP. I suggest you buy a Short Sword for Rooks,
a Dagger for Teefa, and a Small Shield for Rooks. Leave for the Balnia
Temple by pressing Up when you see the open gate - press left or right
to turn until you see it if you are elsewhere in the town (which is
basically 1 building in each direction). You need gold for better
equipment, so to build up levels and gold I suggest you spin in place
right next to the dungeon entrance/exit. Boring but relatively safe.
You may notice that the Sylph regenerates HP and MP, but the humanoids
don't. The downside is that the Spirits can't equip things, so they
can't really improve their attack or defense through equipment. Later
in the game, you will find yourself rotating through multiple Spirits
because they can be beaten up or destroyed quickly in combat. For now,
wait on exploring until you have Rooks to at least level 7, or can
afford good equipment (see list below). At level 7, the Sylph gets
Lightning 1, your best friend for the next few character and dungeon
levels.

The characters gain preset amounts of HP, MP, and increases to the
various attributes (I'm not sure if Agility is the same as Alertness)
with a level increase. New spells are sometimes learned, and the
Spirits can gain new spells when Rooks gains a level. Spirit
attributes increase when Rooks gains a level, although not always by
the same amount. The EXP value shown when you select Ability on the
menu screen is how many are needed for the next level.
When a character gains a level, any excess EXP from that battle are
lost.

The transcribed manual page mentions that you must keep ALL the
characters (which doesn't include Spirits) alive. If any die or fall
unconscious, it's Game Over. But if a Spirit loses all HP, you just
have to get it restored at a gypsy's tent.

There is an automap available as the Map option on the menu screen. It
is always centered on your current location, and can't be scrolled
around. The compass that is shown while you walk around is red at the
North end. On the automap, your direction is shown as an arrow.

Explore all the "dead ends". Chests are sometimes found there, but
only if you walk all the way to the end. On Balnia Temple 1F, I found
800 GP, a Silver Flask, Herbs and a Sleeping Bag.

The layout of the Inventory screen limits you to 8 piles of cards,
which include the Earth, Wind, Fire, Water, Null, and Fog cards, as
well as the Call Amulet.  You can have at most 9 in any pile. The
Earth, Wind, Fire, and Water cards can be used in combat as either 1,
2, or 3 cards at once, doing an elemental attack against all enemies.
They apparently equate to a spell by a Spirit of the same type, e.g. 2
Earth cards = Smash 2.
I don't recall using the elemental cards or the Call Amulet much. But
Ken Lawler (who also contributed to v1.03) warns that the Call Amulet
may backfire and cause damage to party members.

Once you have multiple cards, items, or equipment, you can rearrange
them in the Equipment or Inventory screens by selecting (A button)
one, then moving the cursor to the item you want to swap (blinking
line stays, solid line moves), then pressing A button again. The
"Separate" option for Equipment means un-equip.

When you are surprised by monsters, you may be turned around, and the
screen shows "Yikes!", plus the monsters get first attack on you. It
seems that the higher the highest Alertness value in the party (only
the active Spirit counts), the lower the chance of being surprised.

You can sell items back to the weapons shop for 1/2 price, or trade
them in when you buy something, but still 1/2 price.

"Mira" (mira[AT}gamefreaks{DOT)ph) says that both the Stone Guardian
and Iron Guardian have green borders, i.e. the Earth attribute,
making them weak against Wind. If that's true, you can have Sylph
change your attribute to Wind so you do more damage when attacking.

After you fight the Iron Guardian in Balnia Temple 2F, be prepared
before you go through the doors past there. You will go through an
automatic sequence and lose Teefa and get Salah. It doesn't matter how
you answer the question. You don't have to remove the equipment from
Teefa before the combat. Your Sylph will also be "broken" and you will
have to either heal it or call another. Healing it costs 100 at the
gypsy's tent - suggested. Salah starts at Rooks' level - #? (was 9 for
me). Welcome to Chapter 2.

I don't know why, but the first two squares in Draven Pass are safe
from random encounters. And because of those cheap Bees, it's tough to
get money for new equipment around here. Again, there are goodies in
the dead ends. Before you get to the end of Draven Pass, you see "The
Man" fighting some monsters. Later on you will get him as Darwin, but
not now.

You may notice that the Sylph's Lightning 1 spell doesn't do full (13)
damage to all monsters. The manual for the game goes on about
Attributes and such, but the trick to remember is: look at the colored
border for the monster "card".
 Yellow - Wind  - 1/2 damage  - [Sylph], Gurgeon, Bee
 Green  - Earth - full damage - Slime, Hound
 Blue   - Water - full damage - Thief, Trunkman
 Red    - Fire  - 1/4 damage  - Saurian, Cyclops
 Gray   - ?     - ?           - Fighter, Warlock
Something similar goes for the other Spirits when you get them.
Although towards the end of the game, the most damage comes from
Darwin and Rooks doing sword attacks rather than any Spirits' magic.

What's going on with the colored borders on the cards? Well, those
indicate the monster's element. I'll let Ken Lawler
(Lawler14[AT}sluggy{DOT)net) explain the rest:
The card borders around a character/monster indicate what element it
is affiliated with, and therefore it's strength/weakness (Both offense
and defense!):
White: none / Average damage from all types
Yellow: Air / Great vs. Earth, Average vs. Water and Air, Bad vs. Fire
Red: Fire / Great vs. Air, Average vs. Earth and Fire, Bad vs. Water
Blue: Water / Great vs. Fire, Average vs. Air and Water, Bad vs. Earth
Green: Earth / Great vs. Water, Average vs. Fire and Earth, Bad vs. Air
Gold: ??? (I haven't figured this out, however the only monster with a
gold border is the final boss)
For example, if you meet two monsters with a red border and two with a
white border in battle, then Marid (the Water Spirit) would be the
best choice.
Thanks Ken! And I guess Gray is just my dirty TV screen showing
White.
Actually, Tony Green says that Gray means it's "Man" or Neutral. The
characters are this element, as are some monsters, and spells are of
average effectiveness against them. If you change their element with
a spell, they then attack and defend with those attribute(s). The
Gold border, which only the final boss Rimsala has, can be
considered All Elements; thus spells are nearly useless against
Rimsala. The Attribute spells (see list below, or the manual)
combine several elements into one blast. Attribute 11 is the best,
doing the most damage; naturally Rimsala favors it in combat against
you. Of course, the Spirits that Rooks commands do the expected
elemental damage with their basic attack, so you don't HAVE to
exploit an enemy's elemental weakness by using MP (or cards).

After you defeat the Cyclops in the Forest of Doubt, Darwin joins,
starting at 3 levels higher than Rooks. Rather than pressing on from
there, unless you have already bought equipment for Darwin you should
go back to Dorah to get some.  Again, it doesn't matter how you answer
the question. Note that while Darwin is in the party, you still get
the same amount of experience for monsters. Same experience for 1 to 4
characters in party...

I noticed that the other squares where you can see the light-colored
fog are also safe from random encounters. These occur at the
boundaries between different outdoor maps, like Forest of Doubt and
Crimson Valley.

In the Crimson Valley, once you get to the "third level" of passages,
the one to the south leads to the Efrite, where Rooks gains the Fire
Spirit but Darwin just suddenly leaves. Notice that the Efrite's HP
Restore is a combat spell! Switch between your 2 Spirits (or none at
all) with the Call command. In combat, Rooks using Call first doesn't
prevent him from doing other things like Attack.

When the little figures are walking between a town and a "dungeon"
area, you can press any button to skip the animation. That green thing
on Axs' side, but only in one direction, is his shield.

When Rooks goes up a level, any Spirits not currently in use (Efrite
if Sylph is in play) automatically gain HP and/or MP if they were full
up already, but the Spirit currently in use has to regenerate up to
the new numbers. A Spirit not in use regenerates as if it were in use.
Part of successful play against tougher monsters is switching between
Spirits when one needs to regenerate HP and/or MP.

After the Crimson Valley, you go back into the Forest of Doubt, this
time with some different monsters, and a Tent to be found. Explore the
entire thing, and make your way to the exit. Reinoll explains what the
rest of the game will be about: getting all 4 Spirits, and 3
Treasures - the Crystal Sword, Spirit Sword, and Enchanted Jewel.
Salah is kidnapped by Ariel, then you have to fight Zerel.

After beating him, you go on to Chapter 3. Back in Doraf, you now have
to head out to the Ice Mine both to meet Axs and find the Enchanted
Jewel. Just you and a Spirit. You will not enjoy this! Those Mages and
Undead are a real pain!
The Icicle Dungeon is below the Ice Mine. I strongly suggest you buy
better equipment from the weapons store before you go too far in
there. The monsters are worth quite a bit of money, so you should be
able to afford a night at the Inn and still save for better equipment,
if you're careful. I found that the Sylph's "Paralyze All" spell, when
it worked, made things a lot easier. Can't explain how monsters can
dodge when they're paralyzed though.

Strangely, some weapons are better than they were earlier in the game,
while others are the same. In general, the most expensive weapon that
a character can use is the most effective. Same goes for armor. The
variations may be due to changes in Rooks' statistics. However, the
Ice Blade doesn't do as well against some monsters as you'd expect.
Ken Lawler tells me that's because it has a Water attribute, and most
of the Chapter 3 monsters are Earth. As you'd expect, the Firebrand
sword is Fire, and the Earth Plate armor is Earth. The Spirit Sword
may have an elemental attribute, but Ken wasn't sure. I wouldn't be
too surprised about the Lightning Sword and Fire Blade too.

Efrite's "Confused All" spell is not as useful as Sylph's "Paralyze
All" by a long shot. A confused monster may attack other monsters or
even itself, but as you kill the other monsters, it eventually will
probably attack you anyway. But a paralyzed monster just stands there
(even the animation stops) so you can beat on it with impunity.

I didn't feel comfortable venturing far into the Ice Mine / Icicle
Dungeon area until Rooks was level 24. To get to Axs the quickest,
from the Ice Mine entrance go to the right, down the first stairs,
follow the corridor to the stairs up, and once in the Ice Mine again
go to the 4-way and head south. Take the first corridor to the left,
and Axs is just around the next corner! The Unpetrify spell mentioned
doesn't come out of your MP. Now that you have Axs, unless you have
the best equipment for him already in your inventory, head back and
buy it. Be a whirling dervish at the Ice Mine entrance if you need
more money. Axs is the same level as Rooks when you find him.

I wonder how Rooks or other characters can make the "is that the best
you can do?" comment when asleep.

You are also safe from random encounters when you are in the same
square as a Treasure Box, even if empty. I used this one a lot to
regenerate my Spirits, or even take time out to rebuild Rooks' and
Axs' HPs without using their MPs (have the Efrite do the HP Restore
and ignore any damage the characters take, although best results when
only one enemy, not a spellcaster, remains).

Below the Icicle Dungeon is the Polar Dungeon. The whole complex is 3
levels, but there are stairways up and down and lots of twisty
passages all alike. The "good" stuff is found if you keep going beyond
where you found Axs. I used the "keep your right hand on the wall"
routine, and it worked rather well until I got to a large room on the
Ice Mine level with a "C"-shaped thing in the middle - it's after two
"halls of goodies" (2 hallways on Polar Dungeon level where each
alcove has a Treasure Box in it). There are a few other "islands"
in the vicinity as well - the problem with that "hand on the wall"
method. Trust me, you don't miss anything by using left instead of
right - all you miss is a silly spiral thing with no Treasure Box at
the end.

A character's Attack rating is based on equipment and Strength, a
character's Defend rating is based on equipment and Endurance.

Here's how you get out of the Ice Mine complex. You can follow the
"right hand on the wall" rule, but look for an east-west corridor near
the center of the top (Ice Mine) level. If you followed the rule
correctly, you will go down one stair on the east end of the corridor,
and come up another at the west end. If you followed the rule
strictly, you'd never go down the stairs in the middle! Those lead to
an "H" shaped area on the Icicle Dungeon level where you will find a
Hydra if you go North from the stairs. Beating the Hydra will have Axs
grant you the Marid (Water Spirit) - which I'd have beaten out of him
if I'd known...  Apparently the little area on the Polar Dungeon level
is "safe", at least until you go through the doors. There you fight
Sauza, without Axs or Salah (the weasels!).  I stuck to having the
Spirits throw combat-helpful spells like "Offense Impair", rather than
Flame 3, and just let Rooks beat on her, and had the Efrite restore
HPs when they started getting low.

Chapter 3 ends, 4 begins. After the combat, you, Axs, and the Spirits
are completely restored. You end up in the Elf Village, and Axs
rejoins you. Remember to equip him before you go into combat! Lots of
shiny new things at the store here. The monsters have lots of gold
too!

I was never really forced to use any miscellaneous items or cards,
except that all the Honeys that increase attributes went to Rooks as
soon as I found them. I've also been buying various Honey items and
giving them all to Rooks, once I have the best equipment available,
and keeping a reserve amount of GP for emergencies.

I was able to explore an awful lot of the Ice Mine complex in one
trip, and beat the Hydra and Sauza, without coming out. Once you can
use the Spirits to keep the other characters going, you can stay in
there a LONG time.

I didn't have very good results with the Ice Blade in the Ice Mine,
but back then it said it was +75 to Attack. Once in the Elf Village,
it now says it's +81!  Other weapons that are different are Short
Sword now +22, Long Sword now +36, Broad Sword now +52, Battle Axe now
+48 for Rooks and +47 for Axs, Scimitar now +67 for Rooks and +65 for
Axs - same for both Rooks and Axs otherwise. Battle Hammer for Axs
only now +69. Defense items are stable though for both. I'm going to
keep reporting the value I get when I can first buy an item, and add
notes in the store listing only when two characters differ.

If you wander around Stavery 1F and 2F (I used the left hand rule this
time), you meet Darama (says Darah during combat). This was one of the
easier ones! And you get the Earth Spirit Dao. Not much MP, but lots
of HP. Going left is better this time, because you get to go to the
few chests on 2F before you fight D or get to the door on 2F that you
can't open (yet). Completely explore what you can get to, then go back
to the Elf Village. Now Salah will join you again, this time 3 levels
below Rooks. Go buy her the best equipment you can. When you're ready,
go back to that door on 2F. By the way, for Salah the Short Sword is
now +20.
Tony Green points out that the Dao's Petrify All spell will work
nearly always against Water enemies.

To avoid being surprised so much, I've been using Efrite because it
has the highest Alertness. Seems to help...

Salah will get you through the door at Stavery 2F. Explore all the way
to the back here, because at the very end is a chest with the Shaman
Robe inside for Salah (armor Defend+56). There is a Demon Axe (weapon
Attack+120) on 3F for Axs.  And if you didn't get Salah a Wish Wand,
there's one on 3F too. The Demon Mail (armor Defend+81) and Demon
Shield (shield Defend+35) for Axs are on 5F.

At this point I found out that you are limited to 32 equipment items,
so I had to sell old stuff I was keeping. Sorry, no more Dagger!

Note that Stavery 1F, 2F, 3F and 4F are all on the same map. They all
have the same monsters too.

Midway through Stavery 4F, the Dao turns around and fights you again
with help (Darah and Barah). Winning gets you the Earth Spirit again,
same as before.

The "Weapons" option in combat is normally useless, until you get
certain equipment items that cast spells. The ones I've found so far
are:
  Demon Axe       - Axs          - Smash 3
  Wish Wand       - Salah        - Water 2
  Magic Shield    - Salah        - Sleep
  Elder's Staff   - Salah, Teefa - Sleep All
  Demon Shield    - Axs          - Lightning 2 on one foe
  Magic Gauntlet  - Teefa        - Wall All
  Staff of Wisdom - Teefa        - Confused All
  Spirit Staff    - Teefa        - Lightning 2
  Desiree         - Darwin       - Confused
  Moon Gauntlet   - Darwin       - Stomp All
  Magic Sword     - Rooks        - Sleep
  Crystal Sword   - Rooks        - Heal 1 (105 HP)
  Caesar Shield   - Rooks        - Defense Impair All
  Grand Shield    - Rooks        - Attribute #? (ltng fire & rocks)
  Spirit Gauntlet - Darwin, Teefa - Accuracy Increase All
  Giant Sword     - Rooks        - HP Restore All (62-65 HP)
Can somebody please check the "Firebrand" for me?
Promising items like "Ice Blade" and "Fire Blade" didn't do anything.

Even if you want to pass it by, the game automatically makes you go
through the door on Stavery 7F. And again Rooks and a Spirit are
deserted by Axs and Selah. Fight Ariel and win, and Galneon shows up
to finish Ariel off. Now you have to go on to 8F without Axs and
Selah.

Stavery 5F, 6F, 7F, and 8F are all on the same map, but the monsters
aren't the same on all 4. 5F and 6F have one batch of monsters, 7F and
8F have another.

Just when you are thinking you can't go much further on 8F, you are
joined by Darwin. To avoid the STUPID mistake that I made, make sure
you buy a weapon (Dragon Blade) for Darwin BEFORE you go in to 7F.
Darwin was 3 levels higher than Rooks when he joined.

On Stavery 10F there is a Golden Sword, but it's a lousy weapon, and
the Rococo Armor, almost useless. Sell 'em?

Maximum gold you can carry is 65535. If you reach that amount while in
a dungeon, you might as well "Home" out and spend it on Honeys for
Rooks, unless there is still better equipment you haven't bought yet.

On Stavery 11F you meet Galneon again, at the "narrows" on the map.
Fight Teefa, but at least this time you have Darwin to help. She's not
much of a challenge, but you lose Darwin after the combat. Hopefully
you can make it through to the last floor by yourself! Thankfully 12F
is short, but the combats seem to occur every few steps. Through the
doors is Galneon. Axs and Selah show up, but Axs pushes you out the
door with Selah, and a lot of shaking goes on behind the doors. Shaft
of light into the sky, bolts of lightning, etc. Chapter 4 ends,
and you start Chapter 5 (the last one) in Bintel Castle. Darwin and
Teefa join you. Darwin is still 3 levels ahead of Rooks, Teefa is the
same level. Rooks, all the Spirits, Darwin, and Teefa are all fully
healed. But you have to supply equipment for Darwin and Teefa. Nice
stuff at the local store!

Bintel Castle isn't quite the last dungeon in the game, but it's close.
The central hallway where you enter is "safe". Find "Desiree" at the
end of the corridor in the SE area of the dungeon. Find the "Robe of
Valor" at the N end of the corridor in the E area, which also appears
to be "safe". Find the "Spirit Staff" at the N end of the W area,
again apparently "safe". There is nothing in the N area except empty
rooms and monsters.

There is a way N from the NE area to meet and fight Karul, Ariel's
(other) apprentice. You then get the Crystal Sword. Once past that
point, you get all kinds of dragons instead of just the Cloud Dragons
in the NE area. The Tunnel entrance is near the end of the series of
rooms. The route from the NE area is:
N, N, W, W, W, W, N, E, if you count each 3x3 room as one.

The "A Tunnel" area branches around a lot, but there are some nice
items to be found. If you follow the "right hand rule" you will
eventually come to Galneon, and he's apparently gone wacko. Fight him
once and get the Enchanted Jewel. Then fight him a second time and get
the Spirit Sword. Now follow the corridor to the right for stairs up
to Stavery 1F (not again!).

If you're like me, and you "Home"d out sometime, and need directions
through the "A Tunnel" dungeon, the following are what direction you
head at each of the intersections between the stairs in and the stairs
out to Stavery 1F:
N, W, W, N, E, W, N, E.
But I strongly suggest you completely explore it once, because there
are some nice things in those boxes.

This isn't the same Stavery you went through before. The monsters are
proof. Like the previous Stavery, 1F through 12F are on the same map,
but 1F to 4F have different colored walls than 5F to 8F, or 9F to 12F.
And it really is "Grand armor" with a lowercase "a". Don't worry about
the Red and Blue Guardians who show up momentarily on 10F, Axs and
Selah appear and take care of them for you. Same thing with Tiamat on
11F, but this time Darwin and Teefa go away.

Finally you are at a door on Stavery 12F. I'd get ready if I were
you... Fight a strange 4-dragon thing named Rimsala once, and as long
as you don't let it kill you, the game suddenly has Rooks make a
speech that sounds like a spell.
But it doesn't work, Rimsala --almost-- kills Rooks, and when all hope
seems lost, the great hero Fanas (who?) revives Rooks and puts the 3
items (2 swords and jewel) together, and you fight Rimsala for real.
One major annoyance is that the "revive" apparently sets all your
Spirits to the HP of the one you were using at the end of the first
Rimsala battle - which can be a major pain if that was a low one!

Keep whacking away with Rooks' Giant Sword, and have the Spirits cast
any helpful defense spells once, then as long as their MP's last,
either throw offensive or healing spells. Finally, Rooks will make
that little speech again, but this time it works.
Multiple lightning bolts are shot at Rimsala and the top of the
Stavery Tower (same graphics as used earlier really). Then you'll get
an endgame speech about how 10 years later everything is peaceful, and
finally a picture of the land of Elemen from the side with animated
clouds, then a card that spins around along with some music. The
game's credits are shown scrolling over the card as it spins, which
shows game characters on the face sometimes.

                     SPELLS GAINED AT LEVEL ADVANCEMENT
Level Character  Spell (MP cost, name, effect)                   Combat only?
----- ---------  ---------------------------------------------   ------------
 2   (Sylph)     4 Change Attr. to Wind, characters now Wind            Y
 2    Teefa     16 Heal 1, restores some (84) HP                        N
 3    Rooks     24 Heal 2, restores 181-189 HP                          N
 4    Teefa     13 Paralyze, paralyzes selected enemy                   Y
 5    Teefa     32 Flee, a retreat to regroup                           Y
 6    Rooks      4 Attack Impair, lowers strength of enemy attack       Y
 7   (Sylph)     8 Lightning 1, all enemies attacked by lightning       Y
 7    Teefa     10 Attribute 1, effective vs. Earth & Water             Y
 9    Rooks      4 Unpetrify, reverses a Petrify spell                  N
(9)   Salah*    16 Heal 1, restores some HP                             N
                23 Attribute 6, effective vs. Fire & Wind               Y
                20 Attribute 3, effective vs. Water & Fire              Y
                32 Flee, a retreat to regroup                           Y
10   (Sylph)     5 Dodge All, your Avoidance increased                  Y
10    Teefa     15 Attribute 2, effective vs. Earth & Fire              Y
10    Salah     10 Defense Impair All, decreases enemies' defense       Y
13    Rooks      4 Defense Impair, decreases an enemy's defense         Y
13    Salah     15 Attribute 4, effective vs. Earth & Wind              Y
14   (Sylph)    14 Lightning 2, all enemies attacked by lightning       Y
15    Rooks      8 Home, can return to town quickly                     N
(16)   Darwin*   16 Heal 1, restores some HP                             N
                15 Attribute 2, effective vs. Earth & Fire              Y
                10 Sleep, puts selected enemy to sleep                  Y
                 4 Offense Impair, decreases enemy's attack accuracy    Y
16    Salah     24 Heal 2, restores more (181-189) HP                   N
17    Rooks     50 Restoration of Spirit, restores all your Spirits     N
(17)  (Efrite*)   4 Change Attribute to Fire, characters now Fire        Y
                 8 Flame 1, enemies attacked by Fire                    Y
                 5 Stomp All, your attack strength is increased         Y
                14 Flame 2, enemies attacked by Fire                    Y
                30 HP Restore, restores (100-105) HP                    Y
18   (Sylph)    23 Paralyze All, paralyzes all enemies                  Y
19    Darwin    20 Attribute 5, effective vs. Water & Wind              Y
20    Rooks     42 Heal 3, restores all HP                              N
     (Efrite)   20 Confused All, confuses all enemies                   Y
(21)   Axs*       4 Offense Impair, decreases enemy's attack accuracy    Y
                16 Heal 1, restores (81-84) HP                          N
22   (Sylph)    20 Lightning 3, all enemies attacked by lightning       Y
23   (Efrite)   20 Flame 3, all enemies attacked by Fire                Y
25    Rooks     10 Confused, prevents logical thinking in one enemy     Y
25    Axs       32 Flee, a retreat to regroup                           Y
(28)  (Marid*)    4 Change Attribute to Water, characters now Water      Y
                 8 Water 1, enemies are drowned                         Y
                 5 Accuracy Increase All, attack accuracy increased     Y
                14 Water 2, enemies are drowned                         Y
                30 HP Restore All, restores (60-63) HP to all in party  Y
                20 Sleep All, puts all enemies to sleep                 Y
                20 Water 3, enemies are drowned                         Y
                10 Restore All, restores you to original condition      Y
29   (Sylph)    25 Chaos Wind, a powerful wind sweeps enemies away      Y
(29)   Salah*     7 Accuracy Impair All, lowers all enemies' accuracy    Y
                 7 Offense Impair All, decreases all enemies' accuracy  Y
                 7 Attack Impair All, lowers enemies' attack strength   Y
                20 Heal All 1, restores 81-84 HP to all on your team    Y
30    Rooks     50 Ruinous Mission, Spirit sacrificied to protect you   Y
     (Efrite)   25 Destroy, attempts to shock monsters to death         Y
30    Axs       10 Sleep, puts selected enemy to sleep                  Y
(31)  (Dao*)      4 Change Attribute to Earth, characters now Earth      Y
                 8 Smash 1, throw stones at enemies                     Y
                 5 Wall All, defense of all increased                   Y
                14 Smash 2, throw stones at enemies                     Y
                23 Petrify All, turns all enemies to stone              Y
                20 Smash 3, throw stones at enemies                     Y
                25 Entomb, buries enemies                               Y
33    Salah     24 Attribute 8, effective vs. Earth & Water & Wind      Y
35    Rooks     40 Call Wind Spirit, summons Wind Spirit                Y
36    Rooks     40 Call Fire Spirit, summons Fire Spirit                Y
37    Rooks     40 Call Water Spirit, summons Water Spirit              Y
38    Rooks     40 Call Earth Spirit, summons Earth Spirit              Y
(41)   Darwin*    7 Defense Impair All, decreases enemies' defense       Y
                 7 Attack Impair All, lowers enemies' attack strength   Y
                 4 Accuracy Impair, lowers enemy's accuracy             Y
                24 Attribute 7, effective vs. Earth Water & Fire        Y
(41)   Teefa*    20 Attribute 5, effective vs. Water & Wind              Y
                40 Heal All 2, restores 121-126 HP to all on your team  N
                30 Attribute 9, effective vs. Earth Fire & Wind         Y
                24 Heal 2, restores some HP                             N
                 7 Attack Impair All, lowers enemies' attack strength   Y
                30 Attribute 10, effective vs. Water Fire & Wind        Y
                40 Attribute 11, effective vs. all four elements        Y

[names in () are Spirits, who use Rooks' level
names with * and/or level # in () are when they first enter party]

There are apparently other spells in the ROM, but I didn't see them
with everybody in the party below level 50. Two of the nicer ones
should let you designate a point in a dungeon that you can teleport
to from either a town or elsewhere in a dungeon.
But according to Dave Sands (dasands[AT}rochester.rr{DOT)com), the
maximum level in the game is 60, and there are no other spells beyond
those listed above. I guess that means the spells that I found in the
ROM weren't implemented because they would affect game balance too
much. It's been done in other games...

           MONSTERS (listed in order they were first encountered)
Name            EXP  GP  HP          COLOR
--------------  ---  --  ----------  -----
==Balnia Temple 1F near entrance==
Slime             1   4  3           Green
Goblin            4   6  4           Green
Hound             4   5  10          Green
Saurian           6  15  >6 <=15     Red    (rare)
==Balnia Temple 1F elsewhere - the above plus...==
Pilferer          3   2  <=5         Blue
Thief             3   5  >5 <=8      Blue
Lupus             5  30  >18 <=20    Green
==Balnia Temple 1F unique fixed encounter==
Stone Guardian   15 100  >221 <=229  None?
==Balnia Temple 2F==
Slime             1   4  3           Green
Lupus             5  30  >18 <=20    Green
Gurgeon           7   6  16          Yellow  [cast Lightning 1]
Saurian           6  15  >6 <=15     Red
Ogre              5  12  <=12        Blue
Hound             4   5  10          Green
Lizard            5   5  20          Red
Thief             3   5  >5 <=8      Blue
Jell              2   7  6           Red
==Balnia Temple 2F unique fixed encounter==
Iron Guardian    30 100  >264 <=303  None?
==Draven Pass==
Goblin            4   6  4           Green
Bee               5   1  21          Yellow
Gurgeon           7   6  16          Yellow  [cast Lightning 1]
Slime             1   4  3           Green
Sauropod         10  21  35          Red
Thief             3   5  >5 <=8      Blue
Jell              2   7  6           Red
==Forest of Doubt==
Trunkman         20  30  >28 <=31    Blue
Flytrap           9   5  >18 <=20    Green
Bee               5   1  21          Yellow
Gurgeon           7   6  16          Yellow  [cast Lightning 1]
==Forest of Doubt unique fixed encounter==
Cyclops          50 300  >188 <=203  Red
==Crimson Valley==
Sauropod         10  21  35          Red
Gurgeon           7   6  16          Yellow  [cast Lightning 1]
Assassin         30  45  33          Blue    [cast Water 1]
Jell              2   7  6           Red
==Crimson Valley unique fixed encounter==
Efrite           70   2  >251 <=254  Red     [cast Flame 2]
[Rooks gains Fire Spirit, and Darwin leaves]
==Forest of Doubt (II)==
Huetree          10  22  <=35        Green
Wolfsbane        12   6  <=34        Blue
Bee               5   1  21          Yellow
==Reinoll's unique fixed encounter==
Zerel           100 400  >418 <=456  None?
==Ice Mine==
Mage             20  40  53          Gray    [cast Flame 1]
Fighter          35  30  34          Gray
Undead           18  13  >66 <=68    Green
Skeleton         15  34  40          Green
Witch            15  45  28          Gray    [cast Water 1]
Raiton           15  52  >38 <=40    Yellow
Hobgoblin        10  25  >35 <=42    Gray
Jeru              7  17  30          Blue    [cast Sleep]
==Icicle Dungeon==
Skeleton         15  34  40          Green
Fighter          35  30  34          Gray
Bajis            15  30  >39 <=45    Green
Manteco          15  30  >22 <=34    Yellow  [cast Lightning 2]
Jeru              7  17  30          Blue    [cast Sleep]
Hobgoblin        10  25  >35 <=42    Gray
Witch            15  45  28          Gray    [cast Water 1]
==Polar Dungeon==
Undead           18  13  >66 <=68    Green
Deep One         13  25  >54 <=56    Blue
Ramia            15  55  36          Gray
Warlock          25  42  >16 <=40    Gray    [cast Smash 1]
Bone             10  19  >31 <=33    Green
Troll           100 220  >42 <=65    Gray
==Icicle Dungeon unique fixed encounter==
Hydra           300 500  >~600       Red     [cast Flame 3]
==Polar Dungeon unique fixed encounter==
Sauza           500 600  >741 <=785  Gray?
==Stavery 1F, 2F, 3F, 4F==
Bugbear          50 100  60          Gray
Warlock          25  42  >16 <=40    Gray    [cast Smash 1]
Knight           25 280  80          White
Vampire Bee      50  70  >69 <=71    Yellow
Jara             15  50  >48 <=56    Green
==Stavery 1F unique fixed encounter==
Darah           700 550  >423 <=609  Blue    [cast Smash 1]
==Stavery 4F unique fixed encounter==
Darah             -   -  >385 <=536  Blue
Barah          1500 1150 >787 <=841  Red?
==Stavery 5F, 6F==
Dragonian        60 100  >111 <=121  Gray
Warlock          25  42  >16 <=40    Gray    [cast Smash 1]
Bugbear          50 100  60          Gray
Rilus            32 120  >109 <=111  Gray
Ghost            60  80  >99 <=100   Yellow  [cast Sleep All]
==Stavery 7F, 8F==
Reach            40 120  >82 <=84    Yellow  [cast Sleep]
Fult             70  70  >64 <=73    Green
Rilus            32 120  >109 <=111  Gray
Merlini          30  90  >93 <=95    Gray    [cast Flame 2]
Nostrus          40 100  >22 <=59    Gray    [cast Lightning 2]
==Stavery 7F unique fixed encounter==
Ariel           100   1  >718 <=809  none/Gray-Red?
==Stavery 9F, 10F==
Reach            40 120  >82 <=84    Yellow  [cast Sleep]
Aurane           60 120  >66 <=113   Blue    [cast Water 3]
Dragonian        60 100  >111 <=121  Gray
Ghost            60  80  >99 <=100   Yellow  [cast Sleep All]
Merlini          30  90  >93 <=95    Gray    [cast Flame 2]
==Stavery 11F==
Nostrus          40 100  >22 <=59    Gray    [cast Lightning 2]
Green Dragon    150 250  >255 <=278  Green   [cast Smash 3]
Aurane           60 120  >66 <=113   Blue    [cast Water 3]
Merlini          30  90  >93 <=95    Gray    [cast Flame 2]
Giant           100 200  >173 <=186  Gray
Blue Dragon     140 300  >220 <=251  Blue    [cast Water 3]
==Stavery 11F unique fixed encounter==
Teefa           100   1  >327 <=406  none/Gray&Red [cast Sleep All]
==Stavery 12F==
Giant           100 200  >173 <=186  Gray
Merlini          30  90  >93 <=95    Gray    [cast Flame 2]
Blue Dragon     140 300  >220 <=251  Blue    [cast Water 3]
Knight           25 280  80          White
Green Dragon    150 250  >255 <=278  Green   [cast Smash 3]
==Bintel Castle==
Blue Dragon     140 300  >220 <=251  Blue    [cast Water 3](SW area)
Shaman           95 200  >179 <=186  Gray
Wizard          200 250  >101 <=117  Gray    [cast Attribute 10]
Sword Master     60 200  >176 <=181  Gray
Green Dragon    150 250  >255 <=278  Green   [cast Smash 3](SE area)
Red Dragon      300 300  >251 <=255  Red     [cast Fire 3](NW area)
Cloud Dragon    400 350  >229 <=242  Yellow  [cast Lightning 3](NE area)
==Bintel Castle unique fixed encounter==
Karul           990 872  >685 <=791  none/Gray-Blue
==A Tunnel==
Medusa          230  59  >85 <=129   Green   [cast Attribute 7 All]
Cyclops          90 100  >199 <=204  Gray
Sphinx           50 210  >199 <=207  Green   [cast Smash 3]
Giant Bee        90  95  >86 <=98    Yellow
Wizard          200 250  >101 <=117  Gray    [cast Attribute 10]
Sword Master     60 200  >176 <=181  Gray
Shaman           95 200  >179 <=186  Gray
Desurin          50 100  >138 <=161  Green
Raenon          100 110  >117 <=180  Yellow  [cast Attribute 1]
==A Tunnel unique fixed encounter==
Galneon    (1)  750 933  >590 <=659  none/Gray-Purple  [first time]
Galneon    (2)  950   1  >874 <=941  none/Gray-Purple  [cast Attribute 9 All]
==Stavery 1F through 5F==
Medusa          230  59  >85 <=129   Green   [cast Attribute 7 All]
Minotaurus      100 100  >206 <=218  Gray
Bali            150 120  >194 <=219  Red     [cast Lightning 3]
Queen Bee       230  35  >149 <=182  Yellow  [cast Sleep All]
==Stavery 6F==
Minotaurus      100 100  >206 <=218  Gray
Bali            150 120  >194 <=219  Red     [cast Lightning 3]
Queen Bee       230  35  >149 <=182  Yellow  [cast Sleep All]
==Stavery 7F==
Desurin          50 100  >138 <=161  Green
Medusa          230  59  >85 <=129   Green   [cast Attribute 7 All]
Phantom          95  50  >150 <=400  Green   [cast Attribute 8]
==Stavery 8F==
Desurin          50 100  >138 <=161  Green
Minotaurus      100 100  >206 <=218  Gray
==Stavery 9F==
none?
==Stavery 10F==
Shaman           95 200  >179 <=186  Gray
==Stavery 11F==
Desurin          50 100  >138 <=161  Green
==Stavery 12F==
Bali            150 120  >194 <=219  Red     [cast Lightning 3]
Desurin          50 100  >138 <=161  Green
Phantom          95  50  >150 <=400  Green   [cast Attribute 8]
Medusa          230  59  >85 <=129   Green   [cast Attribute 7 All]
==Stavery 12F unique fixed encounter==
Rimsala         N/A N/A  >1403 <=1533 Brown  [first time]
Rimsala         N/A N/A  >3222 <=3375 none?  [second time]


                   EQUIPMENT
Name              Type      Who   Cost  Effect
---------------   ------   -----  ----  -----------------------
[available in Galia, the starting town]
Dagger            weapon   RDAST   100  Attack+8
Short Sword       weapon   RDAST   200  Attack+19 (20 for Darwin)
Long Sword        weapon   RD      500  Attack+31
Broad Sword       weapon   RD     1000  Attack+45
Staff             weapon      ST   150  Attack+15
Whip              weapon      ST   170  Attack+21
Soft Leather      armor    RDAST   100  Defend+7
Hard Leather      armor    RDAST   300  Defend+11
Ring Mail         armor    R AS    500  Defend+15
Robe              armor       ST   150  Defend+9
Small Shield      shield   R AS    180  Defend+3
Talisman          charm     D  T   300  Defend+3
[available in Doraf, second town]
Short Sword       weapon   RDAST   200  Attack+19 (20 for Darwin)
Long Sword        weapon   RD      500  Attack+31
Broad Sword       weapon   RD     1000  Attack+45 or 46
Memory Wand       weapon      ST   700  Attack+33
Mage Staff        weapon      ST   400  Attack+27
Flying Axe        weapon   RDA     450  Attack+28
Chain Whip        weapon      ST   850  Attack+34
Mace              weapon     AS   1000  Attack+46 (or 47 for Axs)
Ring Mail         armor    R AS    500  Defend+15
Scale Mail        armor    RDAS    700  Defend+23
Chain Mail        armor    R AS   1000  Defend+31
Breast Mail       armor     D     1500  Defend+33
Small Shield      shield   R AS    180  Defend+3
Large Shield      shield   R AS    300  Defend+7
Talisman          charm     D  T   300  Defend+3
Rune Gauntlet     charm     D  T   500  Defend+7
[available in Doraf after Reinoll & Zerel]
Long Sword        weapon   RD      500  Attack+34
Broad Sword       weapon   RD     1000  Attack+48
Scimitar          weapon   RDA    1500  Attack+62 or 63
Ice Blade         weapon   RD     2000  Attack+75 (not as good as it says?)
Firebrand         weapon      S   1000  Attack+  ?
Flail             weapon     AS   1300  Attack+  ?
Battle Hammer     weapon     A    1200  Attack+68
Battle Axe        weapon   R A    1700  Attack+46
Breast Mail       armor     D     1500  Defend+33?
Breast Plate      armor    RD S   2000  Defend+39
Seam Mail         armor    R AS   3000  Defend+47
Plate Mail        armor    R A    4500  Defend+57
Silver Robe       armor       ST   750  Defend+39?
Large Shield      shield   R AS    300  Defend+7
Spike Shield      shield   R AS    750  Defend+15   (no Attack+)
Iron Shield       shield   R AS   1000  Defend+23
[available in Elf Village]
Undead Blade      weapon   R      3000  Attack+97
Fire Blade        weapon   R      5000  Attack+113
Dragon Blade      weapon   RD     7500  Attack+126 (130 for Darwin)
Elder's Staff     weapon      ST  4500  Attack+77 [casts Sleep All]
Wish Wand         weapon      S  10000  Attack+86 [casts Water 2]
Blackthorne Whip  weapon      ST  5500  Attack+39
Battle Axe        weapon   R A    1700  Attack+47
Great Axe         weapon     A    4800  Attack+70
Morning Star      weapon     A    6000  Attack+88
Plate Mail        armor    R A    4500  Defend+57
Mithril Chain     armor    R A    5000  Defend+59
Mithril Plate     armor    RD     7500  Defend+63
Mithril Mail      armor    R A   10000  Defend+71
Silver Robe       armor       ST   750  Defend+39
White Robe        armor       S   1000  Defend+57
Mithril Gauntlet  charm     D  T  3000  Defend+31
Iron Shield       shield   R AS   1000  Defend+23
Mithril Shield    shield   R AS   1500  Defend+27
Dragon Shield     shield   R      2500  Defend+33
Magic Shield      shield      S   4000  Defend+31 [casts Sleep]
[available in Bintel Castle]
Dragon Blade      weapon   RD     7500  Attack+138 (132 for Darwin)
Magic Sword       weapon   RD    10000  Attack+157 (151 for Darwin)
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  [casts Sleep]
Lightning Sword   weapon   RD    13500  Attack+173 (167 for Darwin)
Blackthorne Whip  weapon      ST  5500  Attack+40
Elder's Staff     weapon      ST  4500  Attack+79 [casts Sleep All]
Staff of Wisdom   weapon       T  7500  Attack+102 [casts Confused All]
Mithril Mail      armor    R A   10000  Defend+71
Dragon Mail       armor    R     20000  Defend+75
Magic Plate       armor    RD    25000  Defend+79 [?]
Magic Mail        armor    RD    30000  Defend+85 [?]
White Robe        armor       S   1000  Defend+57?
Magic Robe        armor        T 15000  Defend+71
Dragon Shield     shield   R      2500  Defend+33
Caesar Shield     shield   R     45000  Defend+39 [casts Defense Impair All]
Mithril Gauntlet  charm     D  T  3000  Defend+31
Magic Gauntlet    charm     D  T 10000  Defend+35 [casts Wall All]

[not in stores, 1/2 price if sold]
Shaman Robe       armor       S     20  Defend+63  [from Stavery 2F]
Demon Axe         weapon     A       0  Attack+120 [Stavery 3F, casts Smash 3]
Demon Mail        armor      A   20000  Defend+81  [from Stavery 5F]
Demon Shield      shield     A    2480  Defend+35  [from Stavery 5F,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Lightning 2 on 1 foe]
Golden Sword      weapon   RDAST 30000  Attack+1   [from Stavery 10F]
Rococo Armor      armor    RDAST 50000  Defend+13  [from Stavery 10F]
Desiree           weapon    D    20000  Attack+187 [from Bintel Castle SE,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Confused]
Robe of Valor     armor        T    30  Defend+79  [from Bintel Castle E]
Spirit Staff      weapon       T  5000  Attack+122 [from Bintel Castle W,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Lightning 2]
Crystal Sword     weapon   R       N/A  Attack+185 [from Bintel Castle Karul,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Heal 1 (105 HP)]
Earth Plate       armor     D    20000  Defend+91  [from A Tunnel]
Moon Gauntlet     charm     D     4000  Defend+43  [from A Tunnel,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Stomp All]
Spirit Sword      weapon   R       N/A  Attack+213 [from A Tunnel,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Heal 1 All (82-85HP)]
Enchanted Jewel   item     N/A     N/A  N/A        [from A Tunnel]
Grand Shield      shield   R     24800  Defend+43  [from A Tunnel,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Attribute #?]
Spirit Gauntlet   charm        T     2  Defend+39  [from Stavery 3F,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts Accuracy Increase All]
Grand armor       armor    R     30000  Defend+95  [from Stavery 4F]
Giant Sword       weapon   R????     ?  Attack+?   [combines 2 swords & jewel,
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  casts HP Restore All]

Other "Ring" items are defined in the ROM, but I never found any in the
game.
I also didn't see these items mentioned in the manual: Cursed Gauntlet,
Enchanted Shield, Cursed Sword.
Tony Green says that the "Cursed" items may be randomly dropped by
enemies in the last chapter, but he never got any either. A friend who
owned the Japanese version (Card Master) told him about them. [I
wouldn't be surprised if they were left out of the English version,
as I don't recall getting any items from enemies in this game.]
"Rococo Armor" is in the manual as "Rococo Mail".

                MISC. ITEMS
Name              Cost  Effect
----------------  ----  -----------------------
[available at weapons shop in Galia, the starting town]
Herbs               15  restore (71) HP
Medicine            70  restore many HP
Sleeping Bag       500  restore all HP & MP
Return Ring        100  instant teleport to town
Silver Flask       100  restore some MP
[available at weapons shop in Doraf, the second town - the above PLUS]
Gold Flask         200  restore many MP
Restore Honey     3000  your maximum HP increased by 5
MP Honey          3200  your maximum MP increased by 5
[at weapons shop in Doraf after Reinoll & Zerel - the above PLUS]
Tent              1000  as Sleeping Bag, plus reverses Paralysis & Petrify
Strength Honey    3000  increases Strength by 3
Intelligence Honey3000  increases Intelligence by 3
[available at weapons shop in Elf Village - the above PLUS]
Medicine            75  [price change]
Tent              1500  [price change]
Gold Flask         250  [price change]
Endurance Honey   3000  increases Endurance by 3
Agility Honey     3000  increases Alertness (Agility) by 3
[available at weapons shop in Bintel Castle - as above with price change]
Tent              2000  [price change]
[available at alchemist/tavern in any town]
Water                1  no effect?
Elixir               5  restore 5 HP each to all in party
Food A              10  restore 10 HP each to all in party
Food B              20  restore 10 HP and 5 MP each to all in party
[available at gypsy tent in any town]
Wind Card           10  Enemy will be attacked, use more for greater effect
Earth Card          10  ditto
Water Card          10  ditto
Fire Card           10  ditto
Fog Card           100  You can escape from battle under cover of Fog
Call Amulet        350  Summon a Spirit
Null Card          100  Destroy an enemy
(can also restore a "broken" Spirit for 100)

While the transcribed manual page lists "Maiden's Tears" and "Moon
Oil" as additional items that you can buy, I didn't see them in the
game.

Inns: (restore all HP & MP if you pay, can also save game)
30  Galia (first town)
50  Doraf (second town)
100  Doraf (after Reinoll & Zerel)
300  Elf Village
500  Bintel Castle

                 SECRET CODES
1. Music & Sound Gallery
  At the title screen, press and hold the L and R buttons, then press
  the B button. The "Sound Room" controls are: Down to increase #, Up
  to decrease #, A to play, Start to exit. Valid #s are 0 through 90,
  music is mostly above 50.
2. Chapter Select
  From: Tony Iaconetti (Iaconetti_a[AT}spcvxa.spc{DOT)edu)
  At Title Screen press DOWN, SELECT, SELECT, X, Y, SELECT, SELECT,
  L, R, SELECT, SELECT, LEFT, RIGHT, UP.
  Then press following to start at desired chapter:
    A for Chapter 2
    B for Chapter 3
    X for Chapter 4
    Y for Chapter 5
  (Note: When using the Chapter Select, remember that it will only
  jump you to the next chapter, increase your hit points, experience,
  etc. However, items that are needed to complete the game may not be
  available when you do the trick.)
  [I wasn't able to get this one to work.]
  Tony Green points out that you start the Chapter with a set amount
  of experience (10 levels per chapter skipped), some gold, but only
  the best equipment from the stores in the previous chapter. Not the
  better stuff that you would have found, or any Honey items.
3. Game Genie codes (unverified)
  Start with 250 gold pieces: EC69-AFDO + DD69-AF00.
  Start with 60,000 gold pieces: 1D69-AFD0 + 3C69-AF00.
  Start with over 60,000 gold pieces: 1769-AFD0.
  Infinite money for weapons: C225-0F02.
  Infinite money for items: C22A-0402.
  Infinite money for rooms: C229-640E.
  Infinite money for elixir: C22F-A7DE.
  Level and statistics for all characters in group are increased
     after each battle you win: B387-DFF2.
  Magic points don't decrease: 828B-AF2E.
4. Pro Action Replay codes (unverified)
  [GG codes should work when converted, plus:]
  Hero gains level after battle: 7E136300
  Tifa gains level after battle: 7E136700
  Money: 7E15590F 7E155A27
  these codes are from Paul (khempp[AT}libertysurf{DOT)fr)
5. Tony Hedstrom has a bunch of codes that change character stats
  at the start of a new game. Go visit his Code Hut site at:
  http://www.angelfire.com/games2/codehut/SNES.htm
  and look for the ArcanaGG.txt file or the Arcana link. Lots of
  other codes there for other games!

Author is Peter Karsanow (karsanow[AT)dellepro{DOT)com).
The latest version of this file can be found at:
http://www.geocities.com/hentaihelper/arcana.txt
This document Copyright 2002 Peter Karsanow.