Swords and Serpents game Faq's
Presented by Acclaim Entertainment Inc.
For play on the Nintendo Entertainment System
4 player Role Playing game
Written by:
Amen F. Sterling (a.k.a. Big Ah)
Note:
This document is no way endorsed nor supported by Acclaim Inc. The clues
that are also written in the instruction maual are marked with a " * "
in front of the statement. If any of the information is incorrect or
false you may reach me at (
[email protected]) Have fun!
Goal:
To slay an evil dragon and become heroes. You must venture into his lair
where the only escape is confront the foul serpent himself. Your task is
hard but fear not. Temples will aid you in your quest. Monks whose faith
give them the power to heal have braved the dungeon to help others
trapped in this hellish realm. The armory stands ready part with any
supplies you need to complete your goal in hopes of being freed from
this prison that is the serpents home ... for a price$. The old man. A
wise old survivor whose knowledge will save your soul. And the Ruby
Warrior. A fallen hero who tried and failed at slaying the beast. He
bore the 7 Ruby treasures upon him when he went to battle. These the the
strongest weapons and items you can find and you should seek them before
the final battle. But if the Ruby Warrior failed ... can you succeed?
Creating characters:
There is a set of characters already to go when you begin a new game.
You also have the option of creating a team of your own. The
professions that your newly made characters can pick are warrior, thief,
and magician.
A warrior can use the best weapons and armor. His job on your team is to
kill. His best quality is his Strength.
A thief can use certain weapons and items that no one else can use. The
thief has a special death blow that kills enemys with one blow. A good
thief should have good Agility.
A magician is the only profession that can use magic. Magicians can use
magic to attack, heal, and solve problems that would be impossible to
overcome without magic. Beware that you need at least one magician to
win the game. A magician should have a high level of Intelligence
because it will affect how many spell points he recieves.
Characteristics:
I spoke on the three characteristics when I wrote about "creating
characters". They are strength, agility and intelligence.
Strengh affects damage, the stronger you are the more damage you will do
to the enemy.
Agility is your speed in movement, a high agility will allow you to draw
blood more successfully and dodge enemy onslaughts with ease.
Intelligence is a skill I don't quite understand. I know a high
intelligence gives you more spell points. But its combat use as defined
by the instruction manual is where I lose my way. I think the manual
says it helps determine WHEN you strike. So I guess high intelligence
brings first strike.
Experience points and levels:
When you start the game your team is at level 1. You will advance in
levels as a group until level 16. This is the highest level a party of
adventurers can reach in the game. Even though the passwords save
experience levels they do not save experience points. So if you are on
level 15 with 6,399 experience points and you take a break. You will
begin the saved game at level 15 with 0 experience points. As you gain
experience points your attributes, health and spell points will
increase.
Level 1 = 0
Level 2 = 100
Level 3 = 200
Level 4 = 400
Level 5 = 800
Level 6 = 1,600
Level 7 = 3,200
Level 8 thru 16 = 6,400 experience points
When you gain a level your experience points return to 0.
Notes on controls:
The unique thing about the control of the game is that you can attack
the enemy in the head, body, or legs. This is accomplished by pressing:
Head = Up+A
Body = Left/Right+A, or just "A"
Legs = Down+A
The instructions say the blow to the head is the most damage but each
monster is different so experiment.
Environment/Making maps:
When you play the game you see 2 screens. The left screen is the dungeon
as your adventurers see it and the right screen is the automap. The
automap shows your position in a dungeon. It is temporary so it does not
save. It can only show 2 levels at a time. If you go from level 1 to 2
to 3 when you step on 3 the 1st level will delete. And it does not show
places like the armory, the temples and the magic fountains. You should
make your own map with square graph paper. The instruction manual
contains room for all your maps and a key to help you make symbols.
Instructions on directions:
When I started writing I used terms like "Upper right", "Upper left",
"Lower right", "Lower left" to describe locations where to search. This
is real inefficient and I want to correct the matter. Using North = N,
South = S, East = E, West = W alone or in combination, Northeast = NE,
Northwest = NW, Southeast = SE, Southwest = SW. I will look through this
and make corrections but if I miss anything use this chart:
Upper right = NE Up = North
Upper left = NW Down = South
Lower Right = SE Right = East
Lower left = SW Left = West
(This is assuming that North is the top of your drawn map because it is
the top of the TV screen. East representing right and left representing
West. South is down.)
Save data by password:
The draw back of this game is that each factor of the game has a
seperate password. (1 for each character and finallly a game password
totaling 5.) The advantage of a system like this is that you can mix
different passwords from other games to customize any team you want.
Quick transportation:
A quick way back to a previous level is by using a zoom tube. A zoom
tube is a teleporter that opens when you walk into it. Strange messages
appear before it activates before it activates. A teleporter is a spot
that you walk into and go to a different place. Their is no warning for
a teleporter and you can wind up anywhere. Mark them on your map.
Weapons:
In the dungeon their are weapons that are hidden throughout the dungeon.
A weapon's power is determined by two attributes, efficiency and damage.
The efficiency rating of the weapon determines speed and accuracy. The
range is from 6 to 21, 21 being the highest. The damage class determines
how much damage you do to your enemy. The range is from 4 to 16 with 16
being the most damage a weapon can do.
A warrior can use almost any weapon you come across.
The thief will use some of the same weapons that a warrior uses but has
some unique weapons that no one can use except for the thief.
The magician can use only the lightest of weapons magic wands and
staves.
Armor and Armor Class:
Armor is judged on a system called "Armor Class". Armor class is
measured by a rating system of 1 to 6, 6 being the most powerful
defensive item. Your party's "AC" or armor class is determined by all
the armor you are wearing. In this adventure you have various types of
armor. Helmets, shields, body suits, magic rings of protection and
cloaks.
A warrior is best suited to helmets, shields, and body armor.
Thiefs can use the lighter helmets, shields and body armors but not the
heavy stuff.
Magicians can use the lightest armor, helmets, magic rings and cloaks.
Item locations:
Here are some weapons and items that I have found in my journeys.
+1 sword and Ruby glasses at level 2.
Horseshoe, Gold Key and Mirror shield at level 3.
Glow cloak and 400 gold pieces at level 5.
Brass key, Ruby shield and Ruby ring in level 6.
Ruby helmet, mithril chain armor, 500 gold pieces and Ruby crown.
200 gold pieces in level nine
Ruby sword is at level 11.
Magic spells:
This is a list of the magic spells and their locations
Heal: is the first spell you start out with. It restores 6 points of
energy to one character. Uses 1 magic point.
Flash Fire: is the first offensive spell you have at the start of the
game. Releases lightning on the enemy. Uses 1 magic point.
Sting: is the first magical spell that you find in the dungeon. It is a
stronger version of "Flash fire". It attacks one enemy and requires 2
magic points to use. Search for it in level 1.
Shield: is found in the left upper most room of the maze in level 2.
Improves the teams armor class (AC) for a short time. Costs only 1 magic
point to use.
Deadeye: Will give you an advantage in attacking the enemy. Use on 1
character for 1 combat. Uses 1 magic point and is found in level three.
Strength: will give you more power to do more damage in combat. Uses 2
magic points. For 1 adventurer in 1 combat. Found on level 4.
Death Mist: A poison cloud that suffocates one opponent. It costs two
magic points to use and is found on level 4.
Passwall: is the reason why you need the magician. The spell will allow
you to pass through certain walls that stop you in your quest. Passwall
uses 1 point of energy and is found on level 5.
Flight: is found on level 5 and can help explore areas that have been
booby trapped so you won,t take damage. To cast this spell is 2 points
of magic.
Major heal: will recover 4-6 points of energy for the whole team. It is
found in level 6. It costs 2 magic points. (For some reason their are
about 5 different locations for this spell. If you can't find it in "6"
try again in level 8.)
Thunder: the magic you have been waiting for, it attacks 2 monsters at a
time. It is found in level 6 and costs 3 magic points to cast.
Stun: is found on level 7. Costs 4 magic points and attacks a maxium of
3 beasts.
Viper: the poison of 1,000 snakes. Costs 3 magic points.
Phalanx: Attacks 3 enemys and uses 3 magic points.
Regenerate: heals one hero completely. Costs 2 magic points.
Crystallize: Freezes the enemies ability to fight. Uses 5 magic points.
Is located on level 15.
Playing tips:
These are beginner clues from the instruction manual
*Your first goal should be to get better arms and armor, while
increasing your experience levels.
*It gets harder to go up an experience level as your characters get
stronger, so you will have to go deeper into the dungeon, as the
monsters on lower levels give you more experience points if you vanquish
them.
*If faced by too strong a foe, don't be afraid to run. Discretion is a
better part of valor.
*If you find yourself low on health or spell points, don't hesitate to
head for a temple, before its too late.
*Magician: Heal Thyself.
*Once you make it to level five, you can use the shop and temple there
as a base for deeper exploration.
*Try to explore a level completely. By looking at the map display, you
can get an idea of where secret doors and rooms may be.
*If you're totally stuck and 100% sure that there's absolutely no way
out, select LAST RESORT from the ATTRIBUTES/INVENTORIES menu.
*The most balanced team is a warrior, thief, and two magicians.
Of all the clues that are written about the dungeon the most important
seem to be about "Victory". I did not finish the game at this point in
time but I think that "Victory" is the lowest level of the dungeon and
home of the serpent.
Don't forget to come back to levels that you have traveled through when
you aquire the passwall spell.
If you have no gold don't worry, you can find all the weapons and items
you can purchase for free in combat. Except for that "plus two sword" at
the armory on the first floor.
All levels are 16*16 square grids. Their are no sections you can't get
to somehow.
Use flight to get around traps without damage.
Armories are on the first, fifth, and tenth levels.
Ruby weapons and items are on levels two, six, seven, eleven and the
rest you must find.
Spells are in every level except for nine and sixteen.
If you know where a magic fountain is you can heal your magical energy.
Restore the life of the party with the magic you already have, then
proceed to a magic fountain to resupply your magic.
Their are weapons and items besides the Ruby artifacts hidden within the
dungeon levels, seek them out.
If you find a pole in the sand, play Horseshoe.
Level #1 'Destiny":
In level 1 their is an armory in a large room in the middle southern
most section of the of the area.
The Sting spell is located in the SE side of the level in a small
corridor.
The temple is located near the center of the level just north of the old
man who says "Temples are on the first, fifth and tenth levels.
Their is a room in the NW corner that you cannot enter without the
passwall spell. When you recieve the "Passwall" spell and pass the
through you will find a teleporter to level 6.
When you see a message saying "Several men are ahead standing guard."
these men guard the staircase to level 2. You should obtain at least
level 2 in experience before facing them. The sting spell helps but
don't forget to heal your teammates. Save your money for shields and
broadswords for your warriors and thieves if you don't find these items.
The staircase itself is in a small room in the NE corner of the map.
An old man in the SW corner of the dungeon requests the Black Crystal. I
think you seek this item on level 12. If you bring this item back to him
he will activate a teleporter to send you deeper into the dungeon.
Other clues:
Your destiny is to slay the dragon ... you must collect the seven ruby
treasures.
The ways of magic are scattered throughout the maze.
The Ruby sword lay in the point of the sword.
When the time comes ... prepare for "Victory".
Level #2 "Zoom Tube":
Alright now. You have defeated the guards of the staircase and level 2
stands to be explored.
This is a game that takes patience and a little time so don't get
discouraged by having to return to level 1 to heal yourself. The troll
monsters (green monsters that pull knives in combat) attack twice in a
row. The blue bats are fast and dangerous, attacking one adventurer in
your party with everthing they have to kill him. Keep your team alive
with healing and look for a weakness when attacking the enemy. The NW
side is a maze. Their are only 2 things that are within the labyrinth
though. A "shield" spell in the highest room NW corner. On the East side
of the maze in the Eastmost room is a +1 sword which raises your armor
class as well as your fighting prowess. In the SE corner of the dungeon
level is a room with a gold lock that you cannot get though so leave it
alone for now. The stairs to level 1 is in the NE corner. Their is a
small room near the stairs to the first floor that has no entrance.
Return with the "Passwall spell" (Don't bother their was nothing hidden
in the room anyway). Down or south of the maze is a teleporter that will
take you from the left to the right side of level 2. Left of the locked
room is a zoom tube that will bring you back to level 1. The stairs to
level 3 are guarded by 4 trolls and are located in the SW corner of the
level. Even after you start a saved game you will have to fight the 4
trolls every time you come through level 2. Try to get up to experience
level 4 before going to the deeper level 3 of the dungeon. Also by
fighting monsters and selling items you don't need try to save up for
the +2 sword, you will need it in level 3.
Other clues:
Ride zoom tubes to travel up many levels at once.
For "Victory" you must pass through walls.
Beware hidden teleporters.
Level #3 "Threshold"
The 4 trolls lay dead that tried to keep you from the stairs in level 2.
Now our brave warriors stand at the south east end of a long hallway
going straight north. In this labyrinth you must watch out for ghosts
who drain a quarter of your energy with 1 hit. The magicians are
protected by a magic that will cause successful attacts to cause no
damage. Attack until the enemy's energy starts to drain then add magic
to the offence. The warriors, zombies and spiders are stronger now. Go
North then West. An old man will tell you "Locked doors have remote
triggers." The 4 triggers are the secret to completing the stage. When
you go west you will come to a square room in the center of the level.
On the North and South side of the room are 2 doors. Only the Southwest
door is unlocked. The other doors will not open until you press these
triggers. Walk through the only open door and proceed down. In this
section their are 4 small rooms. The Southeast room holds the first
trigger. The lowest hallway is a zoom tube back to level 1. The room
Northwest of the place where you find the trigger is a room where every
step is a battle. At the back of this room is a horseshoe. Now that you
have hit the trigger head back to the center room. Go Northwest through
the door that has unlocked And head west to the end of room. The
Southwest holds the next trigger. The Northwest holds the Deadeye spell.
Leave the section and head Southeast. The room is a hallway that leads
to the center. Their is no door to the room here. Walk to the southend
of the room and walk through it. The old man will appear and tell you to
that "Ah ... that was a secret door." Walk North and the final trigger
will be pressed. Leave here and head for the Northeast door and final
corner. A clue read "To avoid traps in the Northwest stay near the
walls." The whole area is layered with booby traps. Go North against the
wall until you hit the wall. Turn East and travel until you hit a wall
in the middle of the room. Turn South and move down once. Turn East and
go in the room. You will hit the magic fountain which restores magic
power. South of the fountain is the stairs to level 4. North of the
magic fountain passed a secret door is the Gold Key. Take the Gold key
back to the 2nd level and open the locked door to find the Ruby glasses.
The stairs to level 2 are in the SW corner of the dungeon.
Clues found:
Locked doors have remote triggers.
To avoid the traps in the Northwest, stay near the walls.
Ah ... That was a secret door.
Level #4 "Secrect square"
The monsters are always a threat. But a green skinned zombie and giant
serpent monsters are the most deadly. These zombies have strong
protection and you should have top energy or retreat .Their is no shame
in running from them if you are weak on energy and outnumbered. As the
title says the secret of this puzzle is getting to the center of the
maze and to do that you must solve the "Secret Square". Don't worry,
it's not a cheesy game show it's the center of the level and you must
solve yet another puzzle. An old man saying "The 4 locks must be opened
with the mark of the "Z". is the information you need to solve half the
puzzle. Their are 8 total locks in the level and a "Z" is written 1 line
across the top from left to right, one line diagnolly down to the left
and the final line across the bottom from left to right. So touch the NW
lock first in the NW corner. Under the NW corner lock is a Strength
spell. Head East of here to the NE corner to the second lock. In the
lower half of the dungeon in the SW the lock is in a corner room through
a secret door. The final lock is in the SE corner. West of this lock is
a zoom tube to level 1. If you travel above the zoom tube you will find
a Deathmist spell in the corner of a room. This area is also guarded by
a secret door entrance. After the first 4 locks have been turned in that
order, head the middle of the southern end of the map. You will find a
hallway you can't enter. Go to the south end and pass through yet
another secret door. Go North as far as you can. You will get a message
that says "Never do anything right." This is telling not to take the
door but the wall opposite the door (The left). You will pass through it
and find a path to a door North of you. As you travel you will find a
new message "Remember never do anything right." This telling you to
travel around the "Secret Square" going left, not right. You will pass 4
more locks and open the final door. In the large room is a magic
fountain and the stairs to level 5.
Other clues:
When you sence "Victory", face North.
Use zoom tubes to return to safety.
Some locked doors must be open.
Thats what you get for doing something right.
Level #5 "Haven"
Monsters here are tough all around. But this is the fifth level and if
you die you start on this level. An armory and temple are here for your
aid. This is the first endless level you will encounter but not your
last. When I say endless I mean that if you walk left you will find
yourself back where you started from. The level is called "Haven" and
that is the place you must seek out. It is the key to making your map.
The stairs to level 4 are in the center of the level. In order to be
successful in this level you need the "Passwall" spell. First work your
way down until you exit through a small passage. Turn west and walk by a
single room with no door. Turn North and walk until you see a door. Pass
through the door and in the center of the room is the "Passwall" spell
and a magic fountain. In the two rooms near the fountain lie a glow
cloak and 400 gold pieces. Return to the single room and use your new
power to find the "Flight" spell. "Haven hides in all directions."
Another clue given by the old man. Who is that guy anyway, oh well. What
this means is that Haven is the 4 corners of the level. Look for a
secret wall in the corner of the level. Any corner it doen't matter but
you will need to use magic to actually enter the haven. Buy the
"helmets", "wizards wands" and the scale armor. Hit the temple in the SW
corner of Haven. A zoom tube leads back to level 1. The room you can't
get into without magic hides serpents. The room with stairs to level 6
is the SW corner of the entire 5th level. That whole center square is
staircases that also should be corners on your map.
Clues found:
After sensing Victory walk straight ... walls must be no barrier.
Seven turns and the sword will appear.
Haven hides in all directions.
Beware the endless corridors.
Beware, zoom tube in inside.
I must apologize. This is my first Faq and it would have been completed
if I did not lend the RF switch to a friend to play Final Fantasy 3. (I
waisted my writing time on FFVII) I will complete this this faq
eventually. If you need any other assisstance e-mail me at
"
[email protected]"